It’s time to review the 2021 edition of The Interactive Fiction Competition! As usual, I focused on choice-based games listed at 1 hour of game time or less. I’m reviewing 10 that I enjoyed here, with a “capsule” three-paragraph format: an overview of the game, what I liked, and finally some constructive feedback. I’m listing the entries in roughly descending order of rating, but won’t show actual scores in order to focus on my thoughts rather than “grades” (though I will be adding ratings to these games both on IFDB and as a judge in IFComp).
A difference from last year is that I only played through games I got some enjoyment from in the first five minutes; so the below list doesn’t include games where I bounced off early based on presentation, theme, writing, vibe, interface, or some other reason. I did this both to be fair, since it’s possible that a game might be “not for me” but still good, and also to make this annual experience sustainably fun.
*Warning: The below reviews may contain spoilers!
The Golden Heist by George Lockett & Rob Thorman
Set in Ancient Rome during a turbulent time, The Golden Heist follows a protagonist who seeks to avenge their father by facing off against a power-hungry and unpredictable emperor.
The writing, tone, and pacing are expertly carried out, with a particularly great sense of setting. I appreciate how this has the feel of a tabletop RPG campaign: the story has a fixed direction in mind, but the ways in which goals are met and obstacles are overcome vary in a tangible way based on the player’s choices.
A minor note is that I expected more negative consequences for messing up, e.g. when I wasted time talking to a couple at the party, or later missed the inside contact’s secret symbol. The game fell forward almost too smoothly with not even “close call” types of consequences, which dampened the tension of the narrative somewhat.
A Papal Summons, or The Church Cat by Bitter Karella
A short but sprawling journey, A Papal Summons enters the Vatican and delves into the depths of horror as a rural priest tries to get an audience with the Pope, but discovers a rotting institution in bureaucratic chaos instead.
The writing is pitch perfect—if it were a paperback, it would be unputdownable. I was engrossed by the evocative details, from the cat spewing increasingly horrific Bible passages to the vivid scenes of debauched religious fervor. I also enjoyed finding a fair amount of new content on a second play-through, which provided added nuance to the plot.
I did feel that the finale was oddly muted, which left me wondering if there might be a better ending just out of reach and I had simply made the wrong choices. On a second play-through, I got the same ending, and I was left wishing for a conclusion with a bit more impact.
we, the remainder by Charm Cochran
The choice-based exploration piece we, the remainder tells the story of a girl who wakes up in a deserted community and seeks out food and answers to the mystery behind everyone’s disappearance.
The structure of the piece is beautifully realized through a gradual exploration of the eerily empty community, which allows for bits of memory and story to come together piece by piece into a frightening but powerful whole. I felt a pervasive sense of dread building as I played, and I was fully invested in the outcome by the time the climax hit.
I will say that I was confused by the climactic scene, which reveals the truth of the community in a flash of memories and/or visions. I realize that there’s a blend of reality, visions, and religious symbolism throughout the piece—angels appear in physical form—so I do understand why details might have been kept vague.
Fine Felines by Felicity Banks
The life-simulator Fine Felines deals with the ups and downs of a protagonist juggling a new and exciting cat breeding business with the grief of a parent passing away and the dawning realization that they’re suffering from a chronic illness.
The writing and choices here brim with compassion, creating space for the player to consider their character’s needs and those of others: close friends with active children, a budding romantic interest, a neighbor who worries about the presence of cats, and, of course, the cats themselves! I love that the cats have their own personalities, and each delivers their own laughs and adorable moments.
I was surprised when the ending seemed to arrive abruptly, perhaps because I assumed the story would last a full year (it ends halfway through). Some of the plot threads, like the relationships with the dad, friends, and romantic interest, are appealing but don’t feel resolved; I was left wishing for more of an arc structure to them.
Weird Grief by Naomi Norbez
A heartfelt, slice-of-life Twine piece, Weird Grief details the loss a beloved person and explores how the people in his life grapple with the gap created by his absence.
The writing is raw, real, and put me squarely in the place of someone battling grief after the loss of a loved one. I appreciate how straightforward it is in tackling topics of depression, sex, love, and the furry community, with dialogue that feels very lived-in.
