Universal Hologram

by Kit Riemer profile

Science Fiction
2021

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5 of 5 people found the following review helpful:
Pain of loss/scrambling for survival in a sim, same/different as real life, December 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

UH was tough for me to get to replay. I thought it was mainly due to the snark of the main character, as well as Ged, the person encouraging you to act so everything doesn't go down the drain. Ged cusses sometimes. A few cuss words are nothing in the face of mass extinction, I got it, or I thought I did. This doesn't change how I enjoyed the meat of the game, or what I thought. The most amusing parts to me weren't the direct jokes but when the game stood back and let me think about things. Okay, yeah, I could pull back from the game any time, because I am a person with free will, and the game is just an HTML file with graphics and sound. But the pacing was organized well enough that you'd have a hub and branches, and the hub was pretty clearly a Good Place to Sit and Think of Things. Perhaps UH was too heavy on snark at times, which is okay. But it didn't rely on snark. It did other things to establish a Futuristic Tone, like having about/credits explicitly listed metadata. So I knew what I was getting into. But on reflection, I saw a theme of loss throughout the game, of worlds we dreamed up and let die, and how having someone in our created world keep it alive is, of course, an extreme exception.

You start out on Mars. Humans have moved here long ago, leaving behind a doomed Earth. There are pyramids of information, some practical and some not, and you've been chosen, for whatever reason, to look into them and find something. You're given a multiple-choice quiz you can cheat on, with easy undos, and it seems it's more of a way to catch you-the-player up on what's happening. Often, only one or two choices aren't ridiculous. The quiz to some extent establishes a theme: with all that technology, the witty repartee feels mechanical (responding "was that the first question?" to "Are you ready for the quiz?" is an example.) This pops up later, when you start analyzing the best social responses in a situation, ones most people would quickly choose either way, e.g. polite white lies or overbearing, overstated truth.

Because, as you find out, you're in a simulation. In fact, you are in U9, a very deep simulation, below U8 and so on. So it makes sense that, that far away from humanity, some of your emotions become quantified to some degree, and natural actions, such as deciding whether to tell your friend they look great or awful, become rigorous show-your-work-a-thons. I think it's no mistake that there is no real humor from your point of view, no "oh, that's neat because X," only comebacks.

After a few more evaluations, you find out you may be able to astral-project, and you find your quest. Your world is likely to be deleted. Nobody uses the information from your world any more or cares. Besides, you wouldn't understand stuff like soccer. You just wouldn't. Trust me, the overseeing computer says. It's not worth asking about. You've had a good run, no offense, but it takes work to upkeep, and you do understand your own self-interest may be adjusting your calculations? You and Ged both, really. Ged particularly adamant things should be saved. He provides actual reasons.

If you accept the challenge, you're sent forward into the real world (U0 or U1–I forget) to take a box with your world in it away from the people who are about to destroy it. Even if you succeed, things are irrevocably changed. You probably don't want to go back. And sort of like Narnia, the time you spent away is nothing compared to how time passed below, but unlike Narnia, there are no allegories or talking animals or aesthetic places to explore or wonder. Because, well, simulations are a dime-a-dozen. And I think UH meant not to give too many details, because it wanted to emphasize that even people in badly created or imagined worlds have a world and belong there, and it's the only one they've got. The semi-random, deliberately imperfect, odd graphics seem to reinforce this.

I think I got tripped up on some terminology and some science-fiction conventions, and when I kind of rolled my eyes at the swearing and snark, it probably cost me some Comprehension Points. So I didn't get as much out of this as I could. But there were still more than enough takeaways. The erasure scenes are very good, if you tell Ged to get lost. Given your character's snarky contrarian bent, it feels a little dirty of the game not to give you the chance, or force you to undo a lot. I'd have appreciated, once the game was over, a way to revisit the critical checkpoints and branches to see what happened if I messed up elsewhere. And certainly the whole "we're in a simulation" thing reminds me of all the times I played a game to somewhat-lose to see what was going on. All the people I killed with my decisions, this time through, all the simulations I aborted because I wasn't interested, with no Ged to save things remotely! Even the worlds I created in my head, whether with Legos or a computer program (e.g. The Sims) or even purely mentally, I imagine them drying up and sort of hoping they could save themselves somehow--of course nobody in there has free will or emotions--but I'd like them to live on. While UH kind of crushed me with all the mental worlds I'd created and left behind to shrivel, it also provided a story as to how they could keep going. So it was more to me than standard OMG YOU'RE IN A SIMULATION.

