Rovarsson's IFComp 2025

Aah! September again. That month when summer turns to autumn, the sun’s rays slant a bit more through yellowing treeleaves rustled by the wind.

Or so they say. All I see through my squinting eyes is letters swimming foggily across my computer screen.


  • Lady Thalia and the Case of Clephan

It felt weird to see Thalia operating on the right side of the law. She herself would probably respond to that statement with a derisive snort, pointing to the not-altogether-legal ways she goes about securing the knowledge needed to crack the case.

Nonetheless, it’s a change. Instead of the pure egocentrical thrillseeking of the art heist, our heroine now performs a service (paid, but still) to her fellow man or woman. She even works together (*gasp*) with Mel! And there lies the most interesting development of this installment in the Lady Thalia-series. Thalia and Mel worked perfectly as adversaries, cop and thief. I’m very pleased that their relationship dynamic still holds, even though they’re on the same side now.

Gameplay-wise, Lady Thalia 4 uses the same approach as the previous iterations. Conversational gambits, probing whether the NPC in question will respond best to a Friendly, a Direct, or a Leading tone. Time-sensitive preparation schemes to ready a building for later infiltration. Tense nightly break-ins, this time to gather evidence as opposed to stuffing antiquities down the front of your jacket.

While all these things were interesting, they’re also familiar and well-known by now. In previous installments, I would have held my breath as Thalia sneaks through the dark corridors. Now that I’ve grown used to this, and also now that I have a better grasp of the forgiveness-level of the Lady Thalia-games, I don’t get so worked up anymore about the tresspassing bits.

This time, my enjoyment was more focused on the conversations and the personalities. Great to see how Mel and Thalia are still developing, both in themselves and in their relationship. The NPCs’ characters are diverse, showing through in the interviews. And the scenes with Thalia’s husband-for-show and his amant provide comic relief and sniggers.

(There’s also a rather sad turn of events concerning another recurring NPC. Although I understand the develoment from a narrative viewpoint, I’m still sure I will miss that particular NPC’s stern and straightforward way of interacting with Thalia.)

Funny, moving, exciting.

11 Likes
  • Frankenfingers

A nice mixture of gothic horror and comedy and poetry.
Straightforward manor-exploration and classic puzzle-solving, nothing too challenging but enough difficulty for a few headscratchers.

I loved the comedy in the fact that you spend the entire game as a disembodied hand, doing stuff that a disembodied hand cannot possibly do, and it’s fine. But then for some verbs, being a disembodied hand is suddenly a problem. (Being able to LISTEN and SMELL but not EAT is hilarious to me.)

As it is mentioned in the blurb, Frankenfingers claims to be a classic text-adventure, with the one claim to fame that it is probably the only one written in verse. And indeed, all the descriptions are long poems in themselves. As such, the entirety of the game’s tone and atmosphere hinges on the quality of the poetry. And it succeeds… For the most part…
There were times when I stumbled over jumbled rhythms and contorted rhymes, where the intended gothic gloom was not able to shine through the twisted lines. At its best, however, I could hear the poetic tale in my head as if narrated by a disembodied hollow voice. A bit like the horror-monologue in Michael Jackson’s Thriller.

My favourite part of Frankenfingers was probably the exploration of its large map, going back and forth to find all the nooks and crannies of the mansion, and eventually even spreading out of the manor estate altogether. On a horse named Buttercup!!

Transcript:
RovarssonFrankenScript.txt (231.8 KB)

5 Likes
  • The Little Four

A wonderful little tranche-de-vie, a pleasant but otherwise unremarkable day in the combined households of Hercule Poirot and Captain Hastings. There is a minor playful mystery to solve, but the real focus of the game is Hastings’ and Poirot’s relationship, their shared history, and the warmth and subdued tenderness they feel for each other.

The Little Four truly excels in its use of scenery descriptions as a means to convey background and delve into the characters’ personalities. Many moving memories and small anecdotes are revealed in this manner. The contrast between the content and Hastings’ British matter-of-factly narrative tone, which stout-heartedly tries but fails to cover the deeply felt fondness for his children and his friend, and the heartbreaking sorrow over the untimely death of his dear “Cinderella”.

I was expecting a bit more interaction with Hastings’ son Thomas, since solving the mystery is set up as a shared challenge for the both of them. Nevertheless, I was pleased with all the minor NPCs’ characterisation in a few well-chosen sentences.
Poirot himself is clearly identified, his tics and idiosyncracies emphasised without becoming clownesque, always with the utmost respect for the maître of zee little grey cells.

A beautiful little exploration of two men’s loyal friendship.

Transcript:
RovarssonHastingsScript.txt (161.0 KB)

5 Likes

Thank you so much for taking the time to write a review and share some kind words—and for the transcript, which was both very amusing and very insightful!

I’m embarrassed by all the errors in the release version of the game; I want to apologize for those. A handful have been fixed since then, including typos and spacing issues, wrong or missing responses caused by bugs/crossed wires, and other small things which created confusion. Many more improvements and coats of polish are also planned for the post-comp, notably for all the interactions which had to be scoped down or de-prioritized in the rush to get the most important stuff ready.

But it’s such a relief to hear that you enjoyed the experience regardless!

It was pure joy going through your transcript (despite cringing at my past mistakes) and your comments were great. I wanted to share just a few responses:

Transcript comments

You tried a lot of things which I haven’t seen many other players do! That was fun to witness. A couple of them were actually already on my list of post-comp additions, notably special responses to KISS PICTURE, to PET-ting the cat statuette or the velvet cat, and to KNOCK-ing on doors at certain points in the story.
I figure I should probably fix the response to TAKE BATH, but the current one makes me laugh and I’ll be sad to lose it!

Others which I had not considered, but will keep in mind for the future because they’re brilliant:

  • Giving direct orders to Bob
  • Taking the tray to the children; that was very kind of you to try!
  • I didn’t dare try to implement ASK and TELL in this version because I wanted to keep things simple, but if I get more ambitious later on I’ll definitely have to implement “ASK ABOUT DATE”!
  • Italicizing the drawers after their contents have been examined
  • The watch description changing before bedtime
  • Cedric deserves a petting too; why not! (Though you were sending rather mixed signals by trying to shoot him right afterwards…)

Miscellaneous notes:

  • The paisley necktie continues to be the most popular!
  • For now most of the important items have “recursive” synonyms, where all the nouns within a description just lead back to the main bolded noun, and every interactable thing is visible at the room level. I am toying with the idea of implementing some of those description-nouns independently in the future (e.g. the cologne and aftershave, individual clothing items), if I can manage to do so in a way that’s not overwhelming or confusing for the player.
  • There are a couple of things which actually do give LICK responses, but sadly the velvet cat is not one of them! I’d love to implement more in the future, if I can think of meaningful interactions.

I also really appreciate the typo reports! I think one or two of those might still be in the most recent version—I’ll go investigate and proofread some more before the next update.
If you don’t mind, I’d love to add your name to the list of players who provided helpful feedback.

Once again, merci beaucoup! (Pardon my accent.)

1 Like

Which is generally the best thing to do to avoid plunging into a cascade of ever-more detail, and of course to cut down on the number of individual descriptions you have to come up with when writing against a comp deadline. However, one of my favourite things when exploring a parser environment is discovering layers of nested descriptions, giving a zooming-in effect.

I was afraid Poirot would berate me on my poor sense of style if I didn’t pick the one he gave me!

I don’t mind at all. Just Rovarsson would be nice, thank you.

I really did.

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He only does if you pick the green necktie, which clashes with the pullover’s colour! The red is considered suitably fashionable (but of course the paisley is his favourite, and clearly the superior choice).

4 Likes
  • The Island of Rhynin

Woohoo! Gimme that spear and let me blunder through the jungle! Bollocks to caution, this entire game was an invitiation to bad choices and lethal boorishness.

