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About the StorySurely the reed bank counts as a wild place. While it gives you so much, you've never tended it, not really, not like you do with your garden. It's something like the forest, then, but much safer to search without attracting attention. So here you are.
Nominee, Best Game; Winner, Best Story; Nominee, Best Individual Puzzle - 2010 XYZZY Awards
If you play only one game from this year's comp I would heartily recommend The Warbler's Nest, with some slight reservations. The genre that would describe it the closest would probably be "psychological thriller."
As is the usual case, the game starts with little to no information and gradually tells the player what's going on. The clever part is that at some point your perception of the setting changes to something completely else, and it's not a Shyamalanian "Look! A twist!" but the player comes to the chilling conclusion gradually. The restrained style of writing supports the big picture perfectly.
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In a sense, this is a horror piece, but horror of the most quiet kind. The horrific "revelation" is obvious well in advance, so the interest of the piece has to come from a contemplation of the beliefs, fears and hopes of the protagonist. Jason McIntosh conveys these very clearly, and the fact that they are simultaneously so understandable and so alien, and are combined with the potential for disaster, makes for a stimulating experience.
If one had to complain, one would probably point out that there is not much of a game here, but given the short time it will take you to traverse this piece, this is not a very serious complaint. I would like to see more pieces that are as quiet and contemplative as The Warbler's Nest.
One question that this piece has raised for me: can a story be considered a tragedy if none of the people in the fictional world consider it to be such?
The writing is rather spare and minimalist. In fact, there aren't really many places to explore. But IF conventions are honored. You're told what you need to do, and cut scenes give relevant backstory but are vague enough to have the player wondering what's being alluded to. Even now, I'm unsure about a few points. Perhaps reading more about the game will bring some insight.
Really, though, the central point of this game is a moral choice, so emotional impact comes from the various endings.
There are no puzzles in this game. Everything you need to do is simply achieved, so that all focus goes to the story and setting. But setting falls down for me because not everything was implemented. (Spoiler - click to show)The reeds rustle, but you can't hear the river. No ability to touch things, either.
I think there are clear links between the tasks at the beginning of the game and the protagonist's backstory, as well as a juxtaposition, a mirroring, of reality and the character's internal monologue. This creates a pleasing symmetry.
Because of the sparse prose, which doesn't really do it for me aesthetically, I rated this game as average. But it has a good story and doesn't take any significant time. Everyone should play it at least once. Not much commitment and worth it for anyone who cares about the literary side of IF.
Edit: I upped the rating because the impact really hit me hours after finishing the game, when I realized I was still thinking about it. (Spoiler - click to show)The horrifying barbarism probably perpetrated on innocent children and unfortunate mothers.
Great writing makes up for obvious twist, December 3, 2012
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PollsThe following polls include votes for The Warbler's Nest:
Unreliable narrators by leavetheviolinalone
I'm interested in games which hinge on the 'unreliable narrator', from amnesia to a plain distorted worldview. The more this distortion affects the storyline, the better.
This is version 8 of this page, edited by Peter Pears on 16 April 2013 at 4:58am. - View Update History - Edit This Page - Add a News Item