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You embark to find that voice You embark to find that voice You embark to find that voice You embark to find that voice You embark to find that voice
95th Place - 26th Annual Interactive Fiction Competition (2020)
| Average Rating: based on 14 ratings Number of Reviews Written by IFDB Members: 6 |
A very brief story about a stutterer trying to find their voice through a therapy retreat.
Despite its brevity, this conversation is hard to follow. It appears as if the player character is the therapist, though the conversation feels distant enough that I was detached from both the PC and NPC. The topic is important and the journey could be potentially moving, but the dialogue does not feel realistic. Both characters have a similar voice (aside from the stuttering of the NPC) and there are few interjections from the author for any atmosphere; it's just endless dialogue without any breaks, and sometimes it's hard to remember who is speaking. Their communication feels rehearsed, as if they're trying to emphasize the pathos of the story without letting it come out naturally.
The ending is pretty cool, both story-wise and stylistically. It might be worth the few minutes of play just to see it.
So I don't think I really know what this one is about, except that the PC is bad at customer service or something. You are thrown into the story and basically never given any details or context about the plot or world. It is just a conversation between you and an NPC counselor, with very limited choices. Then it ends (Spoiler - click to show) in what appears to be an endless loop, with you clicking on the same thing over and over again before it resets. I never made it off that screen.
The only reason it doesn't get one star is that it was clean execution, no apparent bugs. A smooth playthrough.
Despite the probably-annoying prolixity of most of my reviews, I don’t have a lot to say about Sound. It’s a vignette-driven game with choices determining which bits of the story the player sees. The player mostly makes choices on behalf of some sort of doctor interviewing someone named “Orange” about her experiences and opinions on a course of treatment, though the perspective sometimes shifts between the two.
I found the presentation somewhat oblique, which I believe is often intentional, but is also sometimes down to some awkwardness of language that may not have been. Orange’s speech is often interrupted with dashes, which may be indicating a stutter or other nonstandard speech pattern (it appears that the treatment may be related to this). But there are also sentences like this, where she recalls being a barista: “I did not re-realize the complexity with the customization of the or-orders.” Or this line, after the player character asks about whether Orange plays a musical instrument: “You assumes she has the musical spirit in her as a maneuver.”
I’m not sure whether or not I reached the real ending. I hit a certain point where a passage kept generating new words, and new links, which in turn generated more new words. It was kind of lovely, almost a polyphonic catharsis or collapse (Spoiler - click to show)– there’s an implication in the text that Orange is rejecting the course of treatment, which is trying to turn her voice into something it’s not – but I wasn’t sure whether I was missing something and it should have been possible to progress past there.
All in all a memorable, if somewhat mystifying, game, though I really enjoyed the ending if ending it was.
This is a short, mostly linear Twine game with some interesting text effects and, to me, an inscrutable story.
You seem to be some sort of supervisor in an authoritarian system. You are monitoring a woman named Orange who describes the different job placements she has had. She has a stutter.
The story seems almost dreamlike (I think another reviewer mentioned that?) and the very ending used simple twine macros to produce an unusual text effect that provides never-ending interaction.
+Polish: It seems completely polished.
-Descriptiveness: Everything was very vague.
+Interactivity: Although there weren't many real choices, I felt intrigued by the ending.
-Emotional impact: I wasn't able to reach any deeper meaning.
-Would I play again? I don't intend to at this time.
(A version of this review first appeared in my blog during IFComp 2020.)
SOUND is sufficiently small (for me, a few minutes per play) that my whole review amounts to a spoiler:
In the text-on-black Twine SOUND a woman known as Orange seeks treatment for her stutter and communication problems from one Doctor Thee. The doctor is a sailing champion and island dweller. An island is the venue for the therapy. The prose follows a conversation between Orange and the doctor in which neither is necessarily the point-of-view character. I was interested to note I identified, functionally, with the doctor, just because the doctor was the interrogator, but technically the links that change the progression through the conversation can fall to either character.
There is something a bit cute about the dialogue and the situation. Orange's anecdotes of work difficulties are realistic but the actual prose isn't quite. It reminded me of serious-leaning dialogue delivered by videogame or Manga characters. They say 'Haha,' and someone winked at some point.
Orange posits a theory of sound (that may validate her stuttering) that the doctor appreciates as new. It also seems to be bound up with semiotics. While she doesn't just go and say "semiotics", she does talk about the disconnection between sign and signifier in the supermarket aisles, even though she doesn't use the words "sign" or "signifier", either. It's unfortunate that in this precision-requiring moment, the prose is just a bit off. I'm not sure if it's the proofreading, or English is the author's second language or something else.
Fortunately, the outcome is unaffected, and it's the most interesting part of SOUND. It seems that Orange's theory transforms reality (if only all theories were this easily actualised!) and the IF's words rearrange and repeat on the screen to create the effect. The links wander, as well, but this is no "find the correct link to click" moment – this is indeed, the end of SOUND. And for me, it falls in the right spot that is specific enough to the story, and also abstract and poetic enough to be satisfying without over or under-doing anything. It did prompt me to think on it in a manner outsized to the conversation's face content, and the coda text suggests a beginning for the new communication ("You embark to find that voice") and, cleverly/eerily, is exactly what the game's blurb promised, because that is SOUND's blurb.
This IF is so short I replayed a couple of times to see the other elements and to experiment with the end screen. The repeat plays also improved my overall understanding of the conversation. It's not like it's complicated, but in general I find it hard to keep track of who's speaking during long direct speech outings. SOUND is brief and the payoff is good. A multiplication of effect at the end of something (and definitely not its opposite) is always a fine way to go out.