You Feel Like You've Read this in a Book

by Austin Lim

Mystery, Surreal
2022

Web Site

Return to the game's main page

Reviews and Ratings

5 star:
(0)
4 star:
(2)
3 star:
(6)
2 star:
(3)
1 star:
(0)
Average Rating:
Number of Ratings: 11
Write a review


1-11 of 11


- Bell Cyborg (Canada), July 21, 2023

- Edo, May 18, 2023

2 of 2 people found the following review helpful:
A pleasant literary Where's Waldo, December 19, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I’m going to dare to assert a generalization: it you like IF, you probably like books. Don’t get me wrong, I know that many of us identify primarily with the STEM side of the house – and seriously, god bless y’all, without you we wouldn’t have the authoring languages or interpreters or whatever the hell GlkOte is (please, please don’t try to explain it to me) – but still, I feel like if you’re the type of nerd who slept through English class, you’re probably off messing around with roguelikes or something rather than hanging around our community’s fair precincts.

If I’m right about that, that means there’s probably a reasonable slice of the Comp audience who’ll get a kick out of You Feel Like You’ve Read This in a Book, a by-the-numbers choice-based puzzler enlivened by an ongoing game of guess-the-reference. You start out, in that hoary old adventure-game trope, with amnesia, but from a threatening note left nearby you quickly learn that you’ve got to gather a $50,000 ransom – or the just-implanted packet of neurotoxins in your head will explode and bring you to an unpleasant end. But as you scramble to find the money, the player realizes that either the setting is some kind of literary mashup, or whatever happened to the protagonist’s brain is stimulating their nostalgia circuits too, because nearly every location you visit strongly reminds you of a book you’ve read (both you the protagonist and you the player – I’m guessing most folks will be at least somewhat familiar with at least two thirds of the works on the list).

This means that as you go through the motions of resolving your immediate dilemma – exploring the town, trying to re-find your apartment, looking for something valuable to hock to the pawn shop to make up the ransom – you’re also seeing if you can figure out the literary source for whatever you’re experiencing. Sometimes this is trivial, as when you visit your downstairs neighbors, who have a curious habit:

"Whenever someone dies around the city, they tend to leave their unit, sometimes for the whole day…. You scan the room for valuables, but you are overwhelmed with the plethora of knicknacks, so numerous they are practically balancing on top each other. Old books, pictures on the wall of various people none of whom you recognize, glass bottles, and just when you thought it couldn’t get more weird, a skull? Just out in the open? The only things that seems to be of value are a violin and a small flashlight, both of which you grab."

Others, though, are a bit harder to catch – fortunately, there’s a walkthrough that not only spoils the puzzles, it also lists off all the works being riffed on.

The puzzles are no brain-scratchers – if you’ve got the right item or piece of information, they’ll largely solve themselves. Things are made somewhat more complex by the fact that there are multiple different endings you can try for, but the biggest complication is that the neurotoxins are no idle threat – time does pass as you play (in a nice touch, some location descriptions and events actually shift as the day wears on) and if you faff around too much, boom. I have to confess that I found the timer annoying, but at the same time the less-petulant part of me has to concede it’s well done; a kick against puzzley choice-based games without parser-style features is that they too easily turn into an exercise in lawn-mowering, so the timer ensures you can’t just mindlessly click through every option, and it’s tuned to allow you to explore almost everything your first time through, though actually solving it of course takes some replays.

(I should say, while there isn’t the kind of worked-out inventory or interaction system like you find in One Way Ticket or A Long Way to the Nearest Star, there are still some canny design choices here – in particular, text color is used to good effect to highlight what’s merely background description, and what has game-mechanical significance).

It all works well enough, but still, for a game that evokes so many positive memories, I found it curiously forgettable – like, it hasn’t been twelve hours since I played it, but I couldn’t tell you which ending is the one that reveals what’s actually going on with the protagonist’s amnesia and who the nemesis with the vendetta is, much less what those explanations wind up being. Part of that, let’s be real, is probably due to the fact I’m feeling a bit zonked out right now – my son’s teething, so this has been a week of long days and longer nights – but partially because the TFLYRTB is very much a case of the journey trumping the destination. I had a lot of fun wandering around playing spot the reference (at least once I made my peace with that #$%$ timer); I probably would have enjoyed it less if there hadn’t been a minimally-plausible framework holding the experience together, but the framework certainly isn’t the draw.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Hey, That Is a Thing I Recognise, November 23, 2022
by JJ McC
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

You’re all familiar with Alan Moore and Kevin O’Neill’s League of Extraordinary Gentlemen, yes? Twenty+ years old now, the first comics mini-series assembled a collection of Victorian adventure literature characters into a super-team of sorts, fighting Victorian villains. They were all public domain characters like Allan Quatermain, Captain Nemo, Dr Jeckyll, etc. Mssrs Moore and O’Neill then proceeded to jam the limited series with a confounding amount of well-known and obscure story references, directly, indirectly, and in the background of the main plot. I mean JAMMED the frickin thing. There are page by page annotations (Extraordinary Gentlemen+ Annotations). It was considered a critical and sales success (spawned a less-said-the-better movie), and 3 years later we got Volume II. The two were qualitatively completely different works.

