Ratings and Reviews by Mike Russo

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Dragon of Steelthorne, by Vance Chance
Grinding gears, May 13, 2024
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2024

I had some trepidation going into Dragon of Steelthorne, born of my previous experience with a fantasy-themed ChoiceScript game – in 2023 IFComp entry One Knight Stand (colon part one colon the beginning of the end), the character-creation process takes the better part of an hour, and requires you to set such minutiae as the color of your favorite mug – so I was pleasantly surprised to see that here it was just a matter of picking a gender, picking a name (entertainingly, “Maurice” was one of the default options; I couldn’t resist), and choosing your class among fighter, cleric, and… engineer?

What distinguishes this mostly-generic fantasy realm, you see, is that it’s a little bit steampunk – the protagonist is a military commander in an empire that’s mastered construction of armored landships, and is using them as the backbone of a campaign of expansion. With a city-management minigame that kicks off once you establish a new base, a combat system where you leverage your previously-generated resources and manpower to win battles, and the usual Choice of Games coterie of friends and advisors with whom to curry favor, Dragon of Steelthorne would risk feeling overstuffed but for its pacing, which whisks you to the next bit of the plot whenever things start to drag. It’s all well enough executed, but bland prose and an even blander story, which doesn’t execute well-worn tropes so much as it just gestures at them, mean that the game didn’t leave much of an impression on me.

The deadly flaw of Dragon of Steelthorne is that it rarely gets specific. Here, for example, is the description of your character’s travel to the abandoned city they’re tasked with recolonizing for the empire:

"Time seems to fly as you pass a seemingly endless stretch of flora and fauna, with day rapidly turning to night, night to day, and day to night again."

A bit later on, you get a choice of spending time building your relationship with one of your advisors. I picked Chang, a mercenary from the awkwardly-Asian-themed empire next door – they’re obsessed with honor, have a Great Wall, and their emperor has as one of his titles “Mandate of Heaven”, it’d risk coming across slightly offensive but for the fact that the “western” empire is a similar deracinated hodge-podge of signifiers. Anyway unlike some of the other characters, who include other officers you’ve been serving with for a long time as well as your sister, Chang is a stranger, and from an alien culture, so surely this would be an opportunity for an interesting exchange of views and getting to know each other better? Nah:

"Chang initially seems surprised when you strike up a conversation with him. Nevertheless, he spends the afternoon talking about his adventures, while pointing out interesting bits of scenery every now and then. As evening finally approaches, he thanks you earnestly for your company before heading down."

In fairness, Chang does at least have a tragic backstory, which he parcels out over further meetings; most of the rest of the crew lack that, coming across as mildly-flavored bowls of oatmeal, ranging from a plucky servant to a reckless commander. The only one of your group who struck me as an actual character is your sister, who’s lazy, violent, and treacherous (this is of course the personality type that feudal aristocracies actually produce, of course, so kudos for accuracy there).

I also found myself not very engaged by the two minigames. In both city management and combat, you’re given incomplete information about your capabilities – you know the cost of new buildings and which stats they’ll increase, but not by how much, and you’re likewise given numbers of the different troop types, but their relative strength is only rendered in qualitative terms, and it’s not clear whether there’s any rock/paper/scissors effects impacting their effectiveness. This means that they’re not very satisfying as abstract games – I felt like I was making decisions based on insufficient mechanical information. That could have been an intentional choice, forcing the player to read carefully and base their decisions on narrative factors rather than openly-disclosed statistics, but if that’s meant to be the case I found the game’s loose allegiance to realism undermined the effect. Like, in the tutorial combat, I was faced with a horde of cavalry, so I sensibly decided to counter with my pikemen; to my horror, I read that rather than setting themselves against the charge, instead they decided to try to chase down the horsemen, and then to my greater horror I read that this actually wound up working okay.

Fortunately, then, these strategy elements wind up being so-much opt-in busywork – all of the fights are easily avoidable, and in fact in all but one case it was obvious that peace was the far better option, so the only reason to engage with the combat is if you’re role-playing as a short-sighted hothead. And since as far as I can tell the only narrative impact of the city-builder stuff is how many troops you get, the stakes are low there too (admittedly, I was playing on the Easy difficulty; things might get trickier at the harder level, but new players are strongly pushed to avoid that one).

Also on the plus side, while I found the gameplay and the characters somewhat soporific, the core narrative, while likewise feeling quite generic, has some moments of excitement and twists and turns that, while tropey, land reasonably well. To its credit, it avoids the post-Game of Thrones thing of having war crimes be edgy and cool; at one point, a character violates the laws of war and it’s clearly a mistake, generating disquiet and a loss of trust from previously-allied characters. That sets up the finale, where I found the momentum faltered at last; the narrative suggested that I’d have a bunch of options, including allying with various factions or attempting different stratagems, but in the event I could only kowtow to the bad guy or flee ignominiously. I suspect this might have been because my approach to relationship-building was to spread out my attention and shore up weakness – I tried to spend more time with people I was afraid would backstab me – so I never triggered “high relationship” with anyone, which I think cut me off from those previewed options. As a result, I missed out on the possibility of a stirring conclusion that tied things together; my playthrough of Dragon of Steelthorne mostly just petered out, which I guess is of a piece with the rest of it.

For all that, I should say that for someone who likes generic fantasy more than I do, or who’s better versed in the CoG house style, this review might be better seen as praising with faint damnation than damning with faint praise; the lack of specificity and straightforward gameplay do make the game go down easy, and it isn’t afraid to get to the point, with most decisions feeling like they have clear, quick impact (again, it’s much better on this front than One Knight Stand!) But even by those standards I think Dragon of Steelthorne would have improved by a more distinctive prose style, more memorable characters, more robust gameplay, and a little more creativity and willingness to get weird or difficult.

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Octopus's Garden, by Michael D. Hilborn
A clever but clumsy cephalopod, May 13, 2024
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2024

Octopus’s Garden has a lovely premise – octopi in real life have been known to crawl out of their aquariums and get up to shenanigans, so getting to play as one who’s bored of the view from their tank makes for a delightful spin on the parser-game-set-in-an-apartment theme. There’s also a lot of creativity in the implementation, down to the ability for you to wear a baseball cap and play with squeeze-toys just because that would be fun, and a short set of puzzles that lean into an octopus’s strengths and weaknesses, with one that made me feel quite clever when I sussed it out (Spoiler - click to show)(getting the undergarments from the clothesline). There are some elements that are a bit of a stretch – the octopus has a much greater understanding of human behavior and the environment than you’d think, and there’s a subplot about the apartment owners’ sex lives that turns out to be plot-important but is maybe slightly ill-judged. I wish I could say this adds up to a short but engaging romp – but sadly Octopus’s Garden is also weighed down by a bunch of gameplay niggles, design oversights, and typos.

