i wish you were dead.

by Sofía Abarca

2022

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3 of 3 people found the following review helpful:
Heartbreak Simulator, November 27, 2022
by JJ McC
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This one crawled into my head a bit.

IWYWD is a linear character study, where the character in question is a relationship in intensive care. I nearly got bounced off the first page, for what I think was an unintended artifact? The intro screen starts with a dedication to the heartbroken, then flashes the title. Yes. (paraphrase) “to those recovering from heartbreak: I wish you were dead.” Wow, author, just wow. I say with some confidence that this was unintended.

The entire game is a dialogue between the player/protagonist and their lover. (Spoiler - click to show)The player is trying to break up. There is so much I feel I want to say about this entry I can’t even get two sentences in without plummeting into the spoiler pool.

The dialogue is overflowing with very sincere emotion, and hurt, and history. It’s achingly cringy how unprotected the two characters are and I mean that in the most laudatory way. I found the dialogue very naturalistic, which is really the only way this could work. As a modern man, I have been relentlessly taught to flee screaming from this level of emotional honesty. Even the slightest crack in believability would have been an excuse to bolt for the exit. No such luck. I think it was this naked honesty that drew me in so quickly where other linear studies were less successful. In the end, it is a tribute to the writing, pure and simple. Both the character voices, and the specific and compelling shared history that emerges as the game progresses.

It is a linear narrative, though it appears you can make impactful dialogue choices. The act of making those choices felt like a torturous tradeoff of honoring the truth and honestly wanting to minimize pain. I cannot recall a single instance of inelegant post-choice dialogue - even when, as is definitely true in life, what you try to say has nowhere near the effect you intend. God this game is so smart about fraught emotional conversations.

The author makes another important choice, that I’m only mostly aligned with. The dialogue plays on a timer. Meaning the dialogue, hurt and emotional and unsteady, comes completely on its own pace, impervious to the wants of the player. This is such a smart choice. It forces the player to ‘listen’ rather than mash buttons to get to their next choice. When it works, it paradoxically rejects player input, and the effect is MORE INTERACTIVITY. My head is exploding here. It also allows the author to pace the dialogue precisely for effect. There was one sequence burned into my head in response to a yes or no question:
(Spoiler - click to show)
I don’t –
No.
I don’t know.

Reading my non-paced recreation of it you may be unimpressed (you heartless bastard). But how it was revealed on the screen in fits and starts conveyed the pain of the speaker like a bullet to the heart.

Now, it doesn’t always work. Sometimes the pacing doesn’t quite ring true, or is perhaps clumsy in a way that doesn’t reinforce the dialogue. Also, when there is more than a screen’s worth of dialogue, the page does not autoscroll, ultimately forcing the player to interact in a way that defeats the effect a bit. An auto-scroll functionality would have been so much better here. There is a bit of backstory rationing too - two specific plot points get kind of headfaked in one direction (a not very satisfying one) only to be revealed as something much more real, nuanced and uncomfortable. One of those reveals felt at odds with the carefully crafted player/protagonist alignment. The protagonist clearly knows the history, a sudden reveal to the player disconnects them temporarily. I should also mention that while I found the dialogue crackling, there were some narrative descriptions that suffer word choice. A teardrop ‘exploded’, something else was ‘infected’, a second pass editing could have buffed those burrs out.

Not perfect, but between the dialogue and the story choices those quibbles kind of fade away. And that ending. (Spoiler - click to show)It masterfully recontextualizes the “Play Again?” trope as endlessly revisiting what-I-shoulda-said in our most heart-wrenching, emotional Monday morning quarterbacking. Kidding ourselves that all we needed were better words to have made it go any differently.

For me, the ending cemented it as a Transcendent game. Sofia created and conveyed a real and insanely wracking scenario, then used interactive tools to tremendous effect, pacing dialogue for dramatic impact and mimesis and integrating the player directly into the narrative. God do I not want to play it again.


Played: 10/16/22
Playtime: 30min playtime, more than twice that thinking about it
Artistic/Technical rankings: Transcendent/Mostly Seamless
Would Play Again? I’d have to be made of much sterner stuff. But if I’d just said…

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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