| Average Rating: Number of Reviews Written by IFDB Members: 6 |
One of the things I like best about IF is its austerity. Mainstream video games have had decades to develop the sensory delights they offer, from photorealistic graphics to pleasingly responsive interfaces to viscerally satisfying sound affects, but I often find the humblest piece of interactive fiction more impressive because it’s living and dying just by its text. Sure, there can be various bells and whistles on both the parser and choice-based side of things – integrated music, some attractive pixel art, that sort of thing – but to be honest I find that stuff rarely makes much difference to me when I’m reflecting on my response to a game: it’s all about the words, and how they’re used. So it’s hopefully a marker of DOL-OS’s aesthetic achievement that the main thing I keep coming back to is how pretty it is.
The game presents itself as a sort of found-object piece: the conceit is that it’s far in the future and you discover an old but still functional computer, so you decide to undertake some digital archaeology. It seems as though it dates from some time at least a few years on from our present, so strictly speaking it doesn’t make sense that the presentation relies on 80s-era markers – a yellow-green palette, graphics broken up by scan lines, chunky, pixelated icons – but this is what my brain, at least, thinks a computing artifact should look like, so I think it’s an inspired choice. And it commits hard to the conceit; every font, image, and glitched-out display is note-perfect. Similarly, I don’t know what kind of work was needed to torture Twine to create an interface that functions exactly like I remember the old Apple II ones working, but it’s similarly an impressive achievement – navigating the file system is immediately intuitive, and there are myriad extras all the way up to interactive implementations of hangman and sudoku. Truly, it’s a triumph – if, instead of a self-contained piece of IF, it was embedded in a AAA game like one of the later Fallouts, it would inspire excited PC Gamer blog pieces about this awesome Easter Egg everyone should check out.
(Now that I’ve typed that out, both in presentation and plot I realize that DOL-OS would perfectly fit as one of those terminals you occasionally run across in Fallout – I’m curious if there was any direct inspiration there?)
As for that plot, there’s a fair bit of it. DOL-OS proceeds in three distinct layers, with the game’s two puzzles gating progression between each act. The first act is a collage, with a variety of different documents painting a picture of a repressive, authoritarian society. The files on offer include news stories about public executions, official histories, annotated literary texts, official documents… it’s a real mélange, and while there are a few connections between the various small stories on offer, those function more as bonus insights; the point is just to experience the many different ways a society like this commits violence against its citizens. The writing here is often stilted, reflecting the way that fascist states manage to use language bluntly while still avoiding saying what they mean:
"We encourage still that anyone having had contact with The Gendarme to deliver to the nearest police station any information that might to help recover these documents or in relation to the young woman and her connections."
(I should note that the game was translated from French – it won last year’s French Comp – so some of these stylistic tics might be a result of that process. It still works well, though).
There’s room for a bit of humor, though – the story implied in the terse notation that one criminal was punished for “[stealing] a goose thrice (same goose)” is marvelous.
The second section is more focused; now the documents are following a young researcher who’s been brought on board a mysterious project, that involves both digitizing historical documents and developing an AI. This part of the game proceeds fairly linearly, as you read his diary and his involvement in the project gets deeper and deeper. The final section sees you engage with the research project directly and shifts from the document-review gameplay of the first two-thirds of the game to a more traditional choice-based interface, which effectively raises the stakes and indicates that the focus has moved from understanding what’s on this old computer to deciding what to do with it.
It’s a nicely-paced progression, and as a result I’ll reserve in-depth discussion of where the game winds up going for a spoiler section; suffice to say that that I think the plot works well, though perhaps takes a slightly more tropey and bloodless approach to an issue that could have been rendered with a bit more social realism. And while I’m being slightly critical, I’ll also say that the puzzles are rather desultory; there’s a guess-the-password bit that’s got some very blunt clueing, and a jigsaw-puzzle captcha where the main challenge was avoiding getting a headache from squinting at a bunch of yellowish smudges. They’re by no means bad, but at the same time I can’t help but think I’d have enjoyed the game more if they’d either been made more demanding, or dropped entirely so that progress just depended on reaching certain milestones in the document-review process. These are especially niggly niggles even by my standards, though – DOL-OS stands as a really impressive game that deservedly won the laurel in its Francophone version, and us English speakers are lucky to get another bite at the apple.
(Spoiler - click to show)Right, so the revelations: it turns out that the authoritarian era is well in the past by the time the researcher starts up his work, and in fact at first his job is just to digitize the records you find in the first chunk so they can be used as AI training data. The judicial system is overburdened in his time, you see, so the project is all about creating to a tool to speed up the slow business of deciding guilt and punishment; the previous project lead gets chewed up by the stress and ethical compromises, so the researcher gets thrust into the limelight, at which point it becomes clear that the bosses don’t care that the AI is bloodthirsty in the extreme. The story breaks off somewhat at this point, but when the third act kicks off and you’re able to engage the AI in direct conversation, it becomes clear that it was in fact deployed and wound up passing judgment on a whole lot of folks. This final tete a tete makes clear a lot of the stuff that’s established by implication in the first two sequences before building to a climactic choice of either consigning the AI to its doom on the failing terminal hardware, or copying it over in a fresh install.
