Kate's Reviews (New: The Mysteries of Baroque)

Death Collector

By Jordan Reyne

:star::star::star::star:☆☆☆☆☆☆ (4/10)

Published December 2018, ~300,000 words

I hope, dear readers, that you will forgive my slightly less positive tone in this review because the more I read Death Collector, the more irked I felt. It had pretty mixed or negative reviews wherever I looked, but I told myself to keep an open mind. I’m easy to please, right? (Not really, I know!) I’m afraid to say the criticisms are right. While Death Collector is not without merit—I adore the setting and Reyne’s prose—it does have glaring flaws. Frustrating flaws, even, such as a lack of romance, the most unlikable cast in existence, rigid stats, and the most rushed ending (a two-page epilogue) I’ve ever read. I’m grateful for the free review copy as always, but I think they can have this one back.

Pros:

:white_check_mark: A brilliantly macabre premise. Harvesting the tongues of the dead so history can literally speak for itself is incredibly unique, and it works so well! Death Collector takes that bizarre idea and builds an entire society around it: careers, politics, censorship, bureaucracy, and even office gossip all revolve around preserving and interpreting the voices of the deceased. It’s a world that’s simultaneously grotesque and oddly believable. There’s some good worldbuilding bits, too, like the growing consciousness of your invisibility cloak or the fighting factions (à la Harry Potter). I was particularly impressed with the portrayal of being a Death Collector: pretty much pure misery. You are a simple cog in a big machine, a junior bureaucrat in an uncaring institution, trapped beneath layers of office politics, impossible expectations, and a society that treats you as thoroughly disposable. Promotions are uncertain, your coworkers are suspicious, your bosses are indifferent, and even doing your job well rarely earns gratitude. It’s horribly depressing!

:white_check_mark: Rich, evocative prose. Whatever complaints I have about the mechanics, the writing itself is excellent. The descriptions are vivid, unsettling, and wonderfully tactile. Plus, there’s an atmosphere of gloomy despair and resentment. A routine trip to collect a tongue somehow becomes equal parts bureaucratic procedure and body horror. As one might imagine, you are witnessing people’s last moments, and it’s not peaceful, like in the movies. Nope, people are vomiting, weeping, begging, screaming, and so on. Of course, the job isn’t done until you collect their tongue—cutting those large, slimy muscles out with a knife. Yum!

Mixed:

:yellow_square: Your role is often to observe rather than act. Much of Death Collector is spent reading lengthy passages about the world, its politics, and its characters before being asked to make another decision. The writing is certainly good enough to sustain this approach, but it can make the experience feel surprisingly passive. Like at the beginning of the game, there’s countless paragraphs on what your job entails, introducing you to your coworkers, reading instructions, getting shown around, and so on.

Cons:

:red_square: An abrupt ending undermines everything before it. I’ve slowly grown to learn that this is my pet peeve. I can excuse poor romance or flat characters, but I can’t stand a rushed ending. And Death Collector’s ending soured the experience for me. After ten chapters of carefully managing relationships, collecting favors, navigating office politics, and shaping my character’s career, Chapter 10 lasts … two pages. I am being so serious right now. My career is suddenly over because the Ministry hates me; I’m told I’m now a successful writer, someone is following me, and then the game ends. That’s it. I still had two unused favors. Major plot threads were left hanging. Characters I’d invested in barely appear. For example, I befriended Kara, the librarian, got a favor from her, and still got called into court because of her. And, man. I want to be empathetic to writers, but having a two-page epilogue is like. Come on, now, there’s no good reason for that. Did I mention that Chapter 10 was two pages?

:red_square: Stat checks are ridiculously punishing. Every other choice seems gated behind a stat or personality check, often for actions that should simply be roleplaying. It all came to a head when I failed two Empathy checks when trying to comfort someone. Oh, really? “Insecurity does not wash well within you, and your sense of empathy dissipates,” when I have 61% Idealism, 54% Empathetic, and 59% Honorable. I was always off by a percentage or two, even when wanting to do something as simple as smile reassuringly. After a while, I stopped asking, “What would my character do?” and started asking, “Which percentage is high enough to let me do this?” Plus, between the numerous personality traits, skills, and hidden values, the game can’t always account for the amount of possible character combinations. Many times, all my stat checks were in my lower skill, so no matter what choice I picked, I failed. Woop de doo.

