(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)
Ghosts Within is a sprawling mystery, with a big map, myriad puzzles, and three distinct openings that shift the available puzzles and endings. It all adds up to a long running time that pushes it well beyond the Comp’s two-hour limit, even discounting the absence of a hint system or a walkthrough (authors: please don’t do this!). It’s the kind of game that’s ill-served by the Comp, since it’s one you’d want to sink into, taking careful notes and talking to all the characters about every topic you can think of, while mapping out the queer seaside town where the action takes place. The story’s also perhaps ill-served, I think, by a too-close fidelity to an old-school medium-dry-goods approach to gameplay. It’s still very much worth playing, but while Ghosts Within is a fun, engaging game, it falls a bit short of greatness.
The game’s opening is bewildering, as you wake up wounded in a forbidding forest, but intentionally so – we’ve got an amnesiac protagonist, natch. If that piece of the premise is par for the course, what happens next is novel, as your choice of which direction to stagger towards determines which of three vignettes will set the plot in motion. You’ve got a choice of starting at the village, the nearby research facility (as it turns out, the setting is roughly contemporary), or the hut of a local recluse. I stumbled hut-ward, which I’m guessing might provide the least-clear impetus for investigation. The lonely hermit there clearly has an agenda, but is rather tight-lipped. That opening also appears to mean the mysterious research institute is off-limits, meaning that I entered the large village map with only a rough sense of what I was meant to be doing.
The process of walking through the village’s environs and meeting all of its inhabitants is rewarding, but rather overwhelming. The map isn’t excessively big when you’ve finished running around it, but there are a lot of false exits and diagonal connections that make it hard to hold in your head. And while the cast is actually pretty small, each character is implemented with a very deep set of conversational topics that are fun to dig into, but again feel like a lot when you’re first meeting everybody. I wound up wishing there’d been some gating to separate off a portion of the village to make it more manageable, and give the player a chance for some puzzle-solving to break up the exposition.
This isn’t to say the exposition is uninteresting: to the contrary, the story that slowly emerges is compellingly drawn (the writing is also very clean – there are a few small infelicities of phrasing and tiny typos, but nothing that stands out given the amount of text here on offer). The village is still reeling from the aftermath of a decades-ago tragedy, and figuring out how each person is connected to that formative event, and seeing the details fleshed in one at a time, makes for satisfying gameplay. There are other narrative strands too, though they might not all be available after all openings – I learned that the scientists at the institute were very interested in the fog that cloaks the town, but never found a way to advance that piece of the plot. I finished with only about 80% of the points, though, so I could be missing a true ending that unifies the disparate pieces of the plot – the one I reached was satisfying enough, but felt a bit rushed, with a couple quick revelations culminating in an admittedly-stale twist (I would have gone back and tried for another, but I saved at what I thought was the point of no return, only to find out you’re locked into the endgame once the door to the final cave is opened up, regardless of whether you’ve entered or not).
Beyond the story, the other high point is the implementation. In addition to the aforementioned conversation system, scenery is always present, and usually modeled two or three levels down; SMELL is implemented with custom responses in nearly every location, too. Barring one tiny disambiguation issue with oranges, the parser is completely smooth. With that said, I did sometimes struggle with guess-the-verb issues. The puzzles here are pretty archetypal: you’ll be finding a light source, getting into locked doors, going on collectathons so NPCs will do you favors, and digging up two different patches of disturbed ground. They’re not very distinctive, though many of them do involve engaging with the well-realized cast of characters, which is nice. Many of them require very specific actions, though – I knew I needed the help of a security guard to get something, but had to try half a dozen phrasings to secure her aid, and there are a set of crates that only give up their secrets if you LOOK BEHIND them, with a regular EXAMINE or even MOVE or LOOK UNDER going nowhere.
This adds to the already-generous game length, and the puzzles are fun to work through, but they did sometimes feel somewhat disconnected from the character-driven mystery at the game’s heart – and again, the omission of hints or a walkthrough seems a disservice to players who are engaged by the narrative but left cold by the inventory-juggling. On the flip side, this does mean the game’s secrets are that much more enticing since they’re not handed to the player on a silver platter – I can definitely see myself coming back to this one post-Comp to see if I can get a better ending, albeit I might wait for some other kind soul to pull together a walkthrough first!
Highlight: The village and its inhabitants are really fun to explore – its eerie seaside environs put me in mind of Anchorhead, though the vibe here is much less menacing.
Lowlight: After a lot of effort, I managed to retrieve a missing bouquet of flowers and give it to the appropriate character – but as far as I could tell this didn’t lead to any new plot unfurling to pay off the effort (I did get a lot of points, though).
How I failed the author: I didn’t rank this one as high a it probably deserves, since after two hours of repeated 20-minute sessions – which involved a lot of going back over old ground to remember where I’d already been and what I’d already done – I hadn’t yet solved many puzzles, and I hadn’t come across much of the plot. Again, this is a good game that’s an awkward fit for the Comp!