~ Invunche ~ (by @hechelion)
Your friend Matilde wrote a desperate letter to you. Her baby is dead and buried… But she is convinced the child is alive, that it was taken from her. The burial was a cover-up.
Fortunately, you’re a private detective!
Invunche has a lot going for it. The setting is early 20th century South America, you arrive in a coastal town on the Chiloé Isles via steamboat, legends abound about witches and cryptids. The textual descriptions are clear, with just a hint of atmosphere. For the real moodsetting, the text is supported by wonderful grainy pictures, evocative of the time-period, and there’s a touch of piano playing in the background.
In fact, the entire package of this piece helps lift it to a higher level. The aforementioned pictures and piano, but also the presentation of the work as a travel journal of sorts, a bound booklet with clickable buttons styled as ribbons which lead to a helpful note-section, an overview of your inventory, and the game descriptions to the photographs on the left page.
Navigation works by clicking inside the photographs, and simple verbs like EXAMINE and GET are also performed by clicking on objects inside the photos.
Beautiful, intuitive, and true to the setting.
The story itself is gripping, although perhaps a bit too constrained. There were characters and locations I would have liked to read an entire chapter about, instead of just a few paragraphs. (That’s actually not a criticism, that’s saying I want more of a good thing.)
Investigating around town leads us to discover some highly suspicious irregularities, to say the least, and following through on them heightens the tension bit by bit. The author does a pretty good job of keeping the player in that grey area where she can’t decide whether this is going to be a kidnapping mystery or a horror tale.
But that’s the story… The gameplay side of things is not as strong. Although we are supposed to be a detective, we hardly get to do any sleuthing. We mostly visit the various locations and talk to people until clues and bits of story just pop up. No clever deductions to be made by the player, the realisations of the protagonist are told to us while the game deduces them for us. Likewise, despite having some really interesting stuff in our inventory, there are no real puzzles where we can use those objects. The game decides when and where to get them out. What could have been a fun little puzzle where we find out how to tackle an obstacle is reduced to clicking on said obstacle and having the game shove the solution in our faces, with a simple (and very much obvious) click on *YES* or *NO* tacked on to offer some apologetic semblance of agency.
The characters we meet during our investigations are interesting, some even intriguing (Romualdo and Amanda, most notably). I loved the snippets of background on these characters, and it was mildly frustrating (in a good way) that they always remain elusive.
I loved Invunche a lot as a sketch of the game it could be with another layer of lovingly applied polish, but I have to concede that it has many flaws in this version.
One of those is certainly the way the ending plays out. Although it’s shocking, its delivery needs work. I assume it’s meant to confront the player with the ultimate powerlessness of our detective, and her need to forcefully push away from the horrid reality she has witnessed. But there is not nearly enough groundwork in the story we read up to this point to get the player on board and empathise with the final decision of the protagonist.
Still, the story had me on the edge of my seat at times, and I got to meet a few very interesting characters in a beautiful South American town by the shore.
I enjoyed it.