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3 of 3 people found the following review helpful:
Logical but unemotinal narrative of rescuing your brother, November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

This is a short choice-based game with a relatively linear structure--you can try radically different things, but most of the time, they loop back to the main narrative. It opens up a lot of possibilities it never really acts on, and by the end, I'm not sure why it took the title it did. Yes, there's a war going on, but I never really encountered a darkness or overarching evil. That said, there's enough to do that I played through it twice to flesh the world out a bit more.

Enveloping Darkness takes you quickly through your younger brother getting captured by orcs. Then you grow up and ask to go on a quest to rescue your brother. You usually will. I only found one possibility that kills you. Trying to avoid your fate doesn't work. You can insult your king or neglect your half-orc ally who wants to help you get to the palace. You can even act sore at your brother. The choices are all plausible for an adventure-seeking adolescent.

The mechanics of the storytelling are good. It's well-organized. But there's not much to be emotionally invested in, which is a pity, because having a half-orc ally in enemy territory presents so many possibilities. The game makes good use of a few rather quickly, but it felt emotionally wanting. Sometimes the game seemed to steer deliberately away from any emotional revelations or depths. For instance, when you rescue your brother:

(Spoiler - click to show)First things first. You ask, "Where's dad?"

Shazia says, "Hello to you too.


This is a bit cold, especially from someone who begged to go on the quest in the first place! I've had this unintentional misdirection where I walked away from a story mid-idea and come back, where I've worked out the technical bits and forgotten about the emotional or readability side. The authors have kept track of things abstractly--there are some running tabs on how willing you were to let Troy, the half-orc, join you. But none of this is put into the narrative as you'd expect, when two very different teenagers have to rely on each other for survival as they flee Something Bad. It doesn't have to be heart-wringing. But here it buries the lede or jumps off a track for a bit. The story opens up possibilities--for instance, ditching Troy or expressing displeasure with him--but it's all tamped down too quickly, and all this avoidance of overwrought prose turns out to take away from the story's full believability in its own way.

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