Joey's IFComp 2024 Reviews

Howdy, folks! I’m stepping into the ring slightly late this year, but I’m excited to give some of these entries a try. I’ll be aiming to post at least 2 reviews here over the course of the comp (at least).

Awakened Deeply by R.A. Cooper
Big Fish by Binggang Zhuo
Civil Service by Helen L. Liston
Deliquescence by Not-Only But-Also Riley
Focal Shift by Fred Snyder
KING OF XANADU by MACHINES UNDERNEATH
ROD MCSCHLONG GETS PUNCHED IN THE DONG by Hubert Janus
Uninteractive Fiction by Leah Thargic

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For my first review of the season, there were many tantalizing choices, but one more than any other that I simply could not wait to discuss.

Review of Uninteractive Fiction

This one, I fear, may go over many players’ figurative heads. It is clear that one would need a very high IQ, along with several advanced degrees in literary theory and cultural studies, to fully appreciate the profundity of what Thargic has created here. I’m still working on those qualifications, so for now I can but regard this epochal opus with the childlike wonder of a near-ignoramus who knows just enough to know what he does not know. With that caveat and in the deepest humility, I will attempt an analysis.

My cool Intro to Philosophy professor from freshman year, who habitually wore jeans with a suit vest and tie, and who could frequently be found standing outside the building smoking cigarettes and doing French Duolingo lessons on his phone, once read a book by David Foster Wallace. I have not read a book by David Foster Wallace but I understand that he said some things, and other people said some things about him, and somewhere within that tangle of things, someone came up with the following classifications of authorial intent in literature. I offer my summary of them with apologies; you can tell that I have only the barest education in such things, since my explanation of them will be disappointingly concise and easy to understand.

  1. Sincerity, wherein the writer directly conveys what they want to convey.
  2. Irony, wherein the writer conveys the opposite of what they want to convey, but it’s fairly obvious what they really mean.
  3. New sincerity, which employs the same technique as sincerity, but specifically belongs to a class of writers who are aware of the existence of irony and consciously choose to reject it. Apparently this exists as a category because irony was invented sometime in the mid-20th century, so it is important to distinguish those who consciously reject it from those who merely predate its invention.
  4. Post-irony, a term which is defined in different and contradictory ways by every source I consulted, but which may or may not be one or more of the following: the same thing as new sincerity; sincerity masquerading as irony; an ironic depiction of something that is itself already ironic in nature; or a state of ambiguity with regard to sincere or ironic intent.
  5. Meta-irony, which is the same thing as the 4th sense of post-irony, which is to say, ambiguity such that no one except maybe the author can determine whether it’s intended as ironic or not.

Bearing this classification scheme in mind, one thing should be obvious: a whole lot of writers who are secretly from the modern day somehow traveled back in time to write ironic things decades or even centuries before irony was invented in 1940-something.

Like them, Leah Thargic is, without a doubt, a time traveler, because Uninteractive Fiction employs degrees of irony with deftness and panache that exceed contemporary practice by incalculable years.

Let’s break it down (heavy plot-related spoilers to follow).

Uninteractive Fiction is a Twine game (or, perhaps more accurately, “work”) in a default style, consisting of a button that says “PLAY”. When you press the button, it then says “You lose.” The experience is made complete with a plaintive wah-wah-waaah sound effect to mock your pathetic performance. A pdf walkthrough is provided, consisting of the following advice: “Don’t.”

On the face of it, it is clear that aspects of this work are deeply sincere. The author’s pen name, a play on “lethargic,” is an honest signal of what you’ll get from Uninteractive Fiction. In its construction, the author has exercised the very same lazy, slapdash ethic that the prospective player is led to expect. What’s more, the accompanying blurb—“The only winning move is not to play”—is brutally upfront about the content and conclusion of the narrative arc. No attempt is made to obfuscate the nature of the work. On the contrary, every reasonable attempt has been made to ensure that clarity reigns. The player should complete the work feeling that they have been given precisely what they were promised.

…and yet…

When subjected to the gaze of the player, that clarity, so impeccably laid out for us, becomes undone. You lose? Is that all there is? Surely there is more. What if I refresh the page, check the source code, wait for half an hour…?

This is some subtle post-irony (in the 2nd sense of the term) right here, folks: sincerity masquerading as irony. It made you think it was trying and failing to fool you, but actually, it was telling the truth all along.

…or is that quite right?

Was it, indeed, Uninteractive Fiction that masqueraded as irony? Or was it you, the player with your metatextual baggage, who imposed such an interpretation upon it? Perhaps the work is innocent in all of this; perhaps Uninteractive Fiction is simply a sane text out of place, set adrift in an insane world. Or perhaps not—perhaps you thought what the author wanted you to think. Therein lies the meta-irony.

The brilliant thing, here, is that all of what I just described—the sincerity, the post-irony, and the meta-irony—all of that springs not from the text per se, but from its packaging and the expectations it engenders. I have scarcely even begun to discuss the implications of the text itself. Truly, a trick befitting a master.

Let us proceed, then, to the actual content of Uninteractive Fiction.

Play and you lose.

But what does this mean, really? Is it a blisteringly nihilistic message, an uncompromising rejection of optimism itself? Is it a purely self-referential work, with nothing to say about the broader world which it inhabits? Is it a warning against the dangers of video game addiction? Maybe it is a staunchly classicist work, lamenting a perceived devaluation of traditional narrative structures in the face of contemporary trends—such as melancholic Twine mood pieces—which reject the upward trajectory, “play to win” gaming ethos that evolved out of the Campbellian monomyth? Or maybe it is a critique of capitalism, a j’accuse to a society where winners and losers exist in abundance, and where the simple act of play is for many reduced to a matter of acquisition and consumption?

The beauty of the work is that its brevity permits it to be all and none of those things. In an online space where everyone has something to say, Uninteractive Fiction merely holds up a mirror to reflect the values, prejudices, and preoccupations of those who come to it. The old adage claims that a picture is worth a thousand words. But Thargic—with only three words—has created arguably the world’s most efficient Rorschach test.

I implore you: experience this masterwork for yourself.

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I was drawn to this next one by its inscrutable cover art and the fact that the blurb reminded me a bit of last year’s All Hands Abandon Ship, a game which I have fond memories of playing—I discovered within the first few turns that it was possible to nonchalantly flush critical items down the toilet, much to my delight. Will R.A. Cooper’s debut parser adventure deliver similar thrills? Let’s find out…

Review of Awakened Deeply

Awakened Deeply puts you in the shoes of a somewhat discombobulated spaceship captain with the dual imperative of investigating the disaster that has occurred aboard your ship, and ultimately responding to it. As a game, I think it is a success. As a story, though, it was often rough around the edges.

Let’s start with what I liked the most. The puzzles here are of familiar types—where do you use the item, what number do you enter on the keypad—that you probably enjoy if you’re the type of person who is choosing to play this game in the first place. I had fun with them; they’re varied enough and bite-sized enough that each new challenge felt fresh and I never felt fatigued by the game.

I didn’t have any major issues with the parser. This may be in part because the author helpfully supplies a list of necessary verbs in the readme, and I happened to read that list before I even started playing. There are a few areas where more synonyms would have been welcome (e.g. I was thrown off track for a little while by trying to look under the placard when what I really needed to do was look down), but overall the level of banging-head-against-wall was well within normal limits.

My most substantial criticism of the mechanical design and implementation is that the world is a bit spartan. Some rooms got a bit of scenery (and the space descriptions were really nice), but others got none. There are a small handful of items that can be examined for lore, beyond which relatively few objects are implemented except those which are necessary for the puzzles. Some players will prefer it this way: no distractions and a clear focus on what is mechanically necessary. I am not one of those players. I value red herrings, stuff to comb through and mess with.

But those are quibbles. The writing quality is where Awakened Deeply has the most room for improvement.

Right off the bat, I noticed something that would prove to be a thorn in my side for the entire experience: there are a whole lot of words, especially object names, that have the first letter capitalized when it really shouldn’t be. Not the gravest sin in the world, but something an extra editing pass ought to fix.

In terms of character work, it wasn’t easy for me to get a grasp of what Captain Pitker is really all about. If he has emotions, they’re seldom described, even under the most dramatic of circumstances. His modus operandi—finding something important, yelling “what the hell” or some variation thereof out loud at great risk to himself, and then giving no further indication of emotional resonance—had me wondering if he was stumbling about in some state of cryostasis-induced pseudo-drunkenness. But then he’d inevitably do something astoundingly prescient or quick-witted, shatter that image, and leave me wondering again what type of guy this is.

My overall feeling about the narrative is that it’s mainly there to buttress the gameplay, and could have used a bit more time in the oven. There are quite a few questions that I thought were going to be answered or at least should have been, but never were.

  • Why was the captain in cryostasis for 4 years in the first place? This isn’t some seed ship drifting around the cosmos for a few centuries, it’s a science vessel where the rest of the crew was apparently awake and hard at work.

