Reviews by Eloquence
Speculative fiction from the era before the moon landing and the exploration of the solar system occupies a special place in my heart.
Writers from the 1930s, 1940s, and 1950s still dared to dream of life on Mars. Their imaginations had not yet been influenced and constrained by the slow progress of real-world space exploration, or by particular visions of the future like those popularized by Star Trek or The Expanse.
The Science Fiction Hall of Fame, Volume One was published in 1970 and contains a total of 26 stories first published between 1934 and 1963. The book includes 15 stories selected by a vote of the Science Fiction and Fantasy Writers of America and 11 stories picked by editor Robert Silverberg.
One cannot pick up such an old collection in 2024 without noticing the all-white and almost all-male selection of writers. The stories themselves, too, reflect the prejudices of their era. In “Helen O’Loy”, the perfect robot wife cooks, cleans, and adulates her husband; in “Twilight”, a time traveler from the future remarks on the wonderful music produced by “semicivilized peoples”.
Nevertheless, this collection includes some stories that are well worth your time. There are the classics that have inspired countless adaptations and imitations: “Microscosmic God” about a scientist who creates a civilization; “It’s a Good Life” about an omnipotent child; “Flowers for Algernon” about an intellectually disabled man who is turned into a genius by way of surgery.
The alien Tweel, depicted here by artist Emmanuel Lafont, is one of the unforgettable characters from “A Martian Odyssey” by Stanley G. Weinbaum. (Credit: Emmanuel Lafont. Fair use.)
The (at least to me) lesser known gems include “Mimsy Were the Borogoves” about children’s toys from the future, “Scanners Live in Vain” about humans bio-engineered to survive space travel, and “Surface Tension” about a civilization of tiny aquatic humanoids and their microbial helpers.
“Scanners Live in Vain” takes an imaginative leap that was still barely plausible in 1953: the idea that space travel causes conscious human beings to suffer and die due to an unexplained condition called “The Great Pain of Space”. Therefore, space travelers have to hibernate under the supervision of caretakers without the ability to feel.
It’s the kind of story unlikely to be written today, but it makes for a fascinating “what if” now. What if space travel had been like that?
Keeping its biases in mind, “The Science Fiction Hall of Fame” remains a useful starting point for exploring this era of speculative fiction. Except Silverberg, all the authors have passed away as of this writing. Their influence on how we think about the future — and the past — endures.
The full list of stories:
- “A Martian Odyssey” by Stanley G. Weinbaum
- “Twilight” by John W. Campbell
- “Helen O’Loy” by Lester del Rey
- “The Roads Must Roll” by Robert A. Heinlein
- “Microcosmic God” by Theodore Sturgeon
- “Nightfall” by Isaac Asimov
- “The Weapon Shop” by A. E. van Vogt
- “Mimsy Were the Borogoves” by Lewis Padgett
- “Huddling Place” by Clifford D. Simak
- “Arena” by Fredric Brown
- “First Contact” by Murray Leinster
- “That Only a Mother” by Judith Merril
- “Scanners Live in Vain” by Cordwainer Smith
- “Mars is Heaven!” by Ray Bradbury
- “The Little Black Bag” by C. M. Kornbluth
- “Born of Man and Woman” by Richard Matheson
- “Coming Attraction” by Fritz Leiber
- “The Quest for Saint Aquin” by Anthony Boucher
- “Surface Tension” by James Blish
- “The Nine Billion Names of God” by Arthur C. Clarke
- “It’s a Good Life” by Jerome Bixby
- “The Cold Equations” by Tom Godwin
- “Fondly Fahrenheit” by Alfred Bester
- “The Country of the Kind” by Damon Knight
- “Flowers for Algernon” by Daniel Keyes
- “A Rose for Ecclesiastes” by Roger Zelazny
The vast number of indie games published every month, on big stores like Steam and on smaller sites like itch.io, can be overwhelming. If a title doesn’t generate a lot of buzz (like Dredge in 2023 or Vampire Survivors in 2022), it’s easy for it to get lost in the shuffle.
Part of the joy of indie gaming is the sense of discovery, when you come across something truly special that very few people are talking about. Debug is a new video game magazine that may reignite that joy among its readers.
Published quarterly out of Norwich in the UK, each issue is packed with previews, reviews, interviews and feature articles, focused entirely on indies.
To give just an example, the third issue featured reviews of Sea of Stars, Bomb Rush Cyberfunk, Cocoon, Viewfinder, Somerville, DungeonGolf, The Many Pieces of Mr. Coo, Everspace 2, Station to Station, Kentucky Route Zero, Boti Byteland: Overclocked, Full Void, Ad Infinitum, Girl Genius, The Repair House, Solar Ash, and WrestleQuest.
In addition to new titles, older indie games are featured in lists such as “the 10 weirdest indie games”, or because they’ve been ported to new platforms (e.g., Kentucky Route Zero was ported to Xbox earlier this year).
A two-page spread from issue 3 about the game “Planet of Lana”. (Credit: Debug. Fair use.)
Just like many indie games, Debug lacks a bit of polish. One writer uses the redundant construction “also …, too” so frequently that I started to find it a bit grating. Issues 1 and 3 accidentally included the same top 10 list. Small things like that. On the other hand, the magazine is visually very appealing and gives a lot of space to the beautiful artwork from the games it features.
The reviews strike a good balance of offering criticism without tearing down the work of indie devs. They often include a second opinion, or pointers to other similar titles players might enjoy. Many titles showcased by Debug have received very little attention on platforms like Steam, so you’re definitely likely to discover something new.
Anyone who’s ever thought about developing an indie game will appreciate the interviews and feature articles that talk more about the process behind the games. But the magazine never feels like inside baseball—despite the name “Debug”, it’s accessible to folks who just want to play games.
As of this writing, the magazine is very affordable, with a US sales price of $10 for the print edition and $4 for the PDF version. I found the ordering process from the US painless, with a very reasonable $7 shipping fee for three print issues. For more than 80 pages of indie goodness, it’s a bargain, and I recommend Debug for all lovers of indie games.
When we pick up a hefty tome by our favorite author, we understand that our minds will transport us into the story, with or without illustrations. Yet, with computer games, the absence of graphics or sound effects may strike many people as quaint and old-fashioned.
“50 Years of Text Games” by Aaron A. Reed makes it clear that this is itself an anachronistic way to think about games. The technology for multimedia is today both cheap and ubiquitous: hardly worth remarking upon. Screens are the canvas, the stage, and the empty page, on which any kind of story can be played. And the world of text games, it turns out, is more rich and vibrant than ever.
An enduring form of play
The $523,813 raised on Kickstarter to produce the book speak to the enduring interest in the genre, and can also be credited to Reed’s bona fides. The author’s work in interactive fiction over more than two decades includes narrative design, academic study, and a prior book teaching game development.
What is a text game? “In brief,” Reed writes, “it’s a game you want to share excerpts from, not screenshots.” Not all the games described in the book are completely without visuals, but they focus on tales and experiences conveyed through written or spoken text. They also feature at least some interactivity: the concept of a player rather than just a reader is meaningful in all of them.
After introducing the origins of text gaming before the 1970s, Reed’s approach is to pick a game for each year from 1971 to 2020, and to reflect upon its development, narrative, gameplay, and contribution to the genre.
Even if you are a longtime fan of text games, these are not necessarily the titles you have heard of. Instead of being guided by popularity alone, Reed has curated games that tell stories about the diversity of the genre and the many innovations within it.
Excerpt from the ebook for the year 1991 entry, about the BBS game “Trade Wars 2002”. The book features many quoted transcripts from the games. The printed book is in black and white. Credit: Aaron Reed (text) and original developers (screenshots). Fair use.
Masterful curation
Reed has shared first revisions of each of these chapters in his Substack newsletter. The links below point to those early revisions, though interested readers are advised to purchase the book for the final versions. Here are a few examples of Reed’s curatorial approach:
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1979 - “The Cave of Time”. This is not a computer game, but the first “Choose Your Own Adventure” gamebook. Its inclusion reflects how game design in print and on screen can inform one another. Reed does not mention it, but the CYOA books have themselves inspired a fascinating interactive fiction game called “The Boy in the Book” (review).
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1981 - “His Majesty’s Ship ‘Impetuous’”. This little-known title is noteworthy because of its mechanics. Here, instead of typing commands like “GET LAMP”, as was common for most early text adventures, the player completes gaps in the story as it unfolds. For example, the game may prompt the player to write a line of dialogue for the protagonist. The software then matches on keywords to infer the player’s intent, and continues the story.
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1987 - “Plundered Hearts”. This classic text adventure by Infocom featured a female protagonist who can romance a male love interest in a pirate adventure. Instead of pursuing romance, the player can choose to ditch the guy and become a fearsome pirate queen instead. Unlike many titles before it, the game prioritizes a compelling plot over punitive and immersion-breaking puzzles.
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1999 - “King of Dragon Pass”. Through many meaningful choices, you help a small tribe to survive and thrive in a fantasy setting. The game features vast amounts of procedurally generated text and comparatively minimalist graphics. Despite a large budget, it was a commercial failure when it was released. Today it is a cult hit that has found many new players, thanks to online distribution through platforms like Steam and GOG.
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2005 - “Shades of Doom”. This is a first-person shooter for visually impaired players, in which complex audio cues are used to set the scene for exploration and combat. Text games are often more accessible to visually impaired players than other video games; this title makes it clear that “text” does not have to mean “no action”, or even that the text is displayed on a screen.
Each game is covered in a few pages. Thanks to the wide range of styles and stories, I enjoyed reading through the whole book, rather than just picking and choosing titles that seemed appealing. The book also includes an introduction for each decade, which names many other notable titles that readers may wish to look up.
“King of Dragon Pass” is perhaps the most richly illustrated of all the games featured in the book, but even here, it’s the procedurally generated text that takes center stage. (Credit: A. Sharp. Fair use.)
The Verdict
For readers who are interested in narrative design, the culture of games, or interactive fiction as a genre, I strongly recommend seeking out a copy of “50 Years of Text Games”.
It’s a book brimming with ideas that should inspire anyone to create and play, and to experience the full range of what games can be. It’s also a labor of love by the author, whose meticulous attention to detail and thoughtful curation make this one of the best books about games I’ve ever read.
While Reed takes great care to identify potential spoilers for the games, this is not a book for hints or walkthroughs. Similarly, if you’re looking specifically for a book about, say, Infocom-style parser games, you should know that Reed explores the full breadth and depth of what text games can be, and does not limit himself to any narrow definition.
As of this writing, the print edition of the book is sold out, but an ebook version is available.
Behind the Frame, released in 2021, is the first game from Taiwanese indie developer Silver Lining Studio. You play as a young artist named Amber, who is poised to complete her final painting for a gallery submission.
I was grateful that no artistic skill is required of the player. Instead, you simply click and drag (or touch) areas of the screen to paint parts of the canvas in the required color. When you are not painting, you explore Amber’s quaint apartment, make breakfast, and solve seemingly inconsequential puzzles.
Behind the Frame’s visual style draws heavy inspiration from the movies of Studio Ghibli. One scene pays visual homage to Miyazaki’s “The Wind Rises”. (Credit: Studio Ghibli / Silver Lining Studios. Fair use.)
As the story advances, it becomes clear that all is not as it seems. Amber is persistently disoriented, her life seems to be circumscribed by the walls of her apartment, and a mysterious old painter across the street comes into play.
The game’s runtime is a little over two hours, which includes a secondary story that unlocks after your first playthrough. The game grabs your attention with its gorgeous art style, which draws obvious inspiration from Studio Ghibli; interactive sequences are interspersed with full-screen cut scenes.
Behind the Frame’s ambience is underscored by a soundtrack that skillfully blends cello, piano, guitar and the Flügelhorn, and which perfectly suits the cozy but slightly forlorn vibes of the game.