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2 of 3 people found the following review helpful:
Amazing mood, okay plot, December 7, 2021
by Rachel Helps (Utah)

The AI-constructed images and strange music really transported me to an alien, AI-populated (?) world. It made the story feel uncanny. The story itself was fairly thin, about an AI who disconnects their matrix-style universe from the network of other universes (for some reason?). My favorite part was going to the museum of plaques and looking at the products of our time through the eyes of a far-future consciousness.

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4 of 4 people found the following review helpful:
An ontological heist, December 3, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

Universal Hologram takes the player on a joyride through altered states both inner (via lucid dreaming) and outer (via stacked simulated realities), with enough big ideas to make Philip K. Dick blush and off-kilter prose that sells the premise with brio.

Admittedly, it starts a little slow – the opening is well considered in name-checking some of the major concepts that will be explored in what’s to come, and giving the player the opportunity to dig into what they’re most interested in, be that the history of the far-future world, the mechanics of lucid dreaming, or just interacting with other people. But it isn’t until maybe a third of the way in that a real conflict or sense of urgency start to come into the story; before that, it’s pretty much all exploration. Since the writing is good and the world is interesting (it’s a sort of Martian post-scarcity techno-utopia where the Internet is a person and the Earth is gone, but much less annoying than I’ve made that sound), I was sufficiently engaged to stick around until the game got more grabby. I’m once again in the position of having played on my phone, so I was too lazy to copy and paste bits of writing that I liked and I’m therefore in the unenviable position of having to broadly characterize it and say “trust me, it’s good.” But I really liked the way the writing takes a off-kilter conversational, even occasionally lightly confrontational, tone while digging into the heady concepts underlying the setting.

The plot, once it comes, ties together the game’s different themes with some elegance, and the choices at that point shift from being primarily about which parts of the setting you want to dig into to allowing you to decide how or whether you want to cooperate with the ontological heist your character gets press-ganged into, with some surprising action-y bits even coming into play to change things up in the late game. I’m not sure the ending I got completely stuck the landing (though see “how I failed the author,” below), but the journey was well worth the price of admission.

Highlight: I’m a sucker for a good heist sequence, and this one delivers, with high stakes and curve-balls coming left and right.

Lowlight: A tradeoff of this fleet, too-clever-by-half voice is the occasional clanger – there’s one out-of-context Lawnmower Man reference that really should have been left on the cutting room floor.

How I failed the author: after I finished the game, I was turning over its big-picture themes and intentionally-disjointed plot in my brain to see how it all coheres. But almost immediately Henry needed a diaper change, and it was a rough one with two mid-change pees, and after the chaos died down I’d lost the thread and as a result my final take on what the game’s saying and doing is fuzzier than I’d like!

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6 of 6 people found the following review helpful:
A game about being extremely online, November 22, 2021
by autumnc
Related reviews: ifcomp 2021

Universal Hologram is a game about becoming unmoored from reality, about how living your entire life on the internet turns you into a shell of a person (a situation that none of us relates to, I'm sure). It is also about astral projection and the simulation hypothesis. It is also a critique of utilitarianism. It's about a lot of things, and it's really good.

First of all, I love the pictures. There’s something about the AI-generated art style that’s just perfect for this story, and the specific images that are chosen always fits perfectly for the given scene. The soundtrack is nice and provides a good, unobtrusive ambience for reading, until it becomes terrifying in the appropriate scenes.

The writing alternates between a surreal and introspective style (mostly in the narration), and a hyper-self-aware, detached, irony-poisoned style (mostly in the dialogue). Overall I would like to describe the writing as “extremely online”; it reads like "weird twitter", basically. And I found the writing really funny! The juxtaposition of the philosophical and ironic styles makes me want to laugh. I know some other reviewers criticized the style as being hostile, but it worked for me, maybe because I'm used that kind of dialogue. Sometimes the story comes close to dropping the veil of irony and radiates some sincere and even painful emotions. Those parts hit awfully close to home, especially that scene with Dion.

Much of the game is linear, with click-to-advance inline links, with very short passages. I liked that style. There are occasional moments of nonlinearity, like choosing which pyramid to visit, but the game always guides the player towards advancing the main plot. However, there are significant branch points, including choosing whether or not to pursue the main plot at all. I haven't explored the paths that seem to go off-course.

I thought this would be like consciousness hologram , but it is not like Consciousness Hologram. Whereas CH was depressed and melancholic, UH has this wild exuberance about it. Actually both games are comprised of the same emotional palettes but in different quantities; CH on the darker side and UH on the lighter side.

