Lady Thalia and the Case of Clephan
N. Cormier, co-written by: Emery Joyce
I had not played any Lady Thalia games before, and this was a delightful introduction to the franchise! The character was fun, the premise was fun, the situations she got herself into were fun. The puzzles were reasonable, fun to solve, and had some flexibility to them, which I appreciated at some times, and some times I worried that the flexibility made it a little too easy? When there are three options, and you get three chances, it’s highly likely that you’ll be able to figure out the correct option by the third try. But interestingly, the fiction kind of filled things in for me, here: if you pick correctly the first time, everything goes well and I felt clever, and if I only got it right the third time, I felt like my protagonist was actively floundering and only made it in the end by the skin of her teeth.
Some of the game was progressing the overall narrative of Lady Thalia’s story, and I was impressed that I was able to slot right in and figure things out without any ‘wait, what?’ moments. Hopefully those familiar with the series didn’t feel overly-exposited-upon, but it was the right amount of exposition for me. It felt natural, too, with few if any “As you know, Bob” moments.
One thing I greatly enjoyed: seeing a single scene from two viewpoints. Absolutely lovely. It was great for me as a player understanding more of what was going on in the scene, and it was great for characterization, too: I got to know Thalia and Mel almost more from how each of them described the same scene as I did from anything else in the entire game.
I don’t know what the other games focused on, but it felt to me like the additional character goal of ‘romance’ was probably added on to this game, in a way that hadn’t existed in the previous games? I don’t know if that’s true or not, but I can at least say that I felt a set of game expectations, as it were, from, I dunno, my gestalt reading of the text and the options, and it felt like the romance bits were an extra reach this time; something additional the author (and, for that matter, Thalia) were adding to the list of things they wanted to accomplish. I’ve noted before that I really like games that know exactly what they are and then exactly accomplish that thing. For me, it felt like the game knew exactly what it was and then added romance to the mix. And it worked! It was cute! And it felt real! So my overall sense of it was as an added bonus over and above a solid foundation. I guess another way to put it is that had the game not included any romance at all, or put it entirely into cut scenes, that would have felt fine, but as it was, it felt well-integrated into everything else, and really helped brighten the game around the edges to make it something special.
Finally: the game had save but not undo, which was fine. But playing so many choice games without one or the other this comp has finally crystalized for me what it is that I like about undo: it’s the fastest way for me to get back to the story. If I have to replay from the beginning, or even replay from the last time I remembered to save, I always spend the first minute or so clicking furiously, without reading any text at all. And that experience pushes me away from the game; I am disengaging and treating it more as an object; a piece of code to manipulate. It’s time spent not thinking of myself as an actual character in the world of the story. If all I have to do is click ‘undo’, I’m immediately back ‘in character’ at exactly the moment that I wanted to be. The path-now-not-taken feels more like a premonition on the part of the character, instead of a bad piece of code I-the-player am now trying to avoid.
Did the author have anything to say? They had a fun story to tell and fun characters to tell it with.
Did I have anything to do? I got to feel clever a lot, and it was great. And overcome some mild obstacles to fall in love!