I suppose one could play The Island of Rhynin with a bit more tactical awareness and old-fashioned common sense to guide one’s decisions, but uhm, nuts to that. I rushed through with blood boiling and eyes bulging. In honor of Conan Kill Everything !

Raaah! Kill! Stomp! Fart!


Alt: Panel from a Calvin & Hobbes-strip.
Calvin pretends to be Godzilla.

6 Likes
  • Saltwrack

A misunderstood scientist sets out on a dangerous expedition through frozen wastelands to discover the source of the saltsnow apocalypse that happened some 250 years ago, riding a mechanical spider, accompanied only by a mystically gifted oracle and an experienced ice-and-snow-walking pathfinder.

I mean, everything about that setup is screaming “Yes!” to me. And it’s really well-accomplished too. The writing is exciting. A long, slow, and tense build-up to the confrontation with the anomaly. A nightmarish descent into otherworldly darkness. A frantic flight back to civilization, low on time and rations.

The gameplay is unbalanced though, to the point of introducing gaps in the story and wrecking my suspension of disbelief.
From the start, I had a hard time making out what, if any, difference my choices made. I didn’t mind this in the first half, choosing whether to camp by a lake or build a campfire were simply atmosphere-setting options as far as I knew or cared.
Once I got to the Lovecraftian city at the center of the frozen saltlands though, I started to feel that I had no input whatsoever at critical moments. When I found an entrance to a dark tunnel, the available options were [go down] or [don’t go down]. At least let me sit down with my team here and discuss the possibilities. One is a hardened pathfinder who has traveled these icefields on foot for ages, the other is a paranormally sighted psychic. You’d think they might have some input on the “go down or not”-question.
Another moment like this happened when we were fleeing back to safety (?). The party was low on food, it was mentioned in the text that we had rations for a week left. And just like that, the game proceeded to dictate that we were now on half-rations. Meaning that we were sluggish and cold all the time, having trouble thinking as well as moving. Given the consequences of cutting our intake of calories in half, I (the player) would have liked some say in that. Actually, given the choice, I would have probably kept eating full rations and made a heroic dash for it.

Thwarted agency is better than no agency. I wouldn’t have minded if my choices led to a quicker death, or were vetoed by the other team members, or prevented by some external influence. But at several important moments in the story, I was not given the opportunity to make a choice at all.

I have to say that there were plenty of instances where there was indeed a meaningful choice, like whether to wait out a storm (and lose time) or travel through it (and risk freezing). I ulimately died because I wanted to take a faster route and disregarded the danger. So, pretty impactful choice there…

It’s just that the few times where I was not given a choice that I would have expected felt to me, if this were a movie, like the times where I would have screamed at the protagonists for being dumb.

Great premise, wonderful worldbuilding, good writing, promising characters.
Imbalanced gameplay that undermines all of the above.

4 Likes
  • you are an ancient chinese poet at the neo-orchid pavilion

I almost skipped this one because of the neo-uncapitalised stylings. Torturing language like this because you couldn’t be bothered to press the shift-key (or whatever button does the big-letter-thing on your telephone), and then insisting it’s meant to look like that as if it’s stylish… Not my thing.

But I’m glad I got over my own shallowness and looked at the game behind the title. The beginning was very pleasant, a slow-paced introduction of the main character with some tantalising hints to their history, and a lot of attention to detail.

The middle part of the game, the banquet and the search for inspiration, consists of a collection of amusing scenarios which point to a more profound meaning. The pyramid of peeping poets had me laughing out loud.

But then, at the end, when I was supposed to distill my experiences in the gardens into a poem for the emperor, a poem truthful to the state of his empire, I found the choices of lines for my poem so vague and opaque that I had no idea what meaning I was setting forth. I was quite disturbed when the epilogue confronted me with the horrible consequences of my poor attempt at Chinese-style verse.
I tried again, with more attention to the keywords in the options for my poem, and it worked better. At least, I succeeded in steering the intended meaning of the poem in my preferred direction. The consequences were just as horrible though, extreme in the opposite direction.

