| Average Rating: based on 28 ratings Number of Reviews Written by IFDB Members: 7 |
Note: This review was written during IFComp 2024, and originally posted in the authors' section of the intfiction forum on 21 Sep 2024.
This is a scifi Twine piece, where two former friends face off, against the backdrop of a world with nuns and mysterious sacred algorithms. Can you change destiny?
I liked a lot about this. The writing is strong, I liked the atmospheric music, and the dual perspective view of the world works well.
On the downside I was a little confused by the interface, as can happen to me in some Twine stories. Sometimes clickable options would move the story on, but sometimes they would cycle through options. Even in the latter case I wasn’t always sure if I clicked to cycle through whether I was selecting the option I had just clicked on, or the option that then appeared. And then I clicked elsewhere.
I also was sometimes confused by the dual perspectives. Though not always knowing who was who and what was what was thematically highly appropriate.
However it was an evocative piece. And even though it’s short, it packs a lot in.
- Lionstooth, November 1, 2024
Y’all probably know by now that I’m the kind of reviewer who likes to go outside the four corners of a work and look for connections to other games, or books or movies or whatever, that might be touch-points or inspirations or just share a vibe – it has the potential to illuminate the ways a piece of writing is in dialogue with other parts of the scene, or trace intellectual influence to see how a particular author is putting their own spin on a set of ideas, though of course I’ll confess that it can reduce to an unedifying spot-the-reference exercise.
Another problem with this approach is that I have my blind spots, which is how I wound up gobsmacked by the end of You Can’t Save Her. The game is a short former-friends-confront-each-other-in-a-melodramatic-duel story that felt to me like a dark riff on magical-girl anime series like Utena (confession time, Utena is one of only like three anime series I’ve actually seen, so I am LARPing the “getting a lot of Boss Baby vibes from this” meme here). But per the credits, in fact the project was conceived as an homage to … Porpentine?
We’ll circle back to that in a minute, but in the meantime let’s talk a bit more about what You Can’t Save Her is in itself. The setting here isn’t exhaustively specified, but it’s the kind of science-fantasy world where a character prepares their blade by “anodiz[ing] it in dreams of martyrdom” or opting instead to “machine it with sigils of faith” – one of the most metal choices I’ve ever had in a game, kudos to the author for that – and then brings a laser-gun to the fight to boot. The religious overtones aren’t accidental, either, as both main characters were raised together in the same oppressive convent, before an encounter with a heretical book sowed seeds of doubt and led to one of them renouncing their faith and fleeing, and then the other to be sent to kill her erstwhile friend for her thought-crimes.
The storytelling is straightforward but assured, alternating depictions of the pair’s battle with flashbacks establishing the backstory I bottom-lined above. Across the game’s various acts, viewpoints shift and the rules of the game change slightly, which maintains interest across the fifteen minutes or so it takes to play You Can’t Save Her. There’s an especially effective change-up in Act III, which inverts the mechanics established in earlier sections – one cycling link allowing you to vary your choice of weapon or combat move or dialogue line or what have you, a second at the bottom of the passage locking in your decision and moving to the next one – due to various auguries having found the optimal plan of attack, so that the upper cycling link now just displays the single, proper choice. There are time loops, and portentous drama, and the talismanic repetition of the phrase “She is to the north” as you seek your quarry, effectively setting these events in a mytho-poetic register.
So yeah, I very much had fun with this tale of messy warrior-nuns torn between killing each other and making out, related in overheated, angst-friendly language. But like I said, the credits drew me up short. Because I wasn’t that engaged in the IF scene during the 2010’s, and since then have largely been focused on keeping up with new stuff, I’ve only played a smattering of Porpentine’s stuff – I think a bit of howling dogs, but honestly that’s probably about it? But just from general osmosis and reading other reviews and criticism, I have a pretty clear (though possibly incorrect!) stereotype of her style: intense, visceral physicality; unique, indelible imagery; catharsis through abjection.
I hope it’s no criticism of You Can’t Save Her that it does not strike me as particularly Porpentine-y. While there’s emotion here, it’s all heightened to the point of theatricality; the characters perform fear and longing, but as a player I was entertained but unmoved. Likewise, while one character has been scarred by her encounter with the forbidden book, this manifests as scars that glow with lurid pink light, a CGI-friendly mark of badassery but nothing that calls the body’s ugly biochemical reality into question. Per the citations in the post-game credits, it actually incorporates a half dozen or so specific lines from a few of Porpentine’s games, but the context around them is so reconfigured that they didn’t really stand out to me, seamlessly fitting into the action-yuri angstfest on offer – the game is so resolutely PG-rated that I couldn’t even recognize its gestures towards NC-17 stuff for what they were.
Again, I don’t think this is a complaint about the game as such – I had fun with it, and but for the credits I would be writing that it accomplishes exactly what it sets out to do. And honestly, being inspired by some canonical pieces of IF to write stuff that’s actually significantly different, rather than trying for a slavish imitation, is if anything even more respectable. Plus per my admission above, my lack of direct experience of Porpentine’s work means I could be reading things entirely wrong. But will all those caveats out of the way, You Can’t Save Her is still an odd kind of homage, and I’m looking forward to reading reviews from others who actually know what they’re talking about.
- Ola (Sweden), October 30, 2024
The pale desert of this moon curves towards an empty horizon.
...