Some of these are actions that seem cued but go unimplemented; they’re not game-critical, sure, but they shook me out of the fantasy of playing as an octopus. The description of the filtration unit in your tank says you disassembled the previous one, for example, but DISSASSEMBLE isn’t recognized as a command, nor do PULL, OPEN, TURN, or TAKE FILTER get you anything but the disappointing default Inform responses when you try to fiddle with scenery. Similarly, if you check out the plastic pirate and treasure chest on the aquarium’s floor, it says it opens automatically, and OPEN CHEST tells you it’ll happen soon if you just wait – but it never does (can’t TAKE or THROW it either, though once again the narration says you liked to do that to previous tank decorations). And you can’t PLAY with your toys.

Similarly, there are some inconsistencies in object names – “tub” is unsurprisingly an acceptable substitute for “bathtub”, but if you try to turn on the water you have to distinguish its faucet from that of the sink, and in that case the shorthand is rejected and the player’s forced to type out “bathtub’s faucet.” A window is described as locked, but you can only X LATCH, not X LOCK. There’s an area where the location description doesn’t tell you which direction the exit lies. And while there aren’t many flat-out misspellings, there are a fair number of missing words or other grammar issues.

Admittedly, these issues are comparatively niggling, but I found my frustrations multiplying as I got into the endgame. While the main part of the game simply involves exploring the space, you eventually find an object that, if your owner finds it, will convince her to move, and therefore get you a fresh view (I’m being vague to avoid spoilers, but I’ll say that while I think the chain of deduction that you go down to figure this out is clever, it’s nothing an octopus could ever understand; it’s not the biggest deal in a lighthearted game, but it is the kind of tension the phrase “ludonarrative dissonance” was coined to describe). Trouble is, after I’d found the item, stashed it somewhere she would be likely to find it, cleaned up after myself, and secreted myself back in my tank, the game stubbornly refused to end, or give any indication of what I was missing.

Thankfully there are hints included, so I was able to get back on track – turns out the goal state involves the owner coming into the room to find the item, which requires you to lure her into the room with a loud noise. But as far as I could tell there’s no in-game indication that this is required, much less any suggestion that the owner’s in the apartment rather than having gone out to go to work or run some errands. That wasn’t even the end of my troubles: you aren’t given enough time to sneak back into your aquarium after triggering the noise, and while the obvious solution is to leap off a dresser rather than clamber down it step by step, JUMP is just mapped to GO DOWN and JUMP OFF and its variants go unimplemented. After consulting the hints again, it turned out that I had exactly the correct idea, but for some reason the only way to make a precipitous descent was to close the dresser drawers under me and then try to go down, instead of directly trying to jump.

Here’s the thing though: just as an octopus’s distributed consciousness allows its limbs to act semi-independently while still being part of a single organism (seriously, they have nervous tissue throughout their bodies, octopi are really cool), I have a suspicion that this litany of complaints, from holes in implementation to occasionally-clumsy writing to the read-the-author’s-mind finale, actually boils down to just one oversight: nobody appears to have tested Octopus’s Garden besides the author.

I might be wrong, of course, but there’s robust ABOUT text with thanks to the creators of Inform 7, so if there were testers and they just went uncredited, that would be an odd oversight. If that’s the case, then I have to admit that this is an astonishingly impressive achievement; when I see a parser game without testers I expect game-breaking bugs, broken English, and a sophomoric plot. Octopus’s Garden’s flaws are minor in comparison, basically adding up to a low-level annoyance that some of the standard impedimenta of parser gaming got in the way of my cephalopœdal frolics and made them less enjoyable than I wanted them to be. Even in the form we’ve gotten it it’s a fun, unique game – but I’ve gone on so much about its negatives because I’m disappointed not to have played the superior version we would have gotten if it had followed the number one rule of writing parser IF.

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PROSPER.0, by groggydog
Poetic justice, May 13, 2024
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2024

(Much of the interest of this game comes from the way its mechanics are introduced, tweaked, and woven into the narrative; spoiler-blocking all of them would add too many redactions to this review, so I’m leaving them unmarked and will just caution that you might want to give the game a play-through before reading this review).

I’ve grown increasingly wary of “worldbuilding” as I age – in sci-fi, it often feels like techno-fetishism substituting for political analysis, and in fantasy it often feels like it’s just sanding the interesting bits off of history – but every once in a while, I nonetheless stumble across a sentence whose understated implications send my brain whirling off into speculation about what kind of society could create it. “There is unfortunately no room for art of any kind in the Database of Subsumed Cultures”, the introductory text to PROSPER.0 tells us; we don’t know how those cultures got subsumed, why your employer, CORPOTECH, is compiling such a database, and whether “there is no room” is a technical constraint or a value judgment.

Any set of answers you imagine to those questions makes this a dark setup: the nameless protagonist has to scour an intergalactic factbook in the wake of a computer error that’s corrupted some of the data, tasked with deleting the occasional eruption of poetry into the realm of pure statistics. If you’re inclined to rebel and say “I would prefer not to”, of course there’s a supervisor monitoring your terminal and ready to fire you if you step out of line; between the surveillance, the bland corporate-speak of your directives, and a UI that’s functional in both senses of the term, the task of evaluating information about species as exotic as the Drumnisllonans, “humanoid beings with shelled-octopus parasites for heads” and who live more than half a million years, becomes the purest bureaucratic tedium.

After a few go-rounds demonstrate the blithe disregard the system takes of permanently erasing these species’ contributions to the lyrical arts from the database, though, a mysterious interlocutor contacts the player’s terminal and opens up the possibility of resistance – and likewise opens up PROSPER.0’s central gameplay mechanic. You’re now able to “harvest” the words in the poems by clicking them as the database’s automated deletion routine runs, at which point you can use the rescued words to write something that will be preserved: either recapitulate the original, now-lost poem as best you can, or reconfigure the language to create something new (or anything in between).

The interface for all of this is generally well done. The writing UI, in particular, thoughtfully adds buttons for common punctuation and line breaks, which allows for finer control of meter and a more elegant visual presentation of your creations. The harvesting interface is a little messier, though – while there are some configuration options that allow you to tone down the difficulty, I found the default deletion speed was relatively fast, and attempting to click on particular words was very challenging on my trackpad. As a result I generally just clicked on from the beginning of each poem as quickly as I could, which sometimes felt awkward as my browser sometimes interpreted double-clicks as an attempt to highlight things, but did seem to maximize my crop of vocabulary.

The game doesn’t judge your creations – that would be quite the trick – but it does provide some prompts and context that I found made the mechanic more engaging than just fiddling with magnetic poetry. I generally found myself trying to capture the poems word for word, seeing my task as basically a historical one, but later in the game you face harsh limits on the number of words you can collect, or write, for a particular poem, which pushed me to take different approaches.

