Mathbrush reviewing Hosted Games (Latest: Soulstone War 1)

Hello! A while ago, I went through and reviewed every Choice of Games game that was publicly available at the time:

I later went on to write up an analysis of the games:

Five years later, I’m back for more! I’ve started going through Hosted Games. I have a dozen or so done already, but I’m getting started in earnest. While I don’t plan on posting every review here, I do plan on making a central list that links to all of my reviews on IFDB (the interactive fiction database) and posting reviews that I think people will find interesting here.

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(Note that some of these reviews are a decade old from when I was just getting into IF. In any are particularly unhelpful and need to be updated, let me know).

The Ascot (old review)

Attack of the Clockwork Army (old review)

Breach: The Archangel Job

Fallen Hero: Rebirth

Fallen Hero: Retribution

Falrika the Alchemist

First Year Demons

Marine Raider (old review)

A Mummy is Not an Antique (old review)

The Race (old review)

Scarlet Sails (old review)

Seven Bullets (old review)

Sons of the Cherry (old review)

Soulstone War

Studies in Darkness

A Study in Steampunk (old review)

Wayhaven Book 1

Wayhaven Book 2

What Happened Last Night? (old review)

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Fallen Hero: Rebirth

I was provided a review copy of this game.

This is one of the most popular Hosted Games of all time, and, by extension, one of the most popular Choicescript games of all time. On the Choice of Games subreddit, it’s a running joke that people will sincerely recommend Fallen Hero for literally every possible recommendation request that gets posted. Want to play a game with an older love interest? Fallen Hero. Experiencing meaningful gender transition during a game? Fallen Hero. Play as a villain? Fallen Hero.

So it’s difficult approaching the game objectively, after hearing it built up so much (and also not having, at the time of this review, played the second game). But I can certainly say that if I had found it with no prior warning, I’d regard it as one of the best Choicescript games out there.

In this game, you play as a villain who was once the telepathic hero Sidestep. Due to a traumatic event in your past, played out in small flashbacks throughout the game, you have decided to go full villain and commit terrorist attacks in service of your true goal. Things get rough when the heroes that haunt your memories start crossing your path in real life.

Complicating things, you have a second body, a comatose individual that you pilot telepathically. You are boring; your other body is exciting. You try to hide; your other body tries to stand out. You can meet people in this other body. You can romance people in the other body.

This is another facet of the game, which is that it allows truly villainous acts. But, since the game hides your true purpose, it allows you to imagine any justification for those acts. I was on board with almost everything my hero was doing until I was given the option to just straight-up murder innocent bystanders; I can’t imagine any background that would justify that. The issue of deceiving others into romantic relationships with a fake body is also addressed. We can also manipulate people telepathically, and commit a whole assortment of crimes that are more common in fiction (theft, assault, embezzlement, violating OSHA, etc.)

I started playing the Hosted Games to see the contrast between them and the commissioned Choice of Games line. One thing that really stood out (and this was true for Wayhaven as well) is the lack of the classic CoG lineup of 4+ powers that are used in different encounters. Choice of Games style is to have a variety of attributes, including skills that go up and opposed personality attributes that go back and forth. A lot of CoG games (including both I worked on) tend to use these powers heavily, with a large number of encounters relying on you choosing your best 2-3 powers and using them each time. The best CoG games mix this up a lot more, adding unique flavors to each element (I loved how Choice of Magics gave a curse to each power), but I’ve struggled as an author on how to mix it up.

In this game, we only have 2 real ‘power bars’, and a small number of opposed stats. The vast majority of choices are just ‘mixing it up’, which in this case looks like strategizing and then carrying out a plan. Often there are just binary choices or 3 choices. The most common choices are to be risky or to be safe, or to affect a romantic interest (getting closer or pulling away). There are also moral choices like trolley problems (do you possess an innocent bystander to keep yourself safe?) and style choices (like the design of your villain outfit).

Perhaps the biggest positive aspect of the game as compared to the lowest-rated Choice of Games games is that there is almost no messaging of ‘you, the player, messed up and failed’. Things definitely go wrong in this game, but it’s usually due to outside circumstances. Other people’s failures. You can make wrong choices; on one playthrough, I stole an item without a hitch and got an achievement; in another, I got critically and barely managed to scrape by and got an achievement. The achievements are part of that good design; you may have made risky or bad choices, but the game frames it as a cool thing that you did. And that’s throughout the game. Compare this to my own game In the Service of Mrs Claus, where most choices, if you pick an option you’re not good at, have failure text that makes it clear that you, the player, are at fault here. That failure text doesn’t reward gameplay. Fallen Hero: Rebirth, on the other hand, doesn’t divide the game into pass/fail; it divides into one version of a good story vs another version of a good story.

