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Entrant, Main Festival - Spring Thing 2015
Emily Short's Interactive Storytelling
Through both mechanics (the replacement of one protagonist with another and another) and content (the endgame), the story suggests that the experience of individuals is relatively unimportant, that their culture and history is being shaped by supervising forces far beyond their comprehension. I found this simultaneously bleak and comforting: bleak because it was hard to enter into any one character’s life in any depth, comforting because the supervisory force seemed to at least desire positive outcomes such as a reduction in war.
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., September 14, 2016
There's also sort of an existential theme to it, at least this is how I interpret it from the ending I've gotten. Despite all the suffering you go through, in the end, hopefully, you will reach serenity.
She also makes this ingenious text map for you to travel to other places. The game overall has a very ambient feel to it despite some bleak existential feels.
It's freaking Porpentine just play it.
Pros: A RPG journey with nice graphics and innovative use of Twine.
Cons: I think one time I played this game and ran into a bug but that was a long time ago so I don't know if it's there anymore.
A post-apocalyptic world of bizarre fantasy and many PCs, May 16, 2016
You play in a dust-covered world of raiders and scavengers. You can create yourself, but also destroy yourself, and both are necessary.
This game is unusual for Twine in that you have to enter city names in text when traveling. This gives more of a riddle aspect to the game. However, you have a map storing names you've met. There are less than 10 total cities.
The game ends in a sort of transformation that is best experience rather than described. Overall, it has a feeling of exploration and of 'just living'. One of the least disgusting porpentine games, and one of my favorites of hers.
You are a traveller - whether you be scavenger or dustrunner - and, on your steed, you traverse the hostile lands.
Ruiness is set in what I term 'dystopian wilderness': not quite post-apocalyptic, but barren, harsh, downright caustic environments. The prose is purple and abstract; the story typically abstruse. The florid prose thrums with purpose, though: each place has a distinct climate and role, and the different races or roles you can assume remain thematically consistent.
This game has all the hallmarks of a Porpentine game, but what I found the most interesting was the map/travel system. You travel by typing in your destination in a text field. Whilst in new locations, you discover new names, and the cities you have discovered are mapped out on a chart you carry. This allows for Easter eggs, for openness, for a sense of discovery.
Ruiness is a mid-length confection of a game which affords slightly different perspectives with different characters. The travel system is definitely worth having a look at.
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PollsThe following polls include votes for Ruiness:
For Your Consideration - XYZZY-eligible innovation uses of 2015 by Brendan Patrick Hennessy
This is for suggesting games released in 2015 which you think might be worth considering for Best Use of Innovation in the XYZZY awards. This is not a zeroth-round nomination. The category will still be text-entry, and games not...
For Your Consideration - XYZZY-eligible stories of 2015 by Brendan Patrick Hennessy
This is for suggesting games released in 2015 which you think might be worth considering for Best Story in the XYZZY awards. This is not a zeroth-round nomination. The category will still be text-entry, and games not mentioned here will...
Less-linear Twine Games by Nathaniel
Twine (or other hypertext) games where your decisions make a significant difference, and the story changes significantly based on them (not just resulting in your death).
This is version 3 of this page, edited by Emily Short on 7 June 2015 at 1:29pm. - View Update History - Edit This Page - Add a News Item