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About the StoryIn the future, robots cater to man’s every want and need. That is, unless you’re a lowly line cook like Irene Turnsole. After Irene travels to her late father’s home, she discovers that her sister has gone missing and nobody is coming to help find her. Turnsole suspects the cultists of The Light of the Future, her own father’s extreme futurist corporation, but proving it isn’t going to be so easy. Irene soon discovers she has just two days to track her sister down before the cultists perform an ominous-sounding ritual. To solve the mystery, Irene must dig into the secrets of her father’s corporation, a world on the edge of the Singularity, and her family's own painful past – all before precious time runs out.
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This is a good game, but I'm not quite sure it nails that deductive process. In this Twine game, you play as a young woman in a sci-fi future renting out an old detective's office for the night. Your father has died, your sister is missing, and you have to search for her.
You have numerous locations you can go to. You have an NPC companion who can examine things for you. You have an inventory where any item can be used with any background link, giving quadratic complexity. You also can deduce things with your companion, linking concepts with, again, quadratic complexity. Dying alters the game subtly.
All in all, it makes for a rich game. But the state space is so large that it's difficult to know where to proceed next. Do you need to deduce in the middle of the game? Is dying essential? Do items need to be examined by your companion, used on NPCs, or ignored? I found myself frequently turning to the walkthrough.
Storywise, it uses some classic sci-fi tropes (techno-cult, do robots have feelings, etc.), but it executes it well. I felt comfortable with this game. The author says 'hire me' at the end, and I would feel comfortable hiring them for a writing project.
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