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Welcome to the Universe

by Colton Olds

2024
Humor, Slice of life, Surreal
Twine

(based on 3 ratings)
3 reviews8 members have played this game. It's on 1 wishlist.

About the Story

SimpleChef is helping parents out with a new back-to-school offer.

Also, you're going to die.

Content warning: brief mention of suicide, cancer, vomit, height self-consciousness

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Average Rating: based on 3 ratings
Number of Reviews Written by IFDB Members: 3
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3 of 3 people found the following review helpful:
Surreal humor and serious questions, September 6, 2024
by Cerfeuil (*Teleports Behind You* Nothing Personnel, Kid)
Related reviews: IF Comp 2024

Middle school bodies are like crappy NYC apartments: nothing seems to fit right, the smells never go away, and the general experience makes you wonder how growing up was ever considered a good idea.

Regardless, the young adult body is a universal conundrum that everyone must confront at some point. (Don't get discouraged. Studies from The New York Times tell you these feelings are permanent and leave ever-lasting damage to your psyche.)


This game has two kinds of passages. The first are these extremely dry descriptions of a nonexistent sociologist named Jacob Balamer, and his research, which seems to be about how humans can best exercise empathy and connect to each other. Interspersed with those are a far more interesting "life simulator" game, of the kind I really liked playing in middle school. I'd link to more examples, but can't seem to find any on IFDB. I'm thinking about games where you control a human protagonist from birth to death. It happens in this life simulator, which sees you playing through various vignettes seemingly based on Balamer's real life (you're presumably a white American guy), with a hefty dash of surreal humor thrown in.

Eventually the two threads connect and (Spoiler - click to show)you realize that Balamer made the life simulator, as an attempt to teach other people about his research. It turns out the game's reception is poor and he disowns his entire body of research, deeming it (and himself) a fraud. The actual game ends up a somewhat strange but uplifting note describing the choices you've made throughout the story and what they say about you. Here's a little sliver of your life, and there are the little slivers of Balamer's life that you've gotten through first reading about his body of work, and playing the game that he created. Even if his research was dry, boring, pointless, and didn't say much about humanity (that was the impression I got from the writing), he still wanted to connect with people, and that's been accomplished via the actual game you just played.

The writer definitely has chops. There's only one error in the entire game I could find ("Space, in it's purest form" instead of "Space, in its purest form"). The game is full of great one-liners and zany snippets, like the below line:

You’ve been instructed to write a short essay on the topic “Should kids have homework?” for English class. While you are glad your teacher is interested in hearing about topics actually relevant to your life (unlike last week’s discussion climate change), you’re not quite sure where to start.

You reach down in the deep well of ideas swirling inside your brain. Homework good… but also bad?


There are a lot of humorous asides: a random survey you can take, a funny clown encounter, etc. One passage is "placeholder text for an unfinished story section that will be added in a future update". I'm 90% certain this is a joke that was done on purpose, but I honestly can't be sure.

The funniest thing that happened to me while playing is that at one point a message came up saying something like: "An update has been released. Would you like to install it now?" and I clicked yes. I was given a ridiculously long loading bar and below that, a message saying: "Please do not close the window while installing".

You'll never guess what I did.

It was an accident, okay.

Anyway, I reopened the game, and through the power of expedient clicking managed to get back to where I was without much time wasted. I didn't even change any of my answers! (Well, except the survey answer. I tried to skip the survey. Didn't work.)

Thoughts overall... The game is well-written, but despite that didn't entirely gel with me. There are moments that made me laugh and moments that made me feel contemplative, but I think the ending came on too suddenly and the descriptions of Balamer's work were ultimately too dry and full of meaningless academic babble for me to really connect with them, or Balamer as a character. Not great, considering he's such a large part of the story. I also think the story undercuts itself in parts with the humorous asides--not that I hated them, but maybe I would like more focus on the serious, contemplative parts to give them space to breathe apart from the comedy? Because when the game gets serious, it's good, but the parts that are serious feel too short and insubstantial to have any real weight.

