today’s theme, courtesy of the rng-gods: two games where the male player character looks at himself in the mirror, unimpressed
Big Fish by Binggang Zhuo
Playtime: 24 minutes (20 minutes to first ending)
The one where: our dead uncle sends us to investigate a crime
I like that this game gets right to the plot hooks—our uncle has tasked us with uncovering the truth behind his false conviction. Also our uncle has already been executed (by being fed alive to crocodiles!!), but it’s the principle of the thing.
After that we’re off to Big Fish, the titular town where our uncle lived, to investigate. The game hits the classic thriller beats and a few horror beats–sinister things are afoot in Big Fish and dark deeds have been done. These beats landed well and some were genuinely surprising—I was not expecting genetically modified crocodile religion.
Care was taken in assembling the elements of the mystery, and I did enjoy putting it together. (At the end the player is asked to identify the perpetrator). The game was also assembled with some quality of life features of the player that I appreciated. On visiting a location for the second time, new material is highlighted, which is helpful. There’s a number of helpful, if mildly intrusive, notes to the player (you won’t be able to return to this location, etc.)
I was having a good enough time that I even managed to not be annoyed at the final reveal that the PC was keeping a pretty significant secret (that the uncle’s initial letter identified the perpetrator) from the player character the whole time.
The writing as a whole felt unpolished. In addition, two critiques:
I wish Big Fish had a more distinct sense of place. Yes, bay of crocodiles, but where are we? What are the local cultures and norms? What religion are the people who aren’t crocodile cultists? Are we in the present? Residents at one point mention Americans arriving in town, but presumably that means we are not in the US? Some of the developments surprised me in more of a “huh” way (the inability to go anywhere in town without going to the police station first, the crocodile execution). I think it would help these make sense if the place was set better. Or, to go totally the other direction in a sort of TV show “this happened nowhere and we’re not saying when,” but in that case, I think the details I mentioned would have to be changed to be made blander.
The project could have used another round of polish. The intro section in the house mentions that you can go back and pack if you want, but you can’t actually take anything from the living room or reenter any of the other rooms. Some of the cuing the reader is very heavy-handed. Why does the same key open safes in different houses? Having more than one epilogue reads as a bit amateurish (I’m not objecting to the content, but it could be in scenes not labelled as epilogues, or in one longer epilogue).
Front matter
Could better set the table for the game
Successfully sets the table for the game
Successfully sets the table for the game PLUS
I wondered if the blurb should hit more on the spooky elements, but I can see that perhaps the intent is that those come as a surprise the the player. Which runs the risk of missing out on some people who would be interested in a game with horror elements but not otherwise, but that’s the author’s choice.
Overall, elements of a decent, workmanlike investigation game with some exciting thriller and horror beats, limited by the writing and implementation
Gameplay tips / typos
In most of the game, the uncle’s name is given as Fleur, but on one page it’s “Fuller” (at least I infer from context that person is the uncle?)
This is a relationship-based family study. The PC is visiting relatives for Thanksgiving while navigating a new romantic relationship (and he’s not out as gay to his family, so that’s a challenge). (Side note: if I’m serious about this guy, he deserves a phone contact promotion away from “ben grindr”)
If there were media elements other than the family tree, they weren’t functioning for me (some of the paragraphs were indented in a way that looked like maybe an illustration was missing).
I enjoyed my first playthrough, and seeing some of the uncomfortable family dynamics, and poking around a bit the minefield of my mom’s death (a while ago, but also during the holiday season, I think). It didn’t hold up as well on replay, perhaps because events aren’t specific / striking enough, and there’s a lot of clicking without choices.
I think the biggest issue I had was thematic. The primary frame of the game appeared to me to be learning about your family, and that got most of the screen time. The relationship with Ben though, was prioritized in the ending (and in the after-ending note—something like: if you want to get a different ending with Ben, try paying more attention to your phone). This came across as a disconnect to me. If the game I mostly about connections with family, I would like the ending to tie back to my relationship with my dad, dead mom, aunt, etc. And if the concept is that I’m giving up on my family of origin enough that I’m pivoting to focus on my romantic relationship, that could be set-up more clearly in the game.
Finally, although this is properly gameplay tip, putting this above above the line since it represents perhaps my Greatest Blunder in the comp. (excited voice: My Greatest Blunder SO FAR!)