I haven’t talked much about the poems themselves yet. I liked them, but found them elusive, I think intentionally so given how they were produced (the author took public-domain poems and chain-translated them through several languages before coming back to English; they’re also stripped of much punctuation and any line breaks). This provides the player with enough of a blank slate to make alterations while preserving some of the imagery and force of the originals, but I found it also smeared out subtleties and made them sound oddly similar, which was at odds with the conceit that these were the products of distinct cultures. The game makes sure you get the facts about the species of each poem’s author, but these never felt all that connected to the texts. Like, can you tell this poem was written by an authoritarian tree?

In front of me now I see him rise… A face that has been snowing for seventy years With winter, where the kind blue eyes While hospital fires are lit: A little gray man who had a big heart, And great with learned knowledge of necessity; Heart, the harsh world has served its purpose, That never stopped bleeding.

Or that this metaphysical excerpt came from a notably materialist culture?

Some will accuse you of taking it away from them. Verses that may inspire them that day When the ears become blind, they become blind. The lightning left me and I was able to find it. There’s nothing to sing but kings. Helmets, knives, half-forgotten things Like your memories.

The game lampshades this, to its credit – in one late-game dialogue with your mysterious benefactor, it asks “Do you think that these poems, created by the races themselves, truly encapsulate the entirety of the spirit of their own people? We’re all simply doing our best to reflect back the most miniscule portion of existence in a way that rings true, aren’t we?” Which is entirely fair, and again seems to be giving the player permission to muck about, but does underplay the importance of culture in a game that otherwise makes quite a big deal of it.

The final set of challenges are in fact notably freeform: the user who’s been contacting you (it’s a rogue AI, because of course it is) tells you you’re part of its plan to bring down the evil corporation, and asks you if you want to join the plot. If so, the last “poem” is actually a bit of computer security code that you can delete and reconfigure into free verse. It’s an arresting idea – a digital equivalent of flowers growing in the ruin of a tank – but in practice I found it less engaging, because the words that make up the program are pretty dry. More resonant for me was the branch where you say no thank you to the revolution; in that case, you go on a tour through all the previous poems you’ve made, harvesting pieces from them in turn in order to create one culminating valedictory work.

I’ve been doing more describing of the game here than I usually do in my reviews; partially that’s because it uses a novel mechanic that’s worth explicating in detail, but partially it’s a sign that I have mixed feelings about its effectiveness. I found PROSPER.0 interesting and worthwhile, but ultimately I think it awkwardly straddles the line between story and toy (which the inclusion of a separate “arcade mode” allowing you to just mess around with the poetry without worrying about the plot perhaps acknowledges); the relationship between the poetry challenges and PROSPER.0’s rebellion isn’t sketched in enough to feel compelling, and the poems, and the picture we get of their authors, are too chilly for their loss to truly register as a tragedy. But if the game is slighter than it could be from an emotional point of view, it’s nonetheless of considerable intellectual interest and an impressive achievement in game-ifying poetry – in fact I’m eager to jump over to the thread where folks are posting their poems so I can share my own inventions – and I’d be excited to see this mechanic used in other games that take an earthier approach to things.

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Loose Ends, by Daniel Stelzer and Anais Sommerfeld

1 of 1 people found the following review helpful:
Trading favors, May 13, 2024
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2024

(I beta tested this game)

So far in this festival we’ve seen games that seem to be about politics but aren’t (Potato Peace, Pass a Bill) and games that seem to be about politics and are (Social Democracy, Dragon of Steelthorne sorta); Loose Ends completes the set, being a game that doesn’t seem to be about politics but actually 100% is (I suppose there are also a bunch of games that neither seem to be nor are about politics, but that’s a singularly unedifying line of inquiry). It’s about vampires, you see, but not just any vampires: these are the Kindred of the tabletop roleplaying game Vampire: the Masquerade, which can be played in a variety of styles ranging from angsty personal horror (…or so I’ve heard) to superheroes with fangs (definitely played in a few campaigns like this), but always foregrounds the complex web of relationships, feuds, and factions that dominates the endless unlives of the titular immortals.

The game does a good job of letting you slowly wade into the deep end of the pool, though. You’re a newcomer to town who gets hired for a classic Vampire task, a Masquerade cleanup: some chump of a vampire’s revealed their supernatural powers to mortals, leaving witnesses and evidence, and it’s up to you to preserve the secrecy of undead society by seeing to the requisite disappearances and threats. The early stages of the game therefore unfurl as an investigation, as you follow the schmendrick’s tracks and try to figure out exactly how big of a mess has been made. But it doesn’t take long to realize that, again in classic V:tM style, the job isn’t on the level and by nosing around, you’ve inadvertently put yourself into grave (groan) danger. As the game progresses, gameplay shifts from finding evidence or persuading witnesses to strategizing about trading favors: there are a wealth of characters representing a wide number of factions, most of whom hate each others’ guts, and sharing resources, information, or promises with some of them will help unlock secrets, or lend you mundane or supernatural aid. It all comes to a crescendo in a final conflict that turns less on whether you’ve sussed out the mystery than if you’ve made any allies who’ll care enough to keep you from getting squashed by a bug.

The interface does a good job of helping you master the array of options and information at your disposal; each night, you’re given a choice of locations to visit, and also the chance to review your resources and what you’ve learned. Gameplay largely proceeds via standard choice-based gameplay, but with clearly-marked places where your choice of focus attributes and vampire powers unlock new options. When it comes time to offer a favor, you always have a chance to back down and change your mind; likewise, while the game does have an overall time limit, it’s fairly forgiving and runs partially according to the rules of drama rather than a strict clock. As a result the game feels quite fair, even as the social-engineering puzzle it presents can be quite challenging to navigate.

The characters are a highlight, brought to life by evocative prose and well-chosen dialogue. They tend a bit to the stereotypical, if you’ve played the tabletop game, since most stand in as single representatives for their faction, but they’re all well done, and there are some who stand out as individuals, like the freethinking university professor or the alchemy-dabbling painter and her making-a-series-of-bad-decisions lover. And I’d imagine they make the cavalcade of political groups a little easier to navigate for newcomers to the World of Darkness, by personalizing the factions – in fact overall I think the game does a good job of explaining itself and not presupposing prior knowledge of the setting (if anything, I might have wrong-footed myself through my familiarity with older versions of Vampire: in my first playthrough, I caught wind of the hideout of a Sabbat cabal. Seeing as they’re a sect of vampires whose cruelty and fanaticism are so extreme that I’m struggling to come up with a plausible real-world analogy, I steered well clear. But when I visited them in a subsequent save-file there was just a tense conversation waiting for me, reflecting I think that the Sabbat have been toned down in recent editions).