This all works well enough, and I have to give the game kudos for creating a “save the AI y/n” moral dilemma where I was all in on letting the thing die, but I did feel like it could have played things with a bit more nuance. These kind of systems are being implemented in real life – most notably, a lot of jurisdictions have experimented with algorithms to make recommendations for who should be offered bail after being charged with crimes. You can see how this might be a good idea in theory, but in practice mostly they just wind up laundering racist decision-making via a Big Data disguise; there are well-known cases where first-time Black offenders aren’t recommended bail, while white career criminals get every benefit of the doubt, because that’s what the algorithms learned to do from the training data. Beyond these instances of straight bias, there’s also a ideological element of horror here; in the Anglo-American criminal system, at least, decisions of guilt are consigned to a jury of ordinary people, and taking a social judgment and turning it into a data-driven one is a radical shift, and I wish more hay was made of it. But DOL-OS mostly refrains from plumbing direct real-life analogues or self-consciously putting big ideas into play; the second section sticks to the well-worn Frankenstein-y scientists-create-monster-that-escapes-their-control plot beats, and the third section doesn’t create much nuance or ambiguity. All told that means I found DOL-OS an effective bit of sci-fi horror – and again, a gorgeous example of the form – but I was disappointed it didn’t try to do a bit more in the way of social comment.
Played: 7/22/24
Playtime: 1.5hrs
At some point, I review enough work from a single artist that my impulse is to turn a current review into a body-of-work overview. I need to resist this impulse, not because Death of the Artist (why would I want that???), but in fairness to the current work. Or perhaps, in fairness to the remaining body of work. To this point, I have admired almost all of this author’s works that I presumed to review, sometimes with qualifiers. Those caveats have given me things to talk about, digest, and clown on a bit.
DOL-OS, for me, was an unqualified, un-caveated success. You’re tying my review hands, work! It presents as an ooooold computer terminal, some archaic dawn-of-windows-like OS. Monochrome (mostly) terminal, visible-pixel fonts, all of it. And the design is just terrifically evocative, down to the messy desktops, the stray game and (working!) internet apps, the trashcan of nearly-deleted files. No clues what to do, just log in (initially as guest) and poke around a bit.
There, you are treated to a wide array of files, images and programs (among a field of ‘corrupted’ ones) that build a mosaic picture of a future dystopia. I cannot stress too highly how well done this is - the graphical presentation is just perfect, from its squiggly ‘corrupted’ files, to its program start screens and tones, to its broken internet. Too, the documents at your disposal are varied, redacted and fragmentary, presenting a picture of life under state paranoia and its often dire consequences. And the puzzles this enables! A clever set of puzzles dialed in specifically to this conceit and environment, integrated in a satisfyingly organic way.
Eventually, you can piece together the password to a user account and… learn of the genesis of the dystopia and perhaps the seeds of its fall. Only then is it clear that you are interacting with (Spoiler - click to show)a distant past, though honestly, the graphical presentation couldn’t clue it more openly. And you engage a final artifact from those times: (Spoiler - click to show)an AI created to render passionless legal judgements, most often capital. At that point you enter a dialogue (on keyboard) until a final, impactful decision.
This was just a wonderful, wonderful experience. Its verisimilitude was top tier, and sucked me in immediately to its world building. I relished the desktop playground constructed for my spelunking. I devoured all the files I could find, for 2/3 of the runtime hopelessly lost in the loose, seemingly disconnected puzzle pieces it was presenting. Then the game masterfully closed the gaps, fit the pieces in a satisfying pop, and built to a final conversation of great import. These kinds of mosaic narratives are catnip for me, and finding one this well done makes my heart sing.
So here is the part of my review where I would back off and whine about some detail, some gameplay artifact, some prose flourishes that didn’t quite… whatever. NOPE. I got none of that here. This is a winner folks, a straight up winner.
This game presents the immersive opportunity to explore a simulated semi-derelict computer desktop, including its saved and deleted files, programs, internet browser history, etc.
The GUI is really beautifully done, as is the rest of the polish, and the sound design deserves a special shout-out. Poking through someone else's files delivers a voyeuristic thrill, and the backstory you find is appropriately tormented and dramatic. There are also well-integrated puzzles.
However, the game stops a bit short of really engaging with its themes (i.e., about the suitability of AI to run the justice system), and there’s a few infelicities of phrasing.
DOL-OS is less a choice-based game and more a hypertext exploration game—or more specifically, a “found document” game, with the documents consisting of computer programs, web browser history, images, music, text files, log entries, etc. Being given this trove to explore was compelling, even as at first I was very confused about what all the things I was reading/seeing had to do with each other.
