Review-a-thon Reviews - Althea (actually_incorrect)

Hello :slight_smile: I am new on the forum but have been playing IF for years at this point and wanted to start actually writing reviews for the games I play, haha. I heard about the Review-a-thon that Tabitha is hosting, so I thought I would participate!

Unfortunately since I entered so close to the deadline and I’m a bit busy, I will probably only have time for 2-3 reviews… but I figured I should post them here anyway, since it seems authors prefer that. (This seems to be because, if the author so desires, they can more easily respond to reviews of their game on this forum than on IFDB.)

So I will go ahead and post the reviews for the games I do end up reviewing in this thread. :slight_smile: Feel free to respond (or not, whatever floats your boat).

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take me to the lakes where all the poets went to die by Naarel

Note: Full review contains spoilers, as I found it hard to talk about what I liked about the game without them.

take me to the lakes where all the poets went to die is a neat little game that I enjoyed, and one that I immediately started over again as soon as I finished it. (Partly because it was relatively short, and partly because it is a game that invites another replay once you reach the end.) It took about 15 minutes to play, and it is an entirely linear adventure – the only interaction from the player is clicking a button to see the next line of text.

I think the graphics and aesthetics were super cool and very polished. They definitely added to the atmosphere – and most importantly supported the “twisting” nature of this IF due to the implications of the graphics. The shadowy figure on the shore, the stark and sometimes unsettling fonts/text, all gave off this “evil, brooding villain” kind of vibe, which fits with

what the writing implies in the first quarter of the game. At the start, it is made to seem as if the narrator is some kind of stalker or jilted ex-lover… someone who was obsessed with Elizabeth and might have actually killed her out of jealousy or resentment. But that couldn’t be further from the truth, and it was fun to discover that as I progressed through the game.

Part of the fun of this piece was the way it toyed with the player’s expectations. What the story was – what I thought had actually happened to the narrator and to Elizabeth – kept changing and changing as the game progressed and as I got more information about the both of them. This is entirely intentional, and a neat way to keep the player engaged in what is essentially just a click-through game. The game we are actually playing is a game of our own expectations – the game of figuring out what really happened to the characters.

I liked the prose, and found that it fit the vibe of the game: stark, sharp, desolate… and rather barebones at times, but in that good way where it’s intentional and lets the emotions shine through rather than having the author show off with some fancy flourish of words.

Another part I really loved – my favorite aspect of the game in fact – are the themes it deals with, and one theme in specific that I really resonated with. And that theme was

a discomfort with the expectations of others – and one line in the game suggests it’s also gendered expectations specifically, which I really related to and appreciated the author’s treatment of. I think it’s pretty common to feel constrained by others and how they perceive you: what they expect of you and what they want from you – and most importantly how you feel you don’t match up… Or even worse, you do match up, but you don’t want to, and you feel horrible about it. I appreciate Elizabeth because she’s not necessarily a character who hated herself… (though you can view it this way, I think that’s a valid interpretation.) But my view was more that she hated the person other people saw her as. And that’s who she wanted to kill… this twisted version of herself that wasn’t really her. She wanted to be “reborn” as the person she felt she was deep inside. Which I personally found very relatable and I loved the author’s emotional, exploratory treatment of such a theme.

All in all, very nice experience that I enjoyed. Definitely a game I’m glad I played.

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Yay, glad you’re joining in—we’re happy to have you!

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Very nice review. Glad you are participating!

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Oh, and feel free to continue posting reviews here even after the deadline! I’ll still consider them official Review-a-thon reviews. :grinning_face_with_smiling_eyes:

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Resurrection Gate by Grim Baccaris

Note: I’m not even going to bother to spoiler the review at this point, there’s spoilers everywhere. I also don’t think I’ll be posting this to the IFDB page because it’s extremely long and I’d have to edit it down a lot. But if the author wants a (very slimmed down) version of this review on there for good press/some other reason, I could probably find the time at a later date.