  • Why is the communicator code semi-hidden on the walls and floor of the warehouse? Who put that there?

  • Why did the attackers bother to drag the giant pile of corpses into the storage room if they’re planning to cast the ship off into the furthest reaches of space, never to be seen again, anyway?

  • Why does the laser cut tungsten but not steel?

  • Why are so many of the puzzles themed around something that the real-life player might not immediately know how to do, but which the player character, the captain of the ship, should immediately know how to do without any challenge, like using a communicator or unlocking the ship’s doors? It feels like there’s too great a disconnect between the player and the character.

Still, I had fun with Awakened Deeply, and if I spent more time criticizing than praising it, it’s only because I feel like a little more work in the right places could have taken it from “pretty neat” to “really solid.”

In the hope of ending on a high note, I present my favorite moment from my transcript.

It is pitch dark, and you can’t see a thing.

>x darkness
You can’t see any such thing.

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I applaud what you did here, perhaps worthy of a review itself…

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Thank you for the review.

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With a blurb promising a murder most foul and a cyberheist gone sideways, this entry hooked me before I even hit the play button.

Review of Focal Shift

I am not a hacker, nor do I have a clear picture of what being a hacker even entails, practically speaking. But I’ve seen enough movies to know what a hacker is supposed to feel like, and that’s the great triumph of Focal Shift: it makes me feel like a hacker.

Before I oversell this thing, a word about its scope. You’re looking at a single shortish, self-contained mission, featuring lightly-sketched characters, in a lightly-sketched world where your knowledge of generic cyberpunk tropes will likely fill in most of the blanks. The story being told here is not particularly new, nor is it overly ambitious.

And that’s just fine, because the draw of Focal Shift is all about how elegantly it shepherds your journey through that single mission. Your goals are clear, and from the very beginning, there is dramatic tension to push you forward—you need to finish this contract because you desperately need the money. From there, the stakes keep ratcheting up with every twist and turn, until you’re hacking more desperately than ever before in a climax that will determine your very survival. The execution of a thrilling data heist is all about momentum, and this game has it.

It also features hacking minigames which are used to brilliant effect, with a caveat.

See, my practice in this competition so far has been: if an entry has a walkthrough file, I open it and scan the first couple of lines. If it’s just a plain old walkthrough, I close it, but if it looks like it contains some special information that I really ought to know upfront, I keep reading. Lo and behold, in this case, it contained an explanation of the rules of the hacking minigames, which seemed like something that I wanted to know upfront.

So when I say:

  • that I loved the hacking minigames;
  • that they posed an entertaining challenge while still being eminently graspable;
  • that they sidestepped many of the common sticking points of parser-based puzzles by situating themselves within a framework of clear rules, clear goals, and clear expected inputs;
  • and that they made me feel like an über-smart hacker on a dangerous mission who always manages to finish the job just in the nick of time;

…you should understand that my experiences in all those regards are influenced by the fact that I read the instructions, and it’s not entirely clear whether that is the intended way to play the game. Would I have ended up having even more fun if I had gone in blind and had to figure out the rules for myself? Or would I have ended up resorting to the walkthrough in frustration? The world will never know.

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I did not read the instructions, and I had a bad time with the first mini game. There’s no way to know what the + and - mean without it.

I liked the game a good deal, but not explaining the rules to the player was a serious oversight that made me extremely cranky with the game. And there’s a lesson there, because lots of things that you’re otherwise willing to overlook (like its thin story) suddenly get magnified when you’re angry at a game.

I encourage everyone to do what you did and look at the directions in the walkthrough first.

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Thanks, Joey! Your concern about the minigame rules is a common theme in reviews. I plan to take it into account in a post-comp release. My most likely solution: when players fail a puzzle or exit without completing it, the implant pops a message with notes they wrote to themselves to remind them how they got past this type of security on a previous mission.

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I’d encourage you very strongly to do this at the outset of the first mini game, whether players have tried it or not. I can’t really see a single player understanding the rules without being told what they are. It should be a really fun mini game that plays directly into the word-puzzle-loving nature of IF players, but when the rules aren’t explained, it can suck the fun right out of it. There’s a lot to love about your game, and a little transparency about directions, done in a note-to-self way, would have gone a very long way for me.

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Makes sense. Same in-game exposition, better timing: the first time you encounter the puzzle, you immediately “refresh your memory” by reviewing your notes on the overlay.

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It’s me. I am that single player. :relieved:

That said, I still agree with AmandaB because I needed the walkthrough to understand the second minigame type… (I think this is the opposite of someone else’s experience?)

