The Brutal Murder of Jenny Lee

by Daniel Gao

Mystery
2020

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A game of teen secrets with a sci-fi wraparound and some narrative trickery, August 6, 2022
by Wade Clarke (Sydney, Australia)
Related reviews: science fiction, ifcomp 2020, inform

(A version of this review first appeared in my blog during IFComp 2020.)

I like to kick off my IFComp experience of a year with the playing of a parser-based horror game that I expect will tickle my fancies. In 2020's entries list, I could not go past the title The Brutal Murder of Jenny Lee (hereafter referred to as BM). It's not actually a horror game, and I should point out that it correctly bills itself as a mystery. Its blurb also indicates that sci-fi (time travel) is involved. It doesn't dwell on its adult elements, so references to sex and violence are at the level of any restrained modern whodunnit.

BM took me about an hour to complete, and I was impressed by its interwoven layers of mystery, reality and narratorship, even as the gameplay remained straightforward look, read'n'search throughout. The issues of the PC/narrator split and narrator reliability get a triple workout here. The player initially doesn't know who they are, or why they're investigating Jenny's murder back in 2003. A bold-text-voiced narrator issues instructions that initially seem to intrude on the prose in real time, indicating that the player is under surveillance. Yet that narrator also alludes to having their own problems with another entity. I see BM's sci-fi factor landing individually with different players, but I think the whole is grounded by the specificity of Jenny's world. She was a 17-year-old Chinese immigrant to Canada, was academically pressured by her mum, and lived her teen life in rounds of the band room, the library, and the ACE Tutoring Agency. In the best narrative tradition of the murdered, she also kept secrets.

The whodunnit element presents a decent catalogue of speculative possibilities for the game's size. It's fuelled by the details of Jenny's life, one that evokes some typical migrant experiences but also has enough texture to give Jenny individuality. The way the player experiences her world is as retrospective "recordings" of her most-frequented locations, devoid of people but rife with intimate notes, diaries, library cards, signs and messages on computer screens. The rooms are full of stuff, so much so that even when a lot of objects are implemented, players are still likely to bounce off the ones that aren't. Weird implementation or under-implementation, and almost no synonym support, are typical shortcomings of the old Quest engine, and they're present here. Ninety-five percent of the time, you don't need to guess verbs in Quest games, but when you do, you're in trouble; the walkthrough got me through two such bits in BM. Nevertheless, compelling forward progress and little mysteries come thick and fast.

I was also struck by a lot of the physical environmental details in this game. The letters cut out from cardboard spelling "Asian American Heritage Month" in the library, for instance, or the markered masking tape instrument labels in the band room. The accumulation of these sorts of observations conjured the atmospheres of schools and libraries of my past.

In retrospect, BM seems to mix some unusual elements, but then again I've got a feeling this kind of thing is more common than I think. (For instance, in the Young Adult genre. I just had a flash of the novel Slide by Jill Hathaway.) Ultimately, I liked the Jenny's World elements best, and I see how the sci-fi elements facilitate the exploration of her world in a prying, adventure-gamey way that would otherwise be realistically impossible. In fact, it occurs to me I used almost the same mechanism for exploring a character's past in my contribution to the game Cragne Manor. Rough edges and implementation troubles aside, BM is novel and ambitious, often well-observed and delivers an involving story with elements of cultural specificity.

The author's note recommends playing BM offline by downloading the PC-only Quest app. This is how I played, and based on my personal and anecdotal experiences of both the Quest system and textadventures.co.uk website, I'd say: if you can play offline, don't muck around. Play offline.

Click below to read my spoilering thoughts on the game's ending.

I'm not sure either of BM's endings are great. The most positive spin I can come up with on the solid/regular ending is the idea that the future people's faintly interested reaction to the detective machine (the one that you "were", or inhabited to solve the crime) and the most famous case it solved, is a sad-leaning reminder that we can easily forget about the realities of those who preceded us, and maybe now and then we should take some time to remember them... I hope this isn't too off course, because I lost this piece of the transcript when I tried the other ending.

The other ending is far-fetched in the sense that I think it's almost contrived beyond intentional logic (go west ten times in limbo?!) but it could be hit by accident. And with the walkthrough handy, I think players will probably try it anyway. While it's novel, it's totally removed from the bulk of the game. It reads as: 'Forget about Jenny Lee! I'm now a self-actualised AI out in the world!' Which is almost a different game altogether. I suppose it's cute as a novelty ending, and there have been a lot of bonus endings of this type in Playstation console games. Unfortunately this one wastes BM's remaining locked cabinet passcode puzzle in the process.