:right_arrow: What skills are checked is also unclear. Death Collector tracks an overwhelming number of stats, personality traits, and meta-progression systems—Integrity, Pride, Career, Renown, Story Points, Population, Job Security, even the condition of your cloak—but rarely explains what many of them are or actually do. More frustratingly, it’s often impossible to tell which skills or personality traits a choice is checking, and I frequently failed interactions without understanding why. (I also wasn’t sure why my Care of Cloak and Selection Likelihood stats were still 0 at the end of the game, but I wasn’t going to linger any longer than I had to.)

:red_square: The cast is intentionally miserable to be around. Death Collector does an excellent job creating the feeling of working in a soul-crushing bureaucracy, but that also means spending most of your time surrounded by people who are bitter, hostile, and exhausting. I hated them; they hated me and each other, in turn. Every damn group scene was them bitching and moaning about stupid shit—and wow, I’m describing my job. All right, deep breaths, get back on track. The characters aren’t even interesting, and I found it hard to distinguish between them. I guess Perdita is the smart one; Roza is the conspiracy nut; Rashkolnikow is the charming one; Sabine is your world-weary boss; and Travis is a rich ne’er-do-well and one of my least favorite characters ever written.

:red_square: The slowest slow burn imaginable. I picked a romance. I flirted. I made eyes. I made more eyes. I touched a hand. I continued making eyes. Then the game ended. No kiss, no meaningful confession, no emotional climax: just a mutual understanding that, yes, we had indeed looked at each other. Considering how abruptly the story wraps up, the romance feels less unfinished than simply forgotten. But at that point, I simply did not care!

Next review will be Life of a Mercenary!

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Does the game advertise itself as gothic? Because this sounds like gothic romance to me. From your description, Poe could have written it. How many people have skin like marble?

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Yeah, that’s basically what killed my interest in playing Velocity, which is just absolutely chock full of instant, non-standard game overs with no real way to know where they are or mitigate them in advance. I know they’ve implemented a save system since that supposedly makes it less painful, but the sour taste that losing three hours of progress to a single decision left in my mouth effectively killed any interest I had in the game or going back to it.

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The game doesn’t say as much on its Steam store page, but it is quite Gothic—though my issues with its romance were the least of its problems.

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Honestly, that just sounds like a Tuesday.

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Maybe more of a Monday, the worst day of the week :stuck_out_tongue:

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The thing that really turned me off Death Collector is replaying it and trying the different routes, and finding that they were all basically the same despite the different investigations, and the romances even reused much of the same dialogue and narration. Ironically I replayed 3 times before giving up, and then discovered with code diving that the 4th RO actually has a totally unique evil route. Felt like the meme of the guy stopping just before hitting diamonds.

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Life of a Mercenary

By Philip Kempton

:star::star::star::star::star::star:☆☆☆☆ (6/10)

Published December 2018, ~338,000 words

I have a deep fondness for Phillip Kempton’s work; I can never, in good conscience, give it more than a 6/10. But I swear, I really do like his games! Life of a Mercenary, in particular, is a fun little power fantasy with solid kingdom management and plenty of action, but it also feels strangely unfinished. Between the uneven balance, weak prose, rough editing, awkward UI, and bizarre visual presentation, it often feels like I was playing a rough draft instead of a complete, polished Hosted Game. Even though I’m going to crap all over it (as politely as I can), I still had fun. As always, thanks to the staff for the free review copy!

Pros:

:white_check_mark: A satisfying mercenary power fantasy. Starting as the leader of a tiny band before slowly growing into the commander of one of the kingdom’s greatest companies was more fun than I thought! Recruiting soldiers, taking contracts, building your keep, managing finances, and watching your influence grow scratches the same itch as a light management sim. In terms of setting, Life of a Mercenary has a generic fantasy story, but it’s an enjoyable one. There’s nothing particularly groundbreaking here. It’s a straightforward medieval fantasy adventure that rarely surprises, but it’s paced well enough that I was rarely bored.

:white_check_mark: The management systems are enjoyable. Expanding your mercenary company, training troops, upgrading your keep, and balancing your resources gives the game a satisfying sense of progression. While it can be tedious to some, I enjoyed how there was so much stuff to do. One playtime for me ended up at three hours, which is a surprising amount for this type of game.

Cons:

:red_square: The story is littered with grammar and spelling errors. Noticeable ones, too, that shouldn’t be missed. My main gripe was how Kempton switched between having punctuation inside or outside the quotation marks during dialogue, when (in American English, at least) it should be on the inside. Sometimes there’s double punctuation (i.e., a quotation mark followed by a period), as well as comma splices, awkward sentence structure, run-on sentences, and new speakers are not always separated by line breaks. Look, I’m not expecting purple prose from everyone, but Kempton should have installed Grammarly, at the very least. The writing, in general, is rough. Characters don’t so much experience emotions as the narration simply informs you that they are feeling them. Actually, characters aren’t even developed; they’re just there for exposition and for helping in fights. For a game that relies almost entirely on text, the text itself is quite poor.