To be clear, I’m not saying that it’s better than all official Choice of Games titles. It definitely ranks highly with them; but there are several high quality official games that share in some of the same qualities as this one. Here are some recommendations:

-For people who liked the edginess, ability to be a jerk, and darker/mature tone, Werewolf: The Apocalypse – Book of Hungry Names would be a good choice. It has a very dark tone, with the ability to do things of dubious moral quality, and with heavy violence and a lot of relationships. While completely unrelated, the other Werewolves triology has similar good attributes.
-This game has a really strong central storyline that elevates the overall game quality, and which has the nature of a gritty hero’s quest. Choice of Rebels, Vtm: Night Road, and Champion of the Gods have some similarly excellent storylines.
-This game lets you be a strong villainous character. The games Grand Academy For Future Villains (much less dark and more humorous) and Choice of Robots (allows you to be pretty ruthless) have good villain paths.
-For games that handle failure with grace and fun, I really enjoy both Creatures Such as We (which actually doesn’t track stats at all) and Mask of the Plague Doctor (I loved the ending I got which would have been just a death/failure in other games but gave me a lengthy epilogue instead).

There are several other great games I didn’t mention, but that’s because they’re good in different ways than Fallen Hero (for instance, Creme de la Creme has a huge selection of romantic interests, while Fallen Hero only has 2. They’re great ones, but the focus is different).

Does the game live up to its reputation? Certainly. The story was gripping, the mechanics were seamless, and I look forward to the second book, which I’ve heard is even better.

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I love it that you started your HG reviewing career by reviewing the game I reviewed in the issue of ChoiceBeat for which I also interviewed you. That just makes my synchrony-seeking heart do a little happy dance.

I’m very glad you’re doing this, because until you’ve checked out Hosted Games, you’ve had a rather narrow perspective on what works in ChoiceScript. Not a bad perspective by any means - the CoG team have had over fifteen years now to refine their understanding of what makes a satisfying interactive fiction experience, and studying what’s possible within their guidelines is about as solid as basis as I can imagine for further study. But the less constrained nature of Hosted Games means you’ll see some brilliant innovations, some bold experiments, some epic failures, and some pleasant surprises.

Are you actually planning on reviewing every HG game, or just the better-known ones? Either way, I’ll be interested to see your thoughts.

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How can you not recommend the brilliance of fallen hero.

But on a serious note, Your review is really great and gets the main points of what makes the story so great. I will have to replay it based on everything here.

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Yeah, I’m planning on doing every Hosted Game! I’ve reviewed 3681 games in the last 11 years, and there are 249 Hosted Games that I can identify, so I expect this project to take me around a year to a year and a half. Some of the hosted games are pretty short, though, so it’s hard to say. I definitely am interested in the less popular/lower-quality (if they exist?) hosted games, because I feel like it’s easier to identify what went wrong in a game and avoid it than to figure out what went right in a good game and copy it.

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… And I thought my reviews were ambitious. Well, good luck! I enjoyed your review of Fallen Hero. I haven’t read it yet, but I did buy it! I’m saving the best for last.

I took a look through the catalog. There’s definitely some … amateur works out there.

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I’ve read your reviews actually! I think they’re great. I mostly focus on bulk reviews, with most of them pretty short; I have several friends like you who focus more on thoughtful analysis, and I find it very hepful!

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There are definitely some less-popular and lower-quality HG games, which aren’t always exactly the same ones. You’ll find some true gems that haven’t done well because they go a little too far wild of what people expect. And there are some games I can honestly recommend you skip if your goal is still to learn what works and doesn’t in ChoiceScript games (rather than simply being a completionist), because all you’ll learn from them is that barely readable writing, buggy coding, and incoherent plotting are objectively terrible design choices.

I set out back in September 2021 to review every ChoiceScript game and I’m still working through them, although now that I’m involved in beta testing I no longer intend to review them all, and I regularly take a break from posting reviews here to work on other projects (most often my ChoiceBeat reviews, which are based on multiple playthroughs, sometimes over the course of months).

Anyway, I’m happy to see you here, since you have the weight of so much IF expertise behind your reviews and I enjoy your style.

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Maybe a dumb question, but does that include future HG releases?

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After I did all of the Choice of Games games, I got a bit burnt out and didn’t keep up with every new game for a year or two (the World of Darkness games and Spectres of the Deep brought me back).

I could see it being the same with Hosted Games. But if you are an author and want me to do a review in the future when your game comes out, I’d be happy to do so.

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Fallen Hero: Retribution

This is the second game in the Fallen Hero series. I’ll give a brief, spoiler-free description first, and then dive more into spoilers.

This game has significant branching, so my playthrough may have been very different from yours.

The first game in the series set you up as the former hero Sidestep, a telepath who used to use that ability to detect incoming attacks and ‘sidestep’ them, but is now (for unknown reasons that are revealed over both games) a villain who uses telepathy to control and manipulate others, including the body of a coma patient that you use as a decoy. Your old hero friends don’t know the truth about you, leading to some crucial and stressful decisions when interacting with them.

The first game leads up to your villain debut, while the second one deals with the expansion of your power and the progress towards your ultimate goals. While the first has limited romantic options, the second has numerous options, including villains and heroes, old friends and old enemies, etc.

Okay, into the spoiler territory/my opinion territory.

While I recognized the high quality of the first game, it didn’t resonate strongly with me. I generally like upbeat media or ‘light conquers darkness despite suffering’ media (which is most media). I was never interested in grimdark or villain-focused stories like Breaking Bad or Game of Thrones. Fortunately, Rebirth (the first game) had enough personalization options that I could be someone that fits my model more (not a full hero, but not a killer of innocents, for instance).

This game, retribution, resonated with me much more, because what we find here is someone that deeply hates themself, that considers themself a fraud, an impostor, and is terrified of friends and others finding out. In some paths, Retribution can barely stand to look at themselves in the mirror.

I have major depression, which I have some support systems in place for, and I also tend to be my harshest critic, so this resonated really well with me. ‘Oh, I’m pulling away from Ortega because if she knew what I was really like on the inside she would hate me and it would hurt her and I could never make her happy? Just like real life!’ So instead of keeping the game character at a distance and treating it like watching a show, I instead immersed myself in the character and thought of it as therapy (which is easy, considering you go to therapy).

The puppet character is also a brilliant choice for an IF game. I may have said this in my review for the last game, but it makes it a lot easier to identify with the MC for any player, because we, the player, are playing a game as someone else and messing around with romantic options and ethical decisions with few consequences since our character isn’t us. Similarly, our character has their own character/avatar that lets them explore relationships and actions safely.

I stuck with Dr. Mortum the whole time despite a fling with Lady Argent. I saw on a poll that Mortum is the least popular romantic option, but I had a great time. Romancing as the puppet and then getting closer together felt like making a throwaway reddit account that eventually becomes your main but you’re stuck with a stupid username.

This game felt less strongly plot-driven and more open-worldish with significant threats (usually related to people learning about you). It’s not actually open world, it just feels like there’s a lot of time wandering around, talking to people, exploring, digging into things, etc.

The main plot points were great, it’s like the author sets up “here’s how we will manage your existence. Everything is precarious but we can barely make it through and live unless X happens.” And then X happens. For me the biggest X moment was (remember I said this review had spoilers?) Ortega seeing me commit crimes. That was more terrifying to me as a player than my character getting in an accident. I know I have plot armor, but Ortega knowing about me could destroy the entire life I tried to build.

Like the last game, there is very little emphasis on failure through having too low of stats (though failure can definitely happen in a variety of other ways). That’s got to be something I can incorporate into my next Choicescript game, though I’m not sure how; even seeing a great game like this up close and analyzing it, it’s hard to figure out what to emulate from it, what makes it ‘tick’ or work so well.

One thing is for sure, it doesn’t feel like there is ‘one true path’. The long development time and high word count is due, I think, to the author taking different paths or character personalities and imagining what a full playthrough would look like with them at the center, so it feels like that’s the ‘real game’. This is in contrast to my own work and many other choicescript games, where you can, for instance, romance a side character, proclaim love for each other, and then they show up in normal game scenes acting the same as they do when you don’t romance them. Retribution avoids that.

I look forward to the future games, but based on what I’ve seen here, it takes a lot of work to craft the different paths and it could easily be a decade or more before the series finishes. But that’s fine; once it’s done it’s done forever.

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I know you have a lot on your plate with hundreds of HG games to review, but if you ever just want to relax and enjoy a story, Fallen Hero is one worth playing again. Since I was reviewing it for ChoiceBeat, I played through both games six times, and it brought out so many different angles of the story and characters. I probably could have done twice as many playthroughs and still been discovering new dimensions to the story and characters.

Thank you for this review. And it’s good to know I’m not the only one who finds the villain formerly known as Sidestep painfully relatable in some ways.

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Studies in Darkness

I was given a review copy of this game.

This is one of the lower-rated Hosted Games, but I liked a lot of aspects of it. It uses an open sourced TTRPG ruleset called Blades in the Dark, which assigns a difficulty to every action and has randomized rolls to meet that difficulty. You can fail with a complication, fail, succeed with complication or succeed. Complications raise meters for bad things like dying or losing your current objective. You can pay for better results by acting out flashbacks or by saying you had the right tool all along (which takes up inventory space).

I was a little bummed that this story was presented as a vignette, with 9 short chapters that build up to a big event but don’t show the aftermath. I think with different framing it could feel like a complete game; giving it the tutorial setting makes it feel less engaging.

