Really cool game that subverts expectations in interesting ways. If you only played the first few minutes you would walk away thinking it was a simple but competently made Twine game and miss out on what the game really has to offer. To not spoil things, I will just say that this game had me questioning both myself and the game itself. A lot is left up to interpretation and the game gave me a real feeling of unease. This ability to transfer a specific feeling onto the player is no small task and something that media often fails at. Overall, I highly recommend this game.
WARNING: EXTREME CONTENT INCLUDING BLOOD, VIOLENCE, SELF-HARM. NOT INTENDED FOR ALL AGES.
Three Mile is a dead-end road in the middle of nowhere America. The story goes that you drive your car to the very end and turn around. Then, you turn off your headlights and slowly idle your car back to the main road. Somewhere in between you'll find yourself between reality and something else altogether.
My friends and I took a trip on this road back in 2016 but everything's been different since then. I still can't quite figure out what happened but even now they won't talk to me about it (or at all for that matter).
I just thought I'd put this out there to give my side of the story before anyone tried to tell you different. Thanks for hearing me out.
Log in with itch.io to leave a comment.
Great to see a good number of writing projects harnessing Twine this year; I think this was the best. This experience used the CSS in Twine in a lot of technically interesting ways that I think elevated the experience a lot, such as through video clips, animated text, pop-ups and even fake errors. This has to be pushing what Twine can do to its limits and it's very impressive to see it used in such a diverse way.
The central conceit of an unreliable narrator going through revisions of a story surrounding an incident was aided by the meta 'glitches' representing a collapse of the veracity of the story (or perhaps the intentional manipulation of memory on the part of the narrator)? I think the deconstruction in reverse was a good arc to generally lead the reader against the narrator's account.
The integration of multimedia to depict some of the disturbing actions by the narrator made this game a lot more unsettling and provided a good counterpoint to the writing. The bait and switch of the horror being centred on the location, then the house, then the actions of the narrator was a good way to manage the reader's expectations and constantly shift the source of the horror in this game.
Great work on this one! I think this writing shows a lot of maturity, and combined with the technical accomplishment of pulling this experience off in Twine, I'm really surprised you composed and polished this in a little over a week. Can't wait to see what projects you work on next.
Also, have you read any of Mark Z Danielewksi's works? This was kind of reminiscent of the unhinged, form-defying approach I saw in 'House of Leaves'.