Adapted from an IFCOMP24 Review
Ah, the life of a fantasy reporter. It’s not all vapid princely press conferences, exposing necromancer corruption, and spotlighting entrenched knightly race-based slaying. Sometimes you get some softball red-carpet celebrity events to just enjoy overengineered hors d’oeuvres and showily old wine. Why not? You’ve earned it hammering out scrolls into the wee hours to meet Editor Rumplestiltskin’s insane deadlines. It’s almost not fair when events go south and it’s up to you to get to the bottom of things.
Like most journalism, it’s one parser based puzzle after another, as you assemble the event’s back story as well as enough armor to challenge the invading dragon. Seriously, why do we even HAVE a Round Table if they can’t be bothered to step up here? What, too busy stopping and frisking orcs to deal with crown excesses? And after all the catapults we’ve integrated into their departments, on our tithe dollars.
The investigation ends up being a very smooth, very low key affair. Its aims are established early and clearly. Most puzzles are signposted clearly enough, with, uh, singposts? A lot of signage and found paper scraps usher you through one armor-dispensing puzzle to the next. Points for clarity, and very much appreciate the anti-cruelty of its challenges. That overt signposting does have a distancing effect on engagement, though. When in-game instructions are aimed so clearly at the player, without camouflaging it (much) in world building or lore, the urgency of the world itself diminishes a bit. This is not necessarily an inherent problem, plenty of games showcase puzzle solving over storytelling. For me, the puzzle design was just a little too light to shoulder that burden, here (though I will shout out to the keypad/maze puzzle, that one required a few moments’ noodling).
The storytelling itself was similarly somewhat shorthanded. It uses the well-worn trope ‘finding important scraps of paper’ to pass on backstory. This is always a compromise in a game - kind of a narrative monologue/infodump. It’s a classic, no doubt about it, but the more successful games either find ways to vary the formula a bit, justify the artifacts narratively, or just plain make them fun to read. Here, they were more functional than anything else, in service of a story with two twists. Neither of them were dramatic crescendos, but amusing enough and of an emotional scale consistent with the rest of the game.
It all added up to a work that was pleasant to play and consume, whose heart was in the right place the whole way, that made the player feel very welcome, but that never really sparked for me. I liked the setup idea, Fantasy Front Page, but in the end the Sword WAS mightier than my quill and that kind of deflated too. If I was gonna slay it anyway why did I need to be a journalist? It seems tailor-made for Knight-aganda. As a work, it never really exceeded the sum of its parts, pleasant as those parts were. Look, you work the castle beat as long as this reporter, you get a bit jaded. You’ve seen too much venality and corruption, the light slice-of-life stuff feels puffy. Maybe as a fresh-faced cub reporter this would’ve landed harder.
Played: 9/24/24
Playtime: 45m, win, score 18/18
Artistic/Technical ratings: Mechanical/Mostly Seamless
Would Play Again?: No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless