Adapted from an IFCOMP22 Review
A short exploration IF of a tantalizing setting. There are some early nods to a specific protagonist that needs a cane, including one nice bit of business on a bridge. That specificity seems to fade into the background pretty quickly, and doesn’t seem to inform the experience beyond that. Personality-wise the protagonist is a blank slate, which is not uncommon in IF that wants the player to step in.
There are choices to make, both in wandering direction and equipment. In all cases that I hit, there was little to no indication of what effect your choices could have, so they all ended up being arbitrary. None of them seemed character based. That’s not so terrible in the wandering around part. It does convey the exploring-a-new-city feeling of not even knowing where the interesting stuff might be. In the case of equipment it does rankle a bit, particularly when depending on your arbitrary choice some areas of the city might be closed off later.
The setting is really the star here and in concept it's a pretty cool one: a city suspended on ropes and chains between two mountains. The narration that describes it varies from scene to scene. Some scenes are wonderfully painted with vertiginous heights, colorful skies, physically hefty and sagging environs. But there are just as many scenes where details jar to the point of ‘I don’t think that’s how that’d work.’ If your city is suspended by ropes, then torches and holy crap bonfires seem like a REALLY bad idea. Kids play with rocks which, where are they getting those exactly? Most egregiously, the ropes are repeatedly described as fraying and worn. I would think rope maintenance would have to be top priority for the city council. I mean they don’t need to worry about sewer or trash collection right? (Though dear lord the land dwellers beneath them) At first I was thinking maybe it was the poorer sections that suffered neglect, which would have been a nice detail. But no, that was me me adding things.
There is definitely something to be said that nit-picking details in stories is garbage criticism. When you start complaining about the realism of fantasy, what is even the point? (see also incel criticism of Rings of Power race in fantasy races. Actually, that’s a little different. I’m not talking about racism masquerading as ‘realism’ Forget I brought it up.) While I think the prescription to embrace fantasy on its own terms is a strong idea, that doesn’t change that effective use of tangible details helps immersion. Despite the prodding of the angels on our shoulder, tonally inconsistent half-baked details can jar us.
Yes, Sparks of Joy wandering around, but as many ‘I don’t think…’ moments. Maybe more disconcertingly, your ability to wander is limited. In some cases you can’t go back to explore untaken paths. In others, sections are shut off because you took the wrong equipment. And then it ends - practically out of nowhere. In two playthroughs, I went down completely different paths but ended at the same abrupt and narratively unsatisfying end screen. There was no arc to what I’d seen and the end text did not wrap up my experience in any meaningful way. It just ended. I think there is a really powerful nugget of setting here, but for a truly satisfying experience, it should be polished a bit, and some sort of narrative arc applied to it.
Played: 10/16/22
Playtime: 20min, two playthroughs, same ending
Artistic/Technical rankings: Sparks of Joy/Notable
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