Naare-view-a-thon

Hi hi! It’s been a really long while since I spent some time to write about games I played. I’m not very good at doing that, unless I really hate something, and I’d love to change that.

What to expect: vibe-based assessments, rambles on themes and characters, general enjoyment levels of the piece
What not to expect: The Spanish Inquisition

I don’t know how many games I’ll manage to go through but by gods, I’ll try my best.

See you soon <3

What’s already Naareviewed:
The Butterfly Dreams by Ave Q Production
The Sword of Voldiir by Bottlecap Rabbit Games
return to home by dott. Piergiorgio
Heaven Alive by G.C. “Grim” Baccaris
Habeas Corpus by G.C. “Grim” Baccaris
Blood and Sunlight by alyshkalia (Tabitha)
Thousand Lives by Wojtek Borowicz

In progress:
The Moon’s Knight by 30x30

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I abide by what the random number generator tells me, at least for now. So I began my sessions of Thousand Lives – I’ll update on this one once I read through all six days.

Onto the next thing that the RNG commanded me to check out: The Butterfly Dreams by Ave Q Production. I grabbed one of the community copies which are still available at the time of writing this (two of them, to be exact), so big thank you to the Ave Q Productions for making that possible. There is a demo available but I’d rather experience the whole thing if I can.

I will be discussing spoilers and such, so click on the button below at your own risk.

Naareview: The Butterfly Dreams

We’ve seen this premise many times before: a new, ultraimmersive game is made, you plug your brain into it, things start to happen – not necessarily good things at that. I’m usually not that eager to check those out because in the end, they tend to be a very similar flavor of “Escapism is bad and should be punishable with death” or “Did you know that giving your whole body and mind to a corporation is bad?”. You have masses that yearn to feel good for once in a terrible world and, y’know, end up being guinea pigs that get mercilessly slaughtered for that.

The Butterfly Dreams gives us a slightly different approach: it’s all just a test session where experts of various fields are told to just go wild with their imagination and do whatever they want. The chosen ones include Renata (older lady who’s a beloved children’s author), Juan (a neurosurgeon who’s kinda anxious about the technology), Helena (a world-class chef), Aaron (an economy-changing banker with what’s clearly untreated anxiety), Layna (a child programming prodigy), Sean (a professional, gods forgive me for saying this, gamer), and of course, the main character, Thomas (or Tom), who’s not really specified to be anything at the beginning of the game. Our task is to make up new worlds and let everyone else test them out.

Before I get into the story and plot themselves, I need to talk about the visuals – it is a visual novel, after all. I think there was definitely a lot of care put into how the game is presented. There’s a lot of sprite and camera movement that I find, honestly, quite damn cool. The sprites themselves give a pretty good idea of who the characters might be before you even get to know them, which is obviously good, and while the backgrounds are sometimes more symbolic (for example, just two cups of coffee on the table instead of the cottage you’re in), they’re still pretty fitting. There are some really interesting details that you might miss (text and textbox slightly glitching in certain situations, butterfly “click-to-continue” and butterfly appearing when you click), and I really respect everyone who comes up with stuff like this, it’s small but it adds a lot. I also appreciate the accessibility options, especially the one where you can enable descriptions of sound, as I always take this one since my audio processing can sometimes go out of the window whenever I’m focusing on the text. I do have an issue with the fact that sometimes, the descriptions aren’t exactly informative but rather seem like an extension of the text itself (like “SFX: Music to my ears” when a scream plays. Great for me, someone who can hear that scream, terrible for someone who can’t).

Alrighty, into the game itself. We’re all in the “humble abode” (literal mansion) of Brian Singh, who’s the CEO of Asynthesis, the company behind Fantasia – the machine we’ve been chosen to test. Everyone has their own reasons to be here, from creating perfect adaptations of their works (Renata), through wanting to check how far technology progressed (Juan), to simply not willing to pay the fee that needs to be paid when you’re leaving the testing early (Aaron). Every now and then, we’re shoved into the testing chambers to check out whatever world the creator made up, with the creator’s identity usually kept secret until the transfer’s complete. It is quite an interesting concept – you have all those people who come from different backgrounds, have different kind of expertise, want different things out of the experience. Some dynamics start to form: Layna naturally clings to grandmotherly Renata, anxious Aaron nods along to anything Juan might say.

I can’t deny, I got a little attached to the characters in a way. They have their distinct ways of speaking and their personalities are definitely showing. This is why it pains me to say that I don’t think we’ve spent enough time with them. I’m not saying it because I’d love to see more of them (though I would) but rather because some things remain somewhat undercooked for my taste. We get brief descriptions of how we’re all spending time together but I’d rather see it play out on the screen. I loved the one-on-one talks we had at the very beginning of the game and I’d definitely love to see more of that, even if just to cement some bonds and explore some dynamics.

And this, honestly, is my biggest problem with this game: not enough time. The description says that it’s a psychological mystery novel but the most difficult thing about both psychological and mystery works is that they both require a build up which can take a lot of time. I feel like we didn’t get enough of it. We didn’t spend enough time with the characters and we didn’t spend enough time in the worlds created by them, we didn’t spend enough time on feelings and the state of everyone’s psyche, even after Juan seemingly triggered a Torment Nexus scenario. I didn’t feel the “mystery” part – it probably refers to the twist, in which it turns out that Tom, the MC, is a vile criminal mastermind, but… it didn’t feel earned to me, and neither did the revelation that it’s all been an Nth layer of simulation all along. Comments on Itch point out that there are hints that might be lost if you “fail perception checks” and maybe this is why I didn’t feel like it makes any sense, maybe I just failed the perception checks. I tend to write my reviews after just one playthrough, unless it’s clear that the game is meant to be replayed, so perhaps other choices show some more hints as to that and it’s all on me. I’m not infallible.

To summarize: I think the concept is pretty great, I liked the characters, the visuals are definitely a BIG highlight of it all. I just wish we could’ve spent more time getting into everyone’s heads and building everything up.

In the end, there’s only one question that matters: did I have fun reading through it? Yes. Yes, I actually did. So, you know. Maybe give it a try yourself if you feel like it.

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The RNG’s next pick was The Sword of Voldiir by Bottlecap Rabbit Games. Just to be transparent, I only played the demo version of the game, so I’m voicing my opinions about the demo version of the game and not the full one. Keep that in mind while you read. And as always, possible spoilers ahead!

Naareview: The Sword of Voldiir

Good gods, I miss my TTRPG sessions. That’s why I was kind of intrigued when it comes to The Sword of Voldiir, which is based on a homebrew DnD campaign. It’s got all that you need: character creation, stat rolling, turn-based combat. I love turn-based combat.

Character creation is rather simple: your race (out of three options, which are human, half-elf, and siren; each with their own strengths and stat bonuses), your gender and pronouns, your weapons, your stats (which can be either rolled or chosen manually; I opted for rolling and managed to get really decent numbers), and your sexuality (one of the companions will shift their gender according to your preference). “Visual” customization comes later in the story, which I’m completely fine with.

The game focuses on the band of four mercenaries: Lorelei of Running Waters (a siren woman), Aenwyn Rolen (who in my playthrough happened to be a half-elf man, as I exercised my bisexual right to not choose a preference), Cassian Winterluff (a human man), and of course, the main character (in this case, half-elf nonbinary disaster, Aaran Alvierni). You are all tasked with retrieving the titular Sword of Voldiir, which has great magical capabilities… or maybe anti-magical capabilities, as it seems it’s most prominent feature is magic immunity. The sword rests in a cave, you go to the cave, retrieve the sword, and… get robbed immediately the moment you leave. Absolutely classic hook: your MacGuffin gets stolen, you have to get it back or else bad things will happen.

Along the way you pass various checks and talk to your companions to raise your relationship (and flirtation, if you want to) points. The demo also contains two combat encounters: one with the bandit who stole the sword, one with a chimera which guards the sword at a rich nobleman’s house. During combat encounters you can choose between using magic and using your weapon that you’ve chosen earlier – unfortunately, you can’t switch back and forth between weapons and magic during one combat and you get locked into using one or the other but you can choose between three spells if you’re stuck with magic, so I guess at least that. Don’t be scared of failing a combat encounter, you can reset the encounter if you end up being unlucky… like me. Oops. There’s not a lot of strategy in those encounters, unless you end up using spells which sometimes deal AOE damage instead of single target damage. I don’t mind it at all because my strategy is usually “the enemy can’t kill you if you kill them first” anyway.

Before I go into the “general enjoyment” section, I need to mention some unfortunate technical things. There was a section in which the <<if>> statement broke. In another, Aenwyn’s pronouns weren’t rendered as they should be (showing only $ahimself). I’m willing to look the other way when that happens, especially if I can just continue playing regardless. The game clearly didn’t break in those passages so I simply continued and it didn’t impact a lot to me. What did impact my gameplay were the color schemes used for the game. I played it entirely in dark mode (as I tend to do) and contrast between certain colors, especially the dark background and red links, makes them hard to read. The red works great for light mode but I don’t use light mode, so, yeah.

To come back to the story: I will be honest with you, it’s not the type of story I enjoy… and that’s completely okay. If the game’s goal was to emulate a feeling of sitting by the DnD table as the Dungeon Master gives you short and quick descriptions of things, it definitely succeeded. It’s not what I want to read in my IF but if all you’re searching for is good old “You’re in a cave. There are three paths ahead of you. What do you do?”, it might just be for you. So, important question: did I have fun? Not really. But you might and I think that’s awesome.

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The next one on the randomly generated list happened to be return to home by dott. Piergiorgio.

Naareview: return to home

Listen, I appeared in the interactive fiction community a year or so ago, straight out of visual novel community, therefore, I’m used to creating and playing choice-based games. I’m still getting used to parsers and trying to destigmatize them in my head, where they’re still clinging to the association of hours-long, puzzle-filled ordeals (don’t come after me, I’m trying to make a parser myself!). That’s why I was actually kind of happy to see return to home, which advertises itself as a “little IF romp”. Also, today I learned what “romp” means.

I have Lectrote installed but it wouldn’t run the game so I installed Gargoyle as instructed and everything worked as it should. I’ve never heard of GAGS or even Gargoyle for that matter so I’m glad I got to learn. I’m aware that it’s customary to attach transcripts of your parser playthroughs alongside your reviews but truth be told, not only I don’t know how to do transcripts with Gargoyle, I also absolutely forgor that I should probably record the playthrough. I’m sorry, it will most likely happen again.

The premise is pretty simple: you’re on your way home but your usual route is blocked. You decide to leave your car by the blockade and just walk to your house instead. Along the way, you can decide to take random detours, take in the views, and encounter a variety of objects you can take with you. Short, neat, very slice of life.

I visited 13/14 locations and gathered 3/4 objects you can find, which translates to 13/14 points. The greatest difficulty I had with this game was trying to enter the house because I simply don’t know how directions work. There’s not a lot I can say because it very much has a vibe of a test project – something you make just to test out a way to make a game, and if I understand correctly, that was essentially what it was meant to be. I’m kind of sad that I couldn’t, for example, examine the house or the car, but that’s understandable within a “test game” scope, I suppose. I won’t comment on the language because the author requested so (European English-As-Foreign-Language solidarity?) but I didn’t have trouble understanding what’s going on, which is great.

Overall, the game has a very calm atmosphere. There’s just something nice about “walking simulators” where your only task is to walk and maybe go on little detours. You know, you need to switch up things from time to time, break the routine, go on a different path. Variety is the spice of life. Did I enjoy playing through it? I actually did. Might even go on a walk today.

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Haha, I had so much trouble entering the house. I think it’s something about it being early in the description instead of at the end? But the whole game seemed like it was being deliberately unusual with the directions, so… maybe I should have expected that.

And the final location and item (for me) were ENTER-ing the car at the very beginning. Sneaky.

Nice little walk.

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So I was right! I tried to enter the car but I tried to do it by specifying that I want to enter the car, which meant that I spent some time typing things like “enter car” “enter the car” and such. I just didn’t realize that simple “enter” will do.

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As RNG commanded, the next thing that’s tackled is Heaven Alive by G.C. “Grim” Baccaris.

Naareview: Heaven Alive

One of the several games on the list from a jam I happened to take part in – this time, it’s Neo-Twiny 2024. I didn’t play this one back when it released, probably because there’s been 141 entries total, 138 if you don’t count my own. That’s a whole lot of games so some of them just didn’t come into my field of vision, which is why I was happy to see Heaven Alive as the next entry. I might never be able to read every single Neo-Twiny 2024 entry but I’m glad I get a chance to experience one of them now.

Heaven Alive abides by the “500 words maximum” rule with the total wordcount of 498 so it was a fairly quick read. There are two sides in this story – The Executor (who is, according to the description, “a space-faring warlord”) and The Wretched (“his visier”). While “visier” sort of implies an advisory position, it becomes very clear that The Executor probably wants advice only if it aligns with what he wants.

