The Faeries Of Haelstowne

by Christopher Merriner profile

2021

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2 of 3 people found the following review helpful:
ParserComp 2021: The Faeries of Haelstowne, August 2, 2021
by kaemi
Related reviews: ParserComp 2021

“They’re a funny lot over in those parts. Superstitious. Someone’s hiding something; don’t let them pull the wool over your eyes.” The English countryside, where something always seems to be lurking. Wander far enough afield and you find wicker men burning. The thin facade of modernity breaks down as the first “roundbarrow” emerges from the South Downs mist, the lands become primeval, its inhabitants tied to the earth in mercurial rhythms you have never learned in your airy palaces of dissociative steel. You encounter these worlds as did the first Romans, from whom the outlandish stories of wicker men are derived. You are an outlander; in these people, who were sufficient without your existence, who intend to remain so, you encounter your presence as a stranger thing.

It can be easy, of course, for us to act like the Romans, or those descended from the third Troy, and fear the other, be convinced of their attachment to the past as a malevolence towards the present, as many of these stories do, from The Wicker Man to Hot Fuzz, yet Merriner, with vulpine cunning, twists the story into something more thoughtful, less judgmental. First, Arthur internalizes this disjunction rather than phobically externalize it: we see him entering the village with the sneer of modernity: “He drove through, enjoying the gawping of the villagers (whom he assumed, rather condescendingly, weren’t used to seeing such a fashionable motor vehicle)”, yet over the course of the game his self satisfied bleeding edginess must be worn down, through the encounter with the supernatural inexplicable to his certainties, to realize how much he doesn’t know, how much he needs to learn from the locals. Tellingly, it’s this very point of arrogance, his pride in his car, that receives a due comeuppance: Arthur needs to travel around by bicycle, but it’s slightly busted, so he has to sheepishly ask the groundskeeper to do a trivial repair for him. It becomes rather apparent that Arthur, rather than parading hotshot hauteur to the awe of the locals, is a bit of a bumbler, with his desperate attempt to meld in with the locals in the pub proving sufficiently disastrous to dredge up your own suppressed memories of extreme social maladroitness. If Arthur wants to succeed on his quest, he must first surrender his superiority, seek humbly the wisdoms he has lost. Second, rather than the English officer of the law coming into town to suppress anything that cavorts a bit too Celtic, we get a story of a vicar whose new age appropriations have caused havoc, forcing Arthur to work with a local folk healer to reset the spells of old. This story is a celebration of traditions and cultures in a world beset by the whirlwinds of modernization, and we come to appreciate the elaborate histories which help Haelstowne cohere.

Haelstowne, both Nether and Old, the villages in which the vicarage resides, are patchworks of time, redolent with the scars and marks of eras that have swept through this place in the centuries it has through plague, famine, and war persisted. The vicarage, like the pub, like the church, like every building still mustering the courage to stand, contains the bones of predecessors: “The dining room was a scarred remnant of the oldest vicarage, variously modified, maltreated and improved by succesive [sic] owners over the centuries.” In even the most incidental details, the past suddenly rears up and looms over us, as when we’re told the kitchen table is “a heavily scarred tombstone-thick slab of oak.” The kitchen table is, in its own way, the grave of an old way.

If the small details remind us of the whole they once constituted, then the largest structures find themselves divided, a mosaic of moments of making and breaking. The pub is almost a bulwark against the temporal waves that batter it: “The Myrour, like many a village inn, had dug in its heels and refused to budge when each new century threatened to drag it forward in the name of progress. Consequently, the interior had changed little since the 1600s.” The church retains its pride of lineage though it lies scarred and vulnerable, with high and late medieval woodwork and pews and early modern graves and Puritan effacements and some Victorian shutters and a noticeboard with the stories of a life still ongoing. Even the names, St Wilfrid’s, a saint venerated for converting Sussex to Christianity, at Haelstowne, which derives from Aelfstow, or elf-place, point to histories which still hang over this place, which play out in the present with a vicar embroiled with the Faery Queen.

