Allusive's Reviews (New Review - Undying Fortress)

Except ChoiceScript has a save system in the form of checkpoints. They might not be as robust as the cogdemos save system, but if you know where a non-standard game over will be, then you can just place a checkpoint right before it. It doesn’t matter if the game is hundreds of thousands of words long if you can just turn the page back.

If someone decides to drop my game because of a comedic game over they clicked on, then I wish them good time playing something else. If I decided not to write anything that might cause a hypothetical person to quit, I’d have to hand Hosted Games an empty .txt file, because that’s the only way to ensure no player will ever be dissatisfied.

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And here I am, intent on writing a whole game’s length of a branch where the MC refuses to engage with the plot :laughing: and now I’m stuck wondering what content I should give to MC who refuses to leave their room and interact with characters but I’m way too invested by now.

Nah, this has nothing to do with you. I’ve been plotting it for a while now, because it amuses me and makes sense to me given the MC’s situation.

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If you are human then it doesn’t end the game and instead leads to a subplot where you become a hunter which is what I did on my first run though I knew about it ahead of playing. I do agree that stuff like that would be less annoying with checkpoints.

None of the ones I’ve played do.

A few authors have made their own I’ve seen, where you can roll back to the start of a chapter, but my understanding is that those aren’t robust against game-overs unless the author plans for it.

It’s entirely up to you as the author, but I don’t think it’s a good reason to go about it, for all the reasons I mentioned. Like I said, it’s yanking a story out of someone hands. In your case, for a joke. And again, maybe they have to click on it - but misclicks are a thing.

It’s also worth considering if you could accomplish the same thing in another way that wouldn’t cost you readers - simply putting the player back where they made the choice after it happens with a funny message about imagining a horrible future could work if your title is a comedy. You could even turn it into a running gag if you wanted about over-active imaginations, and cause players to seek them out without the fear of ending their time with the game.

I think avoiding game design that pushes away players is entirely different than avoiding content that would make some player’s dissatisfied.

Ha. Some of you are reading perhaps a bit much into my love of being a contrarian character—I don’t need separate branches (and probably would advice against it). Acknowledgement, flavor text, and character call-outs are usually enough.

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That’s because *save_checkpoint and related commands were only added to ChoiceScript two years ago. There’s no reason to make your own rollbacks anymore, since you can set checkpoints at any spot with minimum effort.

Well, I’m yet to hear from a single reader who feels that way about my game-overs, so I’m not removing that feature anytime soon.

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I always enjoy reading your replies to my reviews, Allusive! I KNEW you had that reviewer trait in ya. Love the detail you put into your posts. Welcome to the club!!!

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Thank you! That’s such an honor to hear! Your reviews were definitely a big inspiration for me getting started, in addition to the reasons I stated in my original post. I enjoy reading each new one you put out.

And, yeah…“detail”. I always think my replies, posts, or reviews will be short, but then I see the finished result at the end and realize I always have more to say than I thought. :sweat_smile: At least I know what I can expect for my word count on my own WIP—verbose.

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Keeper of the Day and Night

by Brynn Chernosky

Released April 2001 - 390,000 words

Keeper of the Day and Night is the follow-up title to Keeper of the Sun and Moon, where you continue the urban fantasy story of attending a magical college for your now Sophomore year, and continuing to juggle magical classes, supernatural friends, and enemies coming at you from every direction.

I will try and avoid spoilers as much as possible in my review, but keep in mind that because this is a sequel, even some of the implications I make might be spoilers for the first game in the series.

PROS:

:green_book: Plot. Once again, Chernosky doesn’t disappoint in the story department, and I think the story is even stronger in the sequel than it was in Keeper of the Sun and Moon. Now that they no longer have to worry about introducing the world, characters, and supernatural society, there is a lot more room to delve into the set-up of the plot and character motivations.

Everything feels much more developed here, as the player deals with the reality of what the revelations from the end of the first game have forced them to deal with and confront in their new role.

Keeper of the Day and Night also does a good job of adding more depth to the first game’s story, through re-contextualizing the actions and motivations of some characters and showing events from other perspectives.

In occurs to me that I never mentioned the character I’m playing in my review of the first game, so I’ll do that now.

