(A version of this review first appeared in my blog during IFComp 2020.)
I like to kick off my IFComp experience of a year with the playing of a parser-based horror game that I expect will tickle my fancies. In 2020's entries list, I could not go past the title The Brutal Murder of Jenny Lee (hereafter referred to as BM). It's not actually a horror game, and I should point out that it correctly bills itself as a mystery. Its blurb also indicates that sci-fi (time travel) is involved. It doesn't dwell on its adult elements, so references to sex and violence are at the level of any restrained modern whodunnit.
BM took me about an hour to complete, and I was impressed by its interwoven layers of mystery, reality and narratorship, even as the gameplay remained straightforward look, read'n'search throughout. The issues of the PC/narrator split and narrator reliability get a triple workout here. The player initially doesn't know who they are, or why they're investigating Jenny's murder back in 2003. A bold-text-voiced narrator issues instructions that initially seem to intrude on the prose in real time, indicating that the player is under surveillance. Yet that narrator also alludes to having their own problems with another entity. I see BM's sci-fi factor landing individually with different players, but I think the whole is grounded by the specificity of Jenny's world. She was a 17-year-old Chinese immigrant to Canada, was academically pressured by her mum, and lived her teen life in rounds of the band room, the library, and the ACE Tutoring Agency. In the best narrative tradition of the murdered, she also kept secrets.
The whodunnit element presents a decent catalogue of speculative possibilities for the game's size. It's fuelled by the details of Jenny's life, one that evokes some typical migrant experiences but also has enough texture to give Jenny individuality. The way the player experiences her world is as retrospective "recordings" of her most-frequented locations, devoid of people but rife with intimate notes, diaries, library cards, signs and messages on computer screens. The rooms are full of stuff, so much so that even when a lot of objects are implemented, players are still likely to bounce off the ones that aren't. Weird implementation or under-implementation, and almost no synonym support, are typical shortcomings of the old Quest engine, and they're present here. Ninety-five percent of the time, you don't need to guess verbs in Quest games, but when you do, you're in trouble; the walkthrough got me through two such bits in BM. Nevertheless, compelling forward progress and little mysteries come thick and fast.
I was also struck by a lot of the physical environmental details in this game. The letters cut out from cardboard spelling "Asian American Heritage Month" in the library, for instance, or the markered masking tape instrument labels in the band room. The accumulation of these sorts of observations conjured the atmospheres of schools and libraries of my past.
In retrospect, BM seems to mix some unusual elements, but then again I've got a feeling this kind of thing is more common than I think. (For instance, in the Young Adult genre. I just had a flash of the novel Slide by Jill Hathaway.) Ultimately, I liked the Jenny's World elements best, and I see how the sci-fi elements facilitate the exploration of her world in a prying, adventure-gamey way that would otherwise be realistically impossible. In fact, it occurs to me I used almost the same mechanism for exploring a character's past in my contribution to the game Cragne Manor. Rough edges and implementation troubles aside, BM is novel and ambitious, often well-observed and delivers an involving story with elements of cultural specificity.
The author's note recommends playing BM offline by downloading the PC-only Quest app. This is how I played, and based on my personal and anecdotal experiences of both the Quest system and textadventures.co.uk website, I'd say: if you can play offline, don't muck around. Play offline.
Click below to read my spoilering thoughts on the game's ending.
I'm not sure either of BM's endings are great. The most positive spin I can come up with on the solid/regular ending is the idea that the future people's faintly interested reaction to the detective machine (the one that you "were", or inhabited to solve the crime) and the most famous case it solved, is a sad-leaning reminder that we can easily forget about the realities of those who preceded us, and maybe now and then we should take some time to remember them... I hope this isn't too off course, because I lost this piece of the transcript when I tried the other ending.
The other ending is far-fetched in the sense that I think it's almost contrived beyond intentional logic (go west ten times in limbo?!) but it could be hit by accident. And with the walkthrough handy, I think players will probably try it anyway. While it's novel, it's totally removed from the bulk of the game. It reads as: 'Forget about Jenny Lee! I'm now a self-actualised AI out in the world!' Which is almost a different game altogether. I suppose it's cute as a novelty ending, and there have been a lot of bonus endings of this type in Playstation console games. Unfortunately this one wastes BM's remaining locked cabinet passcode puzzle in the process.