In his forum new-author introduction, the author mentioned he was a recently retired software engineer. If so, Arborea's one heck of a going away gift to give yourself, and at the risk of sounding corny, it's a gift for us too. Even if it didn't work out, it would still be a reminder of all the things we want to do and how we shouldn't let everyday life get in the way if we can help it. But it's better than that. And it's interesting to see how some people are coming back to a hobby they've had for a while, or that they meant to, because of the old Infocom adventures of the 80s, and they're finding their own ways to give us something neat.
It's presented as a computer simulation of many different eras and continents, and I was worried it was going to have a wishy-washy/overbearing "appreciate biodiversity and love our trees and respect Mother Nature and all that sort of thing because this is the only planet we've got" message, but thankfully that's not the case. There's all sorts of jokes in here, from physical comedy to well-timed puns. Some are even objectively bad, but they provide relief. For instance, there's a (charge) card once you've tamed a rhinoceros: "How do you stop a rhino charging? Take away his card." This bombs if you're over eight, but an allusion to it in a game works nicely. And that's what I found with Arborea's organization. It could easily be a mishmosh that doesn't quite work, but overall, it does, and when you combine eight hubs together with interlocking puzzles, that's not hard. Oh yes. You have a few funny deaths too. They're lampshaded well and pretty obvious. Enough was there, I was slightly disappointed there was no AMUSING section at the end for what I missed! Nitpicks.
As the title might suggest, a forest is the centerpiece of the game. It's where you start, with I actually had some problem guessing the first verb that helps you leave, mainly because I didn't read the help carefully enough, and also I didn't consider the most obvious thing to do if you are in a forest. One other thing you need to do is look at a gourd you've been given. Later, it tracks how much you've completed, but to start, it has some information on the different kinds of trees out there, and your initial job is to find those trees in the distance, and each one leads to a new area. It has an introductory-quiz feel, making me wonder if there's be one those choice-based flipbooks "if the bark is smooth, turn to page 8. Shaggy, page 13." But that's all there is for pedagogy. The rest is imagination.
And you get to go all over the place: Elizabethan England, Missouri in the 19th century, Indonesia, the Amazon rain forest, medieval Scandinavia, and Africa. There are some direct historical figures (Sir Francis Drake) and some more general ones. Missouri features a particular class of people. How much you do in each area feels well-weighted, and the puzzles have strong variety. With your gourd as a guide (it changes appearance each time you visit all the locations of one hub,) it combines because-it-is-there with fixing injustices. They're pretty obvious ones, but all the same, it feels good. There's supernatural stuff, too, from the just-sort-of-mystic-babble to the "oops, badly reincarnated, sport!"
I really enjoyed how to eventually destroy the gourd and get to near the end of the simulation, though near the end I was a bit exhausted. This may be an unfortunate side effect of trying to blitz through all the IFComp entries. Overall, there's some good wacky humor in there, and it lasted longer than most games did, but the end felt like it over-did that whole angle. I can't offer better advice. There should have been a denouement. Some jokes clearly hit, but for whatever reason, the self-contained end part didn't flow as well as the bigger whole game itself. That's a minor concern.
I'm not surprised Arborea placed high. It checks all the boxes without feeling like it tried to for a high placing. I felt guilty pointing out small bugs I stumbled on to the author, but that'll happen in lively worlds people create without, you know, being paid or having a team to check off on bugs. The anachronisms and time-shifting and such are pushed into the realm of creativity without being warped too far beyond belief. And I think in IFComp 2022, the reviewers tried to emphasize longer games, and if it gets more people to look at Arborea, even with a walkthrough, that's a good thing. It offers a lot to learn in terms of game design, and I'm quite glad I didn't put off reviewing and playing until the end of IFComp. My impatience would definitely have made me miss several details I enjoyed.