I think one reason I might have appreciated UH more than some of the other reviewers is that I’ve played CH before. CH is a much more expansive game, with more “game-like” segments of exploration, heavy worldbuilding, and a deep philosophical exploration of utilitarianism. The details of the world are harder to come by in UH, requiring some link deep-diving, so some people might be confused by what’s going on. And it’s a really interesting world with complex philosophical underpinnings, so I’d recommend that you play Consciousness Hologram.

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2 of 2 people found the following review helpful:
This piece was not for me, November 7, 2021

I was not into this game; it just wasn't my style. It's full of humor, some of it kind of meta, but I didn't respond to it. The writing was a bit complex, and I wasn't always able to keep track of what I had learned. I'm not generally a fan of this brand of sci-fi, the far-into-the-future stories about how a well-intentioned innovation ends up taking things to the extreme. I did appreciate that on my first playthrough, I was able to fail almost immediately. There were also some nice touches, such as the visuals and music; there was clearly care and effort behind it. I think it could appeal to fans of dystopian settings, and those who don’t mind a trippy but humorous approach. Also: is astral projection really "easily disproven pseudoscientific garbage"? Asking for a friend.

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2 of 2 people found the following review helpful:
Explore layers of reality with AI-generated art, October 20, 2021
by MathBrush
Related reviews: about 1 hour

This is a long Twine game that uses distorted sounds and AI-generated art to tell a story about a being in a world where astral projection is real. You discover in the first half of the game that (Spoiler - click to show)you are in a simulation of a universe that is roughly 9 simulations deep.

Much of the game is about gaining different versions of ascended consciousness, mixed with what I'd call 'stoner-dude' conversations with a lot of profanity and 'woah man!' type of interjections.

I liked the storyline, but didn't really care for our character, who had a lot of jerky options.

Overall, there was a high level of polish and descriptiveness and the interactivity worked for me. However, due to the dialog style I didn't really connect with the protagonist and don't think I'd replay.

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4 of 4 people found the following review helpful:
Life on Mars?, October 17, 2021

In this sci-fi game, a simulated protagonist undergoes an astral projection experience and becomes tasked with getting back to the original universe to make a decision that could free everyone.

The writing is enjoyably trippy and creates a nice sense of place, as do the computer-generated images. When proceeding through the piece, I felt transported to life on Mars, astral-projecting into different spaces, and wrestling with questions of existence in a simulation.

Oddly, the choice structure of the piece felt a bit like an add-on rather than a core part of the experience. There’s some navigation to different locations, and some quizzes whose impact I didn’t understand. This is coupled with a somewhat disjointed quality to the narrative as a whole, which left me confused (though not unpleasantly so). I’m left wondering how the piece would read with less interactivity, say as dynamic fiction where the vibes could just wash over the reader a bit more.

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2 of 4 people found the following review helpful:
Multimedia, nonsensical story with few choices and formatting bugs, October 6, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

I really feel like there was the seed of a good story here, but I just didn't get it. Most of the time I couldn't tell what was going on. On the one hand it seems like kind of a surreal/trippy story, but on the other there was more than one NPC scream-cussing at me and it definitely took me out of the mood of the story. There were very few choices in this piece, most sections of texted ended with a single hyperlink. In those few places where multiple choices were offered, sometimes the choices were not separated by a blank line, and because other "choices" were often a whole paragraph of text it was hard to tell if this was a really choice or a paragraph of just the next part of the story. I would recommend cleaning up the formatting in that regard so that when the reader gets an authentic choice they know it at a glance. On the plus side, the story had accompanying surreal illustrations and an atmospheric soundtrack.

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3 of 4 people found the following review helpful:
Kaemi's IFComp 2021 Reviews, October 3, 2021
by kaemi
Related reviews: IFComp 2021

Neural network image generators, with their dreamlike quality of semi-figurative outputs that have been processed through deeply uncanny layers of inscrutable mediations, the genuine beauty of something produced without intention towards the beautiful or the genuine in objects which never cohere, impressions that give an impression without having been left by anything, raw data composed into vector graphics, the feverish feeling of plumbing it deeper and deeper but never quite reaching anything; there is no there there; the map is not the terrain.

