Adapted from an IFCOMP23 Review
It occurs to me that due to some accident of providence over the last year I have seen very few ChoiceScript games. The ones I have seen have had respectable polish, so I’m starting to think of it as the luxury car of IF authoring brands. OKS makes a case for itself here early. The graphical components utilize a crisp iconography that quickly establishes a visual identity. There are some very nifty tricks with font (I particularly liked what I called “arcane crossword puzzle font”) to build atmosphere.
There is even a generous dose of sound and music, albeit somewhat less successful. The pages of text tended to be long. Not a problem, the work had a lot to say. When the sound mapped to top-of-the-page text it was pretty ok - the sound punctuated the text you were reading. When the sound was relevant to a passage halfway down the page it created incongruity. At the top of the page, you got an irrelevant noise that only made sense a few seconds further down. Notwithstanding that artifact, the presentation overall made for an ambitious package.
The ambition seemed to be promised in gameplay as well - a pregame peek at the status screen showed an RPG-like character page full of intriguing stats, customizable descriptions and character background.
You’ve set quite the expectations here, game!
The setup is an encroaching Arthurian Apocalypse with only polo players to save us! THE HORSE KIND OF POLO!! This work inaugurates a Heroic Polo genre!! I mean, huge points for innovation there.
Our protagonist is suffering some outre’ incidents that quickly escalate. Actually, quickly is not the word I want to use there. The work does something I admire in theory: it attempts to have you define and customize your character via narrative. Theory. So that immense character sheet I mentioned earlier? You go through page after page of text and selections to fill out that sheet. Its not enough to know I have brown hair, I need to define the SHADE of brown. The process took 1/2 hour before I could leave my apartment. The whole time, I am given tantalizing hints of the drama to come, and presumably my reactions to it are helping frame characteristics, but it got chafing fast. You’re telling me about all this cool stuff, but I can’t engage that until my eye color is established?
Then finally, you are off to polo practice (I know! Such a WEIRD detail, I love it!) and introduced to some supporting cast, then more plot prologue. At this point I want to stop describing the details of the plot, though I will say I found the urban magic/horror aspects pretty effectively done. Instead, let’s talk about pacing. ChoiceScript is, unsurprisingly built around choices. Each generous page of (pretty well-written) text ends with a series of possible choices. Select one and presumably some game effect will payoff down the road. These games live and die on the choices offered, and they are DEEP here! With every development you are given a broad array of nuanced (and often funny) responses to choose from, and your choices are acknowledged deftly on the next page! It really does feel like the narrative is listening to your choices, regardless of the stakes, and that is gratifying. But. Then you get the NEXT dense page of text with a deep array of choices. And the next. The effect of all those words, and evaluating and selecting among nuanced choices, is to slow things to a crawl.
As the prologue creeps forward, another curious narrative choice was made. Now, given the deep decision tree that got me there I can’t be sure it wasn’t my own choices that boxed me in, but when the action started in earnest… the game sidelined me. I was a spectator while NPCs did all the work. Sure, I still had lots of words to read, and decisions to make, but I couldn’t DO anything. If I tried, the narrative quickly shut that down.
Part of it was a (Spoiler - click to show)mind-control attack of some kind. The mechanism for this was kind of cool: you are presented with a full slate of choices, but only able to SELECT what the bad guy (or circumstance) allows. I could SEE the other options but was powerless to choose them. The author was super clever with variations on this, sometimes for drama, sometimes for laughs. As GAMEPLAY, when I was struggling to do anything, it was taunting me.
This sidelining happened not just during real peril by the way. THE GAME DIDN’T EVEN LET ME PLAY POLO WITH MY TEAM.
There were some other odd choices: remember that character sheet? Yeah, you were still filling it out, even when the action got going. In particular, as you were fighting to get involved with the plot, suddenly you need to pause and choose a secret backstory. Boy did that chafe. Not just because the choice is completely orthogonal to the urgent action around you, but also because at this point you have painstakingly established a clearly defined character, and now you are asked to decide how that was partially a lie! You might imagine a narrative where that was a cool twist. Maybe if I felt any kind of agency, or if it was related to any action in progress to that point it might have.
So two hours in I had exhaustively established a character and some NPC relationships, been along for the ride in some actions sequences and got PARTWAY through an infodump background exposition. And never really saw those character sheet stats employed in a meaningful way. You ask too much of me game. I liked the writing, found the choice architecture often very clever, respected the graphical presentation, LOVED BEING A (what??) POLO PLAYER ((Spoiler - click to show)even though yeah, that’s just an excuse to get on a horse later, innit?) but eventually time and my patience ran out.
The game on display is so much bigger than the 2 hrs of IFCOMP. It is not well served by the judging limit. There were lots of in-the-moment sparks and a seamless implementation, but I am assessing a penalty point for infuriating slow-motion player impotence. If I’m honest, even if it turned out to be a 100hour game, 2 hours is just too long to get where I got. At least I made it to the (Spoiler - click to show)amazing pop culture Merlin list. I at least got that. But c’mon, you coulda let me play polo.
Played: 10/2/23
Playtime: 2hrs, infodump w/ (Spoiler - click to show)Merlin
Artistic/Technical ratings: Sparks of Joy, Seamless, penalty point for 2 hrs of escalating impotence
Would Play After Comp?: It is hard to imagine having that much free time.
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless