What Heart Heard Of, Ghost Guessed

by Amanda Walker profile

Horror
2021

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3 of 3 people found the following review helpful:
Surprisingly cathartic, with well organized custom verbs., November 29, 2021
by Andrew Schultz (Chicago)

WH2G2 may have the most innovation at the parser level as any game in the comp. It's simplified for most commands, but you have a string of verbs you acquire as you go along. They're emotional verbs, leading you to a journey of finding yourself and recreating how things happen. What has happened is pretty clear, without the title. You're a ghost, and you're not used to being a ghost, so it stands to reason you died recently. Not only are you a ghost, but you can't pass through walls. This, in fact, Means Something in the greater context of things and is more than just a way to keep the game small and manageable. As you move around, you see your old house in ways you never did before, leading up to several Big Reveals. And while it's billed as Gothic horror, these reveals were more than enough for me to face certain incidents from my past in a way a self-help book, even a good one, never could. It worked at least as well as some self-help book satires, too. So I found it very powerful. And yes, there were violent and disturbing scenes, but they weren't there for their own sake, and they were contrasted with more mundane revelations which were crushing in their own sort of way.

To start, all you can do is examine stuff, and there's not much to examine, but then you wind up with your first verb, learning to excite. This helps you leave the initial attic room, and later on, you wind up learning new emotions. Some of these seem harmless, but they become darker as you see things in new ways. Technically, you're snooping, and it feels quite nosy, but on the other hand, you didn't ask to be a ghost. Also, as backstory is filled in, you find you've been trapped in your own home. Your family is ashamed of you. Your grandfather, who is on his deathbed, treated you badly.

But the real reveal is this: your sister, Eva, and your step-brother, Ian, have done worse. The game narrates Eva as "being mean some of the time," eventually saying you're the reason she doesn't get out as much as she wants. Ian, on the other hand, has been complimentary of your artistic skill. (Your paintings are shown several places in the house. Sometimes you're even allowed to walk around and see it!) He recognizes you are a better artist than he is, though he enjoys woodcarving. You recognize Ian and Eva are lovers, but you appreciate Ian's kindness. But then you discover notes written between Eva and Ian, discussing you. Ian seems almost moderate and apologetic. Eva is not. The more emotions you reclaim and places you explore, the harder it is to stop being upset. You visit your grandfather on his deathbed, and there are some strong moments of trying various emotions on him. He has some realizations at the end, harsh ones for him, but it could have been worse. For someone else, it will be. Even in death, though, you feel blocked off from the living people chatting. They leave once you solve more puzzles, which sounds clunky on my part, but the game weaves this together seamlessly. The more emotion you learn, the more time passes, and people leave your house.

There are several climactic moments in the game. A good one was when you lost the ability to desire, once you notice proof that Ian was in on your imprisonment. It's not just emotional but practical. You could get overloaded with too many possible actions to perform, and while you could work them out, it would be thorny. Another is the implicit realization of how hard it is for you to get to your bedroom. It's the last of seven doors that you'll open, and even though it's a prison, it's where you could be you, and you realize how much worse it would've been if you hadn't had your art. Then you realize for Eva, that twist of the knife was not a bug but a feature. There's also facing the housekeeper, who herself deserves closure, as well as what's in the chest at the beginning, and finally Eva and Ian. The end is not pretty, and it makes sense and feels just. Once you get to the end, you'll realize (seriously! A potential spoiler is ahead, even though I tried to make it vague) why you wind up in the room you do, instead of the bedroom where you were imprisoned for most of your life.

On the technical side, WH2G2 has a lot of good responses to its custom verbs. There's a lot to keep track of, and my coding self was dreaming up ways to test things so that the game absolutely might not miss a trick in the post-comp release, or maybe I just wanted to see neat tries the author responded to. It's something where if a first-time author hit every instance, they may not have spent enough time on big-picture things. But it also gets so much cluing right, without screaming "Hey! I'm cluing you here! Isn't this nice?" An example that drove this home was in your sister's room:

(Spoiler - click to show)excite bottom drawer
The drawer rattles, but it doesn't open like curtains or a door. It really needs to be pulled to open.


You never do get around to controlling everything directly. But you can do enough to unlock the mystery of why you are where you are. It's not a straight-up amnesia game, as the denouement shows. You learn things about people close to you. To me it mirrored "hey, do I have a right to feel negatively about person X?" So verbs do get more emotionally charged than EXCITE, which only rattles things slightly. As mentioned above, a few are rejected as undoable as your character learns and grows. This is addition by subtraction. Having too many verbs near the end would have potentially made things much tougher and slowed the game pace to where the big scenes had less impact.

So I have a lot of good things to say about WH2G2. I'm very glad I got the chance to test it before it went to IFComp, and my only regret is that when I swapped games with the author, I somehow missed the email with the binary attached. Revisiting it a month later, I noticed a lot of things I missed the first time around. They were silly technical things that don't really affect the overall game, the sort of thing that's a good excuse for a post-comp release to get alittle more publicity. But I pretty much was worrying about the sort of coding details that thrill longer-time writers like me. And I think they balanced coding and story quite well. About the only thin I remember is something others alluded to: the colored-door puzzle felt a bit artificial. But really, I have no suggestions how I would've done it, and after all, if that had been a roadblock to WH2G2 entering IFComp, we'd all have lost out.

One tangential thing about WH2G2 is that when I went to ask Inform questions of my own, I noticed the author posting lots of good questions on the board. I don't remember them, or how they fit technically in WH2G2, but it enhanced the game for me as follows. I sadly met some Evas and Ians in computer science courses I had or even on the job. No physical restraint, of course, and it wasn't as radical as Eva and Ian. Maybe it was just brushing me aside, or explaining I really should know certain terms or conventions. (Later, I would google said terms and give these other people more credit than they deserved for expanding my horizons.) So these people talked over me and left me feeling I should really take a back seat. Many of them are long since gone, but the way WH2G2 unfolded allowed me to (far less dramatically) put several of these people in the rear-view mirror. And I do think that after saying "gee, why didn't I ask these sorts of questions years ago?" I sat down and asked a few good ones of my own. So that was positive. And I in turn appreciated the author's hard work and good questions for Fourbyfouria.

On replaying WH2G2 to write this review, I took notes and wanted to check another detail. It wouldn't be hard. Abstractly, you just plug in the right verbs, and the game's well-clued without holding your hand, so it's no problem to figure out. I had a few problems the first time through, which I chalked up to bad memory and having a bunch of other games to look at, as well as enjoying it. I had one more detail to check off, so I re-re-played. And I still bungled a few of the puzzles. Not due to my laziness or bad cluing, but because I realized it'd let me Think About Stuff in a positive new way, and the thought I put into things during and after the game replaced my technical memory. So it wasn't just something cool to solve. That's pretty rare and, I think, not something you can just summon at-will.

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