Consider that it is, theoretically, possible that SOME PERSON might play the entire game innocently unaware of the existence of operable links other than the bold, blue text used in the example link on the game’s front page. Such a hypothetical a person, IF SHE EXISTED, might go “huh” on reaching the mostly struckthrough list of topics with Ben; replay the game a SECOND TIME, still only clicking bold, blue links; and then concluding that the inaccesible topics must be a figment of Jay’s imagination (Jay does hallucinate, also, right?).
Anyhow, that person was me, and it was only reading other reviews clued me that the bold white text is also links.
Front matter
Could better set the table for the game
Successfully sets the table for the game
Successfully sets the table for the game PLUS
Overall, a piece with some interesting exploration of family relationships (and a striking dream sequence that was a highlight for me), but probably try to avoid replaying three times in a row.
today’s theme, courtesy of the rng-gods: two games where the PC has a close relationship with technology from the future
The Shyler Project by Bez
Playtime: 23 minutes
The one with: the AI therapist-bot
The UI was cute and helped with immersion. I enjoyed the voice acting, especially for Shyler. I don’t know if the slower speed that necessitated would have grated on me in a longer game, but it was enjoyable at this length. (In a minor note, ideally the first narration would stop if I clicked on to the next sequence early, instead of overlapping.)
Shyler’s dialogue never hit the note of “believable that a future megacorp would release him as a therapist” for me:
But this is actually a highly specific fantasy, and it’s not a fantasy about getting excellent therapy from an AI bot, it’s a fantasy about having the power to help others—even when those others are an AI and your therapist and owned by a (probably) evil mega-corporation. Just that concept did a lot to endear the game to me.
The game may be hit or miss for people. I never got fully immersed in it, I just found it hard to suspend my disbelief and stumbled over a few of the details (certainly not every game has to wade into discussion over disagreements between people who want to “cure” disabilities and people who want more accessibility for disabilities, but the idea of changing Shyler’s entire brain was still treated pretty lightly?).
Front matter
Could better set the table for the game
Successfully sets the table for the game
Successfully sets the table for the game PLUS
Overall, a highly sympathetic theme, and a quick experience, but didn’t fully connect emotionally for me
Gameplay tips / typos
in the blurb and credits, the person using the chatbot is listed as “Juniper,” but in the rest of the text the name is “Jaiden”
Focal Shift by Fred Snyder
Playtime: 1 hour 14 minutes
The one where: a suspicious employer hires us as a hacker, à la Neuromancer
I’m always here for a game with a cyberpunk feel, and this was indeed a fun game with a strong “minigame” element from the hacking sequences. I enjoyed the workflow of id-ing and then hacking targets, which did conjure the power fantasy feeling you want in a hacking game.
When I finished I was a bit surprised to realize how much of my play time had just been spent in the minigames, so your enjoyment may depend on how much you enjoy those. I personally find that kind of thing very engaging, and don’t mind if it becomes a bit mechanical / disconnected from the plot of the game, but ymmv. (Also, I was getting strong TRON vibes from the one with the sentry.)
This was a particularly clever set-up for a room description:
I think my biggest point of critique would be that I wish the world and plot were fleshed out a bit more. I would have liked a more grimy, complex, lived in feeling for the PC and world. How does this job compare to other past jobs the PC has taken? (I would particularly expect to have some thoughts along those lines during the discussion with the tech guy, why don’t we already have similar technology?) What am I fighting for? Why am I going along with this client at all, and not disconnecting the chip and bailing in the opening sequence? Do the people I meet remind me of people I already know, or have their own stuff going on?
In particular, re: the plot, I had mentally added “ditch and get revenge on this client” to my to-do list in about scene 1. While we did eventually steal their ill-gotten gains, I guess, I would have preferred it if it felt like the PC was coming up with a plan all game instead of as a lucky last-minute outcome.
Re: the hacking minigames
Separating this out since there’s been a fair amount of discussion, I was totally game to try deduce the rules of the first mini-game, although I did not succeed. (I had ruled out that + meant the letter appeared elsewhere, and noticed that letters close together in the alphabet tended to all give either + or -, making me wonder if one was the front half of the alphabet and one the backhalf, but then I had just been trying enough that I made some mistakes and got frustrated, and then I used the walkthrough.)
So I don’t necessarily hate making the player deduce it, but it would have been nice if there was at least a lower friction way to get it than the walkthrough. By the point I was desperate enough to go to the walkthrough, I had used up most of my patience, so I also read the descirption of how to solve the other game type. If there was at least a puzzle-specific hint or something available that would have let the author preserve the other puzzle more.