The 1920s setting gives this temporal tension a heightened relevancy. We’re in a period where people are, after the twentieth century’s first great crisis of transformation, trying to blink their way back into an Edwardian mode that just doesn’t fit anymore. The culture feels like it doesn’t know how to either move forward or backward. Merriner’s writing helps sell this disjunction with evocative dialogue and a careful recognition of the social tensions of the period, especially deft in the deployment of a lively juxtaposition of characters. We see the confliction appear in Edna, our surly housekeeper who seems to resent us more with each day our irruption fails to dissolve, trying to impose herself as a chaperone on our seance with Ottoline, whom we meet as such: “A tall, striking woman with rather sharp features and dark hair wrapped up in a silk turban. She wore pantaloons and a jacket and blouse in a style that Arthur, having little experience of such things, assumed was rather fashionable.” We also get a veterinarian who has both country pragmatism (she’s got a gun cabinet) and modern flair (she rides a motorbike, and indeed her derring-do rather reminds me of George Mallory riding a motorcycle up Snowdonia), with a long history in the region (her ancestors are the Molyneux). This attempt at keeping up foiled by a historical pace that defies keeping up fills this game with nuance that makes its setting feel crucial and considered: a line like “a rather grand shopfront in that distinctively showy turn of the century style that now, three decades later, seemed rather passe” seems especially poignant given the period.

That enchantment with the processes of time creates an interesting parallel with two of the more intriguing puzzles: developing photos and casting a spell. Both puzzles are veritable immersions in the rhythms of the past, forcing us to look around ourselves with new eyes. We find a late Victorian or Edwardian camera, and we find two sets of instructions, and we have to literally follow the book to carefully step by step take a photo, develop it, and print it. This is a game that wants you to wind the camera, to unspool the film, to immerse it in fixer, to wash it, to hang it to dry, to press a negative to print it. Whereas most games might handwave the process of taking a picture, here you are reminded of what taking a picture is like, what it means, how it used to be a complex intention, nearly a mystical ritual intended to capture the sun. Merriner emphasizes the magical undertone of early photography with a catching line: “Nothing was visibly different but the air felt suddenly charged, the shadows cast by the wavering candle flame seemed vividly alive and Arthur had a strong sense of presence. Something caught his eye: a movement, it seemed within the very surface of the film strip itself. Impossible.” A photograph is a tool intended to capture presence, that impossible elusion, and Arthur marvels at the spell he’s cast, one as profound and arcane as capturing gossip in a bottle. If the first chapter forces us to encounter the magic of technology as a physical immersion in the impossible, the last chapter allows us to revel in how that physicality leaves us more grounded and human, with Arthur having to pull together the ingredients and the energies of the world around him to meticulously step by step brew a potion and cast a spell. Thus, the game is bookended with two intricate enmeshments with the natural world, one Victorian, one early modern but rooted in the ancient, both of which require our protagonist to learn from books the secret rites of a magic past.

The game’s obsession with the tactile allows us to viscerally inhabit a space that, with its openworld and somewhat modular design, invites us to slow down, notice the little things, seek out what’s hidden just beneath the surface, if only we will care about it, if only we can see the stories interwoven with the land. I wish the game was a bit more thorough in describing its incidental scenery, since I think that would have played well into its strengths and themes. It seems a little disjointed for a game that wants you to examine the little things, like the ivy or the shrubs, usually responds to examinations of even quite significant scenery details with an “Arthur saw nothing particular noteworthy” message. This makes the experience very gamey, with you not trying to experience the space, but instead merely pixelhunting for items. I was shocked, for instance, when I needed to examine a church which was listed only as a directional heading, whereas in a different game that’s exactly the sort of meandering action I might have done.

A similar issue that prevents the exploration and puzzlesolving from feeling fully grounded is how wobbly the systems are. Often the parser is, where not finicky, persnickety. The game tries to get you to adopt a formalized logic particular to this game, where for instance you might drop an item instead of using it, which is fine enough, except that again it undercuts itself by sometimes forgoing its own logic. One puzzle, which is clever on paper, falters in practice: you need to put a chair under a doorknob to prevent Edna from interrupting your seance, but solving it necessitates the use of precisely the kind of complex command construction (WEDGE CHAIR UNDER DOOR HANDLE) that we’ve been discouraged from using in similar puzzles, like ascending the recess to open the window. Similarly, for the whole game we’ve been instructed to POUR [liquid] INTO [container], yet when you need to empty the witch’s bottle in the sink, you need to EMPTY WITCH’S BOTTLE, which was frustrating. Some other concerns, like custom verbs that could really have used some more synonyms or some more forceful cluing (one tries many constructions before managing to GOUGE PLASTER or PRISE FRAGMENT or STANCH WOUND), contribute to a constant sense of uneasiness, like visiting your aunt who has wrapped her sofa in plastic and who insists on meticulous tea decorum: no matter how lively or lovely the conversation, you’re never allowed to become comfortable and enjoy yourself. I wasn’t surprised when, struggling with the spell, I suddenly realized that instead of trying to stir the brew counterclockwise, I really ought to be stirring the brew widdershins. What a faux pas! Such a mishap falls straight from the pages of Henry James!

