mardi 26 mars 2024

Thunder Perfect Witchcraft [english]

Two rather encouraging reviews of my games lately, on a blog called Arcane Cache.

One for The Liberation:

The liberation is a short hyperlink fiction game done with the Twine-Engine.

The story is about a revolutionary who is sitting in an embassy, isolated from the outside and cut from his comrades since many years. He is pining to walk, and if it is for the last time, on the nearby street, knowing that this would be his certain death. Sitting in his chamber, he is about to write a last and incisive letter. What is it about, and what will he do? Any further word would be a word too much.

The game is text only, and the writing is absolutely pristine; tense, with a good and pointed language. The interface uses a special drag & drop quirk that works out quite well here: it fits the tone and atmosphere, and gives a certain feel of both lethargy and gravitas. The freedom of choice that feels reduced for the protagonist is paired in the players freedom to control the events that happen within the game – but in the end, the supposed restrictions are broken – this game offers us its own answer to the question how free the individual really is.

A single run will take less than thirty minutes. The game offers different outcomes, and I recommend to check them all out. Nothing more to say, really. The liberation is a short, very good game.

https://thunderperfectwitchcraft.org/arcane_cache/2024/01/04/the-liberation/

The other for Solitary Stars :

Solitary Stars is a hyperlink fiction game.

I was tempted to write that the game circles around questions about the nature of memories, remorse, relations, or the entanglement of individuals within an imperfect world – and this would have been somewhat true, as these themes are present, yet it also would not do justice to this game: Solitary Stars feels much more like a window to its own little cosmos, and evades simple interpretations not only through the amount of different ideas and topics that are touched, but also through a skillful utilization of the hypertext technique.

The game is set in an shadowy post-war country reigned with an iron hand by a small elite – the protagonist, once member of a sect, is invited by an old, rather unpleasant acquaintance, and lured in by the promise of meeting the love interest of their youth, which they were never able to fully overcome. While waiting for the encounter, we learn about the surrounding world, and the protagonists biography, relationships, ideals, and beliefs. Different choices are at hand, and some of them will greatly influence the personality and interactions of the protagonist (and thus the story the player encounters) – the end, however, will always be the same.

Neither does the dynamic story make the game or its message arbitrary at all, as this piece doesn’t ask “What would you do?” but rather, in a honest way, “What does matter?”. Nor do the melancholic and dark tones ever change into nihilism: Instead, the game holds a slightly distorting mirror towards us, in which the grotesque elements of our own world are emphasized; on this stage, the human nature is constructed, explored, questioned, and turned into its own cosmos. This humane and silent approach opposes the cynicism with which most contemporary mainstream fantasy stories appear to be charged. This might be an attempt to catch the zeitgeist and think about important matters, while practically evading the actual issues and causes of global crises such as capitalism, (post-)colonialism, chauvinism, racism, the exploitation of humans, animals and landscapes, and so on.

The game has a rather large scope, and you should expect to play around an hour for a single play-through. The writing is superb, and utilizes the hypertext technique in an all natural, coherent way. Solitary Stars is clearly an attempt to use video games as a medium for serious narrative art (or to extend prosa by digital means), and it’s very successful at doing so. The developer warned me that there are game breaking bugs (locking you on pages), but I didn’t encountered them. Beneath the main game there are also some illustrations available on the Itch-Page.

Solitary Stars is built upon Inform7, a language specialized on supporting interactive fiction, that seems to go way back to the very beginnings of video gaming. It was created by Stephané F., who also created „The liberation„, a game reviewed on this blog a few weeks ago.

https://thunderperfectwitchcraft.org/arcane_cache/2024/03/11/solitary-stars/

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Thunder Perfect Witchcraft is a website run by developers of the same name, who are also active on itch.io. I discovered them on a Mastodon instance, I don't remember which one (and I left that network soon after anyway) and we started exchanging mails.

I haven't tried their games yet (2D isn't really my cup of tea, I must admit) but there's other content on their site that I like, notably Erdspiegel, a "dungeon synth" project (or "post-dungeon synth", as they're stretching the limits of the genre quite a bit) that reminded me, on the first album, of the soundtrack to the good old Darklands game.

They also have a project simply called Adventures (based on the premise, I guess, that everyday life is an adventure, with its share of wanderings and explorations) which is a lo-fi photography blog, with all shots taken with an old telephone, and uploaded unedited.

I rather like the rendering of these photos, I must say, which remind me of some of my own experiments with a hyper-primitive phone in 2010. In a way, old digital photos have become to today's images what film is, in absolute terms, to digital: an outdated, imperfect technique, but "warm", with high sentimental value, and characterized by scarcity – since we didn't store 50 gigabytes of photos on a phone back then, we took slightly fewer than we do today...

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