Briefly about the visuals. For me, they’re definitely the highlight of the entire experience. Absolutely gorgeous styling that definitely evokes the sci-fi vibe the game is meant to have. The bar code motif, coupled with the fact that The Wretched, which we play as, is implanted with some sort of a device, kind of makes my skin crawl. Is The Wretched disposable? Are we just one of many, lined up to serve?

Due to the wordcount limit, the conversations are quite short and in some cases, that makes things feel a bit sudden. Then again, we are dealing with a space warlord who will torture you for disrespect, so perhaps the suddenness is appropriate. Anger and violence can be lightning quick, after all. There is no good ending here, really: if you end up defying him, he’ll torture you. If you end up bowing down to him, you’ll still lead a life of pain from the device (a transmitter of some sort, clearly an instrument of punishment) implanted within you. How long can you keep The Executor satisfied? How much longer will the torture last?

In all honesty, I’m not entirely sure what to think about it. I can’t say with clear conscience that I “had fun” or “enjoyed it” but also I can’t say that it was a bad game. The visuals are beautiful, the prose is neat, it’s all executed really well. Guess it’s just another one of those things that simply didn’t hit for me specifically and this is completely fine because the world doesn’t revolve around me. Try it out for yourself and see if it’s for you.

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The RNG decided to be funny and gave me Habeas Corpus by G.C. “Grim” Baccaris as my next assignment so we’re staying in the same author’s realm for this review too. 2 in 1 day!

Naareview: Habeas Corpus

I think there’s something incredibly fascinating about places which are abandoned. There were people once, living, breathing people like me and you, and suddenly, the air stays still, the rooms are silent, and everything is falling into disrepair. You know, weight of history and all, maybe twisted sense of nostalgia, maybe awe in the face of decay that will, one day, get us too – there’s just something about it. So I was definitely curious about how Habeas Corpus will tackle it.

It’s another word-limited work, this time with a limit of 1000 words, which is definitely more forgiving than 500. We play as someone with no memory, waking up in an abandoned moving fortress. From here, there are two endings: the Lotus-Eater ending in which we end up falling into forever sleep (neat reference, by the way) and Firmament ending, in which we end up escaping together with another fortress resident, a harpy.

Again about the visuals: I feel like this particular author never misses with those. The striped background reminds me of scan lines – with the pixelated font, it brings to mind an old monitor and that adds a little layer of strange nostalgia to the mix. I don’t know how to explain it but those visual choices simply make choice to me.

We wake up with no memory – only a rough feeling that we belong where we are. All is still within but moving outside. There’s rust and broken things all around. Maybe this reflection is yours, maybe it’s not. It’s strange to explore this place and try to piece together its purpose, and maybe our purpose. I’m still thinking of how to put all of this together. Perhaps it says something about imprisonment. Habeas Corpus is the whole procedure that is used to determine if someone’s detention is lawful (if I understood things correctly. I’m not a lawyer). The fortress is powered up by a phoenix-like harpy, and weren’t harpies the creatures which snatched people away and put them before Erinyes, punishers of crime? The harpy is imprisoned itself, voicebox torn out, and there’s something so powerful in this imagery. It has no say in anything, made into a power source for a decaying building – a fortress made for war, judging by the armory. When we bring the voice back to the harpy, are we proving our innocence or are we atoning for what we’ve done in the past?

And when it comes to the dream ending, weren’t lotus eaters imprisoned in their own company? Didn’t they live a dream of absolute apathy, forgetting everything about themselves? The one ending where the fortress keeps on going, the ending in which we’re meant to stay imprisoned forever, is the one in which we choose to give up and give into nothingness, and…

Yeah, in case you can’t see, Habeas Corpus gave me a lot to think about. It probably won’t surprise you to say that I enjoyed it a lot. It just happened to hit some of the points that get my brain going in just the right way. So, maybe go ahead and experience it for yourself, if you want to see what I’m talking about.

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The RNG ended up telling me to go for Resurrection Gate next. However, my brain is deeply diseased and if I stuck with the same author for the third time, I’d die from lack of variety and you’d never see another review from me ever again, therefore, Resurrection Gate will have to wait. I rerolled and happened to get Blood and Sunlight by alyshkalia (Tabitha).

Naareview: Blood and Sunlight

Another game with which one of my works shares a jam (this time, Amare Fest 2025), which is really amazing. The main jam it was submitted to was the Queer Vampire Jam, though, and that made it even more awesome because… well. Queer vampires, good gods, do I have to tell you why it’s cool?

