The Princess of Vestria

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Fantasy
2022

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Well-done whitebread fantasy, December 22, 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 also beta tested this game, and didn't do a full replay before writing this review).

It’s been many years since I’ve read any fantasy fiction, but my sense is that slightly-generic medievalish fantasy is rather passe, with post-Game of Thrones grimdarkery and settings drawing from a broader set of cultural touchpoints being where the current action is at. This seems a healthy progression, all told (albeit I personally prefer my ruthless political maneuvering to not be accompanied by too much torture and rape, thanks), but I have to confess that having read reams of Tolkein knockoffs and callow Arthuriana in my younger years, I still have a soft spot for the earnest sort of fantasy offered up by the Princess of Vestria.

This Twine game sticks to the archetypes: you play the eponymous royal, traveling incognito on a quest to a fractious province to track down the dark magician who’s put a curse on your brother. You get the expected farrago of proper nouns setting this all up, with some early infodumps that are perhaps a little overlong given that everything here is played decidedly straight, but it doesn’t take long to suss out the important facts and characters, and the very familiarity of the setup enabled me to get into the action pretty quickly.

There’s an impressive amount of responsiveness across this fairly-long game – while the overall shape of the journey appears to be roughly constant, there’s a lot of scope to make different choices that will impact what the trip is like and how prepared you’ll be for the endgame. For example, in my playthrough, I accreted a frenemy-style sidekick who played a central role through the whole middle third of the game, but you can decide not to bring him along, which would substantially change the feel of this section. You can also determine whether, and to what extent, to delve into a tome of forbidden lore that can teach you some magic abilities, and while there’s a somewhat complex backstory that explains what’s happening, much of it appears to be missable. The most fun element like this for me, though, was the opening, where you’ve only got time to make a few preparations before embarking on your secret quest – I’m not sure how much the specific choices of how much money to bring or whether to risk carrying your signet ring branch the story that significantly, but they feel satisfyingly weighty.

The game does have some woolier aspects – there’s a timed puzzle that feels a little too abstruse (though it’s possible to brute-force), there are two different risk-cushioning mechanics (extra lives and luck) that are a bit redundant, and the tone can be a bit inconsistent, with the protagonist sometimes presented with rather more cutthroat options than the genre and characterization would seem to support. I also found the final confrontation a bit unsatisfying; it definitely works well as a mechanically-complex, high-stakes climax that pays off your preparations, but given all that I’d learned about the antagonist over the course of the game, I would have preferred there to be more options to talk and at least try for a nonviolent solution rather than having it jump straight to a fight.

These flaws didn’t do too much to undermine my enjoyment of the game, though. Sure, it’s IF comfort food, but there’s absolutely nothing wrong with that when it’s as well-served as it is in the Princess of Vestria. A whole Comp of this stuff would be cloying, and I’m not regretting that I don’t read much of this stuff anymore, but it’s nostalgic fun to dip back into a game like this, like eating your mom’s old meatloaf.*

* I’m vegetarian, but when I was growing up my mom had a great meatloaf recipe, and the one time she tried to make tofu it was awful – it was the 80s – so I’m sticking with the metaphor.

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