Although I also wouldn’t mind if instructions were provided before—as @DeusIrae mentioned, it struck me as improbable that the PC, who presumably does this a lot, couldn’t be more helpful to me.
Front matter
Could better set the table for the game
Successfully sets the table for the game
Successfully sets the table for the game PLUS
I can’t totally separate this from my inherent interest in the subject matter, but the blurb was very effective at making me excited to play.
Overall, I thought a fun, engaging hacking game with a lot of emphasis on the minigame element
I agree that the bot dialogue is meant to be fantasy, but I think this line was specifically meant to be the bot quoting the title of an external news article.
I guess you could argue that the in-universe developers would censor anything that reflects on them negatively, though.
I believe the first is supposed to hint that the snake changes colour based on its surroundings, and the second indicates that the troll won’t be able to see you. It’s all functional!
Yup, Shyler’s quoting an external headline. The whole tone / frank discussion struck me as something the corporate overlords would be unlikely to want. Looking at how they want LLMs now to talk, surely it would be something like “Let me take this opportunity to reassure you that, despite certain recent negative and unsourced reporting, I remain completely available to assist you with your mental health needs”?
I agree that was the intent. I still found it was interfering with my experience.
There’s a range of options for how to convey that information (see the very different ways cinematographers choose to convey “movie dark”). But I’m glad to hear if it was pleasing for others.
today’s theme, courtesy of the rng-gods: two games where you see a dog
Birding in Pope Lick Park by Eric Lathrop
Playtime: 12 minutes
The one that’s (here, a description that no one will like): Pokémon GO, but with birds
I really liked this game. I went in perhaps not in the ideal mood for a real-word simulator (“where’s my laser sword”) but came out very charmed.
This game is just so earnest and straightforward! It wants to show you some birds! You can leave whenever you want! (For this type of game, it was particularly nice that the game let me end when my experience felt complete.)
The very down to earth approach was really effective for me at drawing out a sense of connection between my experiences and birding. Yes, although I am not a birder, I have noticed some weird birds in my time, and stopped to appreciate nature’s (at times) glory and (at times) derpiness. Like the moon, birds are something that most humans can look at and, in fact, love to look at.
This quote made me ponder–I had never stopped to consider how cool it is that some birds can walk down trunks.
And it doesn’t hurt that I saw perhaps my all-time favorite birb: the majestic turkey vulture.
(Seriously, they slap. There is room for all of you to join me in the turkey vulture fandom!)
A few points where I wonder if things could be improved, all relating to the photos.
The photos are great! I see they’re credited to the author, who clearly also has some wildlife photography chops.
But they’re almost . . .too high resolution? They were taking a while to load even on pretty good internet. And, respectfully, I’m not sure that the ultra high number of pixels was benefiting my experience as much as the loading speed was holding me up.
Sometimes the description text (not the image descriptions, but the actual main text of the game) was very duplicative of what’s in the photos, and in fact sounded like an image description. So it was sort of a triple whammy of: read the main text, look at photo (see the same things), skim by the image description below the photo. I think as long as the image descriptions are there, we could consider not describing everything in the photo in the main text. The options could just say “go to bridge” etc. expecting people to see from the photo that there is a bridge.
Front matter
Could better set the table for the game
Successfully sets the table for the game
Successfully sets the table for the game PLUS
The blurb really captures what the game will be like, and also the authorial voice from the game.
(This is not a criticism, but it really entertained me that the cover art re-displays BOTH the title and the blurb. Hey if it works it works.)
Overall, a very charming and earnest check-in with nature
My husband - who’s an extremely enthusiastic birder - tried to play the game on his iPad mini. But the photos were far too big there, and blew up, making the rest of the user interface unusable. I hadn’t thought of the pixels size being a factor, but right enough it might have worked better on the tablet if it was smaller size.
I haven’t tried the game yet, but if I do I will be trying it on my laptop to avoid these issues
The one where: package delivery is complicated by a timeloop
I’ll start by agreeing with those who mentioned that the game could benefit from more directly helping the player understand what’s going on with the puzzles and cluing the puzzles. I struggled on a good bit, and ultimately ended up more or less inputting the walkthrough, which is not the ideal experience. That said, kudos to the author for including a walkthrough, which did permit me to complete the game.
