(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
These days it’s easy to take a look around and feel like the world is pretty bleak. Sure, it’s perhaps the case that throughout human history the world has generally looked pretty bleak, and it’s just because of the semi-recent memory of the 90s, when the Cold War was over but we were still close enough to World War II that Nazis knew they had to keep it in their pants instead of whining about cancel culture, that we in the west have an expectation that things should be basically okay. Regardless, what with an on-and-off pandemic, a land war in Europe, rising inflation, raging inequality, the global rise of an anti-democratic right, oh yeah and the marching inevitable catastrophe of climate change, it’s understandable that folks get depressed at where we’re at. And compared to where I live in the US, this is maybe especially the case right now in the post-Brexit, post let’s-crash-the-bond-market-by-being-supply-side-morons UK, where Glimmer is set.
This short choice-based game tracks a simple down-and-up arc. On the front end, you’re confronted with a well-written, linear series of shocks and shames, each of which pushes the protagonist – and the player, as their proxy – into an act of forced renunciation:
"On the bus home the next day, you pick up an abandoned newspaper. It’s filled with stories of war, poverty, and environmental destruction.
"You stop reading the news.
"Your manager calls you into a meeting. She’s been asked to make cut backs. There’s a genuine sadness in her eyes.
"You stop going to work."
It all ends with you huddled under a duvet because you’ve had to turn off the heat, disconnecting from your loved ones since they’re all just enacting different versions of the fear that’s paralyzed you, and giving up the last thing there is to give: “you stop caring.” From there, though, a friend visits, bringing tea and biscuits, and choices start to open up as you begin to consider that maybe life can be something other than a monotonic decline.
That’s all there is to it – this is a game you can blaze through in five minutes. And even when you reach the part with options, it’s still quite linear, as you end up in the same place, with almost exactly the same plot beats, regardless of what you pick. I found this did undercut the impact of the story on me, I have to admit, and I wished there was a little more detail, a little more specificity, to help the conclusion land with a bit more force (the friend isn’t given a gender, much less a name). With that said, I can’t fault the message Glimmer ultimately conveys, and overall I did find the game effective, albeit more so the first half than the second. That’s no surprise, I suppose – I suspect it’s easier to convey a slide into depression than communicate an authentic path out of it, especially these days.