Review (CONTAINS SPOILERS)

Summary

Resurrection Gate by Grim Baccaris really does have an absolute bonkers level of polish. While I’ve never played anything by this author before, it seems this is well in-keeping with their other titles. I’ve seen Twine games sold for money that have had less attention paid to the graphics, visual design, and general UX than Resurrection Gate boasts. Even the subtle details stand out – the stranger’s eyes being animated while all the other portraits are still, the way the scenery pictures rotate slightly when you hover over them, the collapsible menu and visually pleasing undo/move forward buttons, the UI improvements to the SugarCube save menu…

One of the great things about Twine as a development platform for IF is that, if you put a bonkers level of effort into the UI like this game does, it’s a very quick way to signal to the player that you know what you’re doing in some capacity. After all, if you as the author have put a hell of a lot of effort into the way the game looks, there’s a good chance you’ve also put that same amount of effort into everything else, right? – the writing, the gameplay, the characters, the story, etc. So it’s just a nice way to draw players into the game and promise to them that, look, this game will be good!

And Resurrection Gate lived up to that promise, I feel, for the most part. It is clear, to me, that the same effort that went into the UI also went into the rest of the game, too.

First off, I thought the gameplay was engaging and intuitive. It feels like typical visual novel fare but more upscale – more distinct graphics and a stats system that is clearly signaled to the player. For instance, it was nice to know which options were disabled for me and, most importantly, why. This provided a bit of replay value but also indicated that real thought had been put into the stats system and its implications, which I appreciated. I think it’d be really cool if we could even gain traits along the way due to decisions we make/don’t make – we start out with some in-born traits and one extra trait we get to pick, but I hope that in the final game we can customize our build even further as we progress.

I also liked the idea of different icons to denote different types of links. One of the things about Twine that is both a blessing and a curse is that, by default, every type of link looks the exact same. This can introduce a nice sense of tension in the game, because the player doesn’t always know what a link will do – will it reveal information, will it actually change the game state/make a choice, is it just a clicky clicky so I can cycle through options to amuse myself… But in other games it is nice to let the player know exactly what each link does, so there’s no anxiety about accidentally making a game-altering choice. Very nice design decision there by the author.

Furthermore, I loved the prose! For me, in choice-based IF, the prose really has to shine in order for the game to work. And I definitely felt I was in good hands with Resurrection Gate. The prose knows when to take a step back and describe things simply, when to zoom in and give some lush detail, when to let the sentences ramble on a little bit and when to keep them short. The rhythm and sentence structure are consistently very good, too – I don’t think newbie writers are ever able to do that part well, so it’s clear that the author has spent significant time honing and refining their technical skill. (Also, I noticed the author liked the word “sluice” a lot… I didn’t mind. It’s a very good word.)

More than that, I was continually impressed by the attention to theme, to the little details of dialogue and introspection that hooked back into the larger motifs, messages, and lessons of the work. (I could go on a rant about how I think so many modern writers care so little for theme and how annoying I find that attitude, but I’ll leave that mess to my tumblr vent blog…) For instance, I first noticed it in this line here, when Yasha is talking about the horse he found in the woods:

“Rheya calls his mount Saga, but Yasha still has no name for his unfortunate beast.”

And I paused for a moment, because I really loved that line – but moreover, I knew it was far deeper and more poignant that the simplicity of its words might suggest. And I thought for a bit, about Yasha as a character, and really about what this line was saying about Yasha and about the world and about the larger morals of the work… about Yasha and his lack of connection to others, but also to himself. There feels a great and terrible distance between him and the monk – but also this distance even between him and those he is supposed to know well, like Rheya. Rheya offers him little comfort about Vasily, instead trying to be rational and grounded. But Yasha can’t hear him – he’s stuck in the past, in the trauma of losing the life he knew. I think it means something that he can’t even name a horse. It means something that, perhaps, he cannot bear to connect so closely with something out of fear that he might lose one thing more.

Other quotes that stood out to me that I copied down:

“This was a well-trained beast once, and it remembers its training. It wants to serve. Yasha understands.”

“He never possessed it in abundance, but what he could summon once is gone now. There is only hunger left.”