Clouds of gray dust swirl in your wake.
The wind is howling a language that you do not understand.
...
Moonlight is shining through the stained glass window, painting a rose of rainbows on the floor.
She is still waiting.
- LoquySSS46 (Longueuil, Québec, Canada), October 22, 2024
- Ann Hugo (Canada), October 19, 2024
You Can't Save Her review, October 30, 2024
You Can’t Save Her is a short piece about two friends raised in a monastery in a fantasy setting. One friend finds a forbidden tome that reveals the existence of a different god and becomes a heretic, gaining strange powers in the process. The other remains loyal, and when the heretic becomes a threat, the church sends the loyalist to kill her.
The most interesting part of this piece, to me, is the way it deals with faith. The loyalist, it is suggested, also has her doubts about the god she was raised to believe in; her refusal to follow her friend into apostasy isn’t due to an unwavering commitment to the worldview the monastery espouses. Rather, it’s because she’s also skeptical of the new god her friend has found. To overcome the inertia of her upbringing, it’s not enough to no longer believe in her original faith; she has to find something else she believes in more. (Spoiler - click to show)(Which she does, ultimately, though it’s not a god at all.)
Leaving a highly dogmatic faith that has been a large part of one’s life to that point is something I don’t have personal experience of, so I can’t say if this rings true. But it is an interesting contention, and a somewhat unusual angle on this type of narrative.
The prose is fairly laconic, but there are moments of striking imagery—a cathedral that “pierces the sky like a stalagmite”, moonlight through stained glass “painting a rose of rainbows on the floor”, a rift in space that “closes like a wound”. It adds up to an atmosphere that’s beautiful, nearly empty, and uncanny, enhanced by a droning industrial soundtrack. The sparseness of the words on the screen (most of the time) also feels appropriate to a story that’s largely about two women alone in a vast desert.
The interactivity was the work’s weak point for me; I found that the choices felt largely cosmetic (does it matter if you’re trudging off to kill your best friend with a saber or a broadsword?). This was thematically appropriate to the earlier parts of the game, in which the loyalist’s perceived lack of choice figures prominently, but later on it might have been fitting to let the loyalist’s belated rebellion be something the player had more of an active hand in. (This not being the case then makes the earlier lack of meaningful choice feel less like a thematic decision, also.) Failing that, I think it would also have been an improvement to stick to the use of cycling links that probe a little deeper into the character’s psyche with each click, and just get rid of the choices that change a bit of text in the next passage but don’t really carry any weight. But it is an enjoyable piece of writing nonetheless.
- OverThinking, October 16, 2024
I had a moment in the middle of this game where I thought, 'This reminds me a lot of Porpentine, especially *their angelical understanding*. But I thought, 'No, come on, there are a lot of other twine authors and not every game is a Porpentine reference'.
But at the end it included a list of references to Porpentine, including lines borrowed wholesale (and credited). So that makes sense, it really does have a similar feel!
This is a love story of sorts between two women, raised in a monastery, trained in swords, devoted (or not) to gods. One woman was rebellious and was cast out; the other, a coward, stayed behind.
Gameplay focuses a lot on time: one second, two seconds, etcs. There are prophecies and visions, so that events happen and will happen and have happened, making time confusing. I think I saw an Adventure Time reference, too?
Overall, the writing hit a lot of what made Porpentine good, references to bones and gods and change and colors that are left unexplained but all can be seen as symbols of change or transition or other metaphors.
The game has consistent imagery and theming, even when restarting, which I appreciated.
Pretty neat game!
- CMG (NYC), October 16, 2024
- C.E.J. Pacian (England), October 16, 2024
- iaraya, October 16, 2024
- Sobol (Russia), October 15, 2024
- oceow, October 15, 2024
- thedigitaldiarist (Canada), October 15, 2024
- Tabitha, October 15, 2024
- Max Fog, October 15, 2024
- lunaterra (GA, USA), October 12, 2024
- Samarie, September 30, 2024
- Siggel (Germany), September 27, 2024
- joes, September 27, 2024
- Sad and Wet Horse, September 26, 2024
Porpentine-esque, October 15, 2024
Minimalist, well-designed Twine fiction in an evocative science fantasy setting. I enjoyed the cycling choices to emulate spiraling thoughts and the illusion of choice, as if the narrative could have had a different outcome (Despite the title warning us in advance). Although I tend to find flashback sequences jarring, they were incorporated smoothly in this game, and the added context made each iteration of the fight in the cathedral more heartbreaking, exacerbated by the music.
This is, as the chronically online kids say these days, giving doomed yuri. While there's no explicit romantic tension between the two female protagonists in the game, the dynamic is the same, and reminds me of the Richard Siken quote, “Someone has to leave first. This is a very old story. There is no other version of this story.” In this case, who leaves first is a little more ambiguous, but it sets our story to its inevitable conclusion.
It’s not easy to make an impact with such a short game, but I was moved by this cameo of two friends who’ve grown apart, who live in different worlds, who can’t turn back time. The writing is minimalist yet expressive, and all the design choices felt intentional and meaningful: not just the audiovisual ones, but using a choice-based format to explore the limitations of our choices, using timed text to highlight the malleability of time, using cycling links to evoke hesitation or indecision. You Can’t Save Her surprised and transported me, and I’ll come back to it as an example of how beautiful and complete a short game can be.