Moreover, the game stutters several times with bugs (or at least pseudobugs) that emphasize the wonkiness of the parser. During the development of the photographs, I once got a false positive on hanging the negatives, and so I was confused as to why I had suddenly been gated from progress; many thanks to the patience of Mike Russo, who guided me through several muddles. Some of the bugs are quite silly however, as when I TOOK ALL at the village pub and got Jarbell and Customers. Who says Arthur can’t make friends? Except then I took Jarbell down into the pub cellar, only for him to merrily reset the keg I was holding, which held my completed brew. So I got locked into a state that would have required tedious replaying, and might even prove unwinnable, had I not immediately reloaded a save. So um, that’s the last time I’m putting you in my pocket, Mr Jarbell! Load of good you’ve done me, and after the turn I’ve done you, rescuing Ash!

Despite some annoyances, you’re pulled through the game by the clear and compelling writing, which seems descendant from Charles Williams, with its fanciful thriller thrust modulated by a wry and dry English manner. Faeries of Haelstowne can be quite witty, with evocative characters unflinchingly hitting the right notes, some of which really sing, as in these two exchanges: first, between Ottoline and Arthur: ““Anyway,” she continued, “the fact is, I fell in love.” / Arthur began reflexively to say “I’m sorry” but managed to stop himself by sipping tea.”; second, between Peldash and Ottoline: ““So I … learned the rites both of summoning, and of banishing – for I was not so reckless as to take no precautions at all. Then I went to the wood and performed the ceremony.” / “And then,” said Ottoline, “all hell broke loose?” / “Ahem. Quite.” Peldash looked apologetic.” Merriner has a humor that, while never stepping out uninvited from the evocation of era, nevertheless runs through the game, occasionally with a mischievous panache, as when we examine the shovel: “It knew its place in life and desired to nothing greater.”

While the game lacks Williams’ supernatural flights of intensity, Merriner does supply us with a clarity and efficiency that makes its dramatic setpieces sparkle like clean brook water, as in these two stormy passages which further emphasize the parallel between the photography magic and the spell magic: first, after successfully developing the photos: “Arthur felt a sudden violent change in the atmosphere, like air rushing in to fill a vacuum. Whatever invisible bubble it was that had sealed off The Vicarage from the outside world shattered, the sense of neutrality and calm evaporated, and the air was suddenly prickling and alive with things unseen. Arthur looked at the images on the contact sheet and saw things moving, impossibly but undeniably, beneath the photographic emulsion. He felt the dead hand of terror close around his heart, every hair stood upright and for a few moment [sic] he remained rooted to the spot. And then, thankfully, the fear abated, the charge in the atmosphere faded and the pressure lessened as though an equilibrium had been reached.”; second, after successfully casting the spell in the grove: “Above the roar of the wind, he heard a tumult of voices, high and inhuman, shrieking in fear and rage and growing ever closer as though drawn against their will. From between the trees came faeries, kicking and screaming, clinging on wherever they could to try and resist the invisible force pulling them towards the grove. Arthur cried out in terror as the first of them appeared, hurtling towards him before being sucked into the keg; presently, the grove was filled with hundreds of faeries, rushing onwards to meet the same feet. The wind grew yet stronger, the tortured cries louder as the faeries were drawn back into their own world. Arthur could stand it no longer; he closed his eyes and clapped his hands over his ears, praying that it would stop. And abruptly, it did.” Both scenes employ a strange vacuum effect with clinical precision, with the writerly eye unfolding its theatrics with a studied organization. One would not be surprised to hear that Merriner has had experience as a technical writer, that logicality of progression and smoothness of development reigns the aspect for most of the largely “correct” writing.

