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Dearest Ren*****, let me tell you about my day..., May 13, 2024
by JJ McC
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review, English version

Played: 4/9/24
Playtime: 1.75hrs, all but 1st on FF, 3.5 endings

Epistolary works - fictions composed of purported real world text artifacts - are a compelling conceit. They allow for indirect world and character building where the reader is assembling an oblique narrative in their head. Part of the joy of these kinds of work is watching it evolve and click into place. The other part is the charge ‘real world documents’ give to the proceedings. A lot hinges on the form of those documents - they need to be a fine balance of plausible and informative. In particular, any sense that the documents are aimed at a third party reader (us!) instead of their in-world targets can undermine everything it wants to achieve.

I am delighted to report Jeangille just crushes the form of it. From its graphical presentation, its font use, to the measured content of the faux-missives we are drip-fed a tale of forbidden love and forbidden… other stuff. I found it unimpeachable in its conceit, almost never cracking to the pressures of info-dump to uninformed third party. Rather, it was deliberate in alluding to events the correspondents clearly understood in a way to slowly and naturally bring us up to speed. In particular, the mercurial tone of the author was nicely observed - they are not in the same monotone mood throughout their notes. Longing, anger, depression, new fascinations, petty jealousy, all are on display underscoring the fullness of the protagonist and the emotional passage of time. The crucial element here is the correspondents’ fascination with ‘gossip,’ allowing for plot-relevant events to be conveyed without artifice.

The language of the letters equally does some heavy lifting here. Its Romantic formality is the right balance of omnipresent but conceding to modern sensibilities in a way that allows us to acknowledge but not be distracted.

The interactiveness of the piece leverages its strengths in a dynamite way - periodically we are given opportunity to shade emotions, events and attitudes by selecting among alternatives. When done well, it has the precise flavor of composing a letter! Toying with a variety of subjects and phrasings to convey exactly what we want and putting us firmly in the protagonist’s chair. If I had any notes here, it would be that it was more powerfully realized when the page was blank below the choice, and filled in after, rather than embedded in otherwise unchangeable text. That underscored the ‘composing a letter’ dynamic that was so cool.

Through these interactive choices, the plot proceeds to a climax of which, depending on how your choices landed throughout the correspondence, I found 3.5 possible endings. And here’s where I can’t keep being coy about the plot, will try to spoiler my way through it.

We all know what is arguably the most famous epistolary novel, right? (LINK IS A SPOILER) It’s so foundational, it becomes a trope of that genre in other works. (LINKS ALSO SPOILERS) Ok, fine. (Spoiler - click to show)Vampires. The prior art is Vampires. Those resonances are so pronounced that even the slightest supporting event, alluded to most obliquely, immediately sets off alarm bells in the head and everything forward is contorted through that lens. We are ahead of the narrator, biting our nails for the inevitable escalation. Or better, awaiting the knowing twist from the author that crushes our expectations most delightfully.

The latter does not happen here and in another format that might be a slight let down. I mean it is here too, but it is more than compensated by the interactivity. As a player, we can low-key steer things into various endings in a VERY satisfying way so what we lose in meta-surprise we more than gain in the narrative collaboration. There is still a slight issue here, so slight I hesitate to bring it up, but I’m in this far. At the climactic decision we are meta-empowered to drive to a conclusion, clearly conveyed by the choice wordings. On a single playthrough, it is not clear how deeply our prior choices inform things, and we might be tempted to metagame it in an unsatisfying way. I didn’t, but I dwelt on the choice enough to recognize the peril. That musing itself pulled me out of the narrative flow at least a little bit. In one sense it might be more powerful if those final choices were less broad, instead informed by prior selections. (Turns out there are other options that ARE so constrained.) In another sense though, that might backpressure replayability, burying its strengths under opaque gameplay that the wordiness could not sustain. After much reflection, I think the right choice was made. What a relief for the author!

Because even this minor quibble faded on repeat plays. My admiration only increased for the work in the sense that the 3.5 endings I got were all different, yet satisfying conclusions to a choice architecture that allowed me to build naturally to each one. Ok, not the 1/2 ending, that one made me play-mad, but the rest for sure.

So that’s my conclusion. A well-realized, graphically compelling, tightly controlled work with satisfying plot arcs under player control. Who knew tampering with post could be so fun?

Mystery, Inc: Daphne
Vibe: Snail Mail
Polish: Gleaming
Gimme the Wheel! : I think, were it my project, I would double down on the ‘composing a letter’ paradigm and stage the text rather than provide inline options. Now I SAY that, but there is every possibility the reality of that would not be as satisfying as I think, and I’d end up reverting it anyway.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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