Written in Quest, this is set in London, and begins on the banks of the Thames. There are nods at a colonial empire, and something about stars. Or, more precisely, a “clouded planet”.
I’ll just say it up front: the ending is far, far too abrupt. There is no inkling of plot, barely a whisper of setting. And that’s a problem in Introcomp, because to get the reader invested in the story, you’ve got to make them care about the situation or the characters, and there’s too little in this introduction to do either.
As I slowly realised during my own experience in Introcomp 2015, setting alone will not work. Setting is passive; it is characters – people – which bring it to life.
I accept that I may well have missed some way to unlock further story; I will say that my play through ended when I decided whether I wanted to go to Trafalgar Square or the Houses of Parliament. However, some things I’d have liked to see in this game in general are:
Elaboration about the setting, particularly addressing the hook in the title about astronomical territories. This is a great hook. While we’ve seen plenty of games – heck, we’ve seen plenty of fiction – set in London in its various guises, a British empire which controls planets in outer space? Steampunk? Oh, yes, please!
Some explanation of the narrator. In some games, figuring out who the narrator is is part of the game. But here, there was precious little sense of direction or purpose without anything like that.
I’m a sucker for settings like these, don’t get me wrong, and I usually enjoy walking around fictional London as much as I do the real London. But there’s very little to work off here for me to really say I want more.