Below the cut is the transcript of me struggling with the first puzzle. I was trying to input a value into a traffic-light control panel (although actually you do not need to do that and I think it may be impossible(ETA: it is possible, apparently, but not required). And I’ll sneak in here that I think this kind of stuff hurts the most when it hits on the very first puzzle in the game—if the game is going to include a section of scorching puzzles it will go down a lot better if the player already completed some easier puzzles—now the player is invested and trusting in the process.)
extremely painful transcript of me trying to enter a value into the panel
After all that, my understanding from the walkthrough is that you cannot and don’t need to enter any values in the panel. You open it with a screwdriver and push the reset button instead.
ETA: per comments below, you CAN enter values using ENTER ON SCREEN
Perhaps, if entering a value into the panel is not something we do, my pal should not say “all we have to do is enter the correct value for D on that little screen there, and then press that green button”? Perhaps he could say something like “That’s strange— the StopNGo X9000 must be bugged, it should be displaying a value for D.” or something that would clue the player to try to repair the operation of the panel?
After that first puzzle, I was still pretty confused. Because the first intervention with the traffic light control box seems to happen on its own / cannot be repeated, I had the impression that the game was picking where you would go and that being sent back meant you hadn’t done it successfully–I didn’t get that looking was involved until I read other reviews. (This is a personal preference, but games can go really broad on this type of thing and I don’t think it hurts: “The last thing you see before the speeding car crushes you again is the square glasses of the uncomfortable businessman” / “you realize you’re in the body of the uncomfortable businessman you locked eyes with before you died” etc.)
I also thought the game could have made more clear what problem you were supposed to be solving in the bus / cab / student driver sections.
topics other than the soul-scouring level of difficulty
The concept for the game is good! A time loop enabling the multiple interventions to save my life, body-hopping into different people (and being able to select who we want to body-hop into) with returning to one main incident as a central “spoke,” these are really creative, interesting concepts.
The writing was also generally effective, I enjoyed the “if you had [body part]” gag.
I was pretty amused at the ending if you try to steal the woman’s phone. If anything, I would have enjoyed more playing with those concepts (I mean, my LIFE is on the line–surely this is the time for the PC to throw caution to the wind in terms of observing social norms, although I can see how that could get out of hand, writing-wise). And I wouldn’t have minded at least some flavor text explaining why you can’t, you know, walk a few feet so you’re not standing in the metaphorical chalk outline.
Front matter
Could better set the table for the game
Successfully sets the table for the game
Successfully sets the table for the game PLUS
I think it might help the game find its audience if the blurb cued the time loop / body swap elements, which are selling points.
And I’m generally against opening by negging the game (“This game is unlikely to change your life in any meaningful way”). I think there’s a sort of self-protective impulse (“let me get ahead of anyone saying ____”), but better I think to leave open the possibility of people connecting with the game in ways you don’t expect.
Overall, I thought creative concept for puzzles, but a pretty strenuous player experience
Gameplay tips / typos
The description text varies between “boom box” and “boombox," although only “boombox” is accepted as input
You can actually enter values on the panel: the command is ENTER <number> ON SCREEN. Knowing this doesn’t make this part of the puzzle any less frustrating; apparently, the correct number is randomly determined at the start of each play through, and you have to find it by inputting different numbers and observing what happens to the traffic in the moments before you die. Despite figuring out the command, I ended up resorting to the walkthrough for this puzzle too.
I think(!) you can figure out the number from the other numbers on the panel, but the solution is a bit… mathy and involves solving a system of linear equations. No joke! It seemed to work for me.
EDIT: Just realized I never asked the man about the panel! That would have helped in figuring this out.
I might have made a mistake, but I believe the system of equations is susceptible of multiple solutions so the mathy approach unfortunately didn’t work for me.
“Let me take this opportunity to reassure you that, despite certain recent negative and unsourced reporting, I remain completely available to assist you with your mental health needs”?
OK, I came back here and am on a journey of emotions about this panel still, apparently
I don’t know if it makes it better or worse that there IS a command but I failed to find it . .
Just to be clear, it’s only my verb-guessing skills that are in doubt, not my system-of-equation-solving skills --I did actually look at the equations long enough to conclude, as y’all did, that we didn’t have enough info to get one solution. But I figured I would try inputting numbers and see what happened. That plan didn’t go great.
I don’t see how cars can build up on the inner ring at all, given that they’re all going left to right, but if you got a solution that works that way, could you share what it is?
Yeah, now that I’ve thought about it a bit more, you’re definitely right. So I’m not sure what the right fifth equation is. If there is one. Somehow I got past the bus/baby segment – maybe just by pressing the done button? Strange.