All Hands by Natasha Ramoutar
I’m still not sold on Texture. There’s the weird bug with the extremely small button text, but let’s ignore that. Then there’s still the problem that the affordances of the text are hidden; that is, you cannot see at a glance how you can interact with the screen; you have to grab each button in turn just to find out what your choices are, then go back to grab the button you want and go to the place where you can drop it. It’s so much more laborious than link clicking, that there should be a large upside to make it worth it. But I’m not yet seeing it. All Hands, for instance, could just as well have been done in Twine.
Now we’ll talk about the game itself. No, I’m lying! I first want to make a completely random comment about the blurb. This is the entire blurb: “The sea is calling you. Its voice is getting louder.” And that is such pitch perfect Fallen London / Sunless Sea prose that I was surprised to find out that the game is not Failbetter Games fan fiction! But it’s really not.
So let’s finally talk about All Hands. It’s a short story about someone who enters what it for all intents and purposes a ghost ship. They’ve always been drawn to the sea, but their farmer father forbade them to so much as think about anything nautical. And perhaps with good reason, because their sister drowned in the sea; more than that, was pulled under by waves that seemed hungry for her. Now the mysterious ship that has been sailing in this neighbourhood has come to shore, and of course you enter it, drawn in by the fascinating woman who owns it. Once you’re on board, there’s a geographically organised exploration section in which you can find several songs. When you are finished, you return to the woman in charge, dance with her, choose a song to sing… and depending on that song, you get one of several endings.
All Hands is nicely atmospheric. I think it might not have been a great design decision to hide the room which explains the backstory most behind a lock that can only be opened if one has picked up the compass in the beginning; especially because it is extremely easy to miss this compass. After my first playthrough, I thought the story made no sense. Only on my second playthrough, when I got the compass, did things click. (I especially enjoyed the fact that you get a puzzle and then the protagonist just solves it without your input.) The ‘good’ ending, where the magic is dispelled and the characters embrace each other, was a fairly nice surprise.
I enjoyed this snack sized game, and would gladly play something more substantial by the author.