JJMcC's 2026 R-A-T-A-T-O-O-T-Y

Between hardware failure and the World Cup, the review-a-thon almost snuck up on me! Not so fast, r-a-t, I see you creeping up! Unlike previous years, got a few vacations to steer around this July, but not enough to preempt my engagement in this wonderful annual tradition. Just might be some fits and starts around my travel before things really kick into gear. As has become routine by now, no scores or ratings just piles of words in whatever order my brain is feeling that day.

The randomizer is primed. The keyboard is patiently at my fingertips. Let’s turn the crank on

JJMcC’s 2026 R-A-T-A-T-O-O-T-Y*

* review-a-thon assessments, thoughts and out of time yammerings

…and get this thing humming!

17 Likes

I may have just found my second favorite acronym ever, after Alien Cow Rampage: Orion Needs Your Milk!

4 Likes

the lamp of your body by Naarel
Style:
Single-Choice
Played: 7/2/26
Playtime: 20m, two playthroughs

University is an exciting, challenging time for a young person. Trial and error adulting. An array of new people all attempting to build a social order on a blank canvas. Complex realities colliding with simplistic expectations borne of sheltered upbringing. It is one of very few times when the world seems ours to write, bounded only by negotiations with others attempting the same feat. The thrill of discovery colors it all - discovering new rules to the world, encountering expectations and perspectives we could not dream of on our own.

In the face of that wonder, it might be easy to forget that not all motives are generous and personal safety is simply not a priority. This is a single-choice work that puts you in the role of a student, getting to know an off-putting classmate with a singular perspective. I am loathe to put it more clearly, as that will be well and truly spoiler territory. As a single-choice work there’s really two criteria to bring to bear: the effectiveness of the table setting and the impact of that choice.

As far as table setting goes, the specifics of the setting were a bit muddy to me. We see the protag cleaning up a common area, only to later be told they live alone. Now, this COULD be quad-room situation, but the text declines to clarify. Similarly, the physical description of the key NPC, specifically their eyes, are given a lot of attention, but the descriptions kind of seem at war with each other. All of this could be a deliberate attempt to put the player off, to generate discomfort and mystery aligned with the protag’s own. I don’t think it quite landed though. There is a gulf between struggling WITHIN the story, and struggling to GRASP the story. The nature of the NPC becomes clear enough, so baldly in fact that the earlier murkiness doesn’t seem to pay off?

I would say a more effective use of table setting was in the protagonist themselves. Starting as a blank slate we are seemingly invited to stamp ourselves onto, as the story progresses their questions and priorities nudge us away from that vanilla impulse with pleasantly surprising choices. The protagonist is revealed to be every bit as singular as the NPC.

The latter is what really makes the single choice land. The work toys with the subverting-expectations aspect of uni, and ends up including the player’s POV in that subversion. When given our single choice, its tradeoffs and consequences are ambiguous. What might seem obviously bad has been clouded - perhaps making it that much more dangerous for its reasonable doubt. Or perhaps it is refuting misconceptions in a way that only open engagement with the world can reward. Interestingly, the possible PRICE for the choice is never resolved. Maybe it is also subverted? Or maybe some expectations are COMPLETELY JUSTIFIED? The story ends before consequences are discussed leaving us in the newly-crafted space of the promise of our choices before it collides with a potentially cruel reality. It uses horror tropes to evoke the real world thrill of its setting, not forgetting the underlying terror and fragility of it. Ultimately, I think ending on that ambiguity makes the work stick better than playing out to a definite conclusion. The suspension of suspecting but not knowing is more interesting than either possible concrete outcome.

9 Likes

Blood and Silver by alyshkalia
Style:
Choice-Select
Played: 7/2/26
Playtime: 15m, Trusting, reassured, guilted, deflected, heard

It seems the internet in general, and especially this IF series, are never going to let me break free of Vampire Subtext. This is the fourth(?) in a series of mortal-vampire romance vignettes, snapshotting moments from a long relationship. What I like about the series is its delving into deep cuts of romantic experience. It uses the particulars of its vampire lore to cast a dramatic spotlight on real relationship dynamics. Until this piece, it had quite nimbly (I thought) avoided Vampire Subtext pitfalls.

Here, our pair are tentatively addressing the discomforts of Vampire feeding - one of the most problematic of the subtexts. Traditional feeding tropes play directly into questions of consent and victimization. This work appeared to be trying its damnedest to answer and refute that subtext. Except I didn’t find the WAY it tried that convincing.

My read of the work was that it was capturing a very specific, very fraught relationship dynamic of mismatched sexual desire. Of one partner whose needs were out of scale to the other, leaving the relationship to negotiate the compromise. This is a dark, often glossed over dynamic that casts a long shadow. While the temptation might be to cast it as a minor issue to be worked through, any missteps can lead to unfulfilled resentment. It is totally worth questioning whether a long term relationship is deep enough to weather this, or whether both are better served finding a closer match. I found the rendering of this dynamic very economical and powerful. The characters come to an understanding in the moment, but that understanding is CLEARLY acknowledging the seeds of future discontent. Interestingly, this seemed to be true in all five of the endings I achieved. I LOVED this! By not providing (at least in my five) a ‘fairy tale’ resolution, it fully acknowledged the serious peril this dynamic presents! This read on the work has the effect of recasting the problematic Vampire subtext into something very human, and acutely observed.

Here’s the thing though. The work, in the most explicit way possible, REFUTED this read! Quoth the work: “It’s easy to think of it as analogous to someone having sex they’re not into – [but not]” Uhhh, yeah, it is easy. So easy! AND SO NARRATIVELY REWARDING TO DO SO!!! If I accept the narrator’s word here though, what am I left with? Maybe it is trying to paint a very specific human-vampire social interaction in the interests of emotional fantasy? Ok, but what do I do with all this LIVED HUMAN EXPERIENCE that is singing off the setup so perfectly? And even if I can escape that, DOESN’T THAT PUT ME RIGHT BACK TO VAMPIRE PREDATION, now with an EMOTIONAL BLACKMAIL COMPONENT???

It doesn’t help that the human perspective continually highlights the seeds of the relationship’s destruction in other ways. “As if you could manage his feelings if only you had enough information to avoid ever doing or saying anything that might make him feel bad.” I mean, THAT doesn’t sound healthy does it? Regarding the feeding: “But six months has taken the shine off.” Feels like sunsetting an initial carnal infatuation to me. “It doesn’t make him a predator, or you a victim.” Well, now that you’ve brought it up, THAT question is going to linger and smell of denial… All of these dovetail so nicely with the asymmetric sexuality read of a white hot infatuation cooling to reveal the seeds of its destruction. WHY ARE YOU DENYING THAT, WORK???

As a final evidence of relationship foreshadowing, I offer the fourth ending I found (mild spoilers). Each of the endings is characterized by the dynamic used to power through the issue. The fourth one is called ‘Heard’ meaning the two have aired and acknowledged each other’s position. Except the choice I made to secure that ending was “Try not to be like that?” Isn’t that the OPPOSITE of being heard? It’s being denied! As an acknowledgement that things are fraying that is a great development. But if not intended as such, what is it?

In the end, this work put me in an uncommon (but not unprecedented) headspace: one of deeply admiring the subtle dynamic I felt it captured, once I decided to IGNORE THE PLAIN TEXT OF IT.

(In the interests of covering my bases, I should note the possibility that the denial was in fact the human protag’s unreliable rejection of the true dynamic. That perhaps the dynamic WAS at play, but the participants were not able to identify it yet. Maybe. If so, I for one could have used some subtle narrative cuing that this was the case.)

8 Likes

Blossom, NY by alyshkalia
Style:
Choice-Select
Played: 7/2/26
Playtime: 10m, all places and sidebars

Every now and then, my wife and I fall into a shallow rabbit hole of Real Estate Virtual Tours. Those things are compelling. Walking through a virtual tour of a home, via a UI that often feels like super-high-res Myst. It is a lot of things at once. Transgressive, like you are SNEAKING through someone else’s home. Wondrous in the technology that puts you so solidly in that sense of place. And an always-just-below-surface artificiality. You only have to navigate a close friend’s virtual home to appreciate the difference from the REAL experience. The staging, lighting, shot angles designed to make everything feel bigger, cleaner and more generic that the real counterpart. It’s an appealing unreality that always has a shadow of falseness to it.

This work is a Virtual Tour of a small hamlet. It resoundingly sheds Virtual Tour artificiality, making this a grittier, more rewarding experience. It feels like it is a combination of the unsentimental photography, the concise historical context, even the map geography that accomplishes this. Unlike trying to sell a house by showcasing (and distorting) its broad, sanitized appeal, Blossom revels in the awkward, specific messiness of this small enclave. It feels more authentically than performatively cool.

What Blossom DOES share with its corporate cousin is the impetus to put its reader/player in the driver’s seat. We recognize the appeal of self-directed discovery as a foundational pillar of IF. OF COURSE its power will be harnessed by Capital. While this harnessing might be an indictment of the West’s social system (barring some increasingly tone deaf defenders), Blossom puts this mechanism to a less-compromised purpose. To convey the thrill of discovery. The specifics of Blossom, NY are unique to it of course, but the breadth of it is not. EVERY place in America has that depth of lore. The Eastern Hemisphere has even DEEPER lore. If I’m honest, Blossom is interesting, but not particularly compelling in that. What IS compelling is marrying the exploration to an IF paradigm where the ACT of exploration is as or more enjoyable than the details unearthed.

If I have a regret with this work, I am sorry that its ties to human sacrifice cults, Cosmic Terrors, or pre-human otherness didn’t come to light in this short visit. Maybe next time.

5 Likes

Lilac Song by Autumn Chen
Style:
Choice-Select
Played: 7/2/26
Playtime: 10m

Hollandspiele is a pretty singular boardgame company. Contrary to what its name might suggest, it is an American studio whose owners are deeply concerned with historical injustice. (And dinosaurs, not relevant here.) They produced a game about slavery in America. About resisting (and overcoming resistance to) women’s suffrage. About cigarette manufacture and marketing. About the politics behind the Nicaean council and religious orthodoxy. Really heady stuff, with clever and evocative mechanisms whose main tripping point might be that someone has to sign on to be just the worst villains history has to offer. And then maybe ‘win’ the game as them.

Our own @cchennnn might have solved this dilemma with the Social Democracy series, offloading the reprehensible side of gameplay to an unfeeling machine. (A choice that… could it be more poetic?)

Playing those games is pretty cool, but I hear you asking, “What would be it be like to BE those game developers? IN NAZI GERMANY???” Enter Lilac Song. The protag of this short work is a game developer, modeling social transformation as the Nazi party is starting its ascendance. Their mentor is a seasoned humanist with a long history of struggle for social justice, who is watching their good work regress before their eyes.

It is kind of a fascinating lens to view this dynamic through. Your humble reviewer is not going to pretend this is not a fraught acknowledgement of the horrific political ascendance of fascism across the globe, and especially in my own home country. Here, we get to see two facets of resistance: a seasoned warrior watching hard-won progress being reversed in blindingly short time, and an intellectual grappling with the new order via the most innocuous of pursuits, deluding themselves into thinking that grappling will somehow give them power over it. The former’s disillusion and resignation is more immediately powerful, while the latter’s relatable immersion in invention is more subtle. Both are ultimately tragic.

I can be accused of reading too much into things. Let me embrace that here! Given the deep mechanics of the Social Democracy series, isn’t there a read of this work as the author’s critical self-analysis? Of reflecting creative pursuits against social upheaval and finding them ultimately wanting? But of recognizing that IGNORING the encroaching hellscape is also not an option? I find both of the characters painfully sympathetic here, even if the work is ultimately kind of pessimistic and distressing. Yes, there are more obvious paths of resistance unaddressed here, but in their omission the work kind of obliquely wonders if those are any more effective. Dear God, I hope so. I don’t particularly want to die in jail.

8 Likes

Devil’s Liminal (demo) by Studio Interlude
Style:
Choice Select
Played: 7/2/26
Playtime: 1hr, demo complete

I am from the Southwest, let’s get that out of the way right up front. Setting a magical realist work in that setting is almost certainly starting life on third base for me, as it were. The work does a lot of things right. Its adrift young adult protagonist is hovering between high school and college, enduring a fraught home situation in a town of limited opportunity. It is all so specific, so matter-of-factly rendered that it can’t help but draw you in. Our protag is starting a summer job, meeting new people, reacquainting with childhood friends and trying to keep a simmering home life from boiling over.

