In the Details, by M.A. Shannon
I swear, the Comp randomizer has a sense of humor: immediately after having me play a possibly-unfinished game about not being able to see, it serves up a Texture game that features the engine’s signature miniscule-text-on-action-buttons bug and which explicitly presents itself as a teaser. In the Details has a solid premise, updating Robert Johnson’s legendary deal for the social-media age, but the implementation’s a little wonky and it ends just as things are getting interesting. I’d certainly play more of this story, but what’s been entered into the Comp isn’t especially satisfying on its own.
The opening sequence sees your rock-star-on-the-rise rolling into your upcoming gig in style, then blowing off your manager; it helps establish the main character as a conceited, thoughtless brat, but then, I already said they’re a rock star so I’m repeating myself. The elements of a strong beginning are here, but the scene could use another layer of polish: the manager says you’re too drunk to perform, but that level of inebriation hadn’t been conveyed through the earlier text, for example, and the prose throughout conveys some bold, if not garish, imagery, but has more than a few awkward moments. Here’s the description of entering the venue:
A gold-speckled red carpet yawns at your feet, all the way down the procession and into a set of double doors whose windows glow with a heavenly facade.
Or a sequence where you wow some backstage listeners with your virtuosity:
To their gaped jaw and compulsory applause, you close your eyes and take a deep bow. You live for this, and maybe [your idiot manager] will appreciate what you do just like the others.
I found the Texture drag-verbs-to-nouns interface worked okay, but not great, throughout this sequence. In particular, sometimes the distinctions between the available actions felt too fine to easily parse: in one of the first passages, you get to choose between “inspecting” and “considering” various nouns, with no clear indication of which might move the narrative ahead. Later on the options do become more straightforward choices, which were simpler to navigate – but here the stakes are quite high, with one wrong move leading to a premature, and quite violent bad end.
(Complete plot spoilers follow; it’s nothing you can’t guess by reading the blurb and looking at the cover art, but still figure it’s good manners not to completely ruin the twist).
Because yeah, 3/4 of the way through, the devil shows up; you sold your skill for guitar skills, and now the bill has come due. The writing gets much more engaging at this point, as the author clearly starts having more fun – we’re told that in a bit to intimidate you, the devil “rolls his neck slowly. Purposefully. Vaingloriously.” And you do have that high-stakes choice. But if you guess wrong, he simply murders you (albeit in lovingly metal prose); if you guess right, you get shunted into a series of noninteractive passages that work as an ending cutscene setting up the final “To Be Continued.”
Based on this finale, the game rallies sufficiently to make me interested to see what comes next; there’s promise here, but also some rough bits, so hopefully the author refines the existing prelude even as they work on the next chapters.