I continued my adventure as the most normal “chosen one” possible—a regular human college girl who only craves being normal. She resents being thrust into a world of magic and monsters against her will and having massive responsibility forced onto her shoulders. So, she only trusts her single-parent father, and is rebellious and abrasive towards everyone else, because she can’t possibly trust these supernatural beings that kidnapped her at the start of freshman year. She rejects magic entirely and relies only on her own human abilities. She doesn’t want any part of anything that will prevent her from going back to a normal human life as soon as she can get away from this madness. That includes avoiding these weird foods and drinks—she’ll take water or black coffee, thank you very much. Mermaid caviar? How about a chicken breast, you weirdos?

She’s a lesbian, but that’s neither here nor there, since she won’t let anyone get close.

Importantly, she has a strong sense of justice. She hates getting involved, but she won’t let bad things happen to people who don’t deserve it…and she’ll also do anything to make sure bad people are punished.

She’s basically Harry Potter if he hated being at Hogwarts, wanted to go back to London, and resented having to deal with this Voldemort guy, but will, since it seems like everyone else is too incompetent to do so.

Chernosky makes playing this character feel wonderful and rewarding. I was worried that now when we are on Book 2 in a series about attending a magical college, the options to be a resentful hater of the situation would be reduced, but the author has managed to preserve the flavor, nuance, and options of this “path” extraordinarily well.

There is a scene in this game where the player’s dorm mates confront them, and I’m not sure if it’s a scene every player gets in a different flavor, but I was surprised at my character lashing out on her own, really laying into every character viciously…and saying exactly what I was role-playing her to think of them. All without a choice beforehand, which I was impressed by.

Frankly, I’m really impressed by how cohesive and structured Chernosky was able to make the story for even a character like mine, who routinely told characters to “go kick rocks”, refused to attend parties, or be presented issues to take a side on and responding with shrugs of “not my problem”.

:green_book: Choices again. Once again, Chernosky has knocked it out of the park with a wide range of not just choices for the player, but select-able reasons for making them. Several times I was presented with a binary choice, but with multiple flavors for why I was making whatever choice I decided on taking.

I really appreciate that nuance, even if it only alters the flavor text of actions at times.

Bonus points for having a scene letting my cruel, pessimistic, resistant, and generally miserable character scream and yell at children. It’s not every game that lets your character have a stressed-out meltdown directed at adoring children.

Also, there is a scene at the end of the game where you are presented a binary choice, a classic in dramatic stories, in fact, and Chernosky gives you an option I’d often wished to see a protagonist do in such situations, where you can say, “Screw that. Option 3! Only way to be sure!”

:green_book: Relationship descriptions. I really liked the change from relationships being percentage bars in the stats menu to descriptions of how the characters feel about you and the option to show both if the player wants.

It really gave more nuance to how characters felt about me, the player. A low percentage number is one thing, but a description of “Often wishes she’d never saved you.” is something else! Even for high percentage relationships, a player gets more information, like “Confused how she can both love and hate someone so much.”

:green_book: The Ending. Major spoilers, ahoy! I don’t know of how to discuss this part without spoiling major reveals in both the first and second games, so don’t look beyond the spoiler blur unless you’ve already played the games yourself.

Major Spoilers Inside - Don't Open Unless You've Played Both Games

Seriously. I recommend you go and play both games yourself. Don’t spoil yourself.

Last warning.

Okay: So, I don’t know how much of this Chernosky accounted for or set-up (obviously a lot of it), but I also don’t know how many player’s would manage to create the mirrored set-up that makes it punch so hard.My character’s mother was dead and a big part of the reveal in Keeper of the Sun and Moon and though there was a lot of evidence in the first game to suggest it, in the second game, the player can discover that she was really something of a cruel woman, loved, but never caring about anyone else. “Adored, but alone,” someone describes her as.I had accidentally made my character into a sort of perfect parallel of her mother - like mother, like daughter. The outward personality was different, but the internal motivations, lack of true friendships, etc. all lined up perfectly.This is probably where I should mention my character did get very close to one person, the nymph Seraphina. Now, it turns out my mother was responsible for the murder of Seraphina’s whole family. And my character’s primary way of removing threats in the two games has been to remove them. So, when it became clear that Seraphina was threatened by a character, I decided to remove said character with, ahem, murder. Only afterward does my character discover the motives for her own mother’s actions had an identical motivation to her own.So, in the end, my character commits the same crime as her mother, albeit with less collateral damage. And my character has spent the last two game hating this woman and refusing to refer to her as “Mom” or “Mother” due to her actions. Only to repeat history.

