Played 6th November using Opera
Time played: 1hr 5mins, one full playthrough
Some vague and minor spoilers follow.
An Aside About Everything is an hour-long Twine game. You control a character referred to in the third person as “He” (with the capital letter), who is searching for a missing girl. In His search, He travels to different worlds and meets a recurring cast of female NPCs in each.
This is presented as a detective game, and some nice layout work with Twine supports this. The game is in noir colours, all grey and black, and we have a sidebar with an inventory and a Persons of Interest menu. It feels appropriately gritty, and it’s clear to navigate. Sound files are played at certain moments as an extra flourish, although not very often. The only negative I have about the presentation is that some typos and a couple of accidental tense changes distract the reader at key points.
The game functioned very well for me programming-wise, although other reviewers report getting stuck in loops and having to restore to earlier saves. I was impressed by the optional content tucked away, though. You can head back to the opening room at any point in the game and explore it a little more – you never have to do this, but it’s a nice way to give the player a little extra information about the main character. You can also choose to buy and take pills at certain points, if you solve a basic inventory puzzle (that is, you trade an item for it). From experimenting, I think some of these pills open up new options in the epilogue. I would guess that there are other consequences throughout the game, though I can’t say for sure. Despite the reported looping bug, there is some robust programming here which hides some interesting secrets!
I said earlier that An Aside About Everything is presented as a detective game. You start in a detective’s office with the classic corkboard-with-red-string, ready to work on your missing person case. But the capitalisation of “He” as your player character’s pronoun, and the office’s name – the Void – indicate that something else is going on. What that “something else” is, is not clear for a while. You find yourself drifting between apparently unconnected places – a mine, an airship – while a cast of characters makes aspersions about your character. It’s all very allegorical and metaphorical, and I found it difficult to grasp and to understand the consequences of what I was doing. I think that’s intentional, since it seems like the player character is not having the best mental health day of His life. You just have to let it flow.
It’s worth hanging in there even if you’re getting frustrated with the narrative, because the final major act of the game has a very, very strong start. A couple of classic Twine text tricks are used to great effect. If you haven’t twigged already, it suddenly becomes a lot clearer what’s really going on. I’m being vague about this to avoid spoiling the game completely, but I really liked this moment. I still like it. An Aside About Everything rewards thinking about it afterwards, as you reflect on earlier acts and think “oh, so that’s why…”
I have to say, I didn’t fully connect with this game, and I’m not sure why. That’s the most useless kind of feedback, because how is the author supposed to act on it? I think the problem I had is that some of the game’s narrative choices were deliberately alienating. The use of the third-person perspective places the player at a distance from the player character, and the allegorical-ness of it all made me unsure of what was going on and what was at stake. And although you have some choices along the way, there are no major opportunities to change the course of events as far as I am aware. You’ll get roughly the same ending every time, with no way to guide the player character. These narrative choices make sense for what I think they’re trying to achieve individually – in particular, I don’t think you could have multiple endings in this story without losing the point the game is trying to make – but the game as a whole feels like you’re watching things happen to other people rather than getting involved in the story.
All that said, An Aside About Everything is certainly not a bad game. It uses a surrealist story to make an interesting and valuable point, and it’s experimenting with the player character and the narrative in some cool and successful ways. It doesn’t all work, but when it does work, it packs a punch.