I can still see Loose Ends not being for everyone: the web of information and relationships is tricky to navigate successfully, and if you’re interested in the personal-horror aspect of vampirism, your thirsts will largely go unslaked – there’s no existential angst here, and heck, feeding on the blood of the living is mostly something that gets taken care of in a perfunctory paragraph between chapters. But if the idea of trying to use your wits to survive jaded immortals’ games of feint and counter-feint, look no further.

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The Trials of Rosalinda, by Agnieszka Trzaska

1 of 1 people found the following review helpful:
Trial with no errors, May 13, 2024
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2024

I wrapped up my review of Spring Thing 2021’s The Bones of Rosalinda with a tossed-off wish for an eventual sequel, off the strength of its winning characters and engaging gameplay. Three years later, that wish has been granted, and it’s worth pausing for a minute to note how tricky sequels can be, balancing the audience’s desire for things to stay the same while also feeling different – characters should evolve but too much, the scope should broaden but not unrecognizably so, the gameplay should stay familiar but boast new twists and turns, and the plot should raise the stakes without undermining the original. With so many balls to juggle, it’s almost inevitable that one or two will fall, right? Yet Trials is a banger of a follow-up, delivering everything a sequel ought to and making it look easy.

The core of its success is once again the characters: double act of Rosalinda, a free-willed skeleton, and Piecrust, a wizard shapechanged into a mouse, is as compelling as ever, two plucky underdogs who use all their wits and heart to look out for each other. The supporting cast is even bigger this time out, though, and every one is a winner, including some returning favorites from Trials, like Teckla the conscientious ogre and Albert, a former servant of an evil wizard trying to make good. The newcomers make a strong impression too, though, with even some initially-antagonistic characters eventually joining team Rosalinda to help save the day.

Similarly, the story is much the same in its broad contours – there’s a naughty magic-user up to no good – but this threat feels distinct from the small-time necromancer of the first game. The villain has many more henchmen, and illusion-based powers that can strike terror into the hearts of all the living characters. The setting is also more engaging than the sometimes-samey dungeon of Bones; after an action-packed prelude that quickly shuttles between environments, the meat of Trials plays out in a haunted forest that’s grown up around a ruined magical city. It’s a standard fantasy locale in some respects, I suppose, but it’s enlivened by compelling images like an atmospheric underwater sequence where you need to swim among the city’s fallen buildings to recover an artifact.

Also in the if-it-ain’t-broke-don’t-fix-it camp is the parser-like choice-based gameplay. Once again, there’s a linear tutorial that carefully walks the player through the key elements of puzzle-solving, which involve switching between Rosalinda and her detachable, independently-controllable skeleton-limbs and Piecrust with his ever-growing magical powers. It’s a fast-paced affair, jumping around to a few different locations and introducing a new faction of overzealous religious warriors, which winds up pushing Piecrust more to the fore, as Rosalinda’s capabilities tend to require more set-up to be useful; regardless, it’s an effective refresher that benefits from a clear UI that makes it easy for the player to navigate a suite of options that could otherwise feel overwhelming. It helps that the puzzles are well clued, and progress in the main forest area carefully constrained, so that the player usually has a clear sense of where they need to go to advance the plot, and has a manageable two or three obstacles to work on at any time.

The writing throughout is unpretentious but effective; there are occasional passages where the tendency of each noun to have exactly one adjective starts to feel awkward, and a few typos (largely places where the past-tense narration slips into present tense), but the dialogue is strong, with each character having a distinctive and appealing voice. And while this is no indie platformer screaming I AM AN ALLEGORY, there are some pleasing thematic resonances between Rosalinda’s e pluribus unum puzzle-solving body and the way the larger group of characters bring their own unique skills and personalities to bear to support each other; it’s also no coincidence, I think, that the few truly irredeemable villains are the ones bent on controlling other people for their own ends.

So yeah, another Rosalinda game, another triumph. This is about as good as this strand of IF gets; if you added graphics and told someone this was a lost LucasArts demo, they’d believe you. I’m not as unconflicted about calling for a sequel this time out, largely because of a plot development that’s satisfying here but might make future installments tricky (Spoiler - click to show)(Piecrust’s transformation back into a human, I mean – wizards are fun and all, but they’re not mice, now, are they?), but I’m more than willing to be convinced.

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Potato Peace, by ronynn

1 of 1 people found the following review helpful:
Spud-ering out, May 13, 2024
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2024

It took me many years to figure out exactly how I felt about horror as a genre. I really enjoy some parts of it – ancient curses, hidden secrets, vampires and werewolves and ghosts all spooky in themselves but also metaphorically representing aspects of the human condition! – whereas there are other parts I find pretty unpleasant – gore, traumatic violence, bad things happening to nice people. After running through a bunch of different theories (maybe I just like certain subgenres? Maybe I’m getting squeamish in my old age?) I think I’ve landed on the explanation: I like the trappings of horror, but not the substance. My ideal horror movie is something like the Francis Ford Coppola Dracula: sure, there’s blood and madness and everyone on a ship gets torn apart, but that’s mostly superficial, the movie’s basically a – well, I was going to say “romcom”, except that would imply that its tortured romance and slapstick comedy were harmoniously integrated, which is not at all the case. But the point being that rather than dealing with the core themes of horror – man’s inhumanity to man, the terrifying threat of dangers that can strike without warning, etc. – it’s concerns mostly lie elsewhere, with the horror tropes sprinkled on top for flavor. And that’s okay by me!

I suspect something similar is going on with Potato Peace, a politics-themed visual novel with no actual politics in it. This isn’t because it’s set in a fantasy world – admittedly, the setup where people and slightly-svelter Mr. and Mrs. Potato-Heads coexist in an advanced society is pretty out there, but of course there are lots of opportunities to dig into real-world dynamics with that kind of frame. Nor is it because the game’s pitched as a comedy; plenty of political satire out there, after all, not all of it dark. It’s because as hard as I tried to figure out what was at stake in the narrative, I felt stymied: while the investigator protagonist has an opportunity to bring down a possibly-corrupt mayor and make a rousing speech straight out of the West Wing, the context for the action and the motivations of the various characters go largely unexplained.

The main way this plays out is in the relationship between the two populations (man and potato-man). There’s a thread of the investigation that brings you into contact with an activist type who implies that potatoes don’t have the same rights as humans, but this isn’t really specified, and the most powerful character in the game – that mayor – is himself a potato. It could be that there’s stratification within the potato-American community; well-dressed jacket potatoes taking advantage of the grievances of ordinary spuds, say. But without more detail the worldbuilding – and thus my engagement – felt thin.

