LAKE Adventure

by B.J. Best profile

2023

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- Bell Cyborg (Canada), January 14, 2024

2 of 2 people found the following review helpful:
Post-post-modern and emotionally raw, January 4, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp. I beta tested this game. Also, this review contains spoilers since it deserves to be discussed in its full context).

I regret not having a stronger grounding in literary theory pretty much any day ending in y, but that lack feels especially excruciating as I turn to LAKE Adventure, because it’s operating within a movement that I’d love to be able to name definitively. Instead, I’m going to have to wildcat this thing and call the game part of the New Sincerity. Like, we all know that modernism happened, right, and dramatized the way that conventional narrative forms and naïve realism were no longer tenable in an increasingly polycentric and polyvalent world, right? And then came post-modernism, which responded to the anxiety that forms might be empty by turning a microscope onto said forms, exalting self-conscious exploration of structure above superficial considerations of plot and character.

But after post-modernism exhausted itself (er, to the extent it has – again, I am mostly groping blindly here) something had to come next, and for many, that something had to respond to the ongoing felt need for old-fashioned emotional engagement and catharsis. But how to manage that in a world where a genre-savvy audience goes into a work knowing all the tricks? Paradoxically, the author needs to meet them where they’re at, and move outwards into ironic distance to create the preconditions necessary to eventually move inwards to identification. Thus the New Sincerity; think of House of Leaves, which for all its metafictional flourishes has as its engine the failing marriage between the two leads. Or of the Sandman comics, which move into an epic register to chronicle the exploits of the Prince of Stories, but ultimately are largely concerned with how he’s a shitty boyfriend. Or – to tip my hand – think of And Then You Come to a House Not Unlike the Previous One, B.J. Best’s Comp-winning game from 2021; a coming-of-age story about the pre-teenaged angst of moving away from your best friend, it could have been saccharine-sweet but for the way its narrative was ramified through text adventures within text adventures (with bonus parallel text adventures as an Easter Egg).

LAKE Adventure is doing something similar, I think, but there’s no risk that anyone will find this game cloying. It’s also part of what I’ve called a confessional turn in recent parser IF (think of this year’s Repeat the Ending and Hand Me Down; also, I really need to stop trying to name things, I’m bad at it), positioning the game the player experiences as a diegetically-created work whose origins are themselves elements of the game’s story. The premise is that the game’s central character, Eddie Hughes, has dug up an old text adventure he wrote when he was 13 (and later revised when he was an older teenager) and, facing the doldrums of the first months of 2020’s lockdowns, is watching on Zoom and commenting along as a friend plays it for the first time.

This is an excruciatingly painful framing device. Like, I am one of the few (maybe only?) people in the world who’s experienced something like this: I presented Sting, my memoir game, to a meeting of the Seattle IF Meetup in 2021, and while they were completely lovely about it, sharing scenes from my actual life as rendered into parser form – in real time – was one of the most embarrassing things I’ve ever done. And that was just a game that emulated how I was when I was a young teenager, rather than one actually reflecting my 13-year-old sensibilities. Unsurprisingly, Eddie is diffident in the extreme, repeatedly asking the player whether they want to stop playing, apologizing for the overly-faithful implementation of his childhood home, and audibly squirming when his younger self-insults the player for turning on the TV by calling them a “vidiot.” No wonder that self-deprecating phrase “I guess” is by far Eddie’s most common verbal tic as he attempts to narrate his lost youth.

For all that LAKE Adventure boasts a note-perfect recreation of a late-80s childhood – there’s a birthday party invitation recognizably created via Print Shop, and the in-game narration focuses with hyperspecificity on the material and brand of young Eddie’s swimsuit – it’s not nostalgic, and in fact is anti-nostalgic. While the few glimpses we get of adult Eddie’s life indicate that it’s unremarkable but stable, his youth was anything but. The plot of the game-within-a-game is notionally just about visiting a birthday party for his best friend’s sister, but it’s haunted by numerous specters, from his parents’ shattered marriage to his own sister’s illness to a history of bullying to the sad fate of his friend. Snatches of this dark reality come in extradiegetic Shards of Memory, which take the player out of the idyllic lake-house setting to experience snatches of Eddie’s contemporary reality, or in adult Eddie’s understated acknowledgement of the ways that the game functioned as an escape from an untenable situation, or from the incursion of graphic violence into a heretofore-innocent story. The game mines pathos out of the implications of the smallest detail or slip of the tongue:

"Your mother’s clothes are on the floor in piles. Some are dresses. Some are jeans. It’s a good thing you know how to do your own laundry!