That writing carries us along on our deepening mystery into a world replete with mystery and magic, with answers that cohere nicely with the wider contours of the work. I especially enjoyed the climax, where the Faery Queen (about whom Peldash warns me needlessly, having shared with Woolf the self destructive tendency to read it) rides anew into the restored medieval village, time threatening to rip this place asunder forever. The game thrums its engine into final gear for a racing finale, with us desperately dueling the Faery Queen, rescuing ourselves from the fate foretold in the tapestries of transformations into wild beasts (Peldash was briefly turned into a newt, but I am pleased to inform you he got better). We unleash our final foray of ancient magic, and out comes the healer of old, Richard Travais, who undoes the vicar’s meddling and reforces the wards, sealing the faeries afresh. We have learned the ways of the wold, and in so doing, have learned how to stray from the world’s gauntlet savage. In an epilogue, Arthur returns to the town in the 1940s, where the roads, which once “would have resounded with the ring of horses’ hooves, the rumble of carriage wheels and the voices of those travelling on foot” are now pockmarked with pillboxes and hedged with garages, and yet “how little changed this part of the country seemed.” Like with every age to have come and gone before, Haelstowne holds on, secure in its ways, rich with its secrets, ever yet the home of “the immortal Crackers, still perched within his iron cage.”

In its carefulness, patience, and roundedness, Faeries of Haelstowne achieves with dashing faculty a compelling conceit of interactive fiction: that we can, if we can just immerse ourselves in a place, come to understand it, live through it, make sense of the strangeness that surrounds us. A game of ambition written in the nostalgic Adventuron system, Faeries of Haelstowne leans towards the past, teaches us to cherish its hidden enigmas and specificities, yet with a clear eye towards the future, how we might yet innovate new ways of knowing, new gifts to bestow upon the altar of the cathedrals of time.

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4 of 4 people found the following review helpful:
A huge, complex story/puzzle game about dangerous Faeries, August 1, 2021
by MathBrush
Related reviews: 2-10 hours

This game is very, very long, certainly the longest adventuron game I've seen. It's split up into 6 or so parts, and the first part alone is already one of the longest games in Parsercomp.

I'm going to go over my 5 point scale with it.

+Descriptiveness: The author does an excellent job of painting a rich and vibrant world. Everyone knows each other, and events in one location affect events far away. Rather than a Zork-like grab-bag of random magic and sci fi (like a lot of big puzzlers), everything is tightly inter-connected, like Anchorhead.
+Emotional impact: Unlike Anchorhead, and most horror IF games, this is based on Faerie magic. While you may or may not classify this game is horror, it certainly presents scenarios which would be strongly horrifying to those in them. I enjoyed the story, which is the main reason I persisted.
+-Interactivity and Polish: These two categories go hand in hand, and I kind of want to give half a star in each. More details below.
+-Polish: The author intentionally chose Adventuron as an engine to show what it could do in a long-form game. Through a great deal of effort, I think he was completely successful in what he wanted to achieve. However, one difficulty is with not always having useful parser responses when having the correct verb and wrong noun or correct noun and wrong verb. One frequent occurrence for me was using the right verb and the wrong noun (like saying 'mirror' instead of 'fragment') and having the game imply it knew what I was doing but that it wasn't helpful. I didn't even know the game couldn't recognize the noun until I looked at the hints or other people's discussion. This happened multiple times. Outside of that, the game is remarkably well-constructed for such a long game.
+-Interactivity: The puzzles are a mixed bag. Some are mundane (find and light candle), some are complex (operate a camera and develop the photos), some are very obscure (the game is filled with many details in every room, and four or five puzzles depend on examining such a detail, while all the others are red herrings). I enjoyed the complex procedures, the gathering ensembles. Perhaps the most fun was just grabbing everything along the way, wondering what it would all lead to. Also related to interactivity, there were numerous timed events to add flavor. These were well-written and interesting, but when repeated multiple times and in various settings with the same text, became surreal and blurred.
The game is ponderous, which a huge number of locations. To preserve realism, the game frequently has you 'wake up' with a few key items removed from your inventory and placed around you. This contributed to mimesis but also contributed to me wondering where on earth I set things.
+Would I play it again? Yes. This is a marvelous achievement of a game. I'd like to one day write something like it.

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7 of 7 people found the following review helpful:
Midsummer Magicks, July 24, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy

(This review is for the competition release of the game. I fully expect many of the bumps to be smoothed out in a postcomp-release.)

I spent a lot of time with The Faeries of Haelstowne, most of it enchanted by the story, the setting and the beautiful prose, some of it frustrated as hells (yes, plural) by missing objects or unresponsive parser issues. I developed a rather passionate love-hate relationship with the game. By the time I solved it though, the balance had wholly shifted to love and I wholeheartedly forgave and nearly forgot the frustration.