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Oh that’s funny - yeah, I figured out the second minigame in like five minutes but brute-forced my way through the first minigame every time it came up without ever understanding what the pluses and minuses meant.

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That sounds very much not like the über-smart hacker fantasy that the game, at its best, can provide, which is why I agree that this

seems like a good move.

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This next one is an entry whose bright, chirpy blurb carries some sinister undertones. But once I started on the story proper, the tone did a complete about-face.

Review of Civil Service

Civil Service is something like an interactive free verse poem, in which you, as a disembodied soul consigned to limbo, are sent to spend a phantasmagorical week in a government office trying to accomplish a divinely-appointed good deed. It’s a carefully-crafted experience, utterly devoted to its own unique style, that did not bring me a shred of pleasure—but maybe that’s part of the point.

At the center of the affair is the player character, the disembodied soul of a woman whose nebulous, circumlocutory narration is the player’s only point of contact with the world in which the story takes place. In life, this person was an insufferable jerk who (if I’ve interpreted her nebulous, circumlocutory narration correctly) contributed the death of her girlfriend by lying about having brought her asthma inhaler on a trip, and maybe even gave said girlfriend an asthma attack with a brutal review of her home cooking, borne not out of any problem with the cooking itself but solely out of the player character’s fear of commitment.

In death, this person is still an insufferable jerk: pretentious and judgy; describing people in a way that is simultaneously lyrical and dehumanizing; evincing no sense of curiosity or empathy. Mundane facets of daily life are described as rituals or voodoo; a group of people walking together are likened to a centipede. The soul whinges endlessly about the crappy office and the frumpily-dressed people who inhabit it, and revels in conveying what’s happening in the least-digestible ways she can think up. The three fates in charge of her redemption arc can afford only the most modest of expectations—right now, they’re just trying to impress upon her to please stop complaining so much about every damn thing.

It is perhaps brilliant that the soul’s literal detachment from the physical world mirrors her emotional detachment from her fellow human beings, and it is also to the credit of Civil Service that you can preside over what is perhaps a marginal improvement in the protagonist’s attitude, but neither of those are enough to make me enjoy this experience. This is not to say that it is bad. If you judge it by the metric of “does the writing skillfully convey the personality and interior life of its focal character,” then it’s quite good, really.

One technique the work employs, which I think is worth special mention, is that most of the choices do not really matter to the course of the story, but do matter to how you as the player experience your role in it. The story is most often advanced by clicking one of two-to-four different links, which often don’t correspond with any concrete action, but rather represent something more like attention—which part of this paragraph do you feel is most important, what do you want make the protagonist focus on for the next handful of lines? It’s an interesting technique and I think it adds a certain kind of depth to a story which is, more often than not, mostly about you experiencing rather than controlling the protagonist’s actions.

So while I can’t say Civil Service was my cup of tea, it did give me some things to think about, and it could very well be a gem for the kind of player who values a poetic mood piece with a generous helping of neuroticism.

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Like the game itself, this review may include some mildly crude language.

Review of ROD MCSCHLONG GETS PUNCHED IN THE DONG

Coming hot on the heels of last year’s seminal masterpiece, DICK MCBUTTS GETS KICKED IN THE NUTS, ROD MCSCHLONG GETS PUNCHED IN THE DONG has some big pants to fill. Can it stand up to the task?

Like the original, this is a package containing two items. This time around, Hugh Janus made the bold choice that, rather than having the “good” version of the story unlocked by random chance at the start (as was the case in the original entry in the franchise), it is instead unlocked through a certain choice after having played through almost all of the “bad” version of the story. This has mixed effects. In the one hand, it’s rewarding to feel that you have built up to that satisfying conclusion. On the other hand, because it warns you shortly before it comes, the element of surprise is mostly lost—to the detriment of the piece, I feel.

My overall sentiment about the writing (in both versions) is that it’s witty and charming, but not quite as ballsy as the original. ROD MCSCHLONG delivers plenty of gags, but its brand of humor doesn’t penetrate quite as deeply. The outrageousness isn’t as outrageous. I was hoping for something more uncut.

Still, it was a fun ride. I hope Mr. Janus hasn’t written himself into a corner with the ending of this one, because I would love to see a MUFF MCBOOBS GETS KNEED IN THE PUBES or a NAD MCDEEZ GETS ZAPPED IN THE OVARIES next year.

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Both you and Amanda missed me declaring myself that player two hours ago!

