Monday, 2 October 2017

IFComp 2017 review: The Living Puppet by Xiao Lin (web browser)


The Living Puppet is a creepy and classically styled horror IF about a pupeteer’s mysterious relationship with the doll that is the sole source of income for he and his wife Li Shaoxian. It’s delivered in a web browser as long passages of click-scrolling text broken up by several major decision branches that the player can choose for Shaoxian. I downloaded it to play it because the ‘Play Online’ button wasn’t working at the time and I’ve written the IFComp organiser about this issue. I played Puppet several times to different outcomes in 40 minutes. I enjoyed the game and recommend it generally, and to horror folks specifically, accepting that a couple of its presentation choices may be too irritating for some players. The game sports horror themes and one explicitly violent scene.

Puppet does a couple of things with the text that I found technically annoying, but it’s a testament to the qualities possessed by an essentially good story that I decided to keep playing in spite of them to experience the whole thing. The first problem is that the player must click or press keys to elicit each line of text. The text scrolls at a fast but not instant speed, with the result that when you come back for your second game, for example, you need to hold down the space key for a minute (I timed it) just to reach the first choice again. Puppet’s second text issue is that against the second of its backdrop friezes, the text is partly unreadable due to colour and contrast issues. I’ve noticed I have a high tolerance for text colour variation, so I assume there will be players with lower thresholds who may simply quit on this screen.

The game is set in China, presumably at some time in the past as no mod cons are present and the world of traditional puppeteering is writ far more largely than I expect it would be today. I don’t think English is the author’s first language, so some of the writing is a little off around the corners, but important ideas are expressed clearly enough, and little details like falling snow flakes, breath in the snow, characters cupping their hands and the like, make their mark. The emotional intensity of the husband and wife as they deal with his gruelling performance schedule and her mounting loneliness also come through effectively. The game is about being on the outside of a relationship defined by a Faustian bargain, and its denouements are correspondingly harrowing and gruesome, emotionally and physically. This is what I most appreciated about The Living Puppet; it pays off.

Puppet’s IF mechanics are simple and won’t be enough for some players. There are few choices, but they are highly divergent for the story when they are offered. I also like the fingerprint graphic that appears on choices previously taken. It has both a practical function and seems to emphasise player responsibility for the choice. The network of choices is also a logical one. That’s to say that information learned from one ending can be wielded in one’s own mind to decide where a different earlier choice may have lead – or will lead to if the game is replayed. There are no narrative tricks here, just a good story with several outcomes. There are a handful of discrete sound effects, too, plus a decidedly non-discrete background music loop that becomes too bombastic too quickly for the prose on a first playthrough, but which lines up weirdly well with the later intense goings on.

I didn’t understand the signifiance of the message the game displays after an ending, which is along the lines of: “There is 1 person ahead of you.” It may refer to the number of players online (if you were online – I wasn’t) or the number of people who have found more endings than you .

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