Adapted from an IFCOMP22 Review
This one feels like an IF poem more than anything else. Mechanically, it is mostly an exploration through a dream/nightmare slice of a world with dream logic attached. The language is doing most of the lifting here in setting this tone. And boy do you get a lot of it.
As a narrative it is, I think the word I want is 'emphatically', overwritten. Metaphors and similes fly fast and furious on nearly every page of text. More often than not, word choice is doing way more than it should, in an intrusive way. For example: “your mouth is eating your heartbeat.” There is a dollop of poetry here, that puts the heartbeat squarely in the throat, and has the protagonist gnawing at their own fear. But that additional active nuance does not play in a resonant way, it jars. I don’t want to just list text here, but this excessive use of doing-too-much descriptions both adds to the dreamlike quality of the place and as quickly pushes the reader away with ‘wait, is that the right word here?’ I cannot overemphasize how pervasive and consistent this use of language is, it is the defining characteristic of this work.
There are bright spots of language in here. Among the bright spots, I really enjoyed the phrase “Maybe every other sunrise was dumb luck” and especially “Sommeliers are liars. Fight me.” The latter was a delightfully unexpected infusion of humor in an otherwise moody game. In other places, there were wild swings in the same sentence. Where my response was “no I don’t think… oh but yeah that works.” What I’m saying is your response to this game will have everything to do with your response to its language rhythm.
There is an underlying reality to the narrative, I think, however deeply buried under language. (Spoiler - click to show)There is a vague sense that this is all going on in the protagonist's mind as they suffer some unnamed physical debilitation in the ‘real world.’ It is only ever a hint, which is fine, but at least my playthrough never developed into anything thematically or narratively resonant. Primarily, this was due to a maddening gameplay choice. There are multiple ways to end the scenario, some blindingly, arbitrarily abrupt and fast, others after lengthy exploration. The end of which auto-restarts at the same entry point. I subsequently learned this was a ‘cycle until you find a different ending’ thing, but at the time I found nothing in the text to hint that this was possible. Instead, the vibe was very much, ‘you are infinitely trapped here.’ Which, if there were thematic resonances could have worked just fine. Instead it just felt like I was trapped in a sea of simile to no clear end, where my only escape was to stop playing.
Scoring wise, I’m in a bit of a conundrum. The overall surreal tone was effective, and there were blocks of text I really dug. There were a lot more that pushed me away, and the looping ending really bounced me out. So I end up averaging Bouncy and Sparks of Joy.
Played: 10/17/22
Playtime: 30min, 1 or 5 playthroughs depending on how you count
Artistic/Technical rankings: Both Bouncy and Sparks of Joy/Mostly Seamless
Would Play Again? No, think I’m topped off with the experience
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless