The Queen’s Menagerie:
One of the longer Texture pieces I’ve seen, The Queen’s Menagerie follows the keeper of the titular menagerie through its labyrinthine halls. Everything here is about display, and power, and monstrosity: the keeper does his job, and does it well, for the Queen’s table scraps, despite the gravity of his tasks and the shortened lifespan it will inevitably mean. The Queen, for her part, keeps the animals as a display of power for visiting diplomats, and when not being used, they are kept confined in darkness. It’s a pretty horrific premise, and Groover characteristically leans into the intersections of this horror, the human cost. (The moment with the dragon is particularly effective because of the limited information you receive.) Third person works well here, establishing a voyeuristic distance between reader and keeper that’s complicated by Texture’s format of dragging. The platform requires slightly more input than a hyperlink, but less so than even a limited parser, and so seems particularly suited to work that deals with themes of implication, constraint, and guilt. Recommended.
Cinnamon Tea:
A fairly short Twine piece on the Sorting Hat formula, where your early choices lock you into a path before you know the consequences of your action. I’ve seen that work well, particularly in places where “meddling in forces beyond your ken” is a theme (Magical Makeover comes to mind). But the game doesn’t do enough to signal the consequences of your choices, or offer me enough of a payoff. The last tea choice does have what I read as an ultimately hopeful (and well-written) dream sequence. But on the whole, I’d have liked better signaling; as this work stands, it feels slight. I’m afraid I can’t personally recommend it, but I think there are some readers it would work for.
Ariadne in Aeaea:
(Note: my historical pedant hat will remain firmly off for the duration of the review.) A mid-length puzzly parser game, Ariadne in Aeaea appears to take some of the feedback the author’s previous game received to heart. Puzzles are largely clear, though I ran into one major question after speaking to my aunt. (This is definitely a game where I tried to get the PC to disrobe in several unhelpful locations, and the protagonist’s frustrated internal monologue was a nice counterpoint.) Both the walk through and the in-game hint system were useful (though there was one point toward the end where the hint system gave me the previous, solved puzzle’s hint).
Leaving my personal baggage with regard to some of these characterizations firmly at the door, I liked the protagonist as she was written, and felt that this reading of the archaic Mediterranean, with Ariadne subject to the pressures of familial social, and ultimately political expectation, was effective at making use of the parser’s confines. (Lately I find myself preferring games where even where the standard verbs are available, the narrative makes me want to press forward toward my stated goal rather than try the standard Inform library. Bronze, Hoist Sail For the Heliopause and Home, and Superluminal Vagrant Twin, to name a few canonical and contemporary examples.) Ariadne has a strong sense of forward momentum, of wanting to find out the next big secret, and–other than the puzzle in the middle–was fairly good at delivering on that momentum. Recommended.