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- EJ, April 8, 2021

2 of 2 people found the following review helpful:
Interesting ideas but I needed more, December 6, 2020
by brwarner (Vancouver, BC)

Another one of the only parser game’s I’ve now played in my life, BMoJL is a short murder mystery where you play as an (Spoiler - click to show)AI detective guided by a mysterious, omnipresent narrator to solve the case.

I really enjoyed the narrator’s interjections that arise as you’re investigating the rooms. It gives the game a sense of time and investment. Jenny Lee is nothing to me after all, but there’s someone accompanying me who cares (for reasons yet unknown). It made things feel more weighty, like the objects I am handling are not merely clues, but important objects in a now deceased girl’s life.

The game begins with a date puzzle which kind of interested me. I hoped that future rooms and acts would involve more detecting, but unfortunately it’s predominately “look at X” for each object in the room and when you see Important Object Y you’re wisked off to the next location.

The solution, too, is just a matter of (Spoiler - click to show)looking at the key object that contains the solution. It’s a real shame too because I actually figured out (Spoiler - click to show)that the saxaphone with the missing keys were smuggled treasures and was waiting for the opportunity to use that knowledge to prove to the game I had solved something, but no such opportunity arrived.

I’m not well versed in Chinese history, but the Cultural Revolution plays a key role in this game which I thought was interesting. I wish this was developed more deeply because it was the part of the game I grabbed onto the most. There’s also a few other interesting things going on with the narrator and the real killer I won’t get into due to spoilers, but I also wished there was a bit more exploration of them. I also didn’t really understand (Spoiler - click to show)how an AI detective running on a... game console? could discover new physical evidence in a simulation world...

Honestly the twist around who you doesn’t add much to the story. I think it kind of takes away from it? (Spoiler - click to show)You have a motivation to escape the digital prison but the story is supposed to be about Jenny Lee and her relationship to Henry and her Dad.

Overall I liked a lot of the forces at play in this story I just felt it was underdeveloped. Game could have been longer and more in-depth and I would still be playing it!

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3 of 3 people found the following review helpful:
Less brutal than advertised, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Friends, I will level with you: 2020 has been tough for me, and going into this one I wasn’t sure how I felt about another game about murder, especially one that puts the “brutal” right there in the title. Like, I love the Comp for exposing me to things outside my comfort zone and that I never would have found otherwise, but I also come to IF by way of what we used to call adventure games, text or otherwise. Say what you will about Dr. Ego being a bit wonky and not very innovative, but it had me give a banana to a monkey. Now that’s a proper adventure game puzzle: GIVE BANANA TO MONKEY. Not a severed carotid or trace of seminal discharge in sight.

Blessedly, Brutal Murder is – not actually that brutal? Partially this is the tone, which is miles away from the dour proceduralism the title might evoke. If anything it’s a bit chatty, with a narrative voice that directly addresses the player, alternately confessional and urging the player onwards. And while the central crime is like, clearly a murder and is bad, it’s nowhere near as awful, or as awfully described, as what’s on network TV every night (there is one somewhat disturbing plot element that possibly does deserve a content warning, though I’ll spoiler-block it just in case: (Spoiler - click to show)the narrator, an adult tutor who’s in prison for the murder of the eponymous 17-year old, was in a sexual relationship with her that he describes as consensual).

While this came as a relief to me, I do think BMoJL suffers a bit from this tonal unevenness – the subject matter is clearly meant to evoke tragedy, and that mood is stated as text repeatedly, but it’s hard for that sentiment to land given the often-breezy narrative voice, as well as some out-of-context surrealistic flourishes. The game opens with a tutorial sequence, complete with the narrative voice telling you to TAKE KEY and OPEN DOOR, which is completely diegetic and in continuity with the meat of the game. Each chunk of investigation is interspersed with a trip to a black void, and the topography of the map changes in unphysical ways as the story progresses. It’s not too hard to suss out the reason for this, reading between the lines of some of the narrator’s comments (Spoiler - click to show)(the player character appears to be a sort of crime-solving AI trawling through the narrator’s memories) but this doesn’t seem well-integrated with the main thrust of the plot, and felt very underdeveloped.