I find the process intruiging enough that I’ll try a few more times to find a measure of balance, visiting other parts of the gardens and strategically choosing my responses in conversations.

A beautiful, funny, but difficult excercise in poetry and balance.

2 Likes

Thank you for your thoughtful review and detailed criticism, Rovarsson!

At certain points I didn’t implement an alternate path, assuming (mostly for the sake of easing time constraints on the development side) that “nobody would choose the clearly unwise option here”. Evidently I was wrong—for the planned post-comp release of this game, I might make it possible to choose not to go on half rations, for those brave/foolhardy individuals!

I’m interested that you felt the game wasn’t responsive enough to choice, and I’m speculating about what could shift that balance. A few numerical variables control the bulk of the game behind the scenes, specifically rations, mileage (north and lateral), and dread—an atmosphere/consequence indicator never directly seen by the player.

These are filtered through display variables which indicate the combined mileage for a day, or the state of the expedition’s supplies. I might not have included the logic to modify, for instance, the displayed mileage in every passage where it ought to be altered—I’ll go through and take a look at that. But every choice does matter, even if in only slightly shifting the status of those determining variables. Whether the game is mathematically balanced enough to feel satisfying… that’s the sort of important feedback I’m getting right now!

2 Likes
  • Grove of Bones

Is it unjust to stand up against a wrong when one has profited from it in the past? Does past complicity rule out present resistance? How hypocritical must one be to partake in the benefits of a horrible situation only to rebel once it intrudes too far into one’s own interests?

Grove of Bones does not zoom out in such a manner as to explicitly ask these questions. Instead, it creeps inwards, to the heart of a mother who doesn’t have the luxury to consider ethics. When confronted with this, she must act.

Of course, on the other end of the screen is a player who gets to choose at their leisure how precisely the distraught mother will direct her action. This created a strange sort of internal division within me, where one part strongly sympathised with the protagonist, and the other was disconnectedly assigning ethical values to the options. This feeling was strengthened when I saw that reaching an ending (any ending) was called an “achievement” in-game, and that I got points for them. But they all got the same amount of points…

I’m not certain how much of this ethical critique was intended by the author, but I for one found it thought-provoking.

4 Likes
  • A Rock’s Tale

You are a rock. You say nothing.

And if repeated a few times, this makes for a perfectly respectable playthrough with a legitimate ending:

You decide that this is not so bad.

I loved this.


Of course, you might be tempted to try and greet one of those random walkers-by. In which case you find out that a) apparently rocks do talk (or at least you are rock-hard proof that at least one rock does talk), and b) that there’s a whole intricate web of potential interpersonal relations between all these characters just waiting to be laid bare, and that you, this particular talking rock on this particular path are in the perfect position to be the go-between.

In a sense, A Rock’s Tale reminded me of last year’s The Apothecary’s Assistant. A number of apparently haphazard encounters, each a small and pleasant scene in its own right, builds and tangles until a larger whole of connections and relations comes into view.

Sweet, funny, sincere. I liked A Rock’s Tale a lot.

7 Likes
  • Willy’s Manor

Well, perhaps the itty-bitty ground floor of a tiny mansion. No nooks and crannies here, no attics nor cellars, just a straight hallway with a few rooms branching off.
Within this simple map lies a simple text-adventure. One which could use a generous lathering of polish (spelling, synonyms, articles,…), and which would even then be no more than a means to while away an hour or so.

But it would be a fun hour, and even in the state it’s in now, Willy’s Manor shines with the effort and enthusiasm of its author. Keep up the good work!

I recorded a transcript:

RovarssonManorScript.txt (67.4 KB)

3 Likes

Thank you so much for playing A Rock’s Tale and taking the time to write a review. If you got a pleasant experience from it, then I decide that that is not so bad.

3 Likes

Thank you very much for taking the time to play and write such a nice review for Grove of bones! I really liked hearing your thoughts on it.

3 Likes
  • The Wise-Woman’s Dog - A Bronze Age Adventure

Your human’s sick. Or rather, judging by the smell of her, cursed. (Which, in the world of this game, amounts to about the same thing.)
Normally, a cursed person would need the help of the village wise-woman to redirect the curse and stash it somewhere out of harm’s way. The problem is, your human is the village wise-woman!
Fortunately, you’re an experienced and well-trained helper to her medicinal ministrations. With your keen senses and magical affinity, you have a good chance of helping her.

The Wise-Woman’s Dog is a marvelous game. One of the very best I’ve played.
Partly, of course, this is because it ticks so many of my subjective preference boxes.



There’s the non-human protagonist. Playing as a dog naturally limits your abilities to manipulate the surroundings or carry stuff with you. (Somehow, whereas a human adventurer with a bottomless inventory merely gets a shrug and a chuckle out of me, I would not accept this for an animal PC.) These limits form an intuitive framework from which a lot of the puzzles flow naturally. Finding the clever workaround solution to these puzzles, realising that you’re engaged with the game in such a way that you’re thinking like a four-legged, one-mouthed, magically intelligent shaman’s pet is a real thrill.


The story is set in ancient history, 1280 BC in Hittite territory, during those short few decades when the Great King had his seat in Tarhuntassa, before it was moved back to Hatussa, to be exact. (Yes, I’ve been diligently reading the footnotes.)

First off, let me say that it’s definitely worth it to turn up the sound and listen to (an approximation of) the music of the Hittites while you play. It deepens the engagement with the setting a lot.

The locale where the story starts is a small bronze-age farming village. The details of living are portrayed vividly, the irrigation works and the large variety of crops, the hustle-and-bustle of bringing the taxes on board the barges, the houses with their differences in size and the differences in social stature connected to them. And of course the people. They’re all so lifelike, going about their daily lives, it’s only natural that you would want to help them with the small or large mishaps and problems they experience. It’s only once you find yourself juggling magic spells to help a slave fix the pipes that you might realise that you’re solving adventure-puzzles.
The city, where you must travel later on, stands in stark contrast to that cozy village. Large and imposing behind its iron-reinforced gates, bustling with commerce, the loud and busy market areas, the cramped alleys and hidden back-passages where surprises wait… (I love the mention of small-scale use of iron. It shows that we’re on a tipping point of history)
The historical setting is supported by copious footnotes, it feels at times as if the author has incorporated a beginner’s encyclopaedia about the Hittite era in the game. Despite a gentle nudge not to get lost in the notes after you’ve read three or four at a time, I must have spent around half an hour of the allotted two hours reading about pithoi, Tarhunt, and the Great King.


More generally, what makes this game perfect for me is that at its core it’s an unabashed oldschool puzzlefest, almost seamlessly enveloped in this lush and living world.


Outside of those personal preferences, The Wise-Woman’s Dog also boasts a lot of technical know-how and writing craft.


When I said “oldschool” earlier, I’m talking about the style of puzzles, the way of interacting with the surroundings (TAKE and PUT ON being the most important actions). The Wise-Woman’s Dog is decidedly modern in all the quality-of-life features and mouse-activated shortcuts it provides. Actually, it’s perfectly possible to play the entire game without using the keyboard, solely clicking on keywords in the descriptions or shortcut links in the status bar. After a while I settled on a half-and-half method of issuing commands. Engaging with the people and items around the village and city, I opted for the freedom of parser typing, while for slightly out-of-game commands like getting a list of spells or objects I just clicked on the relevant button.
In those lists of spells or objects, you find an incredibly helpful pair of shortcut commands that make your faithful dog protagonist cross the map in the blink of an eye and acquire or deposit the intended spell or object. The first, FETCH, is just wonderful. Say you’re standing before a locked gate and you remember the thing you need to open it. FETCH will go and pick up the thing wherever it is, and return you to the location of the locked gate where it’s needed. Its twin, STASH, does the same in reverse, dropping off something to free up room for other stuff in your limited inventory. In my opinion, STASH is too powerful as it is now. Just like FETCH, it returns you to your previous location. On many occasions, I would rather have had the action stop at the drop spot, ready to contemplate my next actions.


The map of the game world had me wondering for a while. I like large and twisty maps that give me the feeling that I’m truly exploring an unknown place. This is one of the only times I had that feeling in a game which uses only cardinal directions, and a few well-judged instances of up and down. (Another author who manages to make a simple N-S connection feel twisted and warped is @Jamespking(Marco Innocenti), in A1RLOCK and Andromeda Apocalypse) Especially in the city, despite only ever going N, E, W, or S, I could imagine crooked alleys and looping back passages.
For the purposes of navigation too, the mouse-interface is very useful: just click on the location of your choosing and you will make a beeline there (barring any critical obstacles or events). And for the typing enthusiasts, GO TO is available too.


The writing in The Wise-Woman’s Dog is evocative enough to transport you to ancient Hittite civilization, while delegating the finer points to the footnotes for those hungry for more elaborate details. The location descriptions, aside from providing all the necessary practical information, always have some distinct feature or two to keep the mind grounded in the historical setting.
For me, the art and craft of writing stands out in the meticulously scripted and enthusiastically written events and NPC monologues. It was a true joy to just stand around typing Z while Iyali told the story of the God and the Dragon, to watch the boy on the market’s ball-and-cup game, to listen to the High Priest’s explanation of the concept of Purity inside or outside the temple…
(A special mention in this regard goes to the conversation between two farmers in the village, a quarrel between Zuwa and Mahori about a lost bronze sickle. Congatulations to Ada Stelzer for the hilariously over-eloquent words of Mahori in his attack on the bumbling and mumbling Zuwa.)


@Draconis , if you had set out with the express goal of making a game just for me, you couldn’t have done any better than The Wise-Woman’s Dog.
I loved it.

Here, have some cuneiform:

Close up:

Photograph of a sculpture resembling a brick wall with a Hittite (or other similar culture?
Sumerian? Perhaps Daniel knows) Lion/King figure next to it. On the wall is a text in
cuneiform writing.
I took the picture in the city Stavanger in Norway. It’s entirely made of empty smashed
date cans and wrappers, a reference to colonial exploitation. Perhaps Daniel can
enlighten us with a translation?

10 Likes

Thank you so very much for this review, and I’m so glad you enjoyed the game!

2 Likes
  • PURE – Part 1: The Descent

A dark downward inescapable journey into the bowels of a grisly dungeon…

The player is confronted with a decidely enigmatic protagonist in PURE. While the PC and the main NPC have knowledge of past events, and refer to them frequently in veiled terms, the player is left in the dark. This creates an intriguing tension between player and PC, and through the PC, between player and NPC, and player and surroundings. Some unspoken backstory hovers in the air, some chain of events that would explain the protagonist’s current predicament, it pervades the weird and threatening rooms you encounter, but the player is shut out of this understanding shared by the characters.
It’s rewarding in this regard, but ultimately unenlightening, to observe the attitudes and behaviours of the NPCs towards the protagonist as they evolve throughout the game.

The surroundings of the game-world are dreadfully sinister. The entire game is one linear descent into deeper and darker spaces where revulsion and adoration overlap. The further into the game, the more any notion of an outside world seems to vanish, leaving nothing but room after room of gloom and twisted moral decisions.

Puzzles are present but trivial, their true purpose is to put pressure on the protagonist, and via the protagonist the player, to decide whether to push onwards, deeper. Progress in PURE means commiting to cruel and gruesome actions. Combined with the unknown but ever-present backstory, this enhances the tension between PC and player, and also the curiosity of the latter. The curiosity then conflicts with the player’s growing disgust, placing the real difficulty outside of the game, in the hands of the player who must decide whether to stomach more of the moral complicity and oozing gore that keeps coming.

PURE deviates in some important features from the standard approach of parser games.
–Whereas movement between rooms is instantaneous in most parser games, or described in a single easily missed sentence ( > N --“You plod onward on the muddy road.”), in PURE the descriptions of travel from room to room, the behaviour of the NPCs during that travel, elements of the dungeon noticed in passing, account for at least half the text of the game, drawing the attention of the player to this ongoing downward journey.
–The rooms themselves are elaborately and evocatively drawn in the initial description, but almost no deeper layers of implementation are provided. Instead, keywords are highlighted in colour to indicate objects accessible to interaction or to suggest actions. It feels like an agreement between author and player to treat the parser environment with its prompt and typed input as analogous with a click-based interface.
I’m normally a sucker for deeply layered implementation, hidden nooks and crannies, and details only revealed after thorough use of X (and SEARCH, but that’s another discussion…), but I could appreciate the appeal of this approach. It provides a clear view of the important objects and it lessens deliberations about what commands to try. It also strengthens the overarching driving thrust of the game, to push onward and downward relentlessly.
But…
The parser-as-click-interface is sorely lacking in execution.
For starters, the bits of scenery that are not implemented (and thus not highlighted) should nonetheless have a general customised response along the lines of “That’s not important.” instead of saying to the nosy player who decided to examine an uncoloured noun “You can’t see that here.” (Cue player shouting at screen “But it’s right there!”)
Secondly, and more importantly, the author does not follow the agreement! I found several interactable items that were crucial to progress but not highlighted in the text, and at least one highlighted object that was not interactable. With such gaps in what should be a straightforward rule, I became suspicious, and ended up examining a whole lot of unhighlighted nouns because “You never know…” This kind of broken trust made the gaming experience somewhat uneasy, with doubt always in the back of my mind.
In fact, I often felt that although the parser medium is a traditional fit for a dungeon crawl, this game would benefit from pushing the highlighted-keywords approach that extra bit across the medium boundary and just go for a full choice-based approach.
–Another idiosyncracy of PURE compared to standard parser conventions is that it denotes directions in terms of left/right/forwards instead of NESW. Okay, this can enhance the player’s feeling of groundedness in the game world, feet firmly on the ground. But once I noticed that the body-centered directions were mapped one-on-one onto the usual compass directions, I couldn’t help imagining my PC sidling leftward into a side room while taking pains to keep the right side of his body oriented to the east side of the compass rose…

The writing is very good. As I wrote above, the elaborate presentation of movement pushes the player into this unavoidable journey. The vivid descriptions of the horrible rooms, the NPCs changing behaviours and attitudes, and the protagonist’s devolving physical appearance shown through interactions with the main NPC frequently made my spine shiver. (Sometimes they also elicited a chuckle, at times the text suffers from a light touch of adjectivitis in its striving to be maximally evocative.)
On the whole, the prose does effectively draw forth a moody and dark atmosphere, with some shudderingly evocative, beautifully gruesome paragraphs at its best.

So come… Take the journey down these stairs, spiraling into dark catharsis, horrific elevation,… or more gore.

5 Likes
  • Uninteractive Fiction 2

A well-executed follow-up joke. I laughed.

3 Likes
  • The Tempest of Baraqiel

Finally! A breakthrough that could turn this war around. Your side has captured an alien gravity cannon. Think about what we could learn about their technology, not to mention the fact that we can shoot one of their own spaceship-shattering guns at them!
Unfortunately, we can’t figure out the controls. And it’s not like this thing came with a manual in French, Korean, English, and -Ayiq-, right?

Enter you*, brilliant xenolinguist. Decypher the button-labels on this cannon, ASAP.
(*Something small but grating: although the entire game is written in second person, always adressing you as “You”, you, the player, sometimes have the power to choose what other characters are going to say. So suddenly, I’m not choosing what “You” is going to say, but what the colonel will say to me.)

The setting and premise of The Tempset of Baraqiel are interesting.
-A far-future intergalactic war lends itself to exploring future space-bound battle strategies, or the futuristic high-tech gizmos-that-go-boom and the massive destruction they wreak.
-Contact with an extraterrestrial highly intelligent civilization brings up questions about their culture, their social organisation, the way their specific biology shapes their intelligence and their interaction with the world.
-Exolinguistic research of a foreign artefact makes me think of an intergalactic Rosetta’s stone, or the (im)posibility to find common ground by delving to the bare foundations of communication, understanding an alien mind through the way its language is structured.

And The Tempest of Baraqiel touches upon all of those. It just never bores down beneath the surface to get at the heart of these hard questions. In its defense, it’s a war scenario taking place in the outreaches of both races’ territory, and except for shooting at each other and intercepting broadcasts, both sides don’t have the inclination nor the opportunity to get to know each other more closely (except for information about how to kill each other more effectively, I assume). There’s also a hint of [Top Secret] material that simply isn’t available to our research team.


The one thing that is undeniably, tangibly, 1+1=2, at our disposal is this version of a Rosetta’s stone, the cannon with its labelled buttons. We know what the buttons on a weapon should do, so that gives us a strong lead on how to interpret at least the minimal set of words or instructions inscribed on the controls of this weapon.

Alas! At least in my playthrough, the deduction of meaning through research of the script’s features (frequency of sounds/symbols, colour of syllables, onomatopeic structure, all very interesting) never led to a breakthrough. Instead, when the -Ayiq- spaceship was right overhead, I was given one random guess and then reduced to erratically smashing all buttons in the hopes of hitting “SHOOT”.


The story leading up to this finale felt similarly promising but ultimately unsatisfying.
-You’re the appointed leader, so gameplay allows some management of your relation with the members of your team, mostly coming down to choosing between a casual or a strict leadership style. On the other side of the hierarchical scale, you need to manage your relation with the bosses, prying loose as much information and privileges as you can while not appearing too disrespectful. Unfortunately , I kept feeling the characters as empty actors, there to say their lines and step back behind the curtains.
-Kel Shem, the protagonist, is poorly sketched, promising more substance at first than what is ultimately given. There’s mention of some angst about your militarily decorated (and dead) mother, and your choice to work far away from the army’s attention on your exolinguistics research as a possible consequence. Even so, while it feels like this might be a big deal later in the game, it’s skimmed over without bearing any weight later in the game.
-The character I did enjoy coming alive was Martov. With her, backstory and behaviour and style of conversation did come together to form a separate individual. (Dramatic details like being legless in a wheelchair(I’m leaving this in because I think it’s funny. I completely fused Martov with the legless character Billy Reston from House of Leaves, which 'm reading now.) limping around with a cane ready to knock some heads should the occasion present itself certainly helped…)
-Another character that I found very intruiging was the assistant drone XC_7A04. There’s a brief mention of its consciousness/intelligence being shared in a ship-wide datacloud with all the other AI-s present, raising questions of individuality vs hivemind, subservience of such a powerful intelligence to the humans who control them,…
When first meeting the drone, the protagonist even asks whether it has a name.

The drone pauses just long enough for you to notice the hesitation, and then continues on.

“My previous assignee was not of the view that service drones should have designations. My serial number is XC_7A04.”

And then… nothing. It just hangs there. Sure, we proceed to call it XC for short, but there is no more acknowledgement of the profound implications of this statement by the drone.
A balloon of narrative promise carried away soundlessly on the breeze.


I found the writing to be adequate, not more, but certainly nothing less either. The descriptions allowed me to clearly imagine the surroundings and other characters. I also enjoyed the tension in the scene with the Captain’s shuttle approaching the -Ayiq- spaceship while we were frantically trying to get the cannon working.
In general though, I couldn’t shake the disappointment over the many underdeveloped opportunities.


The fact that I’ve written at length about The Tempest of Baraqiel testifies that I truly feel there’s a great game, a great story, a great backstory in it. This version (or first installment?) just promises too many things that it doesn’t follow up on.

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