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Qikiqtaaluk, 1962. The sun falls below the horizon and won't return for months. You wander the broken shoreline, wary of your mother's stories about the qalupalik. Fish woman, stealer of wayward children: she dwells beneath the ice.
Beneath Floes is a short, illustrated work of interactive fiction made with the Twine engine, playable in most web browsers. It is story-driven, centered around Inuit history and traditions. The game is a collaboration between Bravemule (Matul Remrit, The Domovoi) and the Nunavut-based game studio Pinnguaq (Singuistics, Qalupalik).
| Average Rating: based on 13 ratings Number of Reviews Written by IFDB Members: 2 |
This game uses many full-color illustrations and background music to tell the story of a young inuit child, her relationship with outsiders, and an inuit legend.
The music and sound effects are well-chosen to establish the atmosphere. The illustrations are nice, too, with a couple of cool tricks with them.
The pacing of the twine story was effective for me, with appropriate use of fade-ins and repeated links.
Overall, a nice short creepy story.
I liked Beneath the Floes more than the Domovoi. This one was a bit more interactive and less confusing as The Domovoi. I will admit that the narrative confused me on who was the Domovoi and I kind of felt like there were too many characters, only three, but enough for me to get confused with the plot I guess. Maybe I read it too fast? Hope that makes senses. It also has a wonderfully creepy atmosphere. Beneath the Floes also has better writing than The Domovoi, more clean cut, and the general atmosphere differs from the Domovoi. It's more filled out, not rushed, feels very complete. And the drawings are a beauty, the story is something I've heard of, while the Domovoi shared some similarities with folktales I'm familiar with. I really look forward to what Snow is going to make next. Although, I hope that his future Twine games has more interactivity, more choices to choose from. So far, the ones I've played only have two endings? And the changes in the story are kind of minimal, but the plot is enjoyable to read again and again.
Emily Short's Interactive Storytelling
It is both a story and a meditation on story-telling, one which starts by explaining to the reader how much is going to be under the reader�s control. Not a lot, as it turns out: you mostly get to change small details, details that explicitly don�t branch the plot, while the horrible core story is beyond the player�s capacity to change. But the effect is very different from, say, the also very linear interaction in My Father�s Long, Long Legs, or the fact-mingled-with-fiction of Coming Out Simulator 2014.
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