I liked all the characters, too – I felt the characterization was consistently good throughout. The standout, for me, however, was The Stranger. I loved their introduction – I especially loved that first portrait of them which implied what they really were before it was revealed in Laurence’s route… But I felt that first appearance was very well-drawn: There was a sense of mystery there, a sense of intrigue and subtle danger… but also, I think, it was made clear that there was something genuine to them. They weren’t cruel or evil, but maybe just… misunderstood. When they came back in Laurence’s route, it was a great, wonderful moment. Here we get to see them as they really are: not the aloof but kind stranger, but Besarius, the walking corpse, the slowly wasting undead who can feel nothing… or can they? :grin: I sense romance in someone’s future… Very tender scene on the balcony, one of my favorite scenes in the game…

All in all, very nice experience that I really enjoyed. It worked well in small chunks for me (which I had to do as I’ve been very busy this past week). I could easily save my game, then come back and load it up and get immersed all over again. And it’s incredibly immersive – the graphics, the music, the writing, all of it came together to make a very cohesive and enjoyable whole.

However, I did have a few suggestions/issues as I played the game, and I feel it would be helpful for the author to state them.

Suggestions for Improvement

  1. I tried to click on the pop-ups in the corner (the ones alerting me about a new memory, for instance) because I wanted to see the new memory that had just been added. However, this didn’t open the memory menu like I expected, but instead progressed the current scene. Just as a general UX improvement, I would consider opening the memory menu (or whatever the actual relevant menu is) whenever the player clicks on a pop-up so they can actually take a look at whatever the pop-up was talking about.

  2. Another thing was that I wanted a bit more indication about conversational paths I had already completed. For instance, even after talking to the monk and telling them to go gather firewood, I was able to play that same conversation again and presumably was able to tell them to take first watch instead. I’m not sure if that meant I was functionally able to “change my mind” and just make it so that the monk had always taken first watch and never gotten firewood, or if it would have caused a bug and they still would have gotten the firewood no matter what. Either way, I would have liked some indication that I had already gone through a path and made my choice – maybe new text of the monk telling me to stop bothering them so they can go gather firewood if I try to talk to them again. (Or, conversely, text acknowledging that I had already told them to gather firewood but saying I can tell the monk to take first watch instead if I wanted.)

  3. Sometimes it felt I had two choices in opposition, but I was actually able to select BOTH of them one right after the other. For instance, after I had just escaped the dirigible with Sully and the stranger, there were two dialogue options to say before I left: “Works for me” and “I don’t trust you.” I first picked “Works for me” because I wanted to be conciliatory and I didn’t want to get on the stranger’s bad side in case I needed their help later in the game. However, to my confusion, once I clicked out of that dialog pop-up, I was able to select “I don’t trust you” as well – which to me seems like a design flaw, maybe? For instance, if the choice I chose here affected my relationship with the stranger in any way, what happens if I do both? Does it null the effects out (+1 to my relationship stat, and then a -1 to the stat to just be at 0 again) or will it cause some bug later on? I wasn’t sure, but it did confuse me.

  4. I was torn about the conversation between the Auger and the Bloodletter. On the one hand, the positives:

    1. The art for the Bloodletter is so fucking cool. Like, honestly my favorite portrait in the game. I will always stan a rotting, desiccated Catholic nun!!! <3

    2. The Auger and the Bloodletter did seem like interesting characters, and I was able to get a small sense of each of their distinct personalities. I liked the Auger a lot, she seemed like a pretty cool villain/antagonist (I assume that’s what she’ll be) who’ll be a very capable and intelligent thorn in the hero’s sides… <3

      On the other hand…

    3. I think there wasn’t enough set up to this scene. There are a lot of vague references to things – “Crucible”, “Devourer”, “agon”, “Always so dramatic. Must we structure this farce like a tragedy?” (…suggesting some fourth wall breakage…??? probably not but that’s what popped into my head???) But so many of these references in one passage was a bit too much to wrap my head around, and since I had no idea what any of these terms referenced (save The Devourer, whose name feels self-explanatory :laughing:) I was more confused than intrigued.

    4. Also, I think they got into talking about business a little too soon. I couldn’t connect to either of them before they started speaking in these vague terms and phrases, and didn’t really have enough context for who they were or what they were talking about to appreciate it.

