Mike Russo's IF Comp 2021 Reviews

we, the remainder, by Charm Cochram

My favorite band is indie-rockers the Mountain Goats, on the strength not just of the songs but also the witty, humane stage banter. There’s one bit I came across in a bootleg and has stuck with me ever since: the frontman talks about how when he first started writing songs, all the romantic ones involved protagonists stalking the objects of their quote-unquote affections, because what’s more emotionally intense than stalking? But of course beyond the super problematic nature of this approach, this means all your songs are kind of the same, and have nowhere to build.

One glance at the content warnings for we, the remainder should indicate why I bring this up – I thought A Papal Summons was going to run away with the Most CWs sweepstakes, but it’s actually a close-run thing. The game is about a disabled girl who’s been left behind when the cult she and her mother are a part of transcend their earthly fetters, which is a compelling premise. But I found myself exhausted by the author’s decision to twist every dial to 11. There are piles of dead bodies, gross-out scenes with spoiled food, and a bingo-card’s worth of abuse, heaped upon the young protagonist but also comprehensively meted out from the prophet to all his followers. It’s certainly effective at setting a mood of well-nigh-postapocalyptic horror – and there are indications that some of the terrible things on display are hallucinations brought on by trauma and starvation – but I found it hard to immerse myself in such a grand guignol world, as the comprehensive awfulness put me at a distance and also made the cult-members seem less like real people who’d made understandably-bad choices to trade off their autonomy for a sense of belonging, and more like cardboard cutouts in a cabinet of horrors.

Gameplay-wise, we, the remainder is curiously parser-like, with compass navigation links off to the sides of the screen and each location in the large map offering three or so different objects to interact with. Some are just there for atmosphere, but a few of can be picked up (there are inventory puzzles, but they’re handled automatically so long as you’ve been to the right place to get the right item). And others trigger flashbacks, as the protagonist recalls one or another instance of abuse (there’s a suppressed-memories trope here that feels a bit icky). The writing here is effective, as these vignettes do convey a sense of what life was like in the cult – and in fairness, there are a few moments that leaven the near-unremitting darkness of the story with at least potential rays of light. The ending too is reasonably positive, at least the one I got (apparently if you’re less efficient at exploring, you can different ones). I think it would have rang truer if the path to get there had been less choked with muck, though.

Highlight : There’s an effective bit of characterization early on, where you can decide what one talismanic object you’ve kept hidden from your controlling mother – and once you’ve picked it, there are numerous callbacks to you touching it for comfort as you encounter the compound’s terrors.

Lowlight : Since I was playing on mobile, I accidentally clicked through the aforementioned passage really quickly, and didn’t see a way to undo to see the other choices. I wound up with an Orioles baseball cap, which I guess was OK?

How I failed the author : since I played on my phone, the cool ascii-art map didn’t display properly, which made navigation difficult. Though east and west seemed to be flipped on my screen in a confusing way, and having the map available maybe would have made me feel I was playing Angband, so perhaps it’s for the best!

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