:red_square: UI issues. To provide some context, I had about 10,000 Gold Pieces, and hiring a soldier costs 100 GP. So, you know what I had to do, my friends? I clicked that son of a bitch “Train Soldier” button 100 times because apparently my mercenary army needed to be built one poor, miserable recruit at a time. There is no option to input numbers, no batch purchases, and no shortcuts for basic management tasks. The gameplay loop is super fun, but a lot of the experience becomes clicking through menus, traveling back and forth, and repeating actions. My finger gained more experience than my mercenary band. But I was going to WIN, damn it. And I did.

:red_square: It feels oddly unfinished. There are a couple of mechanics that are quietly dropped. In the beginning of the game, you get to sink money into upgrading your fort. While the necessary actions, like upgrading your defenses, remained present, certain other upgrades become inaccessible without explanation. The cool XP system is replaced by paying with gold to raise your stats. You’re also forced to retire after finishing the main campaign and a couple side campaigns, but the ending is pretty rushed. I had about 20,000 Gold left and became a noble, but I just kinda laughed when I gave the mercenary company to my two companions and fucked off to the capital. No weeping goodbyes? Asking them to come with? Eh, whatever.

:red_square: The visual presentation is a bit baffling. I genuinely have no idea what happened here. The game jumps between photographs, cartoons, hand-drawn illustrations, and stock-looking(?) artwork with seemingly no consistent artistic direction. None of it is offensive, but together it’s a strange visual identity.

:red_square: The game is poorly balanced. Several stats are dramatically more useful than others. Shout out to the other Steam reviews for letting me know how Agility, in particular, is absurdly strong, while skills like Wisdom or Diplomacy rarely justify the investment. Seriously, Wisdom increases on its own (why? I have no idea), and Intelligence or Diplomacy are rarely checked. Strength and Health are important, but Agility is the way to go. The enemy can’t hurt you if they don’t hit you, after all.

Next review will be The Mysteries of Baroque!

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Please make sure you keep Mysteries of Baroque locked in as the next review. Don’t change up the order.

I will only ask that for this game. Not any other.

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I love Mysteries of Baroque, it’s one of my favorites.

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Holy hell, that sounds like a ringing endorsement! I’m locking in.

I trust your judgement, Matt; request away!

And yours, too, KZV. Boy, am I excited now.

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I keep reading this threat for tips, and now I am intrigued as well! :eyes:

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Same, great thread for fishing for recommendations. As for The Mysteries of Baroque, read the demo, quite Fallen-London’ish, much intrigued. :face_with_monocle:

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Good review as always. I think that playing a sellsword in a literary-focused IF in a gritty fantasy world is one of my big ‘generic concept, still would absolutely be a massive guilty pleasure for me’ white whales in IF. Just playing a Sandor Clegane or a Bronn or a Brienne trekking through a big well realized medieval world doing odd quests, discovering lore, maybe learning some forbidden magic..

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And one of mine.

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Actually, romancing the rich guy is the only way to get anything resembling an actual ending! Because of him you get the option to join the finest nobility of the city, exist unharassed and NOT cosplay Dragon Age 2. Dunno why he’s the only one and all the work you’ve did outside of him does not matter if you don’t fuck him, though.

But I do commend the game for the incredibly home-like feel. Outside of Deathless games, it was one of the few where it was just like home!

Perfectly understandeable, but it’s the only ending variation outside of LIs!

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I dislike him so bad I’ll take my ending where I lose my job and get followed by the Ministry, thanks :stuck_out_tongue:

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These reviews have been fun to read. Every time I see them pop up on the forum it brightens up my day. Thanks for writing them! I especially appreciate the point by point breakdown.

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Oh, I’ve never read it. I just knew it was the only game that needed a fixed place in your ranking order. If it ain’t Baroque, don’t fix it.

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I replayed The City’s Thirst, one of my favourites, and it is shocking how brief it is by comparison to modern CoG games. Not in terms of the plot - it crams a lot into 150k words - but in terms of the average sentence. It’s very restrained, especially in a modern light.

Would love to see your thoughts on that duo eventually, Kate. Choice of the Deathless / The City’s Thirst.

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