As to the game itself, it’s got a pretty solid implementation. There’s typically a good amount of scenery, some of which isn’t described, but all of the objects one can interact with are broken out on their own line, which is a shorthand that adds some convenience. I was stymied by how to open the storage-room cabinet for a long time, even after I knew the code, since TYPE and TOUCH and OPEN and UNLOCK and all their variants failed, but the HELP text had told me that USE item was an important verb, so it’s on me for overlooking that. I did run into one significant bug: my first trip to limbo never ended, leaving me wandering a black void forever, which prompted a restart (second time after a half-dozen turns of flailing, I was moved on to the next sequence as intended).

The puzzles are relatively straightforward and don’t require off-the-wall thinking, but there’s never a time when you feel like you’re solving a mystery – instead you’re hunting for the one piece of evidence or reading material that will prompt the narrator to understand things a little better and explain his progress to you. There are no suspects to interview, or deductions to piece together, just cabinets to unlock and journals to read. It sometimes feels as though the player’s just fiddling about with some busywork while the game solves itself.

This is a shame, because the core story of the game is I think pretty good, with some solid character dynamics, an interesting twist (albeit one that could have probably used more groundwork-laying), and well-observed details on the experience of being Asian-Canadian in one particular place and one particular time. But these tonal issues, and the feeling of disengagement brought on by the gameplay/story disconnect, meant it didn’t land for me as strongly as I would have liked.

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2 of 2 people found the following review helpful:
Atmospheric Murder Mystery, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

The Brutal Murder of Jenny Lee is a murder mystery which, in many ways, feels like it takes cues from the walking simulator genre.

It consists mostly of exploring various locations and examining items to glean information. But it’s not all business. As you go through the game, you’ll learn as much about the victim’s life as you do about her death. Notes, letters, artifacts, and the comments of your “employer” who is deeply connected to the case all help you to gradually piece together an impression of a moment in a young woman’s life. It’s compelling, well-written stuff. Little things like a pencil case or a sketch are described with enough care, enough attention to detail, to show rather than tell a story that felt very authentic and human to me.

There’s a couple nice puzzles here which call for the player to gather information, make a deduction, and act upon that deduction. But there’s also quite a good chunk of the game that consists solely of examining things until some answer is spoon-fed to you. The whole experience hews to a more-or-less linear path: you go where the narrator takes you, and do things step-by-step according to his whims. It works, but I think I would have gotten even more enjoyment out of a more varied and less linear set of problems to solve.

I wasn’t fond of the way the game occasionally hides the parser for a predetermined amount of time when important text shows up. I get that the author is trying to emphasize important moments, but still, I don’t want to have to wait around counting the seconds until I’m allowed to keep playing after I’ve finished reading whatever I was supposed to read.

There’s a secondary aspect to the story: (Spoiler - click to show)the twist that you’re an AI being exploited by someone who is wrongfully imprisoned for the murder, and you ultimately seek to escape. It’s an interesting concept, but doesn't feel fully woven into the main story, and isn't developed in enough detail to satisfy questions about how exactly the character is able to accomplish what it does. Maybe this aspect is a prelude to a sequel which explores it in greater detail? That would be neat.

Even though I wasn’t totally on board with every design choice here, The Brutal Murder of Jenny Lee brings a great atmosphere and strong writing to the table. Overall, I enjoyed my time with it, and would gladly try more of the author’s work in the future.

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- Denk, December 1, 2020

- Mr. Patient (Saint Paul, Minn.), November 7, 2020

- Zape, October 26, 2020

3 of 3 people found the following review helpful:
A Quest murder mystery with interesting narrative tricks, October 15, 2020
by MathBrush
Related reviews: about 1 hour

This game is written in Quest, and I engage with Quest games differently from Inform and TADS games.

Quest games tend not to come from the culture of ‘implement everything smoothly’ that other systems have, which is both bad and good. Bad because there’s less immersion, but good because you’re less likely to miss important things.

This game uses a lot of fancy features, like the parser voice and the player being separate entities; different worlds; timed text (used sparingly); and some clever writing tricks.

The style of the gameplay was difficult for me, so I went to the walkthrough and followed it all the way through. Overall, the writing is fairly solid; I don’t think I could do better myself; but it could be improved. I didn’t get a lot of the hints behind the big reveals, and the gradual reveals about the narrator flew over my head. I know that’s on me as a reader, but I wonder if we could improve narrative flow.

I do think the whole key thing is pretty neat, and I’d love to work something like that into a game into the future.

+Polish: For a Quest game, this is pretty smooth.
+Descriptiveness: The writing was creative and interesting.
-Interactivity: I struggled to engage with the game as intended.
-Emotional impact: The big reveals didn't land with me.
+Would I play again? I could see me trying another time.

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- Edo, October 12, 2020


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