Exciting gameplay or clever wordplay can help make up for a lackluster theme, of course, but here I found those aspects were similarly of middling effectiveness. The game is mostly linear until the final sequence (helpfully, it flags this to players, which makes replays easier); there are a few choices along the way, but they generally reduce to “advance the plot” / “advance the plot zanily”. The finale, meanwhile, has razor-thin margins between crushing defeat and overwhelming success; in my first playthrough, I went on with my climactic oration a bit too long, and the crowd turned on me for piling the rhetoric on too thick, but when I replayed and made the opposite choice, everything turned up roses. Meanwhile, on the writing front, the jokes often felt strained – there are some okay ones about things piling up “like a mountain of fries”, but I was hoping for something more like “in the land of the potatoes, the one-eyed man is king”, y’know? And these two strands occasionally combine when the prose makes the available choices unclear, as in this bit:

"Will you stand idly by and watch as chaos reigns, or will you rise up and fight for the peace and harmony that once united humans and potatoes alike?

-Attempt to intervene and debate the mayor.

-Rally the town against the mayor’s tyranny."

Er, both of those seem like rising up and fighting for peace?

Possibly I’m giving Potato Peace too hard of a time; I work in a politics-adjacent field so I’m probably more disappointed by the lack of substance than the average player (I’m also probably way more disappointed by the lack of a Dan Quayle joke than the average player). In its favor, it doesn’t outstay its welcome, and the author does describe it as a testbed for a visual novel engine. Judged as a jokey technical proof-of-concept it probably does better; whatever hacks were used to make Ink look like RenPy were pretty well done, to my eye.* Still, regardless of the attention paid to coding, I wish a bit more effort had gone into sharpening the language and clarifying the conflicts the story presents – I didn’t need to see details of impeachment procedure or a run-down of the state of civil rights law in Potatotown USA, but knowing what wide impacts my actions had would have felt the story feel more political, even if it is just a paprika-sprinkle on top of a mound of starch.

*Actually, speaking of visuals, while there’s no mention of their source they sure seemed “AI”-generated to me – there were characters with inconsistent numbers of fingers on each hand, background writing was oddly-aligned and out of focus, there’s a non-Euclidean pie lattice… I know there are a variety of opinions about AI art, but speaking personally, it bums me out and I especially really hate having to second-guess what I’m seeing to try to figure out whether or not a person drew it. Again, I know there are different opinions on this, but I think it would benefit everybody if there were a really strong norm of disclosing the use of such tools so players can know what they’re seeing.

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Tricks of light in the forest, by Pseudavid

1 of 1 people found the following review helpful:
Middle march, January 4, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp. I beta tested this game. Also, this review contains spoilers).

I am very much a city kind of person – so much so that when I went to stay with my uncle in semi-rural New Hampshire for a couple of weeks immediately after moving out of Manhattan, the combination of deep silence and unfamiliar wildlife sounds that characterized the local soundscape gave me insomnia for the first time in my life. And actually I just recalled that when I was still living in the city, even just taking the subway to Brooklyn could make me agoraphobic. Despite all that (or maybe because of it), though, I totally get the fantasy Tricks of light in the forest offers: going into the woods, exploring slightly off the beaten trail, looking closely at every rock and flower and tree and bug, syncing into tune with the world… it’s alluring because it’s such a change of pace, sure, but also because it feels like returning to nature is an antidote to the poisonous distractions and superficial conflicts of civilized life.

My experience is actually not that far off from that of Lara, this Gruescript game’s 12-year-old protagonist; while she embarks on her unsupervised trip into the woods with the insouciance of a born ranger, actually she’d also lived in a city until just the previous year. And for her, getting in touch with nature is even more important than it is for us, as hints in the game’s narration indicate that it takes place after climate-change disasters have wrecked much of the earth, displacing people and animals alike. Not that she’s very concerned with any of that; monitor lizards have always roamed Europe in her lifetime, so she’s just focused on having a fun time exploring, taking some pictures of interesting plants or bugs, and finding something to collect for a classroom exercise.

While eventually a few brushes with danger intrude on this innocent agenda, this is a decidedly low-key game by IF standards, and it sings when it leans into its smallness. There are only a few objects needed to surmount the game’s small set of puzzles, but each of its locations typically boasts at least a few pieces of scenery: a half-dead tree, a heap of trash, a swarm of bees, a cleft in the earth. In addition to examining them, you’re typically also able to take a photo, or touch or smell, or, for portable items, harvest a piece for your sample box. The game tracks all of this, but it isn’t vulgar enough to change the plot based on your actions, much less include anything like an achievement to “reward” you for mechanically clicking on everything. Instead, exploration is worth pursuing for its own sake, or rather for the sake of tiny jewel-like bits of prose:

"There are two kinds of moss on the rock here: both are like carpets made up of green strings, but one has longer, thinner and lighter strings, while the others are shorter, thicker, and a less cheerful tone."

"I kneel under the highest part of the fallen tree. The underside is different from the top. Cold, a bit damp, softened. Eaten by bugs? Small circles of white and yellow fungus thrive in the shade. Some day, not too far, they will weaken the wood so much that the trunk will finally break."

There’s a neat connection drawn between this external poking about and more internally-focused reflection. Often, engaging with an object will prompt an association whose thread Lara will follow over a few subsequent turns, sometimes sparking a memory of her previous life or prompting her to think about her family members or the bigger world. Similarly, most of the big-picture setting details are established glancingly, through these fine-grained observations: noticing some dead trees will reveal that they were probably killed by climate-induced flooding, or seeing the traces of poachers will make Lara recall a conversation where her dad alluded to the political upheaval that predated the current, more stable time. Notably, while it’s clear that the world has changed in generally bad ways, Tricks of light in the forest posits a future where nature has begun to heal, generally assisted by humans. Both of Lara’s parents work in recovery efforts, and while the woods are wilder and different than they are today, they’re still vibrant and a place of wonder.

This quietly hopeful vibe extends to the moments of genuine threat, where Lara encounters untamed wildlife. These sequences are definitely tense, but I don’t think it’s possible for the player to die, and the way you deal with the animals just involves shooing them off, rather than inflicting lasting harm. And while these are puzzles that involve multiple steps to solve, I didn’t find that they detracted from the meditative mood of the piece; you typically only have one or two usable inventory items at a time, and Lara is a resourceful enough character to take initiative and set up the next action in the chain without requiring too much handholding, so the steps are typically clear. The Gruescript implementation does mean that there’s often a fair bit of clicking to manage – getting an inventory item queued up to use sometimes felt to me like it took one step too many – but it’s not awful, and again, this isn’t the kind of game where you feel lots of urgency.

No, things stay contemplative throughout, never more so than at the end. After finding your way back home, you’re given the chance to look over the mementos you acquired during your trip, and pick which one you want to bring to school. It’s a small, satisfying note to finish on – or it would be if it were the finish, but it’s not. Instead, these enigmatic paragraphs are the last writing in the game:

"I’ve been thinking about all I’ve seen: the living things that thrive in the light and the dark, but also the traces of disaster, the secrets of Terror Country, the invading species, the heat.

"I have the feeling that I’m missing something. That there is something to be understood in the middle of all this, which I can’t understand, I can’t even guess."

This isn’t, I’m fairly sure, anything so crass as an indication that there’s a secret ending I failed to unlock; rather, it’s an invitation to the player to reflect on what the game’s presented and see if there’s something visible to them that Lara – who, remember, is twelve – missed. Here, the game’s repeated theme of depth, and its miniaturist mode, loom large: Lara is continually pushing herself to go deeper into the wild (indeed, the navigation system is nearly linear; most locations offer only “home” and “forest” as travel options), while hyperfocusing on each leaf, twig, and bug. And on the internal side of things, she gives us big-picture statements about the world and very specific recollections of particular incidents in her life.

So what’s in the middle of these two spectrums, at the interface of the personal and the global? There are many concepts one could throw out, and find support for in the game: history, say, society, or politics, and the way they create larger-scale shifts to systems. Appropriately, Lara seems innocent of all this, but the player is given more than enough hints to see what’s elided: that reference to the wilderness being “Terror Country” aligns with Lara’s father mentioning “the time when [bad people] were in power. When they threw your grandad and grandma in jail. The Terror,” for example, and forms a still more menacing constellation when you throw in the tucked-away cabin, with its chair with leather straps and generous supply of bleach. Lara’s relatively-safe, relatively-hopeful existence, that is to say, is one that’s contingent; it took coordinated action to achieve it, and it was opposed by the coordinated action of others who had a different vision. The sum of our decisions, as mediated through our civilization, is the single overriding fact: alone, deep in nature, it may be hard to see the city, but it’s not so easy to escape.

(Okay, having written those last two paragraphs, boy will there be egg on my face if actually it’s just that there’s a secret ending I failed to unlock).

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Xanthippe's Last Night with Socrates, by Victor Gijsbers

4 of 4 people found the following review helpful:
This man knows nothing, January 4, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp. I beta tested this game).

In the English class I took as a high-school sophomore, in lieu of formal essays the teacher would have us write little weekly papers in response to a quote he’d pull from whatever book we were reading. Usually the quote would clearly invite a specific kind of analysis, like it’d spotlight a key theme or a bit of character development or what have you, but every once in a while he’d mess with us, like when we were reading Updike’s The Centaur: out of that novel’s heady mix of mythological allegory, lyrical landscape-painting, and squalid small-town depression, he extracted for our waiting pens the bare clause “…a sluggish digestive rumbling.”

This was, so far as I remember, a totally insignificant quartet of words, brought on by one character drinking coffee on an empty stomach or something like that – a mere incidental detail signifying nothing. The upside was that I felt free to write whatever I felt like, and for whatever reason, I decided what I felt like writing was a three-page narration of Socrates’s last hours. I had him run through a monologue about his devotion to philosophy and the ideal, drink the hemlock in perfect equanimity, and say goodbye to his disciples with no great show of emotion. Yet even as his spirit faced its end with calm, I had his body rebel, guts heaving and roiling against the hemlock, lungs desperate to keep gasping down air. The ending line (I was very proud of the ending line) was “what is Truth? Truth is a sluggish digestive rumbling.”

All of which is to say that even to a teenager whose knowledge of Socrates came mostly from The Cartoon History of the Universe, the idea of using him to dramatize the physical nature of man is irresistible: to levy a critique of pure reason (wait, that’s Kant) by bringing the body into the equation, to juxtapose the phenomenology of spirit (oops, that’s Hegel) with the reality of flesh. This is something Xanthippe’s Last Night with Socrates does, and does well – we meet an embodied, earthy Socrates, with a big nose and a bigger belly, and with a taste for wine and food and sex – but it’s also, let’s face it, a sophomoric trick that isn’t actually that interesting: ideas come from people, and people exist in the world, film at 11.

No, what’s interesting in this game isn’t so much what’s done with Socrates qua Socrates, as what’s done with his wife Xanthippe, and therefore with him in relation to her. Xanthippe has come down through history only as a silent archetype, demonized by centuries of male writers as a shrew so vituperative that Socrates turned to harassing passers-by in the agora just to escape her clutches. It would be tempting to flip the tables on this legacy of misogyny by positing a Xanthippe who’s a perfect mate for her husband, someone who’s supportive of his endeavors, an intellectual match for him, and able to create a harmonious home for him as a refuge from the small-minded politics that ultimately killed him. Fortunately, Victor resists this temptation: his Xanthippe is certainly Socrates’s equal, but she’s recognizably someone who gossips would turn into a legendary termagant. She holds a grudge, she knows what buttons to push, she calls him on his BS. It would have been easy to write this game to be about reacting to the great philosopher; instead, he has to react to her.

There’s a lot of skill needed to make this work, though; it’s easier to describe the dynamic between two long-married people than it is to show it, especially when they’re interacting in circumstances as extreme as these (the premise, memorably laid out by the blurb, is that as Xanthippe you’ve bribed your way into his prison cell on the eve of his execution, bent on one last roll in the hay). The game rises to the challenge by slaughtering sacred cows left and right. Almost the first thing out of Xanthippe’s mouth is ”come here, humpty grumpy Socratumpy,” which is a hilarious line but also a statement of intent: these characters aren’t going to be mere figures mouthing stentorian dialogue, but human beings who demand to be understood as such. This does mean that there’s more than a bit of anachronism in the dialogue (there’s a reference to a cuckold’s horns, for example, though I’m pretty sure that figure didn’t exist in antiquity) but the game is more than worth the candle: freed of the need to hew to some imagined Merchant-Ivory portrait, the game has full rein to be funny and sincere.

Indeed, while the circumstances of the characters are quite dire, Xanthippe’s Last Night with Socrates made me laugh as much as any game in the Comp. There are of course philosophy jokes sufficiently accessible that I got them (despite the passage of 25 years, I’m still mostly relying on that Cartoon History for my knowledge of Socrates), little Classical in-jokes (“That’s not what Alcibiades told me”/”You shouldn’t believe everything Alcibiades says”), and parodies of Homer, but the humor really proves its worth in the fights between the two spouses – for of course, whatever you choose, the evening quickly goes off the rails and a lifetime of resentment, regret, and suspicions get dredged up for one final look.

Arguing with your spouse is usually not considered fun IF gameplay, but here, it’s both integral to the story and entertaining in its own right. The marital dynamics here are very keenly observed – I swear that I’ve had some of these exact fights with my wife, especially the one about what counts as an apology, and Socrates’s inability to let an opportunity for a little joke slide or refrain from raising tiny, completely insignificant objections had more than a bit of a personal resonance – but among the heart-truths they sling at each other are enough gags and funny moments to make the conflict go down easily. The game’s also careful to manage the power disparities: neither one is wholly right or wholly wrong, the emotions aren’t allowed to go too far out of bounds, and since the game is necessarily framed by the question of when to sacrifice truth for social expedience (with Socrates’s example implicitly suggesting the answer is “very rarely”), it would feel perverse to try to avoid conflict when there are things left unsaid. As a result, despite being the kind of player who’s almost invariably polite when given the option, here I was gleefully picking the choices that maximized the amount of time Socrates was raked over the coals for slipping and calling Xanthippe a cow.

So yeah, this is quite a fun and funny game – I think this is the only time in IF Comp history when a player character has (Spoiler - click to show)shagged Plato. But as with many of Victor’s games, the comedy is in service of a non-frivolous examination of what we owe each other, what partnership can look like, and how we can imagine saying goodbye to the most important people in our lives. The closing scene is lovely and wraps many of these threads together, positing a domestic origin for the famous Allegory of the Cave that’s sweet and sexy and segues beautifully into the final bout of lovemaking (I know a mid-Comp update added the option to wrap up with cuddling, but that choice feels decidedly non-canonical to me).

For all that it’s set almost 2,500 years ago, Xanthippe’s Last Night with Socrates feels vital and contemporary; just as the questions Socrates grappled with are still ones that haunt us today, there’s nothing in this story that feels like it’s since been solved. Shorn of their dramatic circumstances, these dialogues are ones many of us have, or will have, with our partners – and just as in the game, those conversations proceed a lot of yelling and ill-advised joking that we hope history will fail to record.

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Honk!, by Alex Harby

1 of 1 people found the following review helpful:
Heartfelt clowning, January 4, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp. I alpha tested this game).

One of the things I worry about, as a critic, is turning into one of those people who says everything under the sun is a liminal space. It’s a cool-sounding phrase, sure, but it’s one of those concepts that can easily become a crutch, allowing one to say something that seems impressive but doesn’t communicate much beyond “this is a place that’s between other places”, which for sufficiently loose values of “place”, “between”, and “other” can be made to fit whatever you like.

Having written the above paragraph I am now seized with concern that actually I’m already one of those people and just haven’t noticed. …but OK, I just searched my IFDB-posted reviews and only 3 out of 387 use the phrase, referring to trains, bus stops, and public transit, which seems fairly restrained. So I think that means I can burn some of that banked capital and say you know, when you think about it, traveling circuses sure are liminal spaces. At a basic level, they move from place to place, but there’s also a temporal component, because when they’re pitched up somewhere and you visit, you’re sandwiched between its past nonexistence before they came into town and its future nonexistence once they leave. It’s unsurprising, then, that the circus is often positioned as a site of transformation: shuffling through my mental inventory of circus stories at random, you’ve got Big, where Tom Hanks literally enters one a boy and leaves a man; sticking to IF, Ballyhoo sees the player character lunge at the chance to stop being an anonymous punter and take on a new life of adventure.

For the people who work at a circus, though, it certainly can’t function as a one-off engine for change. In reality I’m sure for many it’s just a job like any other, but from a literary point of view, the approach taken by Honk! seems exactly right: the winning cast of this top-notch comedy puzzler are predominantly queer in one way or other, but comfortably so, at peace with an existence that the narrow might say is perennially in-between more conventional alternatives. The main character, a clown named Lola, takes hormone pills; her lover Freda is the circus strongwoman, gigantic and mighty and tender. The magician Adagio changes gender as part of her act, and the goose-trainer, Ken Lawn, clocks as neurodivergent (beyond his questionable decision to spend lots of time with an animal as ill-tempered as a goose as part of his profession, I mean). Against this, the Ringmaster seems a plain-vanilla kind of guy, but hey, he’s nice so we can let him skate by.

Actually pretty much everybody is nice, even initially-prickly Ken – except for the Phantom who’s haunting the circus and sabotaging everyone’s acts. The main business of the game involves assisting the three other main characters in their performances, seeing how the Phantom tries to wreck them, and foiling his plans to keep the shows moving (they’re endlessly repeatable until you succeed, this being a merciful game). This is a lovely structure, since it gives you multiple avenues to work on at once without any interdependences, so if you’re momentarily stymied you’ve almost always got another avenue to switch to. It also makes the player feel more proactive than in many parser games, since in practice you wind up scoping out the carnival grounds, then trying the acts to see what the Phantom’s going to do, then going back to the free-roaming section to hatch your plan and prepare.

Honk! is also among the funniest games in the Comp. The author’s a dab hand with farce – pretty much every scene involving the assholish goose left me giggling, for example:

“Completely asleep!” marvels Lawn. “I don’t believe it! How did yaargh fnaaargh,” he continues as the goose wakes up and bites his nose.

But there are also really good laconic, tossed-off jokes:

“It was your day off, you got back late, maybe you didn’t hear from anyone yet,” says the Ringmaster. “The circus is haunted now."

And the best gags to my mind are the ones that play their hand slow, telegraphing the punch line to the player and then drawing out the windup longer and longer and longer until an initially-good joke becomes sublime; it’s an impressive bit of comedic legerdemain that’s totally appropriate to the setting.

The puzzles themselves are a strong bunch, too. Most aren’t too hard, requiring just enough forethought to feel clever; there’s maybe one puzzle that’s a little too hard because it tips into overly-cartoonish territory (Spoiler - click to show)(the bit where a helium balloon makes the rabbit float upwards) but even that is mostly delightful and funny. In fact for all that it’s all mostly standard medium-dry-goods manipulation, the puzzles have a very strong thematic focus – the tools of your trade involve pie-throwing, making balloon animals, and playing around with magic tricks – that make Honk! truly feel like a circus game, not just a game taking place at a circus.

That strong theme comes into play in the ending, too; after a deliriously-escalating climactic sequence, the game’s final text ties a surprisingly-affecting bow around everything the game’s played with – queerness, found family, laughter, killjoys using the law to stop people doing stuff they don’t like. While it never lets its message get in the way of the fun, Honk! is the rare silly parser puzzler that actually has something to say, positing that people who live in liminal spaces deserve a place to call home, too.

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LAKE Adventure, by B.J. Best

2 of 2 people found the following review helpful:
Post-post-modern and emotionally raw, January 4, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp. I beta tested this game. Also, this review contains spoilers since it deserves to be discussed in its full context).

I regret not having a stronger grounding in literary theory pretty much any day ending in y, but that lack feels especially excruciating as I turn to LAKE Adventure, because it’s operating within a movement that I’d love to be able to name definitively. Instead, I’m going to have to wildcat this thing and call the game part of the New Sincerity. Like, we all know that modernism happened, right, and dramatized the way that conventional narrative forms and naïve realism were no longer tenable in an increasingly polycentric and polyvalent world, right? And then came post-modernism, which responded to the anxiety that forms might be empty by turning a microscope onto said forms, exalting self-conscious exploration of structure above superficial considerations of plot and character.

But after post-modernism exhausted itself (er, to the extent it has – again, I am mostly groping blindly here) something had to come next, and for many, that something had to respond to the ongoing felt need for old-fashioned emotional engagement and catharsis. But how to manage that in a world where a genre-savvy audience goes into a work knowing all the tricks? Paradoxically, the author needs to meet them where they’re at, and move outwards into ironic distance to create the preconditions necessary to eventually move inwards to identification. Thus the New Sincerity; think of House of Leaves, which for all its metafictional flourishes has as its engine the failing marriage between the two leads. Or of the Sandman comics, which move into an epic register to chronicle the exploits of the Prince of Stories, but ultimately are largely concerned with how he’s a shitty boyfriend. Or – to tip my hand – think of And Then You Come to a House Not Unlike the Previous One, B.J. Best’s Comp-winning game from 2021; a coming-of-age story about the pre-teenaged angst of moving away from your best friend, it could have been saccharine-sweet but for the way its narrative was ramified through text adventures within text adventures (with bonus parallel text adventures as an Easter Egg).

LAKE Adventure is doing something similar, I think, but there’s no risk that anyone will find this game cloying. It’s also part of what I’ve called a confessional turn in recent parser IF (think of this year’s Repeat the Ending and Hand Me Down; also, I really need to stop trying to name things, I’m bad at it), positioning the game the player experiences as a diegetically-created work whose origins are themselves elements of the game’s story. The premise is that the game’s central character, Eddie Hughes, has dug up an old text adventure he wrote when he was 13 (and later revised when he was an older teenager) and, facing the doldrums of the first months of 2020’s lockdowns, is watching on Zoom and commenting along as a friend plays it for the first time.

This is an excruciatingly painful framing device. Like, I am one of the few (maybe only?) people in the world who’s experienced something like this: I presented Sting, my memoir game, to a meeting of the Seattle IF Meetup in 2021, and while they were completely lovely about it, sharing scenes from my actual life as rendered into parser form – in real time – was one of the most embarrassing things I’ve ever done. And that was just a game that emulated how I was when I was a young teenager, rather than one actually reflecting my 13-year-old sensibilities. Unsurprisingly, Eddie is diffident in the extreme, repeatedly asking the player whether they want to stop playing, apologizing for the overly-faithful implementation of his childhood home, and audibly squirming when his younger self-insults the player for turning on the TV by calling them a “vidiot.” No wonder that self-deprecating phrase “I guess” is by far Eddie’s most common verbal tic as he attempts to narrate his lost youth.

For all that LAKE Adventure boasts a note-perfect recreation of a late-80s childhood – there’s a birthday party invitation recognizably created via Print Shop, and the in-game narration focuses with hyperspecificity on the material and brand of young Eddie’s swimsuit – it’s not nostalgic, and in fact is anti-nostalgic. While the few glimpses we get of adult Eddie’s life indicate that it’s unremarkable but stable, his youth was anything but. The plot of the game-within-a-game is notionally just about visiting a birthday party for his best friend’s sister, but it’s haunted by numerous specters, from his parents’ shattered marriage to his own sister’s illness to a history of bullying to the sad fate of his friend. Snatches of this dark reality come in extradiegetic Shards of Memory, which take the player out of the idyllic lake-house setting to experience snatches of Eddie’s contemporary reality, or in adult Eddie’s understated acknowledgement of the ways that the game functioned as an escape from an untenable situation, or from the incursion of graphic violence into a heretofore-innocent story. The game mines pathos out of the implications of the smallest detail or slip of the tongue:

"Your mother’s clothes are on the floor in piles. Some are dresses. Some are jeans. It’s a good thing you know how to do your own laundry!

"Anyway, the bathroom is to the east and my paren—my mom’s—room is west."

And I’m not going to quote it, but there’s nothing in this year’s Comp that hit me as hard as the description of the doll.

The player has work to do along the way; there are puzzles that keep you busy, but mostly what I found myself doing was reflecting on memory. The game is a palimpsest, with some of the darker elements presumably added in by the late-teenage Eddie who knows how some things end up, changes that retroactively reconfigure what’s come before in a way that makes the original forever inaccessible. Of course, that isn’t even a metaphor – to invoke one of my many strange points of bleed-through with this game, my memories of my sister’s last months are already confounded by all the times I’ve remembered them. Later, in the climax, the player’s explicitly confronted with a series of young Eddie’s most traumatic experiences, and has the option to either embrace or reject these memories – but for those seeking comfort in coming full circle will be disappointed to learn that these choices make no difference to the outcome. Then the tragedy of young Eddie’s disillusionment is driven home by a sequence that runs through all his hopes for the future, from romantic conquests to worldly success.

After all this, LAKE Adventure ends with a coda that could be seen as a final, superfluous twist of the knife. The Zoom session is cut short as Eddie’s daughter comes into the room and kicks him off the computer for an early-COVID remote study session for her ancient history class. She’s uninterested in her father’s half-hearted attempts to tell her what he’s been doing, and the game draws the curtain to leave his final, plaintive question unanswered: “I’d like to know if ancient history matters.”

It’s hard to get to this point and not feel beaten down. Again, this is the genius of the New Sincerity: narrate Eddie’s life from front to back, and we’d roll our eyes at the naked emotional manipulation, but let his pain peek out through the multiple overlapping layers of narrative, and it’s heartrending. This final suggestion that all of this was for nothing is almost too much to take. Yet it’s worth being pedantic about what Eddie’s asking: not whether the past matters, but whether history does. We routinely conflate the two, but in fact these are radically different, for the past is what happens, and history is what we write about it, how we try to wrest brute facts into narrative. While we don’t have details, it’s nonetheless pellucidly clear that Eddie’s experiences have shaped his life for good or ill – hell, just about the only thing we know about his daughter is that she’s named after his sister.

The judgment on history, though, is more equivocal; Eddie spends the whole game running away from or apologizing for the story he’s made of his traumatic past. And yet, even in this reticent, half-unspoken way, he does share his embarrassing juvenilia, and if it is possible for history to matter, surely the necessary first step is for someone to read it.

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