"Anyway, the bathroom is to the east and my paren—my mom’s—room is west."

And I’m not going to quote it, but there’s nothing in this year’s Comp that hit me as hard as the description of the doll.

The player has work to do along the way; there are puzzles that keep you busy, but mostly what I found myself doing was reflecting on memory. The game is a palimpsest, with some of the darker elements presumably added in by the late-teenage Eddie who knows how some things end up, changes that retroactively reconfigure what’s come before in a way that makes the original forever inaccessible. Of course, that isn’t even a metaphor – to invoke one of my many strange points of bleed-through with this game, my memories of my sister’s last months are already confounded by all the times I’ve remembered them. Later, in the climax, the player’s explicitly confronted with a series of young Eddie’s most traumatic experiences, and has the option to either embrace or reject these memories – but for those seeking comfort in coming full circle will be disappointed to learn that these choices make no difference to the outcome. Then the tragedy of young Eddie’s disillusionment is driven home by a sequence that runs through all his hopes for the future, from romantic conquests to worldly success.

After all this, LAKE Adventure ends with a coda that could be seen as a final, superfluous twist of the knife. The Zoom session is cut short as Eddie’s daughter comes into the room and kicks him off the computer for an early-COVID remote study session for her ancient history class. She’s uninterested in her father’s half-hearted attempts to tell her what he’s been doing, and the game draws the curtain to leave his final, plaintive question unanswered: “I’d like to know if ancient history matters.”

It’s hard to get to this point and not feel beaten down. Again, this is the genius of the New Sincerity: narrate Eddie’s life from front to back, and we’d roll our eyes at the naked emotional manipulation, but let his pain peek out through the multiple overlapping layers of narrative, and it’s heartrending. This final suggestion that all of this was for nothing is almost too much to take. Yet it’s worth being pedantic about what Eddie’s asking: not whether the past matters, but whether history does. We routinely conflate the two, but in fact these are radically different, for the past is what happens, and history is what we write about it, how we try to wrest brute facts into narrative. While we don’t have details, it’s nonetheless pellucidly clear that Eddie’s experiences have shaped his life for good or ill – hell, just about the only thing we know about his daughter is that she’s named after his sister.

The judgment on history, though, is more equivocal; Eddie spends the whole game running away from or apologizing for the story he’s made of his traumatic past. And yet, even in this reticent, half-unspoken way, he does share his embarrassing juvenilia, and if it is possible for history to matter, surely the necessary first step is for someone to read it.

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- Pinstripe (Chicago, Illinois), January 4, 2024

- aluminumoxynitride, December 28, 2023

0 of 1 people found the following review helpful:
Great game on memory, December 24, 2023

Clever, thoughtful, moving game. The way it turns memory into a game format is awesome.

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Look Back in Gameplay, December 22, 2023
by JJ McC
Related reviews: IFComp 2023

Adapted from an IFCOMP23 Review

This one shares some DNA with Hand Me Down and some more with Spring Thing 23’s Repeat the Ending. That is excellent DNA to share! Like a champion livestock breeding program! Ok, not that DEFINITELY not that. As with those very worthy titles, LAKE Adventure is a modern (or near modern: COVID-era), nostalgic look at IF creations intersected with family trauma.

Here, you the player are Zooming with a friend during COVID, playing a recently-rediscovered DOS-based adventure game they authored as a teenager. The implementation is spot on. From the 32-bit graphics to the DOS bootup screen, the font, everything rings immediately, immersively true. Threaded through all that is constant commentary by your embarrassed friend, slowly recalling their personal history with the game’s development.

The game itself is so perfectly realized: the limited descriptions and telegraphed noun space, clever but imperfectly coded puzzles, the sometimes awkward gameplay, all befitting its putative tween author. It weaves a spell on the player (maybe moreso for players with experience in the inspirations?) where implementation gaps that might otherwise draw stern “Intrusive!” proclamations instead elicit wry smiles of ‘yeah, that’s about right.’ Talk about turning bugs into features!