-Wade

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I’ve played a few short games, and after turning them over in my mind for a while, I’ve decided that I only have enough meaningful thoughts about them to populate some short reviews. So the next few will be relatively brief.

Review of Deliquescence

This is a very short, very sad, very powerful game. Your friend will die in less than a minute of real time. There is no apparent way to avert it. What do you do for her?

There is an almost encyclopedic list of options to choose from—talking about your friendship, talking about her condition, talking about the weather—all of which lead to little exchanges that feel very real. I can believe both of these characters, I can believe that this is how two friends might act when one of them is dying.

A single playthrough is only enough to pursue a very small handful of the options, and I found myself wishing for more time. This is thematically fitting. But I actually do think the experience would have been better with a bit more time. As it was, I replayed several times to learn more about the characters, but some of the magic is lost when you start going through this more than once.

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(This next review actually is not as brief as I thought it was going to be, but c’est la vie.)

Review of Big Fish

Big Fish is a murder mystery with some aspects that work very well, and others that work pretty strongly against it.

At the core of this, there’s a mechanic that works beautifully. You gather clues, and then you accuse whoever you think is the killer. Simple, right? Except it’s not so simple—there are a lot of ways a game can get that process wrong. I’ve played detective games where the answer is handed to you on a silver platter once you find enough clues, without you ever having to decide for yourself. On the opposite end of the spectrum, I’ve played detective games where the evidence isn’t enough to confidently accuse anybody, and your final judgment ends up feeling arbitrary or like a wild guess.

Big Fish doesn’t have those pitfalls. It strikes a good balance: in order to decide correctly whodunnit, you have to think for yourself about the evidence and form your own idea of what happened, without the game holding you by the hand—and yet, the evidence you’ve seen is eminently enough to lead you to the right answer if you’ve been paying attention. When I solved the case, I had a genuine sense of, “Yes! I, the player sitting at the computer screen, have succeeded in detecting.” That’s a great feeling that even a lot of commercial detective-themed games fail to deliver.

Another thing I enjoyed is that there seems to be more to the protagonist than meets the eye. His weird toothbrush fixation. That understated moment when, after his ID and reporter ID fail to impress, he suddenly makes the sheriff fall in line by showing some unspecified third credential. Who is this “ordinary” guy, really? It adds to the mystery.

As for what did not work so well, there’s a lot of that, too. The pronoun usage in the narration is wildly inconsistent—sometimes you’re “you,” sometimes “I,” sometimes “we.” There’s a mix of line breaks and paragraph breaks strewn about seemingly at random. The adherence to writing conventions is just rough all around; a conscientious editor could have improved this a lot.

There are many things about the world that don’t make very much sense.

  • A key that is found in a desk, outdoors, in a public place, and unlocks two different safes in two different people’s houses?
  • The implication that one guy created a race of alligator-human hybrids using a pile of beakers in his basement? I feel like you’d need more resources by a wide margin for a project like that.
  • The fact that the sheriff dutifully helps you through everything only to betray you at the end—if that was his plan, he could have and should have at least tried to impede your investigation.
  • The fact that you find bloodstains and incriminating rope from the day of the murder just casually sitting in plain view in someone’s house a year later.

So while there are some things I very much appreciate about Big Fish, they’re competing for attention with some janky aspects.

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Review of KING OF XANADU

KING OF XANADU is a short story rendered in gorgeous prose, just grandiose enough to impress upon the reader the magnificence and pomposity of Xanadu without ever becoming too fatiguing to read.

Lovely Xanadu is in a precarious position. Because it is so fabulously wealthy and stunningly functional, the ruling elite are decadent. The king (that’s you) has no experience dealing with… you know… rulership, beyond ceremonial duties like blessing the crops and harassing the soldiers. And for those same reasons, no one has ever really had to care very much about this king’s woeful incompetence. Precarious indeed. It’s a good thing there won’t be any kind of crisis to test the king’s responsiveness, right?

While it was in many ways a pleasure to read, I confess that KING OF XANADU is not what I hoped it would be. I was waiting for the “make decisions that will lead this terrible king to rise to the occasion, win at least some kind of pyrrhic victory, and end the story having grown as a character and developed the virtues he once lacked” plotline to kick in. Instead I got “gawk at this gratuitous train wreck as your character becomes ever more self-sabotaging and deranged no matter what you do, inexorably dooming himself and his kingdom to the dustbin of history.”

It isn’t a game you play, so much as an artful disaster that happens to you.

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Seems like a Highlander situation to me. I’ll meet you in Gridspace for a wordle battle to the death…

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