Among the many positives in the work, the artwork is the most prominent. Despite its southwestern setting, the palette is dark: greys and blacks where you might expect brilliant sun and tans. This choice, particularly when rendering southwest scenery, creates a kind of Lynchian mood, of rendering the familiar odd and off putting through aggressive presentation. It seems to suit the work particularly well, setting the tone of the piece nicely.

The rendering also contrasts to the more prosaic parts of the narrative, where new friendships and complicated old dynamics are awkward and sometimes uncomfortable, but in a grounded, realistic way. It has the effect of never quite letting us settle into the slice-of-life narrative we are experiencing. The artwork is aided in this mood setting by offhand references to an absent father that hint at outre’ family history but never MORE than hint. I found this portion of the work engaging - there is an admirable variety of interpersonal relationships built up, creating a full impression of the protag’s life.

The piece really came alive for me when it introduced the supernatural. It took the time to ground our protagonist and flesh her out, so that her reactions and engagement with the strange felt natural and not-quite-in-an-intriguing-way relatable. The details of the supernatural (barely introduced in this demo) are tantalizingly weird, specific and singular. To me, they sang off the southwest setting in a wonderful way, alluding to a unique-feeling mythos that was mostly in shadow. This choice let the details we DID see tickle our antenna in weird, inscrutable ways, effectively doing what much supernatural fiction fails to do: convey the existence of mechanisms beyond our physics that are at once fascinating and scary.

All this was in the work’s favor. There were, however, some elements to the work I struggled with. For one, I felt it did not QUITE fully land its setting. It will probably not shock you outlanders that the most salient element of the southwest is HEAT. Devil’s Liminal really glosses over the unavoidable central feature of this lifestyle. The amount of time the cast spends out of doors is questionable, though not unheard of. Not acknowledging the suffering that entails is less forgivable. Further, not making an overt point of always carrying water, and ACTIVELY CHASTISING FRIENDS WHO DON’T is deeply counter to my experience. If I had to put a finger on a defining detail of my southwest life, that would be it. Its absence chafed at me, not gonna lie. This is ARIZONA IN THE SUMMER. We ENDURE it. Rarely this gracefully.

Despite the ire I just poured on it, that is ultimately a quibble. Certainly it would have no impact on outlanders’ enjoyment of this work. A much bigger reservation, for me, was the revelation that our protagonist is a Special, Chosen One. The work had really effectively painted a unique, strange supernatural element that felt singular and intriguing (no mean feat against the wealth of prior art!). I couldn’t help but feel disappointed when it regressed into that familiar trope - it felt like I was losing something that made this special.

My last reservation was a little more subtle, and I’m not even sure it will outlast this demo experience. When creating interactive works, there is a spectrum of protagonist engagement. From a faceless adventurer whose entire character is supplied by the player, to super-specific visual-novel character the player can observe but not really influence. (Here I am talking about the nature of the character, not the puzzle-solving actions they must take, though admittedly there is not a hard line between those two.) Somewhere in the middle is a protagonist with shades of behavior and reactions the player can tailor while the narrative is mostly unchanged. That is where we seem to live here. I just don’t think it quite landed for me. Interactions and developments typically have few choices of response, whose specifics are more alike than different. This kind of choice is an authorial challenge, no doubt about it. The cumulative weight of such choices must be provisioned throughout the length of the game. Many such choices can lead to a very subtle collaborative character that can be undone with clumsy text that does not fully honor those prior choices. It can create a spiderweb of if-else adjective space. Its LACK however is just as awkward. Here, I felt the choices were bounded by a protagonist character so closely as to render the choices too constrained to satisfy. The work seemed to SUGGEST I could collaborate on the protag’s character, but not follow through on it. This is a peril pretty specific to early game, I would say. As the plot picks up steam this would likely not be as foregrounded. But for this demo, where so much is about establishing character and setting, it looms large.

Where does this leave me? I think the things it does right DO outweigh these misgivings and I do recommend checking it out to see if this is for you. In particular, the promise of bouncing all of these deftly established relationships off the supernatural twist is particularly promising. I am on the fence at the moment whether I can let go of my quibbles and pursue the final work when released. That’s probably a me thing, not a you thing though.

