Adapted from a SpringThing24 Review
Played: 4/4/24
Playtime: 1.75hrs, 4 plays, 4 fails
Have we culturally saturated ourselves on Star Trek riffs? I won’t leave that hang: No. No we have not. VoM leverages a deeper-cut aspect of its inspiration to tremendous advantage: reductive two-fisted approaches to complicated problems.
Let me start by acknowledging ALL narrative is reductive. Figuring out what to reduce to tell a compelling story is a core challenge of storytelling. What details are important to the tenor of the piece? What details destroy the piece with abject ‘realism’? Adventure fiction in particular uses two-fisted action either as metaphoric shorthand or as a mechanism to deliver morally-unambiguous thrills. In our post-COVID world, the idea of sending an under-fueled, under-gunned boat of cure through enemy territory with insufficient resources to get there… ridiculous! This is a diplomatic/large military operation of infinite complexity and nuance!
In Star Trek world though? THIS IS EXACTLY THE CORRECT APPROACH. Evoking that vibe bypasses any quibbles we might have and puts us smack into the right frame of mind. The piece does not provide thinly veiled caricatures of familiar characters. Why would it? There’s plenty of that out there already. Instead, it crafts a series of Trekky scenarios in just the perfect combination of unique and familiar. We are essentially watching a season-long arc (presuming Trek trucked in that) on fast forward. Our familiarity plays off these scenarios in exactly the right way to maximize our enjoyment and minimize drag. We don’t need the details, we get it. It is a terrific choice, implemented confidently, and lands like gangbusters.
We are blindly exploring a sensor-defying nebula, searching for the route to a plague-ridden planet. Encountering all manner of alien species, strange phenomenon and ancient artifacts, not to mention meddling Glingons. And solving them all via WWKD. (What Would Kirk Do?) Each mini-encounter is an abbreviated television episode where we are trying to wring out fuel, weapon upgrades or information and not lose TOO many redshirts. These encounters are satisfyingly broad, varied and dangerous. If we seize initiative and power through, with a little luck we might save the day.
First time, I didn’t . Ran out of gas. Barely skimmed the endscreen before cycling back in for more. On repeat play, some gameplay artifacts started showing. For one, encounters started repeating. Obviously I was more successful second time. For another, the path through the nebula randomized, meaning every game would feature blind exploration, with many possible deadends and backtracks. I failed again, this time as a result of an encounter decision I had no way of deducing. Just guessed wrong. Then out of fuel again on a third run.
Then a playthrough that broke me. Applying what I had learned to by-now-familiar scenarios, and focusing maniacally on refuel opportunities I explored to within four jumps of the end, with three doses of fuel. It was in sight! I was presented with a wormhole that promised to shoot me… somewhere. No way to predict, just guess. I guessed… wrong. It shot me so far from the goal, and provided no opportunity to refuel. I conclude: 1) the randomizer is not adequately constrained for balanced gameplay and 2) waaay too much weight is placed on blind guessing problem solving. The latter is bad, but at least manageable through repeat gameplay. Coupled with blind exploration, the former is death. To know that I can exhaust fuel through no fault of my own, or be placed in unwinnable state by random luck… these are deeply unsatisfying experiences.
Even with all that though, the charm of the setup and encounters still shines through. Yes, maybe they get a little tiresome once ‘solved’ but they haven’t yet chafed. Yes, it was a fun, immersive experience for the first few runs. No, it is not compelling enough to fight the randomizer until you win. But honestly, you still get plenty of grins without that.
I realize, due to my stream of consciousness ramblings, I have neglected to praise the MacIntosh-1bit graphics which are just delightful and resonate with the retro-narrative vibe in a terrific way. For whatever reason, Ink continues to showcase superior graphic design, and Marigold is a proud member of that fraternity.
Mystery, Inc: “We’ve got a Mystery on our Hands, Gang” Fred
Vibe: Boldly Going…
Polish: Gleaming
Gimme the Wheel! : If this were my project I would pay attention to the route randomizer, and ensure refueling opportunities are presented frequently enough to avoid dead runs. I would ALSO double, maybe triple the encounter mix, so that replays have a decent chance of showing some new ones in with the old. Reward replays with new challenges and opportunities to bellow loudly at the sky. GGGLLEEEEEEXXX!!
Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.