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About the StoryTo Burn in Memory, an ahistorical and atemporal Interactive Fiction work for IFComp 2015. Explore a city that never existed, and uncover its secret history through the memories of a woman that lived its darkest moments.
33rd Place - 21st Annual Interactive Fiction Competition (2015)
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Number of Reviews: 2
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Gameplay involves poking around, finding keys, unlocking doors, opening safes, and gaining entrance to new areas. Sometimes you can activate memories that reveal how the city came to be in its current condition.
Despite the focus on memories and exploration, though, I never got a good sense about what was going on or what the city even really looked like. The text is written in an abstract, verbose style that often aims for higher marks than it can hit. And when it doesn't hit them, it produces confusion. You have to be an extremely skilled writer to pull off a style like this.
The game's opening references Umberto Eco, but I found myself comparing it more directly with Hypnerotomachia Poliphili, which is an Italian book from 1499 about a man wandering a dreamscape. Almost the entire book is dedicated to explaining the architecture of buildings in the dream, and the text will go on for pages lavishing elaborate philosophical descriptions on columns and fountains. I found it suffocating to read, and while To Burn in Memory is not nearly as overwrought, it does share Hypnerotomachia's interest in allegorical architecture. Both these texts also prefer complexity for its own sake, for its flavor.
Hypnerotomachia is a famously beautiful book, and To Burn in Memory also has a very lovely physical design. But they sit heavily in your gut and are hard to digest.
A visually and verbally dense/rich CYOA game about a lost city and melancholy, February 3, 2016
The writing style matches the visual richness. The opening line is a good example:‘Breathtaking isn't it?’ says Salandré, gesturing out over the vista, ‘Here is the city as I saw it — empty, painted in rust and gold, below tormented skies writhing in cruel fire.’ she continues, in a tone somewhere between opera and pantomime. ...
The gameplay consists of exploring an abandoned city, activating stored memories, and gathering keys to open different doors.
The game has a strong sense of melancholy. Because of its stylistic innovations, everyone should try out the first part of the game, until you've gathered a few items. Those who want to can then continue.
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This is version 7 of this page, edited by Doug Orleans on 5 April 2016 at 2:16pm. - View Update History - Edit This Page - Add a News Item