5 Likes

my baby needs blood by crotovane
Style:
Visual Novel
Played: 7/2/26
Playtime: 10m, two playthroughs

Given that there is an annual Queer Vampire Jam in the IF community, it should come as no surprise that a disproportionate amount my IF review corpus features bloodsuckers. It is to the community’s credit that so little of it feels repetitive or derivative. mbnb is no exception there. It presents a satisfyingly unique setting: introducing the possibility of vampires in a hunting/gathering native society scrabbling for survival. I say possibilities because here the concerns of the piece are quite distant from any elements of vampirism. So much so, if not for the proclaimed context of the piece, it could easily be read as vampire-free. (Ok, maybe not EASILY, but certainly POSSIBLY.)

This is a visual novel, the player/reader’s input confined (it seems?) to page turning. The most immediate and satisfying part of the work is its visual presentation. A moody soundtrack of wind matched to 16-bit animations of buffeting branches in blues, blacks and greys. It very effectively conveys a harsh, barren environment where humanity can barely eke out a life. This is complemented by the font: a dark, frazzled rendering that seems as battered by the elements as the story’s setting.

Into this hard-scrabble wasteland, we are introduced to a wife caring for an ailing maybe-vampire husband. (I say ‘maybe’ because while she does indeed provide the titular fluid, it is animal blood which, if not for outside-game context, could be susceptible to a non-vampire ‘indigenous medicine’ interpretation.) The CONCERNS of the piece have little to do with any of that. The wife-protagonist feels an imposter in her home, including but not limited to ambivalence in starting a family and subversive folklore engagement. None of it having anything to do with the putative needs of her husband.

The graphical vibe was nicely evocative, but thanks to the vampire headfake, the story ended up feeling unfocused. The protag’s self-alienation was quite independent of her setting, her husband’s outre nature and really anything beyond the pervasive mood. I haven’t yet addressed the most challenging aspect to the work, which is its user interface. Not only does the work make extensive use of the dreaded timed text, it ups the ante by ALSO using timed transitions. Very, very slow timed transitions. On top of that, there is a confounding UI element. On some screens, a targeting cursor follows your mouse, suggesting a pixel-hunting paradigm. Except, not only is the cursor more reminiscent of modern scope-mounted weapons, it is unclear if anything actually needs targeting. I think I concluded it was meant to represent bird hunting, but it is all so obliquely implemented it ends up being effectively little more than MORE delay. The feedback on this mechanism is completely missing, meaning I could easily be just reading this into the work where it is not intended. So yeah, a bit too slow and unfocused to really land.

Even so, still worth it for the impressive graphical flourishes. Wouldn’t come in with my heart set on vampires tho.

7 Likes

WWII Elevator Escape by Kenneth Pedersen
Style:
Parser
Played: 7/2/26
Playtime: 1hr, finished w/ hints

There’s been a few works so far this 'Thon where my take has been some variation of ‘graphically accomplished, but narratively unfocused.’ WWIIEE (wheee!) kind of flips that. As an ADRIFT work, I am unsure how much control the author has over presentation. Based on my experience with WWIIEE, I am assuming the answer is ‘not as much as desired.’ The opening screen hit me with a block of Cyan words on a white background. It was all but unreadable. I won’t belabor this artifact further, but it continually made it a chore to play.

The story in blue is a light escape task - you have critical Nazi info, escape to get it to the resistance! It is a short work with only two or three steps. To evade the Nazi guards you must beat them to a roof where a parachute awaits and fly to freedom. This is decidedly a ‘learn from failures’ design, where you will be iterating your escape until you ultimately succeed. If I arbitrarily break it into three steps, the middle step in particular did not give me enough cuing in failures to suss out what was desired. It tried to cue me, I could see that. But it fell a little short of being clear enough how to accomplish it. Yes, in a game this short, I nevertheless needed HINTs.

Despite those reservations, there was in fact a robust HINT system, and barring that one step the remaining 2/3 of the game were much tighter in failure feedback. There is a charge to connecting dots and being rewarded for doing so. (Arguably, a core component of early IF’s appeal!) Given that fifty years on I’m still enjoying IF, CLEARLY I am not immune to that appeal, and it was reasonably delivered here! The brevity of the work made its eye-assaulting palette tolerable, and the robustness of its HINT system ensured I would not be stuck in it. A pleasant diversion, thumbing Nazis in the eye. Yeah, I’ll put up with some squinting to be able to do that.