Vol I was first and foremost a ripping pulp yarn, as I believe it was called back then. It pitted a team of mismatched anti-heroes against Fu Manchu and Professor Moriarty, with a plot that used these pre-existing texts for settings, MacGuffins and motivations. It had surprisingly dark edges but fundamentally was a love letter to adventure tales, taken from mismatched parts of other stories and somehow put into a shining clockwork of its own.

Vol 2 was a slog. It was like the takeaway was “People really love these references! Maybe if we phone in the plot and characters we have room to jam in EVEN MORE!” (It was also a good deal meaner, but I think consensus is this had more to do with Mssr Moore’s contemporary professional dissatisfactions.) It was not a clockwork, it was a jumble and characters and plotlines that contorted more and more wildly to accommodate just one more reference. The linking story was unpleasant and unsatisfying to read, so at its best it was an illustrated trivia contest.

The message here is references in narrative are a dangerous will-o-the-wisp. You can totally lose your way pursuing them and whatever promise you think is in those dancing lightballs is insubstantial. You will need to provide the substance yourself, in the form of how you use those references. LoEGv1 did exactly this. YFLYRTiaB showed us what that could look like too. In the single best moment of the game, the amnesiac protagonist figures out his identity and they’re… warning, this is the biggest spoiler in this game do yourself a favor and assume my point is valid, don’t look until you’ve played it (Spoiler - click to show)The amnesiac protagonist is the Man in the Yellow Hat! Yah, the one with the busy-body monkey!! I laughed out loud at the audacity of that, it was a terrific recontextualization of that particular reference in a surprising and creative way. As far as I can tell, that was the ONLY reference that was recontextualized.

As far as gameplay goes, it is really limited exploration from one referential map location to the next, shuttling minimal objects to unlock other locations then finish. Call it what it was, it was an excuse to usher you across the chain of references. I’d say I picked out maybe half of them? Above I sneeringly called LoEGv2 a ‘trivia contest.’ I’ll take the sneer off that. Trivia contests are fun! If I think of this as an IF implementation of a trivia contest, that’s probably how it best succeeds (complete with ‘answer key’ if you want to grade yourself!). No one says puzzles have to be complicated logic or wordplay. Trivial Pursuit is an all-time best seller boardgame for a reason. Certainly IFLYRTiaB drew from an admirable breadth of high and low literature. But for me? I’m not much of a trivia guy. That one twist was the only time it felt alive to me. It was predominantly Mechanical.


Played: 11/7/22
Playtime: 10min, survived
Artistic/Technical rankings: Mechanical/Seamless
Would Play Again? No, experience seems complete

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

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

- Mr. Patient (Saint Paul, Minn.), November 20, 2022

- OverThinking, November 16, 2022

- Karl Ove Hufthammer (Bergen, Norway), November 15, 2022

- Vivienne Dunstan (Dundee, Scotland), November 13, 2022

1 of 1 people found the following review helpful:
A conglomeration of literary references in a surreal twine game, October 26, 2022
by MathBrush
Related reviews: 15-30 minutes

This is another surreal Twine game based on exploration (after just having played Lucid), but I'm happy with that since it's one of my favorite genres.

This game is built out of a bunch of literary references, starting with Neuromancer (which I've never read), and branching into Kafka, Alice in Wonderland, etc. Most of them are oblique references, ones you have to puzzle over or which potentially could describe several stories (at least for me).

The tone is fairly dark, beginning with unwanted surgery and poisoning and including a lot of theft.

The game is somewhat narrow; at first I thought there'd be tons of options or strategy but the game funnels you pretty effectively. I can say there are several options that are hard to discover and the endings can take work, so that's actually pretty good, now that I think about it. Maybe the funneling is actually a good thing, since with Lucid I had the opposite problem of too many choices.

Overall, it was pretty fun to try to puzzle out the literary references. 'Diary of Anne Frank' is a bit of a bold choice to have alongside more goofy or wild entries. But I had a good time with this. The main drawback to me was the lack of weight in the endings; to me, the endings were abrupt and didn't resolve many narrative arcs (I saw 3 endings, including a death).

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

1 of 1 people found the following review helpful:
Like an hourglass...Never mind. You are running out of time., October 23, 2022
by Kinetic Mouse Car
Related reviews: Twine, IFComp 2022

You wake up in an alleyway to find that someone took the liberty of performing unauthorized brain surgery on you. All you have is a key and a note explaining that you have a stash of neurotoxins in your head, ready to kill you within a few hours. To get the antidote, you must obtain $50,000 and bring it to the alley. Your memory is faulty. You could have sworn that you read about this somewhere…

Gameplay
The player is on a time crunch to fulfill the requirements of the note. There are multiple solutions to your predicament, not all of them require that you cave into the demands of the note. But decide quickly because you have a limited time before you die from the timebomb of poison in your head. There is no counter clicking away at the bottom of the screen to indicate what time you have left. You have to eyeball it. But there are little indicators, such as the colour of the sky, that serve as markers in the gameplay. Semi-short, yet reasonable in length. There are (Spoiler - click to show) four endings, three of which involve not being killed by the neurotoxin.

