Judith - a game about control
May. 31st, 2010 11:46 amContinuing the promise to talk about independent games, this is one that I was linked to by
kjorteo a few weeks ago. I had heard that it wasn't exactly a light and airy game and had to check that playing it while alone in the evening was a good idea at all, but in the end I got through it mostly unscathed.

Judith, by Stephen Lavelle and Terry Cavanagh, is one of the most unsettling things I've played in a while - perhaps an unusual thing to say for something that looks quite so crude, but the unnatural look of it really does a lot to increase the oppressive mood. Even the idea that I was "playing" it is up for debate, because you don't really make any decisions - the story just plays out in front of you as you wander through it, and the dread comes from opening the next door or seeing what's around the next corner. It's never frightening, exactly, but there's a constant uncomfortable feeling there and you always feel that something's waiting in the background...
Beyond that it's rather difficult to say anything about it that doesn't count as a spoiler - I hadn't realized that it was a retelling of another story until I searched around on the Internet for it, but perhaps more literary-minded people will recognize it more quickly. It only takes about half an hour from start to finish, so it's well worth giving it a try.
The source is also available, and as ever, digging through it yields some wonderful insights into the authors' minds - my favourite part was this comment, placed just before a switch that lasted three thousand lines and controlled every triggered event in the game by a numerical ID:
//i'm so sorry
//this is awful
//i promise never to code like this again
That certainly beats anything I've ever uploaded.
I'm going to give a blanket warning that the comments (on LJ) will contain spoilers, so that people can say things without having to blank them out themselves - because there's really nothing that you can say about this game that won't spoil one surprise or another, because the exploration is such a... well, the only part of it.

Judith, by Stephen Lavelle and Terry Cavanagh, is one of the most unsettling things I've played in a while - perhaps an unusual thing to say for something that looks quite so crude, but the unnatural look of it really does a lot to increase the oppressive mood. Even the idea that I was "playing" it is up for debate, because you don't really make any decisions - the story just plays out in front of you as you wander through it, and the dread comes from opening the next door or seeing what's around the next corner. It's never frightening, exactly, but there's a constant uncomfortable feeling there and you always feel that something's waiting in the background...
Beyond that it's rather difficult to say anything about it that doesn't count as a spoiler - I hadn't realized that it was a retelling of another story until I searched around on the Internet for it, but perhaps more literary-minded people will recognize it more quickly. It only takes about half an hour from start to finish, so it's well worth giving it a try.
The source is also available, and as ever, digging through it yields some wonderful insights into the authors' minds - my favourite part was this comment, placed just before a switch that lasted three thousand lines and controlled every triggered event in the game by a numerical ID:
//i'm so sorry
//this is awful
//i promise never to code like this again
That certainly beats anything I've ever uploaded.
I'm going to give a blanket warning that the comments (on LJ) will contain spoilers, so that people can say things without having to blank them out themselves - because there's really nothing that you can say about this game that won't spoil one surprise or another, because the exploration is such a... well, the only part of it.
no subject
Date: 2010-05-31 03:51 pm (UTC)I wasn't really sure what to think about the ending - Judith's ending was good, because of the hesitance that you have when walking up to that final door and then just letting your imagination do the rest. But to just have her pop out of the room when you're playing as Jeff... that felt a little anti-climactic. I'm not sure what I was expecting in its place, though.
no subject
Date: 2010-05-31 04:41 pm (UTC)The source is available? I'm surprised more people haven't made other stories in the same engine... For that matter, am I the only one who's tempted to comment out the events and locks, so I can just explode freely? I played it months ago, but as soon as you mentioned it, I flashed back to how much I still wonder what else was in that crazy underground room that you couldn't see the far end of. I can't stand not being allowed to see things :P (Which worked rather well in the context of the story! But now I want what my character couldn't have, appropriately enough ;) )
Now I'm wondering what the story was like! I felt like I didn't quite understand the point of everything that was going on, maybe a more fleshed-out version would make more sense.
no subject
Date: 2010-05-31 04:53 pm (UTC)I don't actually remember the "wrong" choice moment, perhaps because I may have recognized a potential eternal conversation loop when I saw it and just went to the answer the game was expecting immediately, but I do remember the question "Do you want to see the last room?" which had a menu only consisting of "Yes" - I liked that, I thought it was... clearly not offering a choice but still feeling that you had to trigger this yourself. Cobbling in some free exploration might be a good idea, too - I didn't see anything in the source (linked to on the download page, without the resources from the full game) that I hadn't seen in the game, but who knows.
no subject
Date: 2010-05-31 05:04 pm (UTC)no subject
Date: 2010-06-01 10:15 am (UTC)I don't know how I feel about this game. I don't regret playing it, at least.
no subject
Date: 2010-06-01 11:27 am (UTC)no subject
Date: 2010-06-02 08:19 pm (UTC)The Emily bit...not so much.
no subject
Date: 2010-06-02 08:22 pm (UTC)no subject
Date: 2010-06-05 03:09 am (UTC)Cavanagh's got a great way of actually managing to work a great story into his "games". I put it in quotes since really, they're very straightforward, and that's where we start to hit the problem of being able to divert from the story to explore the world, and sometimes the game isn't designed to do that.
It was worth the play, though, if only to learn about the Bluebeard story.