Take that, Hitler!

7 Likes

First, thank you for reviewing my game. I am glad you got something out of it despite the color issues :smiley: I suppose you had trouble with:

spoiler

How to leave the roof - perhaps the command “run nw” was hard to come up with?

about the color issues:

Thanks for reporting this. This sounds like an interpreter bug. Could you let me know if you are using Frankendrift, which version and on Mac/Linux/Windows?

The background was intended to be dark and it was while I tested it, so I am curious what happened. Thanks again :smiley:

3 Likes

On the color issues, I hope you never had to do with that ugly CGA palette…

Best regards from Italy,
dott. Piergiorgio.

3 Likes

My troubles were actually with figuring out I needed to let my elevator co-traveller encounter guards on a lower level. I interpreted the cuing to mean she would send them another way on her own. I thought I could outrun them for the LONGEST TIME. The launch I worked out on my own!

I was using Frankendrift on Linux Fedora44, version 0.7.0.

Lol, no, I did labor under that palette for a year or so.

1 Like

Thanks, problem reported on Github:

EDIT: I have now changed the dark gray background to exact black. I have the theory that if I used a specific dark gray variant not present in Linux, Frankendrift will use a white background instead. The new version is version 4 :slight_smile: Thanks to @Piergiorgio_d_errico for mentioning the word palette :smiley:

1 Like

Edge Valley Bigfoot Society by NegSec
Style:
Parser
Played: 7/4/26
Playtime: 20m, score 28/50

If I say “Bigfoot” what state in the US do you think of? I was under the impression that this was a pretty straightforward question, but thankfully checked Wikipedia before composing this review. For ME, the answer would have been the Pacific Northwest, likely Washington state. Imagine my surprise to find that while there were significant Sasquatch-related events in Washington and British Columbia in the 1920’s, they were neither the first such, nor the most notorious. California can claim the two, ah, BIG sightings that really captured the imagination of proto-cryptozoologists in the 50s and 60s, the latter being the foundational, jerky Patterson-Gimlin film. The question has been tickling my brain for years now, as no matter where I go in the US, I seem to encounter Bigfoot branding - from the Northwest in Washington to Southeast in the Carolinas, and recently this week in Michigan! HE MUST BE MIGRATORY!!!

Turns out there is reason for this: the legend likely came from European settlers and sang off Indigenous folklore to snowball into broad American fascination. Bolstered by so, so many hoaxes. (And, we should acknowledge, the irresistible siren song of Souvenir Sales.) Honestly, I need to back up. I’m here to review a game and I could go ON AND ON about Sasquatch mania. I mean the regional names for Bigfoot alone are pure delight.

Here, we are playing a young Sasquatch, in the lorically classic northwest, escaping his captors. The gameplay here is pretty classic parser stuff: explore a closed environs, find stuff, use it in weird ways to ultimately escape. The use of a Bigfoot protag is a pretty elegant and amusing way to bypass NPC interactions, as well as narratively justifying the escape problem in the first place. Otherwise, the gameplay trades pretty specifically on nameless, faceless protagonist standards, including the manipulation of keypads and telephones. This is not a TERRIBLE choice, the text is pretty cheeky about finding opportunities to remind us of our identity where the gameplay does not. I just kept wishing for maybe a little more protag-specificity. Especially with THIS protag. I mean, if we gonna be 'Squatching, let us 'SQUATCH!

I found the implementation pretty smooth and friction-free. There were occasional synonym issues but not enough to drag the proceedings. The soft cuing was really well done, rarely was I at a loss for things to try or worst case revisit. In the moment of gameplay, I WAS confounded by what seemed like a large amount of Red Herring items - items that clearly were interesting but resisted attempts to use or interact with. The fact that I was able to make progress, and ultimately escape, without them felt like unnecessary time sinks that acted as a drag on the proceedings, kind of unwelcome in a work this short. Except my relatively modest score and ending text indicated that there were multiple ways to escape and multiple endings. Presenting a strong likelihood that these seeming diversions actually played to different narrative threads and endings. That’s kinda cool!

