Prism

by Eliot M.B. Howard

Fantasy
2022

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3 of 3 people found the following review helpful:
Subterfuge and escape in a fantastic city, January 4, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Prism was the last of the IFComp entries I played. There was a mix of anticipation and fear. I believe it was the last of the IFComp entries to get any review, and playing it, that was more people having a lot to digest than "hey, let's keep away from this weird mess." Looking at the review list near the end of IFComp, it had caught up, and I can see how the people who liked it would want to explore several branches before pronouncing a final opinion. We know we're going to miss something.

And we don't want to typing a mere "I liked this bit/this bit surprised me/this bit confused me." Maybe this review does that, in disguise. But Prism is a real wild card, one that half makes you feel guilty for giving something more conventional a high score. It's sophisticated and complex enough that blanket "gee this is cool you should try it" statements make me feel like a bit of a goober. It's like that tough class other people tell you to fear, but you wind up enjoying it, and you worry people might pound you for admitting that--until you find other people who like it.

Or, maybe, another way to put it is: you may be worried Prism isn't your thing. And maybe it isn't. But I think you will get a lot out of it, anyway, which is impressive, because it's not super-long. This sort of thing is more likely to happen with fifteen-minute games where you say, okay, they knew when to end the quirky joke and left me time and energy to enjoy the next one. But even in my sped-up mode, pressing to get through the final IFComp game, I realized I'd have a day to write a review for Prism, and my instinctive reaction was, I wished it'd be longer. Fortunately, there was an entirely different branch worth replaying!

So with the usual "I probably missed branches and themes" caveat I'm satisfied I got enough. If it's hokey to say "be glad the glass is half full and you like what's there," it's a lesson I still have to learn after trying to get through all the IFComp games. I've put off potentially rewarding experiences before, and the clues were there. But I'll be thinking of Prism when I balk at my next challenge or reading goal or whatever.

Prism is part of a whole phalanx of Ink entries which acquitted themselves very well in IFComp, in my opinion. In particular, it's a splendid complement to Elvish for Goodbye. Both are about an imaginary city and secrets you can't quite express, maybe even ones that would be ruined if you described them fully. In EfG, they're related second-hand, and that somehow makes them bigger. In Prism, you're in the middle of it, yet with your courier's job, you sense there must be even more than you're able to see, or you'd like to be able to see stuff even quicker.

Your friend, Karae, is partially to blame for this. You're pretty close, but she has holes in her life story, ones that should have been filled by now, the more time you spend together. She's missing an arm, but that's part of why she has power. You've seen a lot as a courier, but you know she's seen even more. You know the city you live in, Conduin, has grown from what was once pure desert, and it is growing, and you want to grow with it. There's a question of what new suburbs reveal the most.

I played through twice. Each time I had contraband to deliver, but it was radically different. My journey both times led me to people who talked unusually but logically, then out of the city, where I had to outsmart guards. I'd have felt rather helpless doing so if I were a newcomer instead of a courier--there was some knowledge assumed about which way to flee, so the choices didn't seem too zany. Each way it was pretty clear there was no way back, but the first time, it was about rebellion, and the second was more about finding my own way. Both entities I found outside the city suffered their own persecution. I saw my friend Karae in two entirely different lights.

It feels like there must be so much more than what I saw. The branching to two very different but believable escape scenarios is really impressive. Conduin feels even more sprawling after the second time than the first, and I want to explore even more. This feels like something that must have taken a good time to get straight, and the author also took some big risks that people might go "Huh? What?" And maybe I did sometimes, but I was fairly sure early on that this question would be answered. There's a whole assortment of mystics and criminals, and Prism feels like that food you can maybe order once a year, that you do and don't want to eat too quickly, and you're quite glad if you forgot about it for a couple months (I mean, assuming it keeps,) because you'll find the right other thing to enjoy it with. I suspect I'll find another game that will remind me I want to replay Prism with a new perspective, and enough will be forgotten that I won't sleepwalk through any choices.

I've talked a good deal about my impressions of Prism, because after two play-throughs, I'm left pondering a lot of possibilities for who might be the good guys and who might be the bad guys. This isn't due to vagueness on the author's part but rather that there's so much intrigue and nuance it'd be a pity if anything was too straightforward.

Oh, one final note: shout out to the author for noting where to save so you could see a bunch of options. This didn't apply in the second work-through, but by then, I had a pretty good idea where the bottlenecks were. On the one hand, this can seem like authors nudging players to the good part, but on the other hand, it can be more effective than a blurb for helping us know what to expect. There are that fewer save states to juggle.

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