Tempest of Baraqiel Review
This is a fairly long, mostly linear choice-based story built in a bespoke system akin to something like ChoiceScript. It’s billed a homage to 70’s science fiction, which it absolutely is – this is military sci-fi in the vein of something like Robert A Heinlein; humanity is losing the bug war, and you’re a naval officer – and scientist – recruited to a project that might just turn it all around.
I played this through to a ‘bad’ ending; since the game didn’t really signal that this was possible, I didn’t bother saving. As it also doesn’t have an ‘undo’, and is actually fairly long, I didn’t have time to replay it through to a different ending, so I didn’t really get a full impression of the story. This seems structured like a classic SF short story, with the plot hinging around an ‘aha’ moment at the end, but I never got that ‘aha’ moment. Oops!
There are some other technical issues here. I wasn’t able to play this with audio; the game is supposed to feature a procedural music score, but my attempts at playing it with sound resulted in the long load time for all of the audio files stalling. I think IFComp’s own fairly slow servers don’t enjoy me trying to download 200mb of music stems spread across 300 individual files. So I feel like I didn’t get the full experience in this sense either.
Beyond that, the presentation is enriched with illustrations made very much in the style of 90s cd-rom game art – retro 3D renders with hard surfaces and looping animations, presented as pretty crunchy indexed-palette gifs. It’s charming, although I think some more polish to the overall interface (as in, layout, typeface choices, colors) could have elevated that more.
My synopsis above makes the writing here sound really schlocky, but that’s not really the case. It does a pretty good impression of this style of sci-fi, both in prose style and tone, and it takes its characters and world more or less seriously. There’s some good character work here, and some interesting worldbuilding that makes this more interesting than an off-the-shelf retrofuture you could easily imagine this as.
Formally, this is a dialogue-heavy story in which all choices are lines of dialogue. While it has a solid player character protagonist, it also opts to have dialogue choices sometimes belong to other characters, occasionally allowing the player to branch the behavior of various characters in the story. From my single playthrough I couldn’t glean whether there was a lot of hidden state or variability here; I think this story has a strict branch-and-bottleneck structure in which player knowledge is the only thing that can separate distinct paths after they rejoin, but I am not 100% certain.
This gives the entire thing a bit of a light choice puzzle feel – it’s trying to reward you for picking up on certain clues and knowing the right things to say – but this is paired with it being a fairly unforgiving choice story with constant forward momentum.
Not having seen the denouement, I can’t really speak to the overall plot, but I did get the sense that the final act tended to run towards getting a bit lost in the sauce. I found that the dialogue in later sections was not really written to cope with complicated scenes with multiple characters talking and doing different things; it also represents a fairly abrupt and somewhat out of character escalation relative to the story so far (to avoid spoilers).
I also don’t know how much of the sci-fi conceits at the center of the story really land, but again, I didn’t see a proper denouement.
I think this is one case where the author has nailed some aspects of writing (the tone and prose style of the genre he’s operating under) but is missing the mark a bit on others (there’s some clarity and pacing issues). Similarly, I think the narrative design here is a pretty unrefined and seems like a first pass at choice design and building a custom system, although there are some interesting ideas.
This is one where I’d encourage the author to do some exploration of prior art in the medium and get a better sense of what’s possible, and maybe try building some games with off-the-shelf systems (most of which are open-source and freely available).
Also I wish I could edit the top post in this thread but I think I’m not allowed to?