But. Because my FIRST ending was ‘Success’ and because I didn’t QUITE get a full-on Bigfoot Experience I didn’t really feel compelled to go back and try for more. I had a good time with my run. The puzzle and challenges were nicely tuned to the short duration of the game, and fun enough to grapple with that it rewarded my time and effort. It was polished enough and funny enough to leave me with a warm feeling. Why monkey with that? (No cultural offense intended.)

Okay, one more lore dive. Other names for Sasquatch: Florida - Skunk Ape (Sam and Max: The Devil’s Playhouse makes sense now!); Virginia - WOOD BOOGER; Alabama - White Thang. Because of course.

EDIT: forgot transcript
bigfoot_jjmcc.txt (33.9 KB)

11 Likes

I’m usually the same way, once I’ve found a successful ending, I’m pretty done with a game.

However with this game I was intrigued by the strange device which turned out to actually be a mind-control device, which is a really cool concept. In fact, I would’ve loved a game that just went full on with that concept, and was a bit disappointed that there were so few people to use it on, or things to make the people do.

2 Likes

The Warren by Emery Joyce
Style:
Choice-Select
Played: 7/4/26
Playtime: 5m, left warren

Are babies actually cute? Objectively, they are pudgy, helpless piles of flesh that periodically turn red, loud, and stinky. With beady little eyes. Evolution wisely realized the peril of banking the future of the species on these burdensome things and so hard wired us to THINK they were cute. Nice trick evolution! Tie their very specific physiognomy to a primal protective/nurturing urge and we just.. might.. make it!

Text-based IF is at a disadvantage when conjuring this dynamic, as shorn of physical presence and visual impact their alienness really smacks you in the face. A work attempting to grapple with this instinct is going to need to do some sleight of hand to make it stick. Turns out the recipe is pretty simple: cover them in fur!

This is a work that deals with the competing parental impulses to protect and prepare, from the perspective of the child. I have long held that Troublesome Adolescence is nature’s way of getting parents to HATE their kids, to facilitate the decoupling. Since there are millions of us, sooner or later some parents will statistically tilt too far in one direction or another, to the child’s detriment. Here the ‘protect’ urge has curdled to ‘sheltering’ and our protag must grapple with a future not guided by a loving mentor, but intrusively imposed.

This is a choice-select work, where the choices are for a young rabbit to explore the breadth of possible futures, then make a single choice to accept or defy their mother’s hovering. It is not immediately obvious HOW the young rabbit has access to these possibilities, particularly given the one-sided information likely provided by their mom, but the work makes that clear enough in due course. The breadth of possibilities are admirably broad and unsentimental, and relatable despite their furry specificity. Once the exhaustive exploration is complete, a final choice is presented. I found it ably captured the wonder of burgeoning maturity and yearning for actualization, while not sugar coating the danger in the world. I also found it kind of inconceivable that one of the choices was actually viable in any way. Just like nature has biased parenting, so has it biased adolescence into yearning for freedom. All in the name of preservation of species. You have a lot of emotional baggage to vindicate, evolution! Also, so many tattoos, and possibly the entire vaping industry.

In the end, I thought this was a concise, effective condensation of that dynamic, really effectively conjuring it in the reader. I’m just not sure what it has to say about it? I think that’s fine, part of why we engage fiction is to capture recognizable aspects of our existence. It’s just, it is SO recognizable that absent surprise or insight its impact is a kind of melancholy nodding of recognition and nothing else. In a longer work this might not satisfy much, but in a work this short it becomes a pretty effective emotional snapshot. I don’t think it needs to be more than that.

As you can tell, like most parents, I have A LOT of child rearing theories. Here’s another: that second children are more difficult than first kids as nature’s way of back pressuring population explosion. My youngest really loves that theory.

9 Likes

Hey, I make an appearance in this review!

(thanks for the great reviews so far, they’ve been fun to read)

4 Likes

I mean, there are real people who are still living with their controlling parent(s) into adulthood! But I guess the game is too short to really sell the learned helplessness, while making it about rabbits gets rid of the economic factors that often contribute.

8 Likes

I can confirm this addresses the issue! Will update IFDB-uploaded review accordingly.

1 Like

Thanks for checking :smiley: