Please Sign Here by Road
I’ll spend some of this review being critical about the prose of this entry, but I’d like to start with the good stuff, of which there is quite a bit. First off, there’s the pictures. There’s not that many of them, but they help not only set the mood, but also make the people you interact with more concrete. The immediate, visual knowledge of who it is that has walked into the coffee shop somehow makes the encounters more real; and therefore it makes it all the more disconcerting when you have to pick one of them as the potential serial killer. It’s all the more disconcerting because there is literally no reason to think any one of them is guilty of so heinous a crime, and the only reason you, as a player, are likely to pick a name anyway, is that the police imply very strongly that they’ll try to prosecute you if you don’t.
The scenario is pretty fun too! It’s a good choice to start the game with the police interrogation. This ensures that the coffee shop scenario, which is relatively slow in terms of the build-up of tension, is immediately charged. You’re already looking at all the NPCs with suspicion, which is precisely what the games wants you to do. And it feels less strange that the protagonist is so easily scared, because we know that’s she’s right to be scared. I enjoyed wondering what was going on, and I enjoyed no knowing what to do when I was called on to accuse someone. Then… well, depending on what you choose, you may either be left in the dark (which I suspect is not a very satisfying ending to get) or you may find out what is really happening… and that’s pretty horrific. A good twist ending that left me blinking in disbelief for a while. (On further reflection, it’s an extremely literal take on the idea that you shouldn’t fear people who don’t look like you, but you should fear people who DO look like you. A pretty good idea for a horror story!)
I don’t think you can do much in the game to learn more about what is happening, or to change the outcome. If you can, I’d love that, and it would raise my rating of the game. But I didn’t find any promising avenues to explore.
Okay, so as I indicated in the beginning, the weakest part of Please Sign Here is the prose. It’s always possible to understand it, but it’s marred by frequent grammatical mistakes and sentences that don’t quite work in a variety of ways. Sometimes it’s a metaphor gone awry:
Silence cuts through Jackie’s next intended sentence.
A cutting silence might already be a bit of a stretch, but how can you cut through something that is only intended, and doesn’t come to existence precisely because of the things that’s supposed to do the cutting? In other cases, it is word choice:
The cop returns the evidence and brings forth new ones.
You can’t use ‘evidence’ as a plural this way to describe a bunch of photos. Or there’s an unfortunate, but in this case hilarious, typo:
Until close! No butts!
What is meant is ‘no buts’, but ‘no butts’ is pretty funny, of course. Here’s a passage where we see many of the weaknesses coming together:
It begins to thunder outside, and the lights of the store flickers. Jackie makes a move to look out the window, rain blearing reality and greyness together. The road is empty, and the light from the streetlamp barely illuminates against the concrete.
Here “flickers” should have been “flicker”; ‘making a move to look out the window’ is a weird phrase (why doesn’t she just look out of the window?); blearing (blending?) reality and greyness together is a recherché metaphor; and the final phrase, about illuminating against the concrete, also doesn’t seem to work very well.
Did this impact my enjoyment of the game? To a certain extent. I love good prose, and Please Sign Here didn’t always deliver. But it didn’t sink the game. Everything was clear; I could follow the story just fine. However, prose quality is where the greatest improvement, either for this game or the author’s next game, is possible (perhaps with the help of testers who enjoy doing proofreading).