The vicar of an old and quaint English town has disappeared. Police detective Arthur Mapple is called upon to solve the mystery.

The setting of The Faeries of Haelstowne is wonderful. A rural English town with its old history mingled together with even more ancient folktales makes a good place for a Faery-tale. Even better: the tale takes place in the early 20th century. Belief in the spiritual realm, contacting the dead through séances and looking for nature-spirits was combined with an urge to research these phenomena from a new scientific/empirical viewpoint. The rising popularity and technical simplification (to a point) of photography made for enthusiastic amateurs seeking to capture the spiritual world on photo-negative.

It is against this background that we see the arrival of our protagonist in Haelstowne. The first chapter is a lighthearted exploration of the magic-realistic rural surroundings of an old Vicarage. Puzzles consist of multiple steps but there is good guidance. The player is mostly being primed for what to expect in later chapters.

In these later chapters, the mood grows darker and the puzzles more complicated and difficult. Partly, this is because, well, the puzzles are more complicated and difficult. However, it is also in part because there are frequent issues of guess-the-verb and of read-the-author's-mind. One puzzle in particular ((Spoiler - click to show)the antimagic object above the window) has many, many reasonable alternative solutions, all of which are ignored in favor of the one the author had in mind. To add insult to injury, that solution does not even use the object that the author has made us use in a previous and similar puzzle: (Spoiler - click to show)using the portable steps to get to high places....

The entire game is written in delightful prose. Eloquent and evocative descriptions, long-drawn-out but never boring conversations and cut-scenes. It's a joy to have such a wonderful game-world described in such beautiful prose.

The characters that Arthur meets during his investigation are interesting and lively. They all have their own personality and if they are helpful to Arthur it is because their own profession or personal choices brought them on his path, not cajoling or manipulation by Arthur.

After solving many puzzles, meeting a few helpful and not so helpful characters and finding out what indeed has happened to Vicar Peldash; in short: after navigating the complexities of the middle game, all the loose string are bound nicely together in a thrilling and expertly paced endgame. I was on the edge of my seat as I typed the last set of commands.

A truly magical experience.

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7 of 7 people found the following review helpful:
Immersive and lovely, July 10, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

(I was a beta tester on this one, and as the below review will hopefully quickly make clear, you might want to take my opinion with an even bigger grain of salt than usual).

There are some things that as soon as you encounter them, you realize that they’re for you (where by you I mean one, though I certainly hope that you, the person reading this review, have found some of these things for yourself!) Ideally you fall head-over-heels without losing the ability to understand why others might not be as into this thing as you are – it isn’t so much a matter of retaining a critical perspective, because of course you have none, but of preventing yourself from becoming a spittle-flecked evangelist, a John the Baptist who won’t take no for an answer until some kindly dancer-with-veils sticks your head on a plate. Look, the metaphor’s getting away from me: all I’m trying to say is that I have hopefully gotten to the point in life where I understand that e.g. some people think early Tori Amos is overly precious, or can’t stand the way Tristram Shandy never gets to the point. I can walk my brain along the paths that lead to those conclusions, and through force of intellection sometimes even see that the complaints proceed from real flaws in the works at issue. But none of this can shake my unbreakable adoration for these things that feel like someone made them just for me.

I have to confess that I haven’t fully replayed The Faeries of Haelstowne since I tested it a month or so back. Partially this is because it’s a very big game, and after the past week-and-a-bit of playing and reviewing, I really need to get back to my IFComp work-in-progress. Partially this is because the thought of having to solve the darkroom puzzle again intimidates me. But mostly it’s because I enjoyed my first playthrough so so much that it’d feel ungrateful to replay it, like I was asking for even more joy than it had already given me.

I can recite the issues a player might have with the game chapter and verse: it’s so big it can be hard to get and stay oriented; the Adventuron parser struggles to keep up with this ambitious a level of detail and interactivity; the Merrie Olde English milieu is twee and more literary than historical; it’s hard to figure out how to make immediate progress on the missing-vicar case the policeman protagonist is notionally investigating, so progression requires solving seemingly-unrelated problems just because they’re there; and the puzzles require a precision that can veer into pixelbitchery (I know the author did yeoman’s work smoothing out issues since I did my testing, but from a quick glance at the forum traffic and itch.io comment threads, it seems like some of these issues remain). It’s not too hard for me to imagine the review that gives it a right old kicking for all this.

