Type | Game |
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Date | 2010-10-01 |
Platform |
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Series | IFComp 2010 (23) |
Tags | interactive fiction |
East Grove Hills by XYZ is an entry in the 2010 interactive fiction competition, billed as âan interactive anecdoteâ about some events in the life of an antisocial high-school student.
EGH is rather heavier on the âfictionâ than the âinteractiveâ. This isnât necessarily a bad thing, but it does require some care to keep the attention of the audience. I donât think that it really succeeded, unfortunately.
First, the good: the game really feels like it could have been written by and about a high-school student. If it wasnât, thatâs pretty impressive. The interactions between the characters and the flow of events was more or less believable, with some exceptions. But then, thereâs the other side of the storyâŚ
High school students are usually annoying and boring. The game gets that right, too. Plenty of time is spent whining about how socially underdeveloped the PC is, and reminiscing about arguments about who had fewer friends, and so on. A large chunk of the game (or perhaps itâd be better to say âstoryâ) is spent drilling into our heads that the PC is a social outcast that no one likes, and itâs pretty obvious why. Of course, thereâs no reason that the PC must be likable, but if he isnât, then the game has to work harder to keep me interested.
Also, as I mentioned, the game isnât terribly interactive. Most of the interaction is only in the form of the conversation choices, and even examining things doesnât usually yield anything interesting. Also, unless you choose the right things to examine, the game will whisk you away to the next scene before you can get the crucial details about the characters. Youâll have other opportunities, but the first scene is the best time to learn these things. Besides the normal criticisms I might give such a non-interactive IF (âWhy not write static fiction?â and so on), the lack of interactivity worked against EGH in one important way: by the time I got to the critical scene in the school (the third scene in the game), I was convinced that since it was a memory, I wouldnât be able to do anything but stay on the rails the game had set me on, so I didnât try to do anything, and I gather that I missed some important things because of this.
This failure did lead to what I felt was the gameâs greatest success, however unintentional I suppose it was. When the PC is hiding out with Yue during the shooting (And wasnât it a bombing earlier? Never mind.), he pulls her along and then youâre presented with a conversation menu with four options: three variations on âare you okay?â and the ever-present âSay nothingâ. Itâs reasonable that this is all the PC could think of at the time (and another point in favor of the gameâs verisimilitude), but what struck me was that after exhausting the other three options, all you get presented with is the option to say nothing for twelve turns. Twelve awkward turns of the PC being frightened and unable to say anything while hiding from the horror thatâs going on so nearby. This felt, to me, like a real triumph of realismâwhat else could the PC do? How else could he possibly have acted? I really liked it.
Now, I gather that you have the option of acting during that time, when I assumed that you were trapped in the conversation while the events took place, and what I took to be a great indication of the PCâs powerlessness may have been merely a result of a poorly used conversation system and my own misconception about the mutability of the past events. No matter, thoughâI still liked that moment.
Sadly, thatâs pretty much all I really liked about the game. Oh, I thought that the messages about not remembering exactly how things had been were nice, rather than just seeing the standard library messages, but they were really a thin veneer on the shallow implementation. I couldnât really sympathize with the unlikable PC, so the emotional impact was rather muted. The ending was weak, if realistic, in an âa poorly adjusted teenager might recount events like thisâ sort of way.
So I rate the game 3/10. I didnât like the game generally, wasnât impressed by anything it did, and didnât feel like it made any important points. It gets a little bonus for the scene I mentioned above, even if I suspect my appreciation of it is somewhat misguided, and for the realism of the writing, but I canât rate a game I didnât enjoy very high.
Name | Role |
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XYZ | Author |