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Sever and preserve the tongues of the dying to steal their stories! Whether you gather their tales and memories for the greater good, or use what you learn to become one of the elite who decide what to call "History" is up to you.
Death Collector is a 300,000 word interactive fantasy novel by Jordan Reyne, where your choices control the story. It's entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.
As a Death Collector, your job is to visit the dying and harvest their stories by cutting out their tongues. Whether you seek fame, fortune, love, or renown, you'll find playing Death is more than just a job. Will you be able to stomach the gore-work that is cutting the tales of the dead from their mouths, or will you find out how the Ministry disposes of their workers?
•Play as male, female, or non-binary; gay, or straight.
•Learn to kill with style and professionalism, or to plunder information you were never meant to know.
•Join the elite ranks of the Board, or reveal the rot at the center of the system and lead a revolution.
•Get to know your cloak—a weird, organic entity that can render you invisible.
The wages of Death are yours for the taking!
This game has an awesome concept. You are a Death Collector. You have an invisibility cloak, pretend to be death to get people's tongues wagging before they die, then harvest the tongues which now contain that person's memories.
There's all sorts of creative worldbuilding, with different houses, abundant hidden secrets, etc. This is a long game with tons of tiny effects on the text due to your stats.
Unfortunately, there were several aspects of the game that I did not enjoy.
First, I was very confused by the stats. It's typical in choicescript games to have fluctuating personality traits represented by 'opposed stats' that add up to 50%, allowing the player to change over time. You also have skills that (generally) only go up, representing your wisdom over time.
In this game, your 'skills' are all things that seem more like personality traits: 'procedural', 'intuitive', 'cunning', and 'charming'.
This wouldn't be that bad, but they overlap in myriad ways with the opposed stats. For instance, if you decide to break rules to sneak into a room, are you being 'cunning', or not 'idealistic', or 'shameless', or 'maverick'?
If you talk kindly to someone who's dying, is that 'charming', 'honorable', 'empathetic', or 'idealistic'?
This makes it almost impossible to guess which choices affect which stat; similarly, it's hard to tell if you're adjusting a stat or testing a stat.
It's like playing a racing game that never explains which keys do what and sometimes randomizes them; it increases difficulty, but not in a rewarding way (for me).
The tone is very negative as well. It's basically choosing 'what kind of loser are you'. For instance, here are the options for one choice:
-I'm horrified this place is riddled with incompetence. Something must be done.
-I don't want to jump to conclusions. It might backfire.
-Pretend I disagree, so I can use the knowledge later for my own ends.
-I have no sympathy for whiners who blame their problems on others.
So you can do snooty, cowardly, sneaky, or haughty. I know some people enjoy playing as 'the bad boy/girl', and I've enjoyed doing that in other games, but it's not as fun when it's forced on you.
Finally, the narrative just kind of drops out at the end. At what feels like a couple of scenes before the climax, the game just stops with one page. It would be like if, in Empire Strikes Back, right after the scene where they meet Darth Vader in the 'dining room', they got on the Millenial Falcon and fly away, with the credits scrolling.
Despite my many troubles, the basic idea behind this game was great, and I encountered very few bugs/typos. The writing was interesting (it was several strong profanities, as a caution), and I thought the scenarios were individually compelling.