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5 of 5 people found the following review helpful:
A lyrical coming-of-age story with too many missing bits, November 29, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Not infrequently, I’ll argue in a review that a game seems unfinished. Usually what I mean is that it’s buggy, or the prose needs an editing pass, or pieces of characterization don’t seem consistent, or puzzles come out of nowhere. The Counsel in the Cave, a character-driven journey into other worlds written in Ink, strikes me as unfinished but in a completely different way: what’s here is high-quality and polished to a high sheen, but the game seems to be missing large chunks of its own story. Some of this seems intentional: there are bottom-lined recaps of the missing action woven into the later scenes, and the “page numbers” displayed at the bottom of each passage look to jump ahead by a few dozen in between each act. It’s still a storytelling choice I found frustrating, though – I loved the game’s grounded beginning and stakes, and really enjoyed the connection and dialogue between the two main characters, but found the compressed runtime stepped on the character arcs, and the abrupt way the narrative leaps into its fantastical elements made them feel somewhat arbitrary.

Let me be clear: I’m not just trying to balance criticism with praise, what’s good here is really, really good. The story opens with two teenagers talking through their feelings about their upcoming graduation from high school in suburban Pennsylvania and potential college plans, each striking slightly different balances between excitement for the future and nostalgia for the past. I’m no Pennsylvania expert, but the local detail strikes me as authentic (wrestling powerhouse Lehigh University gets a namecheck!) deepening the sense of place, and their conversation unfolds in a walk through the hills where the two – vacillating May and driven Jason – reminisce about their shared childhood. The game’s presented in (screen?)play format, but even in this dialogue-driven presentation the landscape comes through powerfully, albeit with a postmodern sense of unreality:

"The curtain rises on a steep green hill covered in clovers. On stage right, tall trees line the edge of a small wood. Below us on stage left, unkempt vegetation grows more wild.



"Little can be seen through the dense canopy of low tangled trees. Beneath the brush, mosquitoes buzz and hum. Resting on a rocky creek bed written with tree-roots, May spies an old rowboat split by a twisted vine."

For all this well-observed detail, though, these hills are anything but mundane. Strange obelisks float midair, carts roll of their own volition, and dinosaurs skulk in the woods. It’s maybe a bit much to throw in all at once, but the matter-of-fact way the pair accept all this weirdness creates an alien mood that I found made for a compelling juxtaposition with their more relatable late-adolescent concerns. And the magic realism makes for some lovely images. Here’s Jason, talking about the tall power transmission towers whose cut wire-ends float frondlike in the sky:

”Now they look like titans. As if at night, they put down their wires. And instead of staying here, wander the earth in search of something greater.“

I am very much here for all of this, and as the first scene wrapped up, with May, on Jason’s advice, readying herself to find a guidance counselor who seemed connected to powers beyond this reality for counsel about her mixed feelings about leaving town, I was very much on board. So I was very much taken aback when in a single short paragraph, the second sequence opened by saying she’d looked for the counselor, hadn’t found them, but had fallen into a portal into a multiversal realm of refracted, fantastical realities. Still, I found that after this hiccup, the game did regain its footing – this scene consists of a dialogue with a denizen of the otherworld that continued to play the game’s themes will adding some new lovely metaphors, even if some of them are a little on the nose. Here’s an exchange between May and ethereal fisherman Moondog, talking about some fairy-type creatures she sees riding on what look like underwater rays:

MAY: How do they steer? I don’t see any reigns. [sic]

MOONDOG: Ha! They don’t! The riders surrender themselves to the creatures’ wills. That and the winds. See, the manta rays are blindfolded. They operate on instinct alone.

Any relevance to how May is overthinking her future education and life choices is completely coincidental, I’m sure!

Where Counsel in the Cave really started to lose me, though, was the third and final scene. I don’t want to fully spoil the story, but there’s an even bigger jump ahead in the narrative, with adventures, revelations, and character development addressed only in brief flashback. Don’t get me wrong, sometimes it can work to mention past events only by allusion – a little mystery can go a long way, and having to choose which one of three people May met in her journey to tell Jason about means that many players will only see the sentence “But there I met the Ticking Timekeeper, with his cart of clocks” without ever having it expanded on, which is perfect.

But May’s moment of catharsis, resolving the conflict inside her, also happens off-screen between the second and third sequence, which I found incredibly unsatisfying – that’s not the kind of stuff you can just skip without harming the plausibility of the character arc! Things feel even more abbreviated with Jason, who undergoes a calamitous misfortune and sprouts a hitherto-unmentioned Tragic Backstory. As a result, while I could tell what emotions the finale was working to evoke, it fell far flatter than it should have given the quality of writing on offer.

It’s hard to fully make sense of the author’s intention here – from a few post-game notes, it seems as though parts of the game are drawn from dreams, which can certainly lend a disconnected feel, but there’s also an indication that it might be a work-in-progress, and they decided to polish up half of the story and release it into IF Comp as a teaser for what might be an eventually whole piece to come. I hope that’s the case, because I suspect I would enjoy the final version of Counsel in the Cave very, very, much – as it is there’s still a lot to like here, but the absence of space to fully establish, then play out and resolve, the characters’ inner conflicts is a real shame.

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