I can’t wait for the last book to see how this all shakes out.

CONS:

:closed_book: Side-character overload. Yeah, this is still my complaint, imported from the first game.

I started Keeper of the Day and Night by reading the entirety of the Contacts entries, to try and familiarize myself with all the characters. I realized that part of my issue with keeping so many of the politicians and other characters straight from each other is the fact I use sight-word reading due to mild dyslexia and several of the family names are similar enough in how they start and end that I mix them up - Moreno / Monroe, Celosia / Castella.

Everything did get easier for me to keep track of this time, since I was now two titles into a story with these same characters—as I suspected would be the case if you were replaying the first game multiple times. It also helps that I knew going into this title this time that the stories in the Keeper games are both magical school AND political machination stories.

Still, unlike in the first game, this time in Keeper of the Day and Night the Contacts menu isn’t as complete, and isn’t updated (that I could see) like in the first game. There are plenty of names that get brought up and never added, including a few that WERE in the Contacts menu in the first game and aren’t present in the Contacts menu in the second game, enough though the characters are present in both. I didn’t need to use the Contacts menu as often in this game, but there were several times when I did, confused about people mentioned in a scene, only to get no help, because the names weren’t in the contacts list.

Chernosky wants to make this world feel real, with lots of connected friends, family, politicians, suspects for the mystery, romance interests, etc. but I can’t help but wonder if they are all necessary, and if functions of certain side-characters couldn’t have been collapsed or combined to make stronger more memorable characters over-all.

For instance, the plot purpose of the player’s aunt could have easily been fulfilled in other ways. And I think it would make some of the intrigue and mystery work better with a smaller, tighter cast that let the player hold more of the mystery in their head and have a chance to connect the dots on their own.

As it is, even for someone like me who reads mysteries regularly, at some point it started to feel like “dirty pool”. There were so many suspects, people, and connections, and misdirects that even when narrowed down to 4 or 5 people I still didn’t feel like I had a fair amount of information to narrow it down much from that group. There is something to be said for building tension with a reader by letting them tightly narrow down suspicion to one or two suspects well before the end of your story - that way the reader to build theories and look for clues to verify themselves one way or another, and if you do plan a misdirect, it can feel fair as the reader has the bandwidth to possibly see it coming.

Less than two chapters from the end I still had 4 named suspects the game gave me, of which it had already shown ways it also might NOT be them, several different characters possibly working on behalf of someone else, and at least two possible double-agents. At the eleventh hour in a story built around a mystery, I think that’s entirely too many balls to still have in the air for the reader to try and make any kind of educated deduction about which one will land.

As for the final reveal, I didn’t really get any set-up, which again, as much as the games branch, I might have missed with my path through, but I still felt a little blindsided. Besides just a genre suspicion on the character’s first scene in the new title and one other off-side mention right before the 11th hour, I didn’t get any clues.

Oh, and to round out this “con” entry, I have in my notes this:

Oh-no, those high school friends who got mentioned in the first game showed up again, but now with last names! :sob:

:closed_book: Character inconsistency that wasn’t addressed. So, my single parent dad is apparently bi-sexual. And it seemed to come out of nowhere.

The first game only mentioned him and my mom, and this game even mentioned he’d dated another woman in the past, but suddenly he’s dating a guy. Now, that wouldn’t be impossible—I’ve certainly known several gay men in my own life that used to be married to women and even had kids before they decided they needed to live their truth.

What I did find weird was this was not addressed by the game, either in internal thoughts by my character, or a statement from their dad, or anything really. It wouldn’t have needed much, just some kind of acknowledgment.

It felt doubly weird because my character kept mentioning and thinking about how much her dad still loved her dead mom, and didn’t want to hurt him by letting him know certain uncovered truths about her.

Spoiler: Of course, it also turned out my character’s mom was bi-sexual too, and never addressed beyond my character thinking, "I hope dad never finds out. "

:closed_book: Achievement pop-ups. This isn’t even a real con against Keeper of the Day and Night specifically, I just noticed it in this game, even though it’s a common issue in a lot of Choicescript titles. It’s when you click on a choice and instantly get a ding and pop-up that pretty much spoils the whole page of new text you’ve yet to read.

I’m wondering how this might be mitigated by delaying the pop-up until the next *page_break, with a little scene re-organizing.

I had two instances in the games where I got achievements for winning a fight before I got to read about said fights, so… a little anti-climatic.

Final Rating:

:orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :open_book: :open_book: (8/10)

Final verdict, I would recommend Keeper of the Day and Night. It manages to be better than it’s predecessor by virtue of having most of the world-building already out of the way and a dramatic escalation in character stakes and dramatic choices available to the player.

Now I’m sad I’ll have to wait to play Keeper of Life and Death. I know a substantial WIP is already available, but reading WIPs generally take a bit of the magic away for me that comes with reading something for the first time all the way through!

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The bit about (major spoilers) Roxana is really funny because iirc its implied that one of the reasons she did the whole delacroix massacre was because Antheia was a threat to Isabella, the single mother if you picked that route, and the only person Roxana seemed to genuinely care about. So it mirrors your character even better.

I don’t recall if this ever shows up in game, but iirc its been confirmed (probably on tumblr if its not somewhere in the game) That said high school friends are the other background options, but without magic. i.e. if you play with single mom, you get the one with 2 parents (but they’re actually Julian’s kid and have been adopted by their human aunt and uncle), and one with a single dad, who’s mother was Roxana Castella.

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Yep, that’s basically what it is. All three parental subplots happen no matter what, it’s just whichever one the PC is is the one that ended up a keeper

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Yeah, it really does mirror my character, which I was blown away by when I discovered that.

Especially since (major spoilers): My character kills Celosia because she is a threat to Seraphina, the only person my character genuinely cares about in the two games. Even plots it in a very similar manner with a poison.

Interesting. I suspected as much. Especially when I discovered in a flashback that one of my character’s high school friends, Aria, was the daughter of Roxanna’s lover Isabella.

It’s an interesting way to do backstories. I definitely plan on replaying these at some point and picking different options / building a different character who is more pro-magic and non-human.

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You’ve convinced me its time to do another replay of the series. Might see how much progress life and death has made since I last played it

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It’s up to 485,000 words already! So, already 100,000 words longer than Keeper of the Day and Night.

I’m really torn about breaking down and reading it or not, but I figure it’ll be out in probably another year or so.

Plus, as you say, the replay value is already high in the first two. I can go back through those a few times and see the variations and branches I missed.

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Chronologically it’s about winter solstice time in life and death so like 1/2 done? 2/3? The ending is going to be insanely huge because of variations

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How far is that from Nessa’s dream world bullshittery? that’s where it ended the last time I played it

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An extra two chapters or so. I do think that the author has stated what we have now is what we’re getting publicly so whatever we see next is going to be the final skeleton

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This what I’m going to call a “Replay Review” to distinguish it from first-time reviews. Basically, a Replay Review means I’m reviewing a game after having played it multiple times, either back to back, or once in the past and again recently.

The Fog Knows Your Name

by Yeonsoo Julian Kim

Released Oct. 2019 - 300,000 words

The Fog Knows Your Name is a horror story set in a small rural town called Arbor Isle in Maine. It has a history of spooky local legends involving the fog that rolls in over the town and has been your character’s home all their life. The story takes place the summer before the senior year of high school, picking up as you come back after a few months absence. You left because you were the last one to see your classmate Rex alive, the last person seen having a fight with him, and the last person seen entering the fog with him—all before he turned up dead the next morning. Now the whole town suspects you of murder. And that’s just the beginning…

I’ll say upfront, even though it has it’s flaws, The Fog Knows Your Name is one of my favorite Choicescript titles. It’s like Stranger Things Season 1 mixed with Scooby-Doo mixed with ParaNorman, in all the best ways.

PROS:

:green_book: Plot. Really, there are few stronger hooks than playing a character everyone thinks is a murderer and getting to explore the conflict around that. Especially in the spooky and believable town that Yeonsoo Julian Kim has crafted here.

You can really lean into it in several different ways—becoming angry and deciding to validate people’s fears if they are going to treat you that way, doubling-down on being nice and friendly and pleasant with everyone so they’ll see you’re a good person, becoming truly epically depressed, diving into the occult as a coping mechanism, or just trying to ignore it all and act normal.

