No Longer IF Comp 2015: Emily is Away

thumbnailEmily is Away is a text-focused game that was originally entered in IF Comp 2015, but withdrawn because the author also planned to release it to the public as a paid commercial work. (Today, in fact!) IF Comp isn’t really a good place for submitting commercial games, for a host of reasons — you have to let people have free copies of your thing, and then you’re not allowed to talk about your own work for the duration of the competition, and so on.

Nonetheless, I did play this in the free beta version that I received as an IF Comp judge. My first impression of it was extremely positive, since it struck me as polished and inventive and very easy to get into. It uses a mockup of an instant messenger interface for five dialogue exchanges with your friend Emily (hence the title). These exchanges span a five-year period from senior year of high school to senior year of college, and plot out the course of your relationship.

The game does a number of cunning interface things: you make a dialogue choice from three options, but then you have to actually spam your keyboard to mime typing in your input. This might seem a bit gimmicky — indeed it is a bit gimmicky — but the game uses it to good effect, because you see what your character types and deletes and retypes before sending the final version of the message. And there are things where you can reset your profile picture and get Emily’s comments on it, or see the rest of your buddy list (even if there’s never any way to talk to anyone but Emily). The early stages of the game created a charming sense of connection for me.

I should note that it is entirely possible to name the protagonist a female name, and the randomizer at the beginning of the game will suggest some female names as options, but the bulk of the story reads to me as heteronormative. We only see Emily date men and we only see the protagonist date women. It’s possible that you’re lesbian and Emily is bisexual, but nothing in the narrative actively supports this view.

Once I’d played through the whole thing several times, I developed some more conflicted views about the content, and I’d like to talk about why; but this is going to be totally spoilery, so if you’re planning to play yourself, you should probably not click through.

(Edited to add: the author has now shared some of his own thoughts, both about his Comp participation and about the game content; see the bottom of the comment thread.)

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IF Comp 2015: Scarlet Sails (Felicity Banks)

The 21st annual Interactive Fiction Competition is currently on, through mid-November. Voting is open to the general public; the only prerequisite is that you not be an author, not vote on games that you tested, and submit votes on at least five games. (You emphatically do not have to have played them all! In a year with 55 entrants, it is very unlikely that most judges will get through anywhere near all of them.)

If you are looking for other reviews, this ifwiki page contains a list of places currently carrying them.

Scarlet Sails is a ChoiceScript game set in a fantasy pirate universe featuring several styles of magic that can aid you on your quest to become captain and collect treasure. The author also has a game currently in contention for the Windhammer Prize, After the Flag Fell.

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IF Comp 2015: Final Exam (Jack Whitham)

The 21st annual Interactive Fiction Competition is currently on, through mid-November. Voting is open to the general public; the only prerequisite is that you not be an author, not vote on games that you tested, and submit votes on at least five games. (You emphatically do not have to have played them all! In a year with 55 entrants, it is very unlikely that most judges will get through anywhere near all of them.)

final_examIf you are looking for other reviews, this ifwiki page contains a list of places currently carrying them.

Final Exam is a parser puzzle game with a science fiction premise, concerning a future dystopia. I played through to one ending within the two hour period, then spent some time looking for others, but did not find them in the time available to play. If you’ve played and finished this game to multiple endings, I’d be very interested to hear about what you found.

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IF Comp 2015: Two Short Parser Puzzle Games

The 21st annual Interactive Fiction Competition is currently on, through mid-November. Voting is open to the general public; the only prerequisite is that you not be an author, not vote on games that you tested, and submit votes on at least five games. (You emphatically do not have to have played them all! In a year with 55 entrants, it is very unlikely that most judges will get through anywhere near all of them.)

So this year I’m only reviewing comp games that I can basically recommend. If this makes you sad because you enjoy reading reviews where I did not like something, you might instead enjoy my reviews of Tender Loving Care or Lifeline 2, which have the benefit of being commercial games that can fend for themselves.

Hereafter, thoughts on Untold Riches and Grandma Bethlinda’s Variety Box.

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Lifeline 2 (3 Minute Games)

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I just have to grab a few things on my way back to New Tenacity.

Artifacts, you know. Objects of intense mystical power. The usual.

Lifeline 2 is a sequel in form, not in content, to the tremendously successful Lifeline from earlier this year. Lifeline was one of the first games to work on the Apple Watch, which may have helped get it the spotlight, but it did a number of other things well: a clean attractive text interface, a good use of delays and notifications, and a story about a convincingly endangered protagonist.

It also demonstrated a game format that was plainly reusable. Lifeline makes the protagonist a separate character who is reaching out to the player for help — a strategy that deals immediately with gaps between player and protagonist knowledge, and explains occasions when the protagonist won’t do what the player wants. It allows for strongly characterized narrative with a definite voice.

It’s not by any means the first game to do any of these things. There are classic parser IF games with strongly-characterized narrators (Lost Pig, Violet, anything by Robb Sherwin). There are assorted games that consist purely of back-and-forth conversation (Fail-Safe, The McFarlane Job, Hana Feels, Coming Out Simulator 2014, assorted others) or use some other method to pry apart the protagonist and the player-character into two separate entities. And there are other forms of interactive story that make use of notifications and real-time delays, from ARGs and email-enhanced game concepts to the delayed events in Fallen London. But Lifeline put these together in a particularly effective way and demonstrated how others might do likewise.

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Windhammer Prize 2015: Isaac Newton: Badass Ninja Crimefighter (Stuart Lloyd)

The 2015 Windhammer Prize is now running, which means you can download and play any of the 16 PDF gamebooks entered; if you play a reasonable number of them, you may also judge the competition by submitting a list of your top three favorites. (Full details are at the judging site.)

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The previous Windhammer contestant I covered, Tides of Chrome, is an intricate puzzlebox of a game, highly polished, with hints of serious themes. Isaac Newton: Badass Ninja Crimefighter is basically its opposite in every way: a simple plot, fast-paced narrative, and an extremely goofy tone. There are assorted typos and surprising noun/verb agreement errors that make me think maybe the game was drafted in the third person and then changed to second person partway through. There are loads of luck checks and a number of choice points where you have no real reason the first way to guess which of two or three choices is going to be your best bet. I had fun with it, but in a totally different way.

The premise is what it says on the tin, only more so. You are Isaac Newton. You are 53 years old, yet you possess a body like Schwarzenegger in his prime. You can restore willpower and hit points by eating apples. Your study of gravity and optics has endowed you with telekinesis, flight, and the ability to shoot blasts of rainbow power from your hands. You are highly opposed to counterfeiting, and you’re willing to kill any number of guards and flunkies in order to get at London’s most significant counterfeiter. You also have a butler named Alfred, and independently sentient hair. The ninja aspect doesn’t come into it very much.

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