That's just me, though. At any rate, this story has pizzazz, and I can appreciate that.

Quotes:

You look where the sky should be only to see a river. You reach for the current. It's warm.

I’m going to sink. I always knew that, but I thought my boat would hold water. None of you know what it’s like to plant a seed by hand. You fix weights to ships, and you tell them the water's fine.

I’m an arduous process, arboreous labor. My bones are the dirt the ground came from, my trees the gift of broken hands. I want you to find the coastline. But none of you see it, none of you do.


---

It is empty. The world around you is creaks and bones, the hardwood floor a muted fretboard. No one else is around. The universe is quiet, a silent denouement for an inevitable ending. You see it on the skin, the distance. Your time is drawing to a close.

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2 of 2 people found the following review helpful:
Two interweaving stories about a dry academic and a life simulator, September 21, 2024

This is a Twine game that alternates between academic treatises in one set of styling and a life-simulator in binary choices in another set of styling. You progress through an entire life while simultaneously reading about the (fictional) author's thought processes and research.

I thought the life simulator part was pretty fun. It has a certain unusual perspective on the world that to me captures a lot of the weirdness one feels when transitioning from one age group to another.

The scientific part seems intentionally obfuscated. Some of it seems like a reference to way the 'inner' game is structured (for instance the scientific part talks a lot about duality and the importance of a fixed binary, while the game consists of yes/no choices). I think that one phrase from it describes itself well: a “verisimilar facade of truth, a frightening pastiche that serves only to bolster the supposed intelligence of the person writing it.”

The game has some meta (or is the word extra-diegetic or something fancy like that?) parts like completing a survey about the game, downloading an update, etc., a part that looks unfinished.

Overall, I liked the opportunity to think about my life, and I liked the way that the game poked fun at personality tests and the kind of vapid summaries they give.

So I think I'll rate the game on that impression. Witty, nice-looking, poking fun at obtuse academic language, introspective.

Outside of that, someone mentioned that this is a parody of Alter Ego, a very old choice-based game. I had heard it mentioned once or twice and had looked at it in the past, but I revisited it as part of this review. I think that this game definitely suffers from the comparison. This game lambasts the over-emphasis on binaries; Alter Ego has more than just binary options and gives quite a bit of freedom in exploring the game; this game is self-conscious and tries to show the absurdity of life, but Alter Ego does so as well. I've heard it said that the best parodies are by those who have a deep love of the subject material, but I didn't get that feeling here. Now, I don't even really like Alter Ego and this whole reference idea isn't stated by the author, so I'm not including it in my rating, but it would be like parodying a hamburger by putting roast beef in a hot dog bun: just revisiting the same basic concept, making it a little more absurd, but not essentially adding anything or doing anything significantly better. (whereas a burger-lover's parody of a burger could make a really tall burger to make fun of how hard it is to bite into a restaurant burger, or include 20 patties and 25 slices of cheese and sparklers on the top to make fun of supersizing, etc.)

As a final side note I liked how smooth the animations were, (the two I remember are the picture of Conway's game life and the loading bar).

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1 of 1 people found the following review helpful:
IFComp 2024: Welcome to the Universe, September 1, 2024
by kaemi
Related reviews: IFComp 2024

What’s terrifying about babies is how terrified they scream. Beyond the voice’s breakingpoint and still the shrillhoarse shreaking. Listening to them, you just kind of wonder, is it this bad, this whole, you know? Not just that I’ve learned subtler ways to cope with being cold or hungry or alone in a darkness that I don’t know will ever be broken, but worried that it’s worse, that I’ve lost the intensity of these feelings through ineluctable repetition, the fullest misery of our damnation has been worn away, left with whatever ashes we adapt to adulthood: “You cry at the top of your lungs, the realization that you are alive and singular dawning on you for the very first time. It's okay, though. This thought will only haunt you for the rest of your life.” Belying the child crying for their mother is the reality she could not return, our coherence of any desire to live depends on flickering contingencies which do not take them with us, when they go, we are here to be alone inside ourselves, inflictable.