On this particular play-through my character was Elsie, a trans Goth girl really into the occult, who was also the most friendly, empathetic, and honest kid ever who always tried to get along with everyone no matter what. She was, according to Yeonsoo Julian Kim’s own stats in the game, a “beautiful cinnamon roll” of a person. :blush: (In case you guys thought I always just picked the anti-social options in these games! …okay, I did in my first play-through of this game. But this time I was a sweet butterfly!)

The story centers around you and your friends trying to figure out how Rex died and how to convince his family and friends and the town that you are, indeed, innocent of his murder. In classic murder mystery fashion complications arise as you learn more and more.

One of my favorite parts of The Fog Knows Your Name is the author’s commitment to letting the player decide whether the creepy events they encounter are truly supernatural or if there is something else at play. The game consistently offers genuine explanations that can lean one way or the other, so the player is kept guessing. Are you a Shaggy or a Velma in these situations? The fact you’re never sure only heightens the creepiness of a lot of the events.

:green_book: Characters. The core cast of characters, your friend group, and Rex’s friend group, are nicely fleshed out and believable, and all exhibit consistent character traits throughout the story. You’ve got laid back Deigo who loves video games, comics, and is always ready to believe in the supernatural. Quiet Anuja with her sweet personality and love of photography, Krill the eager foreign student, and Addy, who, bless them, no matter what is in front of them, is always committed to being rational and logical.

You’ve also got Ashley, Rex’s former girlfriend, Caleb, he’s former best friend, and Ennis, his older sister, all of whom get fleshed out very well.

All the characters are gender-locked except your own, but I also am pretty sure every single one of them is romance-able. Yes, every single one. In you want a particularly sad, miserable, depressing play-through that involves crying in the dirt in front of gravestones, you can even decide your character was in love with Rex before he died. You know, for when you want that strong angst for your character.

The entire game has about 8 major characters you get to know extremely well and 6 minor recurring characters who play various roles in the story, which to me, is just about perfect. I have no trouble keeping the cast and townsfolk straight in my head, even with no Contacts or Codex in the stats menu!

:green_book: Choices, tentatively. For the most part, the choices in The Fog Knows Your Name are really good and diverse. Like, I said, you can really lean in to how your character processes being an accused murderer, the plans you can come up with among your friends, and how you execute them.

There is a particularly important event you can just decide not to be present at if you think the plan is stupid, which I appreciate. Yeonsoo Julian Kim doesn’t railroad you into participating and does a good job of getting the plot points across even if you weren’t present, which is well done.

Your choices on how to interact with characters are also very diverse and almost always cover all the bases of how you’d want to react in any given situation.

There is an issue with the choices though, which I’ll get into in a moment in the Cons section of the review.

:green_book: Endings. There are quite a few different endings to the game, and all are done well and are satisfyingly varied. There are actually THREE different mysteries to solve in the game, and unless you are really threading the needle, I think most people will only solve one or two per play-through.

There are also a nice variety of tones of ending, all the way from joyful to depressing to macabre.

Better yet, of the ones I’ve seen, they’ve all been satisfying in a way that if any one of them is your only ending, you’d think, “Well, of course it had to end that way. That wraps everything up nicely.”

CONS:

:closed_book: Stat disease. To borrow @Brian_Rushton 's term for the problem, The Fog Knows Your Name just has too many stats and several of them have too much overlap. There are 15 (!!) in total, split between 2 (!!) pages in the stats menu.

Yeonsoo Julian Kim comes from a game design background, working on board games, and even writing for one of my favorite RPG systems of all time, Kids on Bikes, so I’m sure that is where the over-abundance of stats came from. Ironically, I like Kids on Bikes precisely because of how streamlined the stats are in that game system. (There are only 6 and you have to be weak in some and strong in others.)

Most of the stats in The Fog Knows Your Name aren’t even bad necessarily. There is a good distribution in them all by the end of the game and they all do have a use at different times.

However, 15 is just too many for a player to keep track of in their head and there is some real overlap that can cause confusion. You have an opposed stat “Honest / Manipulative” and confusingly, there are several checks about whether or not townsfolk trust you enough, or if you have a reputation for telling the truth, and I consistently failed those, even with a 91% “Honest” stat, because the checks were NOT tied to that stat.