I’m already familiar with some of the author’s work (specifically, No More and How Dare You) and I know that eir stuff tends to hit pretty well when it comes to the emotional layer of things. Blood and Sunlight is a part of the series that I’m yet to get into but it can absolutely be played as a standalone game, which is how I experienced it. It’s New Year’s Eve. You’re Zach, a vampire. You just spent the night having fun with your partner, Lyle, their sister Daphne, and their two cousins. Things are all nice, except… well, you can’t be in the sunlight, and if you stay the night, that’s what you’ll encounter. So, will you stay with your beloved and risk getting violently sick in the morning or will you leave and feel the crushing weight of what-ifs?

There’s a lot of discussions about vampires in popculture and the whole thing with vampire romance, and this discourse’s been going on probably as long as (I’m sorry for the comparison but I need to) Twilight has been around, if not earlier. I talked to many people who are drawn to vampires and everyone had their own little bits and pieces of canon they thought were the best, and they all had different ideas of what vampires represent or are meant to represent. There’s many “flavors” of vampires around and I’m always happy to see another reinterpretation, no matter what it might be… but also, I’m a little biased towards vampires being “the other” – alienated from human society in one way or another, mentally and/or physically. I feel like Blood and Sunlight’s flavor of vampire focuses on this aspect in particular. Zach experiences (if you choose so) some angsty feelings over the fact that his nature doesn’t allow him to fully enjoy the night. Suffering waits for him no matter what his choice is. It’s either suffering on the physical level or suffering on mental level. Wouldn’t it all be better if he was “normal” – if Lyle had a “normal” partner?

Usually, the angst of human-vampire relationship comes from violent vampiric urges, from nature that can’t be changed, from eternal hunger. We all read that scene before: “go away, I’m going to hurt you!” and “nooo, you won’t hurt me, you love me”, and “I can’t control myself”, and blah blah blah. In this universe, however, it seems like being a vampire is more like having a chronic illness that’s being kept under control under extremely specific circumstances. Now, I haven’t read through other Blood and… games… yet (I will) but if a game can be read as a standalone, I feel like I can work with what I’ve read. I’ve had days during which seeing sunlight made me nauseous and only sitting in the dark room could restore me to normal, I’ve had days during which the very thought of food made me want to throw up. And there is a certain dose of guilt that comes with enduring pain, that creeping thought that perhaps your loved ones would do better without you “ruining their fun”, or that they would be better if they didn’t have to accommodate your requests that you make only to stay vaguely functional. There’s something to be said about the option to walk right into the sunlight, even if you know it’ll hurt you. It’s the longing for the “regular” life that truly hit me on the emotional level, quite authentic if you’ve ever dealt with a condition that renders you unable to do certain things.

There’s a lot of angst but also a lot of softness in Blood and Sunlight. Lyle is an understanding partner, one that certainly cares about Zach’s well-being – sure, they were the one who requested Zach to stay, but they did so in the alcoholic haze, probably motivated by deep feelings, and I can understand it. In the morning, they’re apologetic about it and offer to help as much as they can, including offering their own blood. There’s a lot to say about the theme of blood drinking, with blood being the common shorthand for life, so I always eat up consensual blood drinking as a theme – sharing a part of your life with someone else, trusting them deeply enough to not kill you outright. There’s so much trust that this act requires and it feels like there’s so much trust between Zach and Lyle, so much love that maybe can’t stop the sunlight from hurting but can make staying in it more bearable.

In case you can’t tell from this whole review, I really enjoyed this one. Good gods, I was definitely in need of something softer today. I will definitely check out the remaining two games in the series soon. Go and check it out by yourself.

Also, nobody cares, but when I read that a Taylor Swift song was sung, I immediately thought about New Year’s Day. From context I can tell it was probably Shake It Off or whatever other funnier song but y’know. There is a theme.

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We’re interrupting regular review programming to give you the breakiest of breaking news: I have the bingooooooo

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After all this time, I can finally say something about Thousand Lives by Wojtek Borowicz. This might be less about the plot and more an unorganized personal talk because, in case you can’t tell by my location set in this forum, I am Polish, born and raised, so this one hits particularly close home, pun perhaps intended.

Naareview: Thousand Lives

Growing up in Poland, you can’t help but get tangled in history, whether you like it or not. My Warsaw friends grew up seeing all the plaques about Warsaw Uprising and World War II scattered about the city. I, growing up in the countryside, listened to tales of my grandmother, telling me about the troubles with Nazi soldiers coming to nearby villages, and to tales of my parents who grew up in the turbulent times of economical transformations. I saw my father’s old Russian dictionary, I saw farming machines with Cyrillic writing on them. It wasn’t that long ago since the country had to come out and rebuild itself from ashes of war and it was even less time since first (partially) free elections – to put it into perspective, they were 36 years ago and I’m 25.

There’s a lot of say about the way Polish people still bear the scars of past wars, transformations, and uncertainties, even if they were born long after the time they were over. Ever since I was a little child, I was bombarded with tales of heroism of child soldiers and hardships that people had to endure before me, tying my Polish identity to glorious struggle and suffering. Growing up in the countryside, I was also exposed to some joys of Polish folklore, which somewhat balanced my perception of what it means to be Polish and didn’t create an image of eternal pain and ruin, but my city friends didn’t get the same treatment.

Why am I telling you all of this? It’s because this need for glorifying suffering and leveraging it against others runs very deep in the way Polish history is treated, and it certainly makes its way into the historical genre of works. It’s one of the reasons why I simply can’t read it most of the time. I know we suffered because it’s written in every inch of the dirt I walk on, in the very flag that I keep on the display in my room at all times: white and red, with red being the symbol of bravery and blood spilled in all the struggles that we had to endure. There tends to be a lot of pathos and moralization involved in historical fiction (and non-fiction) that I just can’t handle anymore and I was afraid that Thousand Lives might be one of those works that I’ll have to just power through. Fortunately, I was wrong.

The premise of Thousand Lives is simple: you are a woman, living in the incredibly uncertain times of a variety of Polish transformations. You take this woman through decades of her life in a series of six short e-mails, sent daily, ending always with a binary choice which shifts the events. Things are written in a very matter-of-fact tone: this happens. Then this happens. It feels like reading someone’s life summary from the perspective of an objective observer. The choices themselves, for me at least, weren’t always easy, and I can’t help but wonder if this is because I have the necessary cultural context to fully grasp how hard they truly were. This isn’t to discredit any non-Polish readers, of course, but when you grew up listening to people talk about all of this, when you know the actual moral and social weight of those choices, it feels more real. This could’ve easily been a story of any other lady I once passed by on the street. I tried my best to go on the “revolutionary” path, imagining my character to be one of the more hopeful people in the times of terrible transformations, and I ended up going on a pretty revolutionary/radical path, taking that “high ground” where truth and freedom were supposed to prevail, but I still “broke” and buried the story that could incriminate my brother. I can’t even tell you why. It’s just a story, after all, but I couldn’t bring myself to do it. Even then, I didn’t feel judged by the text for my choices: they simply summarized what happened, and I can’t be more grateful for it. There is recognition in it: times were hard and everyone did what they could to survive.

Every day, I waited for another e-mail to come, sometimes sitting and refreshing my inbox when time came for it. With the real historical postage stamps attached, it felt like getting a post card with pieces of the story on them, and it does a lot to create a certain kind of atmosphere. In every e-mail, the footer says clearly that it’s all in memory of Bogumiła Borowicz, who was, as the site for the game says, genocide survivor, one of the first female engineers in post-war Poland, an activist, and the most fun grandma anyone could ever ask for. For me, it’s pretty obvious that Thousand Lives wasn’t meant to be yet another historical Polish project of the “we suffered sooo much and that’s why we’re great” variety. It’s a project made out of passion and love, acknowledging the complicated nature of the mess that Poland was (I mean, it still is, but y’know, a bit less). I don’t know which paths that I chose were inspired by Bogumiła Borowicz’s own life – there could be an overlap – but there was authenticity in what I read. I’m not going to go for another round of playing as I think that the purpose is to live your life once, then never again, but if I didn’t think that, I’d check other possibilities.

Maybe my opinion is biased due to my own life and upbringing but frankly, I don’t necessarily care in this case. This might be one of the only historical Polish works which I actually enjoyed reading, so of course I’ll recommend it. And if you’ll excuse my Polish: dziękuję panu, panie Borowicz, to była naprawdę piękna rzecz.

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Being a military and Naval historian, I can’t consider your comment an “unorganised personal talk”, so I concur and agree with your perspective (as you have surely noticed, also I indulge in national military history, as my post just prior of this shows largely…)

Best regards from Italy,
dott. Piergiorgio.

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This review pointed me to this new @Piergiorgio_d_errico piece I had missed. A very chilled treasure hunt that worked great as a palate cleanser during a work break. Nice.

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