I feel perhaps both bullet points 1 and 2 here might be solved by: lengthening this scene in general so that the introduction of new terms/concepts comes at a slower and more comfortable pace; and having an intro where both of them talk/banter around a little bit first so we can figure out their personalities and connect emotionally with them.

  1. Also, minor thing the author is probably aware of by now, but I thought I’d put it in the review just in case: there’s a stray center tag at the very end of the memory menu for Laurence.

In Summary

Because this is a demo, I get the sense the author wants to make this into a full-fledged game and charge money for it. Well, I’ve seen far worse Twines be put up for sale than this one. I personally think that, with a few changes, it would absolutely be at the level of polish and general quality that I would expect for an experience I’d be paying money for. Phenomenal effort.

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Moon’s Knight by 30x30

Review (Contains spoilers)

Summary

The Moon’s Knight is a very short Twine game (under 500 words, as per the rules for the game jam in which it was made for). As such, it’s a very quick experience, taking no more than 5 minutes to play through both of the two paths. I was impressed by how much it managed to do in those 500 words, but it did fall short for me personally – it was less impactful than I would have hoped.

The prose is actually very interesting. I won’t lie, when I booted up the game and read the first passage, I got tripped up on quite a bit of it. I’m one who very much dislikes ambiguity and confusion in prose – leave that to poetry, is my view on it…[1]

So when I read phrases like “dark-crowned wilds” and “oceans traversed by starlight” and “breeze-born interlocutors” – phrases which, in my view, had no literal meaning and rather were just kinda meant to invoke vibes – I wasn’t really digging it. I just prefer to always know what is literally happening in the story, rather than simply the emotions/moods the author is attempting to convey. However, as I read on, the prose did grow on me, and I realized that this author’s version of “prose poetry” was actually a lot better done than some other things I’ve read recently. Quite frankly, this is what the whole Twine reads like (and probably is): prose poetry. Well, the author couldn’t have picked a better Twine for prose poetry than a 500-word one. What can become grating through long exposure is often much more effective and enjoyable in short bites.

And once I got into it, I did find the prose itself enjoyable. I think the language is actually fresh enough and the author’s command of imagery skillful enough that the whole comes together in a quite pleasing way. Even if I didn’t actually literally know what was happening all of the time, the words coalesced together in my mind, becoming more than the sum of their parts. There was genuine emotion in the prose, and with a deft hand, it evoked those same emotions in me. The odd, serpentine sentence structures also had an impact: they got my mind to let go of my pre-conceived notions of what prose should like, and instead enjoy the words for what they were.

However, I really would have preferred to still know the literal meaning of what was happening – and despite all the evocative imagery and sculptured sentences, I just wasn’t sure what happened in this Twine. I know there’s a war between the Sun and the Moon, and I’m a knight for the Moon, and so I fight in a battle… but after that, it gets very, very hazy. Was the only choice in the game a choice on whether to sabotage my own side, or not? Or was it more of a choice on whether to give up and let myself die because I didn’t want to go on anymore? If I raised my shield, what was the Moon doing at the end, what did she mean she will uphold my promise herself? As in, like… she’s going to sacrifice herself to win the war…? Or, uh… she’s going to take my sword and use it to defeat the Sun herself? I honestly had no idea which of these options was the right one, or if any of them were.

Maybe it was just me (and my lack of experience reading and appreciating poetry), but I really could not understand what was happening or what the actual impact of my choices were. And so, it was difficult for me to connect emotionally to this game.

But I have to acknowledge that it must be really, really difficult to tell a full and complete story in only 500 words. And what did make it into these 500 words is well-done and enjoyable, if only for the sake of enjoying beautiful language alone. So maybe not my favorite, but I definitely think it’s a worthwhile game to play if you like poetry or prose poetry at all.

P.S. My favorite line in the game: “Dancing flames illume a lonely moon.” Lovely little line, and well-chosen as the first link the player can click on.


  1. I actually really like poetry, to be clear, although I don’t read much of it and I’m far from an expert on how to write it. I think what is confusing and unclear in prose can work just fine in poetry, which often invites multiple re-reads and multiple interpretations simply as part of the form. It’s more that I want my poetry and my prose to be different, is all. But that’s really just a personal preference. ↩︎

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