The gameplay takes place in a town setting near a seaside and rural countryside. This setting is fairly dynamic. For example, (Spoiler - click to show) the pawn shop is not open right away. If you want to pawn something, come back later. That was a nice touch. The game allows you to move freely throughout the environment, but not quite interact with it at the same level of detail. Inventory items are added automatically, and some character interactions occur on the player’s behalf. While it reduces the puzzle value, the upside is that it is easier to make progress. One of the strong points in this game is how the inventory page neatly lists your inventory items and the things you have learned while exploring or speaking with characters. This was a helpful tool in identifying objectives.

Regardless of the interactivity, the writing is humorous, and the premise of racing against the clock to reverse some bizarre surgical procedure provides decent suspense. But the main attraction in this game is the catchphrase of “You feel like you’ve read this in a book.”

Suddenly, an army of rabbits scatter to and fro. Furious flashes of hazel and pale gray silver fur blink quickly as timid rabbits dart around the grass away from you.

You feel like you've read this in a book.

Just when you think the rabbits are done fleeing, one of them lunges out of the hole and bites your hand before joining his comrades amidst the tall grasses.

(To illustrate, "bites your hand" was appropriately shown in red.)

Throughout the game, the PC notes that something reminds them of a piece of literature. But do they remind you of anything? It just may. And if not, at the end of the game is a list of every work referenced in the gameplay. Some were obvious. With others, I only picked up on the reference after I saw the list. That way, I could go back to the gameplay and say to myself, “Now, I get it!”

Story
The story was not as fleshed out as I expected. I would not say that the game is incomplete or has missing story points, but there is no overarching story that really ties everything together. Is the whole point simply that the protagonist likes to read and happens to make associations about everything they see, or is there some other underlying element as to why the associations are being made?

I can understand why the author may be hesitant to go down the rabbit hole (hey, a reference!) in terms of story since not every work hinted in this game is fiction, though most are. And by rabbit hole, I mean having the components from the referenced literature works appear in the story in a more concrete way. Instead, references are subtly mentioned in the text. That is not necessarily a criticism since subtle can perform wonders in conveying an idea. Perhaps the intent was to keep things grounded in reality. Still, I was waiting for a more fantastical, if you will, layer to be revealed.

There are bits of fantasy here and there, such as the (Spoiler - click to show) ritual in the forest, but not enough to be cohesive through the story. To be clear, I am not saying that this game needs to be a fantasy* piece to be successful. However, the game does feature some supernatural/fantasy-like moments that currently do not click with everything else. I love the idea of combining elements of the “normal world” with a fantasy world, which requires a balance. As for You Feel Like You’ve Read this in a Book, the logic is there, but it does not quite capture that spark.

*(I also wonder if I made a snap judgement about a fantasy theme based on the cover art, which would be an issue on my part, not the author’s fault).

The most concrete story background that we get is with the (Spoiler - click to show) surgeon solution route. When you talk to the surgeon about removing the neurotoxin, we learn that the protagonist has a gambling habit that left them in debt, and the person that they owe the money decided to take an unconventional approach to getting paid. This is probably the "best" ending since the neurotoxin problem is resolved without having to come up with $50,000. Then again, the emergency surgery did impact your brain's memory capabilities, and your debt is still unresolved. Maybe not. The protagonist seems to have a knack for not thinking things through. Nonetheless, it was a satisfying win.

Visuals
The game uses a generic black screen with white text interspaced with creative text effects. For example, the word “fog” by the water is glowing like a lighthouse surrounded by fog. Or in other cases movement is used, such as the word “ringing” moving up and down like an object vibrating from sound. Not only does this make the scene more descriptive it also draws the player’s attention to keywords that hint towards literary references. Also, a specific type of yellow text is used for inventory items in your environment, as well as key bits of information in a scene. This was quite helpful.

One design issue that kept glaring at me was how the inventory page has no return link. Instead, you use the small arrow at the side of the screen, but those arrows are the equivalent of an “undo” rather than a “back” to the previous screen. Am I a stickler? You may be nodding your head, but it felt the same as a broken link (and there is a broken link where (Spoiler - click to show) the only thing that appears on the screen is “You are bleeding,” without any link other than the small arrow). Other than that, the game is polished and neatly formatted.

Final thoughts
You Feel Like You’ve Read this in a Book is a quilt of several excellent concepts tied together with not-quite-as excellent strings (I am not making a reference here). There is the drama of the protagonist’s situation, the mystery behind the note, and multiple endings to try. The setting even has a slight Cannery Vale/Anchorhead vibe at times. But there is a gap somewhere that keeps it from going to the next level. If these core ideas were developed, it would be a formidable piece. Regardless, it is still quite a fun and memorable game. If you are working your way through this year’s IFComp games, make sure you give this one a try.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

- jaclynhyde, October 23, 2022


1-11 of 11 | Return to game's main page