Insta-death, childhood home as setting, author as protagonist, repeated respawns, mazes of sorts, all de rigueur for its time and author, rendered sweetly melancholy by the helpful and embarrassed modern narrator. The narrator’s voice is vital to the proceedings, by turns embarrassed, sad, deflecting with humor, helpful and forgiving of their younger selves. The interplay between the game progress and their recollections are natural, understated and impactful, as well as subtly guiding the player forward through the narrative. The underlying adventure is not the star here, it is a character, painted not by adjectives and nouns but by gameplay. The whole thing just so effectively captures both youthful grappling with tragedy via unsophisticated but earnest fantasy, and the bittersweet remembrance by the older author.

If there was an off note, I would say the timed intro/outro sections - they were too fast for me to devour the details I wanted (I barely clocked my ‘score’ before it vanished!) Yeah, that’s it. All the other stuff I usually complain about was here and it was PERFECT. Geez, I didn’t even mention the spiral Mead pdf-eelie that was note perfect as a youthful development logbook. Yeah, its a hint/walkthrough of sorts but even if you don’t need it, check it out when you’re done.

Oh, it was Engaging. So very, very Engaging. Yeah sorry though, not counting it for “Here There Be Poopdecks.”

Played: 10/10/23
Playtime: 1.75hrs, finished, 748/750 points
Artistic/Technical ratings: Engaging, mostly Seamless, and when its not, in JUST the right way
Would Play After Comp?: Probably not? I mean experience feels complete, but such a lovely time… maybe?

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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1 of 1 people found the following review helpful:
A matter of memories., December 17, 2023
by Rovarsson (Belgium)

A little boy is sad but hopeful. He’s programming a game about an adventure by the lake behind the house. Maybe it’ll be a bit clumsy, but it’s heartfelt and exciting. It’s a present for his little sister. They’ll play together when she gets home from the hospital. She cut off all her favourite doll’s hair, but she’ll be home for her birthday. And then they’ll play his game together.

A teenage boy is sad and angry. He hacks into his old hobby game. He pours his grief and rage into it. Their father left you know. And she didn’t come home to play his game. He kills his enemy. He stores away his memories, safe to vaporise or keep according to his wish.

An adult man is sad and desperate. He found his old game in a forgotten box. It won’t work on his computer, really, an acquaintance plays it for him while they’re talking through the screen. He doesn’t know this guy that well, he chose him quite at random, really. Just someone who could get the game to work and be there while the man remembered. And oh! how did that angry stuff get in, I was a teen, I think I don’t remember… It was long ago…

His daughter’s here, he says: “Dear daughter, tell me please, it was so long ago, does it still matter now? Ancient history, it is, surely it can’t matter now?”
His own denial answers the question.

And we, dear players, who are we? Are we young hopeful Eddie, rushing to the lake? Then we must be angry Ed as well, taking vengeance on the lake, in the little way he can. Drowning and saving his memories at the bottom of the lake, as best he can.

Are we listening to adult Edward, as he comments on his game? His old and ancient game with his old and ancient pain and joy and loss?

Can we sit then with old Edward, while he asks: “It’s all so very long ago, does it still matter?” And we pat his shoulder and assure him: “No, no, it’s ancient history, how could it still matter.” We can sit there with Edward, both knowing that it does.

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- E.K., December 3, 2023

- bkirwi, November 25, 2023

2 of 2 people found the following review helpful:
Metafictional narrative about revisiting the past, using AGT, November 22, 2023
by MathBrush
Related reviews: about 2 hours

I’m going to put on my ‘extra-critical’ goggles for this game, because it’s by a previous IFComp winner (who presumably can stand up to sterner scrutiny), and is in a genre (autobiographical emotional retrospective in game form) that has had several recent start-studded entries (Sting, Repeat the Ending, A Rope of Chalk, and of course the author’s own game two years ago). It also intentionally uses an older format and is mimicking ‘my crappy apartment/house’ games, which has to thread the needle between not being as bad as the source material and being accurate to source material.

So how does it succeed? Overall, the polish is evident. I rarely struggled with the parser, which (combined with the other AGT/AGX/MAGX game this year makes me respect the engine a lot). Teleportation and combat are handled well. Death and being reborn could theoretically have really messed up game state, but it doesn’t seem to have done so, which is really impressive to me.

The game itself relies heavily on the commentary to make it ‘good’, which makes sense, because it was built that way. At first I was critical of the base game as being too basic, given the rich and full games I’ve seen built by children and teens recently (for comparison, look at Milliways in this IFComp!). But then I remembered games like Coming Home 1 which are actually very similar in layout and descriptiveness level to this game (although not in polish), so I guess it is pretty authentic.

Exploration was fun. Sometimes commands and interaction felt just a bit ‘off’ from games I usually play, and this was good; it felt like seeing interactive fiction written by someone who had a different set of experiences than me.

I’m not sure whether the game is autobiographical or not; I suspect not, but I’m not sure that should factor into the overall evaluation of the game. The background story is emotional, and hearing only one side of the conversation really helps here as you can imagine the other side for yourself, with version painting the narrator in a deeply sympathetic light or as a barely-tolerated person stretching others’ patience. One thing though for me is that it was always very clear that I was interacting with a fictional narrative, one held at a distance, and that I wasn’t drawn into. This is a personal reaction and not necessarily one all would hold. That’s actually what made me wonder if this was autobiographical, as real life scenarios are often less believable than fictional (like the fact that Tiffany is a medieval name).

The map is nice, and I wish I had read it first. I solved one puzzle it solves on accident due to my normal direction-flailing I typically do when playing games. It has some messages like ‘Don’t Cheat’ and ‘Listnouns’ that make me wonder if there is some hidden content in the game.

Overall, it was clear from the beginning that this has high production values and includes a lot of elements I like. So the debate wasn’t whether to score high or low, but which high score to shoot for. I’m still thinking about it; in a way this game is more relatable to me than Best’s last game, but on the other hand it’s a slighter thing. The ending, for instance, felt anticlimactic, more of an opportunity to sit and ponder than a neat wrapping up.

I’ll definitely be keeping an eye out for other reviews on this; I feel like there are still some unresolved thoughts in my mind and maybe a fresh perspective can help. But I did enjoy this, and it was easy to play this on Gargoyle.

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- Xavid, November 20, 2023

1 of 1 people found the following review helpful:
Deeply sad, November 18, 2023

(Review largely hidden because most of my thoughts contain spoilers.)

(Spoiler - click to show)My main thought coming away from this one is… this game was deeply sad. Eddie (i.e., child Ed)'s pain comes through so clearly in the game he created, with the idyllic lake serving as a security blanket, so precious that it even comes up in his imagined futures of winning the lottery and being president of the moon. Otherwise, his life is steeped in bleakness: the bullying, the sister dying/dead of leukemia, the bad/absent father, the best-friend-of-convenience… There are moments of joy, like the lake and the cat, and overall the game doesn’t feel too bleak because it’s so mitigated by the childish excitement—you can feel how happy this kid is to have created a game, how clever he feels, and it’s very cute. But now, as adult Ed looking back on it, it mostly just brings him pain.

The ending felt like a gut punch. Ed’s daughter, named Erica after his sister, comes into the room needing to use the computer. She’s kind of rude and dismissive, preoccupied with school, stressed by the shift to online learning due to the COVID lockdown. So her attitude is understandable; she has no idea what her dad’s just been through (and in fact it seems likely that she has little or no knowledge of this part of his past at all). But oof, did it feel like a knife twist.

This game reminded me of the type of literary fiction that essentially reads as a portrait of a deeply unhappy person. I’ve never liked this kind of story because it leaves me wondering what the point is. Here, Ed basically asks that question for us at the end. “Does ancient history matter?” He says he doesn’t think so, but isn’t 100% committed to that answer. And I mean… my thought is, of course it matters. It matters because those events made Ed who he is today, just as ancient Rome played a part in shaping the way our world is today. Even if Ed doesn’t want it to, how can it not matter?

But then, maybe the reason he’s asking is because he does want it to. Maybe he wants to know that this experience of reliving his traumatic past wasn’t pointless after all.


On the whole: too sad for my taste. But definitely a well done game.

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- oscar-78, November 15, 2023

- VanishingSky (Nanjing, China), November 13, 2023

- Edo, November 6, 2023

- jgkamat, November 5, 2023

3 of 3 people found the following review helpful:
Goes straight to the heart, October 29, 2023
by Denk
Related reviews: AGT

Goes straight to the heart. In addition it is also a very good game which drew me in. Not sure if the memories were 100% true or partly fiction but they could all be true so in any case thanks for sharing.

It has a lot of things in common with Repeat The Ending. However, the game element/puzzles are more traditional and puzzly in LAKE Adventure. But their stories are both very impactful and sad.

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- jaclynhyde, October 28, 2023

- Beable, October 26, 2023

- Drew Cook (Acadiana, USA), October 23, 2023

- anewvegas, October 23, 2023

- Nitori, October 15, 2023

- Zape, October 10, 2023


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