I do wish there was more choice and interactivity in the story, especially since I became invested in the story and wanted to help shape the responses of the protagonist more in my play-through. I’ll also note that there are a fair number of spelling and grammar mistakes, but I wonder if this might be an intentional way to convey something about the protagonist; I didn’t notice this with the companion piece “The Dead Account.”
The Dead Account by Naomi Norbez
A companion to the above piece, The Dead Account follows a content moderator in an online community who faces the decision of closing out the account of a person who has recently died.
The interactivity of the game fits well with the story, as we get to browse through chat conversations that people in Mike’s life have continued using for various reasons: an outlet for anger and disbelief, a way to grieve by speaking to him, etc. The decision of whether to close the account or not is a heartbreaking one, especially if this piece is played after its companion piece and we know how much the characters are struggling with Mike’s loss.
I was expecting more of a consequence at the end for not closing the account (e.g. having to face the supervisor), which might have made the decision feel more weighty. Also, the game might have a bit less impact on its own without the context of its companion piece. I’d rate these two higher as a pair than individually, and I almost wish they had been packaged as a single two-act piece.
How it was then and how it is now by Pseudavid
How it was then and how it is now tells the story of an abstract race against time where the protagonist and his on-again, off-again partner try to hold off an impending apocalypse of geometric objects while also dealing with their own unresolved issues
I like the disorienting effect of the different elements: visuals that don’t seem to match up with the options provided (questioning the player’s senses), dialogue choices that often don’t have the desired effect on Clara, and snippets of flashback that only start to make sense after playing for a while or on replay.
While I got a bit of new dialogue on multiple replays, it didn’t appear that my actions had much of an effect on the overall flow of the narrative or the ending. The piece was also so abstract that it was tough to understand or become fully invested in the relationship or the intriguing setting.
Funicular Simulator 2021 by Tom Leather and Mary Goodden
The magical mystery game Funicular Simulator involves taking a ride up a mountain with an odd assortment of possible companions who each hold the key to a different possible explanation for the celestial phenomena at the peak.
The writing is compelling, and the companions are each evocative in their own way with a distinctive background, personality, and theory on the aurora and crystals. It’s fun to mix and match, going “all in” with a companion and then replaying with a different one, like a super-short dating sim. I also like that past trips up the funicular impact some dialogue options on subsequent loops.
Although the game seems to offer many different paths (three loops per play-through, each time picking one of four companions), I didn’t notice any variation in the companions’ behavior based on which other companions I had previously picked. Also, while each companion’s scene offers a long sequence of choices, they mainly seem to boil down to (a) engage more, or (b) distance yourself; this made the conversations a bit less compelling, since I couldn’t figure out what benefit or interesting outcome came from not engaging.
Universal Hologram by Kit Riemer
In the sci-fi game Universal Hologram, a simulated protagonist undergoes an astral projection experience and becomes tasked with getting back to the original universe to make a decision that could free everyone.
The writing is enjoyably trippy and creates a nice sense of place, as do the computer-generated images. When proceeding through the piece, I felt transported to life on Mars, astral-projecting into different spaces, and wrestling with questions of existence in a simulation.
Oddly, the choice structure of the piece felt a bit like an add-on rather than a core part of the experience. There’s some navigation to different locations, and some quizzes whose impact I didn’t understand. This is coupled with a somewhat disjointed quality to the narrative as a whole, which left me confused (though not unpleasantly so). I’m left wondering how the piece would read with less interactivity, say as dynamic fiction where the vibes could just wash over the reader a bit more.
The Waiting Room by Billy Krolick
The Waiting Room is an exploration horror game that takes place in and around a haunted nursing home, with a central mystery that needs to be solved before very bad things happen.
I like that the piece proceeds at a brisk pace and is easy to follow, and I appreciate the sense of setting, geography and movement. There are some intriguingly creepy room and object descriptions, and I also enjoyed working through the light amount of puzzle solving needed to understand the mystery.
On the other hand, the ending that I found felt rather rushed, and overall I wish there was a more gradual buildup and a mix of some slower scenes/moments for the horror story to breathe and take on a more nuanced shape. I also wish I had gotten a better sense of who the protagonist and the final bad guy are, what motives them, etc.