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Medicum Velocticby Lawrence M Marable2021 Twine
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the city’s hero: Veloctic. A man of great skill and great power who pushes his body to the brink every night to beat criminals. Veloctic’s boyfriend: you, a man who is desperately trying to use your medical training to hold him together.
Audience Choice--Best Hints, Best Melodrama, Best Superhero Sidekick Take, Main Festival - Spring Thing 2021
| Average Rating: based on 6 ratings Number of Reviews Written by IFDB Members: 3 Write a review |
My fingers keep wanting to type this as “Medium Veloctic”, but there is nothing mid-range about this superhero medical thriller, which has its dial set all the way at 11 throughout its hourlong run time. There’s a lot that’s well-crafted here, including some fun puzzles and a refreshingly diverse take on a comic-book milieu, though the grimdark setting and over-the-top writing made it too exhausting for me to fully enjoy.
There are a couple of interesting things Medicum Veloctic is doing. One is the character dynamics; the primary driver of the story is the eponymous Veloctic, a tortured vigilante in the Batman mold whose struggles against a new supervillain provide the main plot business. The player-character, though, is his lover, who’s a doctor and responsible for patching up Veloctic – his real name’s Arthur, which I’m going to use from now on – when he oh-so-frequently gets his teeth kicked in. This leads to the puzzles, which are another novel element: in each major sequence, you need to diagnose and treat Arthur with the assistance of a handy, sidebar-accessible medical manual. And Arthur isn’t just Batman, he’s a gay Asian Batman, and the player character is a Hispanic man (named Reyes). Their respective identities don’t play a major role in proceedings, but it’s still nice to see.
There’s also a lot that’s much more standard. Top of that list is the worldbuilding and plot. We’re squarely in Iron Age comics territory: Veloctic comes with your standard angst-filled backstory (albeit with an unexplained-in-my-playthrough soupçon of parricide) and hyperviolent m.o., and the villain is a nihilist who just wants to stack up dead bodies. There’s one “investigation” sequence with some brushed-through mystery-solving, but mostly the story is a rush from one bone-breaking, blood-spurting fight to the next.
The relationship between the two characters also felt more identikit than I would have liked. Reyes subsumes his personality in taking care of Arthur, who’s got few compunctions about his self-destructive crusade but feels guilty about the toll it’s taking on his lover. Reyes has a job offer lurking in the background (from the WHO, which is a detail that doesn’t feel like it makes sense), providing the hope or threat of escaping the cycle. These dynamics are established early and don’t feel like they meaningfully evolve until they abruptly shift in the ending.
With solid prose, these less-inventive elements could have been fine, I think, but I have to confess I didn’t like the writing. Beyond a fair number of typos and technical errors, it’s melodramatic to a fault:
"The mask is worn for redemption not to paint oneself further in sin. But can you take the mask off before God and have him still call you clean?"
Unsurprisingly, it’s completely po-faced, and though Reyes repeatedly describes Arthur as a motormouth, Spidey-type character who’s always ready with a quip, the only thing that made me laugh was a throwaway sentence in the medical reference book that “flame-throwers are unbelievably common.” The game also crams way, way too much – emotion, detail, and frankly number of words – into its overloaded paragraphs:
"Licentia, that’s what the new villain calls himself; and god above do you hate it. You hate it so much. But he declared it on top of a bridge while fighting Veloctic so now it’s true, and he was one for the show when he shouted it at the cameras, all before getting grabbed by the Veloctic and slammed into a nearby beam. Earlier today he let an explosion go off at two banks across the city, it would have been five if Arthur didn’t manage to stop three of them at the last second."
The dialogue between the two lead characters is written the same way, full alternately of violent argument and lust. Some of this works in an overheated romance-novel sort of way, but I found myself wishing there was less Sturm und Drang and more opportunities for the conflict to slow down, so I could get to know who Arthur and Reyes are when they’re not furiously yelling at and/or making out with each other.
The writing also goes into a lot of unpleasant detail on the trauma Arthur inflicts and has inflicted upon him, but this at least is necessary to support the main gameplay element, which is the medical problem-solving you get up to in between fights. These sequences aren’t too graphic, and I found they hit a satisfying balance between too easy and too complex – at each point you generally have a choice between three of four plausible-seeming options, and the reference book provides a handy cheat-sheet while still requiring the player to match the descriptions in the main text to the corresponding clinical diagnoses. I’m not sure whether it’s possible to completely mess these up, or if your performance meaningfully impacts the story, but they do add a welcome note of interactivity while underlining the story’s themes about the toll the vigilante lifestyle imposes.
The presentation is a high point too. There’s a brooding color scheme that’s readable while fitting the overall vibe, punctuated by the occasional well-chosen photo. It’s on-point but nicely understated at the same time, and I just wish the rest of the game was more in line with the visual design. With more measured pacing that added some downtime in between the dramatic extremes, and a polish pass to clean up the typos and dial down the purple prose, this would be pretty great – as it is, Medicum Veloctic gets a lot right, even if it is a bit too much of an adolescent yawp for my taste.
This game is primarily about the romantic relationship between two men, a superhero and the doctor boyfriend that patches him up all night. It focuses on feelings, passion, includes photographic images of the main characters kissing.
It's quite long, and has a recurring mechanic where you have to select the correct option for treating your boyfriend out of a dropdown menu, using a medical guide you wrote yourself for guidance.
The interactivity is pretty great in this game. The main mechanic mostly worked for me; if you get it wrong, it just sends you back.
The writing was pretty lush (I don't know if that's the right phrase), almost over-the-top. In general, with the plot and writing, it felt like a light romance novel in a dark and gritty setting. Your boyfriend is tormented by the fact that he violently attacks criminals and puts them in the hospital, but feels morally obligated to do so.
There were enough typos that it was a noticeable problem, although many pages had no errors and most that did only had one.
This is one of the longer games in the comp. Interestingly enough, the longest game in the comp is also a gritty doctor-themed romance. Here's my rating:
-Polished: Looks great visually but needs another pass with editing.
+Descriptiveness: Very descriptive, grounded, uses various sense.
+Interactivity: I liked the doctor mechanic.
+Emotional impact: It didn't completely grip me, but I was invested in the characters.
+Would I play again? I might check to see if there's another ending.
Night after night you sit awake, waiting for your superhero-boyfriend to come home so you can patch up his injuries. It's hurting you. It's hurting him that it's hurting you. But you can't stop. You need to be there for him. With him...
Medicum Veloctic presents itself as a twist on the superhero genre. The protagonist is a doctor who has to heal Veloctic's wounds and repair the damage caused by the brutal fights.
If you are patient enough to read through the medical handbook that's available from the start of the game, you'll have an idea of the gruesome injuries you might expect. There are also notes on how to treat these injuries, and consulting the handbook does not cost you any game-time. If you could call these puzzles, they are very easy indeed.
But rather than puzzles, the wounds serve as an externalization of the fractures in Veloctic's mind, your mind, and your relationship.
Underneath the superhero-story, this game is about a destructive relationship, self-hate and guilt, biting through pain for love (and wondering/refusing to wonder whether it's worth it).
Some of the descriptive paragraphs would benefit from another round of editing. There are some overly long passages that seem to be thrown in because they sounded so good in the author's mind, but they distract from the reality, the concreteness of the story.
The short sentences that let you follow the protagonist's inner thoughts are poignant and direct. The conversations convey the love of the characters for each other, the sometimes grim humour they share, the need they have for each other.
A deep and touching read.