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3 of 3 people found the following review helpful:
Short but hopeful story. Kinda., August 11, 2023
Related reviews: ifcomp

Glimmer is about a person spiraling in helplessness, having a hard time to function around the bleakness of their situation. It is also about hope, and the importance of having caring people around.

The game is simplistic in both style and visual. A few lines of text, one choice, maybe some extra interactive links to add description. It is straight to the point. The world is bleak, so you turn your back to it. You face some hardship, so you avoid them. Little by little, you close yourself to everything around you. But, at your lowest point, a hand reaches out to you to pull you out of your funk (forcibly if you resist), reminding you that there are still good things out there to enjoy.

I thought the game started out strong, with tackling themes of drifting and avoidance turning into depression and isolation (though it felt at time a tad too surface-level in its representation), when faced with a bleak world and difficulties in your life. The whole losing your joie de vivre and vicious cycle of negativity.

However, I found the whole second act... dissonant almost? In your darkest moment, an unnamed friend* barges (back?) into your life, gives you a cup of tea and a biscuit, and like that, you snap out of it, awkwardly and timidly claiming you tried to get better all this time. When the first part of the game implied quite some time had passed between the first event of the spiral and current time, it feels like a whiplash to have a "recovery" happening so suddenly. This feeling was aggravated when choosing to resist the friend's pleas does little to change the outcome. As if by magic, you get better by the last page. After just a cup of tea.
*I really didn't like that you would not even acknowledge their personhood, I think that's also a reason why it felt weird.

I still haven't made my mind about the (lack of) choices and what it means for the player agency. I've come to appreciate more the kinetic approach of storytelling in IF, and considering how debilitating depression can be, making you think you do not have a choice, it is thematically in line with the story. However, the few available choices lack in consequence or are essentially disregarded by the story, which makes the little agency the player has essentially useless. It felt a bit frustrating and unsatisfying.

I did appreciate the message the game was trying to convey, but I don't think the game quite manage to get the point across.

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