Given its short runtime, the less you read about the story going in, the better. Suffice it to say that the story is not entirely straightforward, and like a painting, will likely resonate quite differently for different players.
I found some of the puzzle mechanics a bit tedious, and while I enjoyed the story, it did not move me as much as the short and poignant Florence or the brilliant What Remains of Edith Finch.
Don’t expect a masterpiece, but if you’re looking for a cozy game with gorgeous art and music and a small mystery to unravel, Behind the Frame is a fine choice. I played it on the Steam Deck without issues, and would strongly recommend playing with a mouse or touchscreen, not a controller.
Twin Mirror from French video game developer Don’t Nod (Life is Strange) is set in Basswood, West Virginia, a fictional coal town at the brink of economic ruin. You play as Sam Higgs, an investigative reporter.
As a writer for the Basswood Jungle, you exposed unsafe labor practices at the local mine. Because this is a work of fiction, this led to the mine being shut down. Many of the locals blamed you for the resulting job losses. Add a failed relationship to the mix, and you had every reason to leave Basswood in the past.
The only reason you’re back in town is because of the death of your friend and former colleague, Nick. The official cause of death is a car accident, but Nick’s young daughter Joan suspects foul play and implores you to investigate. This is where the game presents you with your first choice: Do you promise Joan that you will look into it?
Like Don’t Nod’s other narrative adventure games, Twin Mirror is played from a third-person camera perspective. The game places you in various settings, many of which you can explore at your leisure before performing the required actions to advance to the next scene. In most cases, that involves solving simple puzzles. There are a couple of action and exploration sequences, but they require no significant player skill.
Long sequences of the game take place in Sam’s powerful imagination (Credit: Don’t Nod. Fair use.)
A rich inner life
Sam has an extraordinary mind. By focusing on a scene, he is able to rapidly piece together disparate clues into a coherent narrative. During these moments, the player is placed in Sam’s “mind palace”, a fragmented reflection of the real world. For example, Sam can imagine multiple versions of Nick’s car accident, until all the clues fit perfectly.
Sam’s inner life comes at a cost to those around him. Throughout the game, you must choose whether to steer Sam towards facts, or towards the people in his life. Central among them are Sam’s ex-girlfriend Anna, and Nick’s daughter Joan.
Twin Mirror is over in about 6 hours, making it one of Don’t Nod’s shortest titles. This isn’t enough time to get to know any of the characters except for Sam, whom some players may find difficult to relate to due to his social and emotional difficulties.
The game does offer the player meaningful choices, which can result in one of five endings. I was satisfied with the ending I received, and felt that it was consistent with my choices. As for the plot, let’s just say that no “mind palace” is required to solve the mysteries of what’s going on in Basswood.
The Verdict
Visually, the game is appealing, but it only offers a couple of genuinely interesting locales. Instead of exploring a vibrant world as in Life is Strange, you spend a lot of the game’s short runtime in Sam’s head.
I would still give the game a weak recommendation if you do like narrative adventure games. However, it is overpriced at its regular price of $30. It frequently plummets into the $5 range, and for fans of the genre, it’s worth picking up at that price.
Art books about video games tend to be authored by collectors and enthusiasts, often lacking a critical outside perspective. Never Alone: Video Games as Interactive Design accompanies an exhibition at the New York Museum of Modern Art of the same name.
In the book, the organizers of the exhibition explain why they selected the specific titles they did. Richly illustrated with screenshots and printed on glossy black coated paper, each featured work is given space to look its best in a static format.
The book is divided into three sections, The Input, The Designer, and The Player, which loosely serves as a way to offer a different focus when discussing each title.
For example, the book explains how sandbox games like Minecraft and SimCity come to life through player actions and emergent behaviors in ways their designers could never have predicted.
The books makes good use of space to immerse the reader in each title’s visuals. Depicted here is “Monument Valley”, a gorgeous mobile game. (Credit: Ustwo Games (Monument Valley) / MoMa. Fair use.)
Occasionally, the book offers a perspective on how games can perpetuate real world biases, as in the ridiculous cast of characters that comprise Street Fighter II, based on national and ethnic stereotypes (the “Yoga Master” Dhalsim was literally named after an Indian restaurant; his name translates to “lentils and beans”).
Among the 35 games are classics from video game history (Space Invaders, Tetris) and lesser known titles that have explored new possibilities of the medium (the Memento Mori mini-game Passage, the minimalist rhythm game Vib-Ribbon).
It’s a fine selection, and the only fault I can find with the book is that it’s a bit short (just under 140 pages) and a bit expensive (the official sales price is just under $40 as of this writing). With those caveats in mind, I would recommend it to anyone who appreciates the art and design of games.
Full list of titles featured in the book
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Pong (and its Magnavox Odyssey precursor)
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Space Invaders
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Asteroids
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Pac-Man
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NetHack
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Tetris
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Snake
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Katamari Damacy
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Canabalt
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Monument Valley
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Tempest
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Yars’ Revenge
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Another World
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Myst
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Portal
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Dwarf Fortress
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Passage
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fl0w
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Flower
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Journey
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Papers, Please
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Never Alone
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This War of Mine
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Inside
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Everything is Going to Be OK
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Getting Over It with Bennett Foddy
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Return of the Obra Dinn
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Street Fighter II
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SimCity 2000
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The Sims
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Vib-Ribbon
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Eve Online
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Minecraft
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Biophilia
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The Stanley Parable
In British author Ian McEwan’s 2016 novel Nutshell, the protagonist is a precocious fetus, who shares his observations about the drama unfolding outside the womb and ruminates about the human condition. The conceit sometimes serves a stand-in for the author to hold forth about subjects dear to his heart.
McEwan’s latest work, Lessons, takes the more honest approach of blending fiction and autobiography. The main character, Roland Baines, is the author’s alter ego, with a point of departure in his teenage years that leads to a quite different life.
The road not traveled
McEwan was born in 1948; his father rose to the rank of Major in the British military after World War II, and young Ian spent parts of childhood in Libya, Singapore and Germany. He has described his father as a “hard-drinking man, quite terrifying”.
In Lessons, he processes these experiences by describing childhood episodes in Roland’s life, focusing on moments in Tripoli that give Roland a hunger for the elusive and the extraordinary.
After Roland is shipped to boarding school back in England, an encounter with a piano teacher (not based on any actual person) pushes him down a road the author never traveled.
As a young man, Roland becomes a drifter, avoiding career and family until the 1980s. Then he falls in love with Alissa, whose life is similarly unmoored, and who harbors dreams of becoming a novelist. Soon enough, Alissa gives birth to their son, Lawrence. A child might anchor them both—but Alissa decides that she has other plans.
Unfolding history
In McEwan’s narrative, we jump back and forth in time—to the 1950s, the 1980s, the 1940s—only to eventually find ourselves in the present day, when Baines tries to make sense of his untidy life story. Historical events like the White Rose resistance against the Nazis, the Chernobyl disaster and the fall of the Berlin Wall provide a momentous backdrop to the much smaller scale events at the heart of the story.
This is a story that rejects the notion that narratives must offer closure. It encourages the reader to reflect on the past and future points of departure in their own lives. It is also metafiction, in which Alissa’s decision to “raid her past” in order to craft her own novels is contrasted with McEwan’s choice to do the same.
I often find myself frustrated when authors jump between timelines, or nest flashbacks within flashbacks. McEwan manages to bridge the decades without leaving the reader bewildered or lost. That’s in large part thanks to his mastery in setting a scene and bringing characters to life. Opening a random page, here is a description of Alissa’s father:
Heinrich’s manner and convictions were remote from Roland’s but he warmed to the older man, who wore a tie at all times and sat stiffly upright in even the softest chairs. He was an active member of the Christian Democratic Union, a lay reader in the local church and had given his life to the law as it impacted on the lives of farmers in the surrounding countryside. He approved strongly of Ronald Reagan and believed that Germany needed a figure like Mrs. Thatcher. And yet he thought rock and roll was good for what he grandly called the “general project of happiness".” He didn’t mind men with long hair or hippies so long as they caused no harm to others, and he thought that homosexual men and women should be left in peace to live their lives as they wished.
In a recent interview, McEwan described his approach to writing the book. For key events in Roland’s life, McEwan intentionally avoided thinking about what Roland would do, until the time finally came to write it. When Roland rings the doorbell to his piano teacher’s home later in life, the author rings it with him. Perhaps it’s this approach that makes Lessons feel lifelike, both engrossing and anticlimactic.
The Verdict
Roland Baines appears to share McEwan’s liberal politics, leading Jacobin to call Lessons “a centrist agitprop novel”. In truth, Roland’s views of the world are too disjointed and incoherent to turn him into an effective advocate for any particular political position.
With Lessons, the aging author has written a kind of secular, intergenerational homily, which readers may find bland, edifying, or—in my case—both. The lessons the book conveys most successfully are between the lines, in the highs and lows of Roland’s life.
I found the book more engaging than Nutshell and Machines Like Me, but it lacks the dramatic payoff of McEwan’s finest work (Atonement). If you have enjoyed any of the author’s other works, I would definitely recommend it.
The protagonist holds a stressful job in the big city. Circumstances lead them to an extended stay in their old hometown. They rekindle old relationships, form new ones, and ultimately have to make a big decision.
It’s a trope all too familiar from film and television, but less common in video games. Lake, released by Dutch indie studio Gamious in 2021, embraces the premise wholeheartedly.
Holiday job
The year is 1986. You play as Meredith, a 44-year-old programmer who spends her holiday in her old hometown of Providence Oaks, Oregon. It’s not much of a vacation, though! For two weeks, you fill in for your dad at the local post office, delivering letters and packages to members of the small lakeside community. Meanwhile, your parents are on an actual vacation in Florida.
The core mechanic of the game is to drive the Post Office truck, put letters in mailboxes, and deliver packages to homes and businesses. Occasionally, this offers opportunities for interaction with the town’s residents. These interactions are used to advance a slice-of-life narrative.
There’s no larger plot to uncover here, but you can get involved in small town drama. A lumberjack is protesting plans for real estate development; a young couple is on the run from the law; a small video rental store is fighting for its survival. Many of the characters are one-note stereotypes, but it’s still fun to talk to them.
Trucking along
These interaction opportunities are only delivered in small morsels. You spend a lot of your time just driving around and delivering mail without talking to anyone. (Occasionally, Meredith will issue a bit of monologue when putting a letter into a mailbox, like “Here’s your mail”.)
The local radio station helps break the monotony, until you notice that the same handful of songs keep repeating, at which point you’ll want to turn the radio off to keep your sanity.
Meredith is driving her truck around the lake. Get used to the view, because you’ll be seeing it a lot. (Credit: Gamious. Fair use.)
When outside the truck, Meredith can walk slowly or … walk slowly. In theory, you can accelerate her walking speed, but the increase is almost imperceptible.
Lake, then, is a game best played when you want to let your mind wander. The town is pretty to look at, and there are some nice details, like a fox or a deer crossing the road, or changes in the weather.
Uncanny hometown
Overall, however, the game’s reach exceeds its grasp. There’s a reason most “walking simulators” stick to just that: walking. The driving mechanic is awkward and immersion-breaking—you can drive your truck into anything or anyone without as much as a honk or a frown.
On my system, which plays far more demanding games without issues, the game’s frame rate dropped from time to time, and the audio sometimes fell out of sync. There were also occasional visual glitches: cars floating in the air, people disappearing, lights flashing or flickering. Close-ups on characters are straight from the uncanny valley, with dead stares and robotic lip movement.
The game has three different endings; to its credit, you can pursue a male or female love interest. It doesn’t really broach the issue of small town homophobia in a meaningful way, and I was disappointed in the limited choices it ultimately offered for Meredith’s future.