Were they tied to “Beautiful Cinnamon Roll / Bad Apple” (Which, I didn’t get to talk more about earlier, but it deserves an award for best opposed stat pair names ever.)? That says it measures whether you are pure, sweet, and innocent, or if you are the bad kid in town notorious for selfishness? Because I had a high “Cinnamon Roll” stat too. Nope. Those checks were tied to “Town Security / Town Corruption” which measures how much the town trusts you and how safe they feel, versus if the town is suspicious of you.

If a check asks you to attempt something because of your truthful reputation - why wouldn’t the player assume that big huge “Honest / Manipulative” stat is the one being tested and not another stat on a SECOND page of the stats menu?

Honestly, even after playing this game multiple times now, I still have no idea how I can have nearly maxed out “Honest” and “Beautiful Cinnamon Roll” stats, always be telling the truth and being nice and kind to everyone in town and my “Town Security” score still sucks. I guess I’m supposed to manipulative, charm people, and be coercive? But that seems antithetical to me.

All but one of the stats on the second page could have been fulfilled by the already existing stats, because each of them has overlap with a stat on that first page. There is a “Squad Morale” stat that may still be useful, but probably best lives in the Relationships page of the stats menu anyway.

Of the ten main stats, I think at least 2 or 3 of those are redundant and could have been folded into each other. For instance, “Improviser / Planner” only comes up about 3 times from what I see and those checks could have easily been folded into “Booksmarts” and “Perception”.

There is a “Toughness” stat that is kind of muddy - it measures not only your character’s ACTUAL physical strength and toughness, but also their willingness to face danger. I don’t like any stat in a Choicescript game determining “willingness” of a character to do anything, because I think that feels antithetical to the principal of the player being in charge of choices. A Choicescript game should measure a skill and tell you if you succeed or not in an action, but it shouldn’t prevent the player from taking actions. “I choose to run into danger to help my friends.” “Actually, you want to, but you’re just too big a coward.” That doesn’t feel good.

There were so few checks for Agility that I encountered (no code diving, just multiple play-thoughs) that I feel there could have just been one Body or Physical stat to cover both.

:open_book: Neutral point. I had heard someone mention in a forum post once that they thought The Fog Knows Your Name handled trans characters really well, and that was one reason I decided to make my latest character in the game trans, because I was interested to see that for myself, just for the perspective, but also as an author myself.

It got mentioned once at character creation and then never again ever. At no point in thoughts, dialogue, or character interactions did it come up and Elsie was always treated as just a cis girl, which is maybe what people mean when they say it handled trans characters well?

Maybe it’s in a romance scene I’ve never run into? I did get into some kissing and light petting in this play-through, and have done the same in other play-throughs, but I doubt other routes have much more, since the characters are all high school minors. (Not that the age group doesn’t do things, just, that age group doesn’t do things in a Choicescript title…)

There was a scene near the end where my character had to confront an image of how they see themself and I thought for sure it might get mentioned there, if anywhere, but nothing.

Maybe someone can tell me what I missed, if anything, in this regard?

Final Rating:

:orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :orange_book: :open_book: (9/10)

Final verdict, I would recommend The Fog Knows Your Name. It’s a fun, creepy title with great characters, a mystery that keeps you guessing to the end, and is probably the closest you can get to satisfying a Stranger Things itch in a Choicescript title. Plus, in my opinion, Choicescript needs all the horror titles it can get!

I’m disappointed Yeonsoo Julian Kim hasn’t written another Choicescript game, but I know they have a ton of other projects going on in other media and formats. Still, I’d jump at the chance to read a second outing from them in this format.

EDIT: Apparently they did write another - Undying Fortress! Guess what I’m reading next…

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Undying Fortress is by Yeonsoo Julian Kim! (I’m avoiding reading the rest of the review because I want to play the game knowing as little as I can and it’s been on my to-play list since it came out - but thank you for sharing your thoughts!)

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Oh, dang! I didn’t realize!

That’s one of the games I own that I haven’t read yet. I feel like I was just walking around bemoaning the fact Christmas was over and someone reminded me it’s my birthday!

Welp. Guess I know what I’m reading next.

I try to make my reviews as spoiler-free as possible, but I understand not wanting to go in with even a hint of what’s coming!

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Another great review! What reviews do you have planned next? Are you thinking of picking up new titles or working on your backlog, if you have one?

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