The lovely UI does a lot to create immersion—it’s a great faux computer interface, complete with a green CRT emulation, a variety of icons, and different looks for different programs. The pacing is handled well, with puzzles gating the content you’re meant to see later, meaning the tension slowly escalates as you learn more specifics about who this computer belonged to and what they were working on. There’s one point at which it’s clear you’re getting to the meat of the game, and pieces of what you’ve seen earlier start connecting, until finally you have the full story—and the full horror of it. And there’s still one more twist after that…
(Spoiler - click to show)The moment where you realize that the AI is still present, and you can interact with it, was a great one—perfectly chilling after all you now know. The conversation with it was a little bit of a let down to me, though. Here you get a list of questions you can ask, which you can lawnmower through---picking one doesn't lock you out of any others. However, some of those options lead to sub-menus of questions, and typically you can only ask one of those before you’re shunted back to the main menu. I didn’t see any in-game reason for this, and would have liked to be able to ask all the sub-questions. There’s also, as wolfbiter's review points out, the fact that you don’t get to pick every piece of dialogue from the PC—some back-and-forth happens without your input, which was a little jarring because up until that point, there hadn't really *been* a PC, just me, the player. (Spoiler - click to show)Also, when given the choice at the end, I didn’t see any reason why I’d want to save the program—the game certainly gave me no evidence it was at all a good thing!
I liked that most of the links are keybound—i.e., there’s a little number next to each, showing that you can press that number on the keyboard to open that link. But there were a few hiccups with this system; not every clickable option on each screen is keybound, on one screen there’s a “10” option instead of a 0, and some parts of the game simply can’t be played via the keyboard. I also discovered only after completing the game that there are in-game hints accessible only from the keybinding menu—not sure if I missed something at the beginning indicating they were there? Finally, I don’t want to be a dick about translated games, but the text could use a final proofreading pass to clean up typos and errant phrasing.
Despite my quibbles, I definitely enjoyed my time with the game; it was fun to progress, solving the small puzzles to unlock more text and finally learn the answer to the mystery. (Spoiler - click to show)And a game about the perils of trusting in AI too much feels very timely…
- Max Fog, May 19, 2024
- Laurie N, October 1, 2023
Sometime in the 4th millenium, you uncover an ancient computer. Buried in its databases, underneath layers of password-protection, is the account of a chilling juridical/moral experiment.
DOL-OS falls into the genre of games where you investigate and hack your way into the deeper security-layers of a computer-system. It does this in a very engaging way, with a creative take on the genre.
First off, the user interface is extremely well-polished. The program boots up slowly (but not annoyingly so), there are loading bars, the colour scheme suggests a retro-futuristic aesthetic. Some files are corrupted, the letters shifting and blinking ever so slightly to make the text harder to read, thus adding to the sense of investigation and decryption.
The immersiveness of the UI coerces the player to let herself be cast as the PC in the encompassing narrative. I couldn’t help but be reminded of Babel, where you roam a scientific base to uncover the intruiging backstory. DOL-OS has a similar narrative end-goal, but it eliminates the intermediary player character and incorporates the player directly into the narrative.
Of course, regardless of the aesthetics of the UI, the most important thing is the substance of the story being unraveled underneath.
The general story of DOL-OS is not that original. It takes well-known SF tropes as its basic elements. It does however take an intersting and original viewpoint toward the usual conventions of this type of story.
Rather than explicitly point out the adverse effects on humanity of the experiment, this game lets the player draw her own conclusions. Instead, DOL-OS heavily focuses on the personal impact of being part of such a scientific endeavour. Through journals and expert reports, the personality and history of the characters are uncovered piecemeal.
One character in particular, Théophile, shines through as the tragic protagonist in this slowly emerging drama. The player gets tantalizing glimpses of his life-history, his relation to his family, his weaknesses…
Progress through the game is gated through a number of password-protected transitions deeper into the database. Especially the first puzzle is brilliant. It takes careful attention to detail and an associative leap across several documents to construct the first password from the scattered clues.
After that, the gateways are less strongly protected, serving primarily as pacing mechanisms.
DOL-OS succeeds admirably in casting the player as a technological/archeological investigator from the far future. It conjures up a world of morally ambiguous advances and of potentially chilling consequences that seem to lie perhaps only the metaphorical five minutes into the future from our present point of view.
Engaging, thought-provoking, tense,… A very strong piece of IF.
This is a long game in the 2023 French IF Comp, and one with an innovative take on interactivity and on the themes of 'treason' and 'archives'.
My opinion of the game changed around a lot because there are so many types of interactivity. Basically, you have access to a machine depicted as green-on-black, and you can dig through folders of files and applications.
I was in big trouble at first because my French is mediocre and there are parts of the game that are just reading page after page of fairly complex and technical French.
But then I realized that this is just a big game. Interspersed with the documents are images, codes, and minigames. They were well-done and all worked perfectly (except sudoku, which always quit when I put a 1 in).
The story really developed. At first I had no idea at all what was going on, some kind of obscure tale of political protest and treason, but then it became more of a work diary and finally unfolded into a pretty cool ending.
Overall, I'm very pleased with the outcome. It reminded me a bit of Kafka at parts, in a good way, but ended with its own style. Very fun, one of the better games I've played this year over all.