The Verdict
All in all, I cannot recommend Lake: the mail delivery mechanic is too tedious, the technical problems are too numerous, and the story is too underdeveloped. Indie games like Firewatch and have demonstrated that it’s possible to deliver technically excellent narrative experiences with a small team—Lake never reaches that high bar. That said, many folks have found enjoyment in the game, and if you’re really looking for that small town vibe, you may want to check it out.
Philip Ball is a veteran science writer whose books have shed light on a wide range of subjects, including molecular physics, pattern formation, music psychology, and quantum physics. In The Book of Minds, Ball attempts to penetrate the mystery of “mindedness”.
How would it feel to experience the world like a bat or a bee? Can we create artificial minds? And if alien life forms are out there, how would their minds relate to ours?
Imagination and its limits
Ball introduces the idea of a “space of possible minds” in which to situate any being. Using dimensions such as consciousness, agency, intelligence, and experience, it becomes possible to at least speculate systematically about how an animal mind might differ from our own.
Ball then surveys the forms of thinking, sensing and reacting that can be found in living things. He provides a brief introduction to newer theories of consciousness like Integrated Information Theory, and summarizes the state of artificial intelligence around the time the book was written.
The author frequently reminds us that, while we can speculate about dimensions of “mindspace”, we cannot transcend the limitations of our own minds when imagining the experience of other beings.
That doesn’t stop him from speculating about the possible minds of extraterrestrials. Ball notes that much of our science fiction merely extends human qualities and motivations into “alien” minds—the war-like species, the scientific species, etc. He reaches the obvious conclusion that we can say very little about what alien minds would actually be like.
Why agency matters
In the penultimate chapter, Ball engages in an impassioned defense of the concept of “free will”. While acknowledging that the term is problematic due to metaphysical connotations and lack of clear definition, he argues that the concept of agency as realized through minds is crucial to make sense of the world.
Ball dismisses questions of determinism as irrelevant. Of course, he says, everything happens because it could not be otherwise—that’s a banal, even tautological observation. But the causes of events don’t become more intelligible by reducing a person’s decisions to the interaction between molecules in their brains.
Minds produce decisions—that’s what they evolved to do—and thereby they cause things to happen. That distinguishes minds from other objects in the universe. We therefore need to approach agency as a subject of study: Why and how do minds decide certain things? It’s an implicit defense of fields like psychology for comprehending a universe that has minds in it.
While the chapter is essentially a long philosophical argument, I found it to be the most interesting one in the book. As for the remainder of The Book of Minds, regular readers of science writing are unlikely to encounter a lot of ideas they’ve never heard of before.
The Verdict
Ultimately, Ball’s core subject is riddled with so much uncertainty that it does not really warrant a 500-page book. Readers have to work through a lot of variations of “we don’t know” or “we can’t know” to get to the ideas Ball wants to bring across. That’s a shame, because those ideas are interesting—they’re just buried in prose.
Florence is the short interactive story of how 25-year-old Florence Yeoh finds love—and of what happens after that.
You scroll and click (or tap) your way through the story by way of microgames: brush your teeth, pick up some items, open a box. The game wants you to advance through the story and does not put any stumbling blocks in your way.
There’s almost no writing. Instead, the story is largely told through pictures, animations, music, and (in some poignant ways which shouldn’t be spoiled!) its interactive elements.
Sometimes the people you care about may need a little push. (Credit: Mountains Games / Annapurna Interactive. Fair use.)
The soundtrack relies heavily on piano, cello and violin. It adapts to the mood of each chapter and harmonizes beautifully with the artwork. Together, the art and music give the game emotional depth despite its light and simple story.
It’s a very well-crafted experience that lasts about 30-45 minutes. Yet, it also trades in well-worn clichés and eschews any kind of social commentary. This isn’t a game to make you think—it’s a game to make you feel. (That’s not to say that there isn’t a takeaway, but it’s primarily an emotional one which I won’t spoil for you.) If that’s what you’re looking for, I can wholeheartedly recommend it.