Universal Hologram delights in this vibe, not just in its AI-generated images, but in its refusal to underlie its vibes with coherent aesthetics or commitments, a purplish nutrient paste that has some ideas or whatever, and I mean that whatever literally, here’s how the story frames its climactic moral choice: “Gen wants you to take our little simulation-container and remove it from the grid. Then, they want you to bestow that Terminal grain of yours back into the simulation, like an inheritance, so the folks inside can move in the matrix and visit other simulations or whatever.” Yeah you know man, just like, you can change the universe, if uh, if you’re into it, or…

Most characters are like this. During a heady conversation about astral projection, dialogue like ““No, dipshit. You’re a rudimentary sentience in a computer simulation experiencing a facsimile of a fake ancestral phenomenon.” / “Oh, that’s right. We live in a highly realistic simulation, and everything we experience was programmed by someone in the actual real world.”” syrups into ethanol, a simulacrum of human dialogue. Basically every serious conversation is a weird mash of Big Ideas and a slacker ennui that assures you that it’s so post-post-ironic that it couldn’t possibly care, as in this expositional shrug: “Here’s the state of things: in the original, actual, material universe (let’s call it U1, or ‘universe one’), that is, the universe that is currently simulating our universe (U9), there were some morons who imagined it was possible to project their spirits/souls/astral bodies out of their physical bodies and into the energy plane or spirit plane, and then they could float around and look at stuff and shit.”

That’s not to say the characters necessarily need to take anything seriously. The game’s vibe works to the extent that it effuses its computer hell tone, with gleeful distortions of familiar inputs, like this description of gun-soccer: “Soccer was a video game popular among foot fetishists. / A gun was an L-shaped piece of metal that produced a loud noise and the death of one or more people.” or this hilarious description of paper: “Our ancestors on Earth used to harvest a renewable resource called “wood” and smash it until it was basically two dimensional and then dye it white. The resulting substance was flat, smooth, and capable of lacerating human skin.” When the descriptions wheel free of all earthbound concepts, it can become delightfully machinelike, truly synthetic synaesthesia: “You float peacefully, drifting slightly on the Z axis in the astral breeze.” and “At each point when a U-level is breached, you hear a brittle click and watch yourself rise up and out of a series of brackets. Each function containing other functions like a fractal, onward in each direction: too tiny to see where you’ve been, too enormous to comprehend as you move further toward the outer edge.”

However, the game’s thrusts towards the serious feel clunky precisely because they clatter into the miasmatic eyeroll of images. This is not exactly elegantly delivered exposition: “Dion sighs and gestures you into their room. They drag two battered chairs over, and the two of you sit. / “Gen is our universe’s messiah. Without Gen… well, it used to be called the ‘Simulation Hypothesis.’ Now it’s confirmed fact. Gen proved undeniable truths about our reality, and then also gave us an entirely new way of experiencing it: through the Terminal, and later, when that become inconvenient, through astral projection.””

The result is like if you took Brave New World, used it as an input for a neural network text generator, then collectively had your Discord channel edit the outputs into a Twine. We have some similar concepts, the idea of minimizing suffering through the technological attenuation of existence to mere basking, but interlaced with a surfeit of cyber-sorta-punk internetisms. Thus, some of the disconnect is intentional, as grand philosophical gestures like ““Well, for example, there were huge protests on Earth when wild animals were chemically sterilized and allowed to die off. The amount of potential suffering in a wild animal’s life is enormous, of course, but there were many who felt that there was something inherently good about the natural world.” / “Something inherently good about suffering?”” set up our narrator’s childlike inability to process these thoughts: “Dion, that story was a massive bummer.” So we have the stage for a character arc, which sort of happens, as we have our consciousness digitally overwritten to be capable of entering an underlying digital layer. But for the most part, the story relishes its condemnation of our accelerating naivety: “Light, please, uh. Stop emitting light.” An inability to conceive of light except as a command, a variable to turn off and on. Our narrowing band of experience compresses us into binaries, even as we glimpse the grandeur that lies outside: “Your mind springs out of your body, rocketing forth past whirling clusters of stars and technicolor twinkling flecks of astral energy. / In the distance, beings made of pure light and pure darkness traipse between constellations.” There is so much noise and color, and if we could just find a way to navigate the between, enter into the place where “The door opens on an expansive, brightly lit room filled with humming white boxes. Simulated worlds inside simulated worlds inside simulated worlds.” perhaps we could entune all this chaos into genuineness, contact, humanity, something transiently biotic in the endlessly replicating machinescape kaleidoscope: “The tingling, searing sensation fades. You take your hand back. The residue of the gel leaves a wet handprint on the plastic.”

Universal Hologram, in that mode, scintillates with an urgency that it shunts off into nervous laughter. “The light goes dark, and inside Dion’s room, you hear unintelligible screaming. The Internet communicates differently with everyone.” And if we could, as a tone poet, reach through that communication, render the screaming intelligible, there’s a chance, not for redemption, not for healing, but for a transformation not merely translation, an escape from the cycle of rebirth. The story stands as a touching testament, a story that can reach through all these mediating layers and achieve it, the touch, touching, the chance to connect to someone other than online.

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