But look, I am here to tell you none of this matters in the slightest, or at least I am here to tell you none of this matters in the slightest to me (let me reassure you that, as I write these words, my garments are not made from camel’s hair, and I have not lately fed on locusts and honey). It’s a commonplace to say that the best works of IF are worlds you can get lost in, and part of what makes Faeries of Haelstowne so lovely is that you can and will get lost in it. It conjures a completely and idyllically realized interwar milieu for your immersive pleasure, but part of the trick is that the map is too big and awkwardly laid out; that you’ll need to look carefully at every single patch of vegetation and confusingly-labeled bottle of photographic fluid; that you’ll have to get the match out of the matchbox, and light the match, and realize you didn’t put the candle on the candleholder, but then by the time you’ve done that the match has gone out, so you need to start the whole process over again; that you’ll hang on every word every NPC says, not because they’re finely characterized (though they are) but because you’re desperate for some guidance. To play this game is to be a well-meaning bumbler who eventually succeeds through a bit of cleverness, sure, but mostly through perseverance, luck, and aid from some more-competent allies – and that’s as true for the player as for the protagonist.

The reason I call it a trick is that this kind of thing doesn’t always work – I’ve given up on games with far fewer frustrations, and my closing thoughts were not of how immersed I was in the fictional world.
Here, it’s the writing that’s the secret ingredient and makes the magic come off. There are a lot of words in this game, and pretty much all of them are perfect, calling out just the right details to delight the player while communicating exactly what kind of place Haelstowne is. Like, here’s the kitchen of the vicarage where Arthur, the protagonist, is staying – there’s nothing at all special or concealed here, this is a simple quotidian description:

"The kitchen was a warm, busy space looking out on the path that ran along the west side of The Vicarage. The plain whitewashed walls held residues and aromas from centuries of cooking and had been privy to all the usual intrigues, plots and scandals that hatched in the average kitchen. There was a venerable old range set into an enormous alcove where once the fire would have roared and various pots, pans and utensil hung upon the walls. A heavily scarred tombstone-thick slab of oak served as the kitchen table and general worksurface."

Yes, this is what this kitchen would be like!

Or a small strange occurrence, from when Arthur has started to attract the attention of the eponymous fair folk:

"A pair of field mice tumbled from a nearby bank and scurried across Arthur’s shoes as he passed. The little animals paused and seemed to observe him for an instant, before disappearing into the long grass on the other side of him."

It’s all very homey and exactly right, and even when other characters are getting snippy with Arthur or there’s real danger in the air, I still found myself grinning as I read, so pleasing is the prose.

There’s much more to do than soak up the atmosphere, though: there are puzzles here, and some of them are pretty hard. Partially this is due to how large the map is – while much of it is initially locked off, there’s still quite a lot of real estate over which to range, all the more so once Arthur is able to find transportation to the village. Partially it’s because the author’s hit a nice balance between open-ended sandbox and time-gated progression and there are a whole host of puzzles that can be solved before it’s strictly necessary to do so, which means there are a lot of objects and a lot of sub-objectives at play at any given time. And partially it’s because, admittedly, the parser’s foibles can make it hard to know whether the problem is with your thinking, or with how you’re typing your actions in. Once I realized that if the game gave me the kind of unhelpful response that I’d understand as telling me I was barking up the wrong tree were I playing an Inform game, here I might want to persevere with some synonyms or alternate syntax a little longer, I had a much easier time. And there are two levels of hints available to help get players unstuck. Still – it’s likely you’ll need them at some point!

This review is already far too long and I suppose I should start trying to bring it in for a landing. There’s so much more I’d love to highlight – like Ottoline, Arthur’s eventual partner in faerie-fighting, who quickly became one of my favorite IF allies ever. Or the climactic puzzle, which involves one of the best, most satisfying figure-out-the-ritual puzzles I’ve played. And I’ve barely mentioned how drily, understatedly funny it is. I’ll simply have to have faith that these things will all be discovered and appreciated as they deserve.

Maybe all this has put you off, and as you’ve read this review you’ve weighed the positives I’ve mentioned against the negatives I’ve acknowledged, and decided that the balance doesn’t come right for you, which is completely fair. But if your interest is piqued, and you have the time and space for it, I really encourage you to block out a few hours, pour yourself a big mug of tea, resolve not to look at hints until you really need them (and then to consult them posthaste), and jump into Faeries of Haelstowne – I can guarantee (I can’t actually guarantee) you’ll love it.

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