I do like the backstory, a gothic arcane city with a school filled with magical beings, ghosts and monsters. We play as 3 characters with two additional friends. The characters make choices to navigate a tower and retrieve a signet ring for their club, preventing them from getting expelled.

The mechanics had some highlights (I liked the 'Devil’s Bargain’s a lot) but I often felt like they interrupted the story too often. This is contrast to the last Choicescript game I played (Falrika the Alchemist) which had all story and almost no choices/mechanics. To me, I feel like there is a bit of a war between narrative momentum and mechanical enjoyment. They can work together (when a big choice has been built up the entire game until you finally make the choice, like in Slammed during the final fight), but I felt like in this game they were treading on each other, the big narrative story beats interrupted by choices at inopportune moments.

But I had fun. Each page was fun. I would definitely read more by this author.

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Breach, the Archangel Job

I was provided a review copy of this game.

This is one of the longest Hosted games, around a million words. It’s packed full of characters, scenes, and equipment, with a lot of romances and little vignettes and a lot of visits to bootleg McDonalds.

You are a criminal in this game. You’re inducted into a vigilante gang called the Archangels where everyone is assigned a codename themed around angels; you are a Raphael (one of several).

Gameplay is in a cycle where you plan a criminal event, then buy supplies, train, or hang out with friends and ROs, then enact the criminal event. Planning includes choosing people for a team, time of day of attacks, how risky to be, etc. Supplies include a long list of specific guns and ammunition, body armor, vehicles, first aid kits, etc. Training includes numerous skills like tactics, intelligence, accuracy, persuasion, and others. You get a huge number of opportunities to train skills. Hanging out gives you different vignettes with people; picking the same person repeatedly gets you a well-developed story.

The tone varies a lot. On one hand, your group is brutal. They will regularly shoot enemies in the face, including cops, security guards, rival gang members, and even restrained individuals. You can participate in multiple torture scenes.

On the other hand, the story often zooms into comical or farcical nature. Everyone bakes or makes tacos or goes to ‘Mike Donalds’ to have a ‘Big Mike’ (you can order from a huge menu; this happens a lot). You can choose not to kill a lot of people (your friends will still kill). People get shot over and over and get healed by a first aid kit. The most ludicrous was someone being shot repeatedly point blank, then pinned down, their armor stripped off, then shot in the chest point blank over and over until there was a bloody hole, and they survived. This story has a planned sequel, so there may be an explanation (it is called out as unusual in the game). The zigzag tone was probably the one thing that I didn’t like as much in the game, though it did make the violence more palatable.

Overall, the long length makes for a compelling story. Some complained that the ‘main 3’ characters of the gang (your supervisors) kind of steal the show from you in the latter half; while that’s true, you still retain a great deal of individual freedom. It’s clear why the game is so big and why the sequel has taken so long to make. I think there’s a lot of replay value in the side stories here.

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The Soul Stone War

This is a popular Hosted Games from a few years ago, the first part in a long series.

The idea is that there is a powerful King who is a deathless vampire in possession of a Soul Stone and who desires to have the others. You, on the other hand, are simply a runaway from a village, judged for who you are (there are a few backstories available, this is the one I had).

While you are escaping your village, you find two strong, bold men and two powerful, battle-ready women who will do anything to protect you and help you, even putting themselves in danger. This is good, because you are quite possibly the wimpiest protagonist I have ever seen. I felt like the main character in the gothic novel Mysteries of Udolpho, fainting at a moment’s notice. My character passed out from exhaustion, possession, getting hit, etc., got entranced or pinned down on multiple occasions, and had to be rescued over and over.

That’s okay, because my big buff adventuring party was there to catch me in their arms as I fell, and to stare at me in concern, and to tease me with nicknames.

It was actually fun. Wayhaven has a similar vibe. I enjoyed being protected and romancing my big dragon woman NPC. It gave me ideas for future games; instead of focusing on failure when missing stat checks, to have your ROs save you, so you can choose to play as a strong person or as a helpless one.

This game doesn’t really have that choice, you’re helpless most of the time.

You might notice I didn’t mention the main plot much. That’s because 99% of the game is RO interactions. The eponymous soul stones only make appearances near the very end.

This game is just part 1 of longer ones. I’ve long noticed that WIPs and unfinished series are really popular in itch and Hosted Games culture. Having played more recently, I genuinely wonder if its because (besides WIPs being free), the open-ended nature of unfinished games and sequels lets people imagine a great sequel or ending that will almost certainly not be satisfied by a real one. The hope of one day having a great fulfillment to a game is perhaps more enticing to an imaginative reader, and, in communities with close access to an author, perhaps an ardent fan might influence the author into giving them the ending they want.

I’m interested in seeing how the next 2 games play out because very little plot happens in this game. I did have fun with my RO-centered damsel in distress simulator, and I can see why this series is popular.

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