Tension between universality, the empathetic recognition of the baby’s suffering that accords with our own having traveled that road, and individuation, whatever eternal return condemns you it is you who must undergo everything incurred, deathmarches us through the pervasive we permutate: “the normal processions must be carried out. If this is somehow new information, congratulations: a lifetime of disappointment and pointless information awaits. How is it, being born? Do you feel ecstatic? Elastic? Life is something we must all come to terms with at some point in time.” In a rapidfire game of life, Conway’s or Milton Bradley’s, we are whisked through each progressive phase of the ineluctable, accumulating idiosyncrasies primarily in the flinches from them. From “Childhood is a process of aches, pains, and frequent misunderstanding” to “Now, time is slower and bare walls are more noticeable. Like that chip in the wall you forgot to note on your security deposit” we are swept along a sweatprocess that leathers us unrecognizably stretched over the brainbloat accumulated by decades of reasons and wouldbe answers, none of which trigger a transcendence to wrest us from the ungravitas gravity: “Life is a cascading, measureless list of somehows.”

Whoa, you say, that’s pretty deep dude, and the game makes the same snarky snidestep from its subject, with wacky asides like how many McDonalds does it take to make the best of all possible worlds or skateboard tricks you land in a fireball to obsequious applause or “The clown is an affront to God, a pitiful mortal unaware of what is good and just in the world. Clowns represent full depravity and unchecked hubris.” This flippancy deadpans the drama to dry out the soppy philosophizing, which works to the extent it keeps the tone amicable, but somewhere between the game installing updates midstream and interrupting you with zany lists and buckshots of cheap jokes and nonsequitor noneliners, the veering starts to feel Wink Wink Clever again, only in the other direction, and you’re like, okay, you clearly have something interesting to say, could you please just say it.

Which is a shame, because, when it does just say it, the writing radiates clarion certainty not worth shying from. The delicate balancing act between encapsulating universals like “Cinema is verite. Our needs are our mechanisms. Truth must be discovered in order to be truth. Discover the want and want the discovery. / We are gelatin like the Earth is clay. The fact that a question exists at all is beautiful.” and the heartbreaking simplicities that sufficiently fuel any given soul like “There is gestalt in survival” create generative confliction perfectly capable of carrying the game’s moue molting to a grin. Unexpected little ruby pops like “gentle fortress of claret and peel” or “Heat emanated like a broiler skillet spider” italicize a lived particularity that niches connections within the textbook infodumps and vague gestures at “capital-S Somethings”.

Zaniness undercutting the narrative also proves redundant, because this undercut is precisely the climactic fulcrum that poignancies the narrative’s switching tracks from the connaturalist aggrandizing of the psychological into the anthropological to the emotive underscore of the narrative’s soft pulse: “You stare at the conveyor belt. People need to do what they can to survive. Life has beaten us down so much. I want us to be okay.” Choosing not to resolve the tension between the universal condition and its lived particulars into a nihilistic hauteur but rather a gentle awareness of the fragile interstitially stitched together psyche, the one of one that is “here in spite of all my challenges, my choices, and my mistakes. I am human. I am real. I am necessary. / And yet, even by telling you all of this, even by including that preamble and this vast, quite-encompassing magnitude of a description, I am more than any of these binary truths or lies alone could ever hope to describe or contain: / I am multitudes. / I am complex, the in-between. / I am synthesis.” Compiling all your choices throughout your playthrough into a description of you, the specific player, that creates a surprisingly deep portrait of how you dwelled within overhaunted confines, the liberative immelman out of the inexorable to its inness and ability justifies the central conceit into a call to, if not action, then at least reaction, reagency at last: “Let’s hold on a little bit longer. Let’s change things. Let’s scar.”

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Game Details

Language: English (en)
First Publication Date: September 1, 2024
Current Version: Unknown
Development System: Twine
IFID: B64A4880-1C82-4A9E-BB43-310C4C1EC3C6
TUID: mt9zy6fqpkwishtq

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