Games for People Who Prefer to Read — Fallen London

Albert, the Prince Consort, lies on the threshold of death. Facing the loss of her true love, Queen Victoria cuts a deal with the Masters of the Bazaar. They will save Albert, but in exchange they will take the Traitor Empress, her consort, and all of London to their domain deep beneath the Earth. The Neath.

Years later, when you come to the vast underground cavern that contains Fallen London, the Empress and the parliament remain, but it is unquestionably the Masters of the Bazaar who rule the city. The city is changed but recognizable, twisted and reconfigured around its new heart: the mysterious Echo Bazaar. Londoners are resilient, and have come to grips with the strange situation, including the fact that death is now a mere inconvenience — as long as you don’t venture back up into the sun.

Fallen London is a web browser game more than a decade old — an incredibly long run by the standards of such games. Thanks to its art style, its reliance on text, and a steady stream of improvements, it doesn’t feel outdated. It is by turns comedic and dark, and overflowing with Victorian sensibilities and literary references.

Gameplay

The gameplay elements are simple. You create a character, and this character has attributes. They may represent skills you’ve picked up, items you’ve acquired, or connections you’ve made with people and organizations. In general, they represent who you are, and what you can do.

Your character, at any given moment, is in a location. You draw from a deck of cards called the opportunity deck. Your opportunities depend on your attributes and where you are. Each opportunity gives you an illustration, a few paragraphs of text, and usually a choice. The outcome will often depend on your attributes and plain luck, and you may gain or lose something as a result.

Unfortunately, Fallen London came of age in the heyday of FarmVille-style mobile games, with energy mechanics that limit the number of actions you can take before you must wait (or pay) to recharge. You cannot binge Fallen London without paying. That said, it’s designed around brief play sessions, and I don’t think the energy mechanic detracts too much from the experience.

Story

The gameplay is not really the draw of Fallen London. It’s merely the engine for dispensing story. Players have stayed with the game for a decade because of the masterful environmental storytelling, interesting characters, and deeply interwoven plot elements.

There are hundreds of unique characters in dozens of locations within the city. There are centuries of history buried (literally) beneath London, including the ruins of other cities previously stolen from the surface world by the Masters.

You can venture out into the cavern, across the Unterzee. There are strange islands and distant shores. Hell is a real place, populated by bureaucratic and seductive devils. In Polythreme, inanimate objects spring to life.

Above all, Fallen London is a game of mysteries. The rewards most valued by the playerbase are not currency or items. They’re new stories that reveal why things are the way they are in this slightly steampunk, cosmic-horror alternate history.

How did the Gracious Widow come to run a vast smuggling empire? What exactly are the bumbling, Cthulhu-esque rubbery men, and where did they come from? Why do the Masters of the Bazaar steal cities and bring them to the Neath?

Content and Costs

The bulk of the content in the game is free, and there is enough to keep new players busy for months. Additionally, there are seasonal stories that appear for a limited time each year, sometimes with little additions. The developers also release a new story each month, with new locations and opportunities.

The game makes money primarily by selling these monthly stories. Players can purchase a $7 monthly subscription to automatically get all the new stories as they come out, but old stories must be purchased individually for around $5 – $25 each, depending on size. The subscription option also doubles your energy pool.

See You in the Neath

Whether Fallen London pulls you into its story or not, I think it’s a great game for writers to check out, to see just how literary and story-centric a video game can be. It’s a master class in the looping and branching techniques of interactive fiction.

If you like cosmic horror, steampunk, Victorian mystery, you’ll probably find something to enjoy in Fallen London. It’s a weird and living city, deep as Vandermeer’s Ambergris or Miéville’s New Crobuzon. I find myself getting pulled back into it every couple years.

In fact, I created a new account as I was writing this. So if you need an acquaintance in the Neath, let me know in the comments. We can exchange letters, insult each other for our own gain, or take turns attempting assassination.

Games for People Who Prefer to Read — “What Remains of Edith Finch”

Video games can be many things. They may be about building empires, stacking oddly shaped bricks, or finding misplaced princesses. Most often, they’re about rather a lot of shooting and blowing things up. Games can be simple or juvenile, and they can certainly have bad writing. For these reasons and many others, games tend to get a bad reputation among the literary-minded.

In this series, I want to highlight a few games that care about story. I want to try to prove to the skeptics that some games have something to say, in much the same way that a good book does. These are games where you can’t die. You don’t need twitch reflexes or a deep knowledge of 900 pokémon. Instead, these games work hard to build deep characters and a compelling narrative, and pull you into their world.

So, if you’re someone who loves books and hates games, consider giving one of these a try. You might just be surprised.

What Remains of Edith Finch

Edith Finch is a young woman returning to her childhood home. She is the youngest of the family, and the last one still alive. As she explains, the Finches believe they are the victims of a curse. Few of them die of natural causes. Instead, they seem destined for strange ends, whether their lives are long or cut tragically short.

As the player, you guide Edith through the Finch house, a seaside mansion that has been built-upon and expanded over several generations, a bit like the Winchester House. You quickly discover that the rooms of the deceased Finches have been sealed off, untouched, like little museum pieces. As you open those rooms up, you get glimpses of each person — visions from their perspective, enhanced by Edith’s narration and her journal entries, filling out her family tree with whimsical sketches. You begin to piece together the history of the Finch family in all of its joys and tragedies.

Each room in the house, each person, is revealed through a unique experience. Each is delightful in a different way. They range from eldritch horror to peaceful meditation. From the simplicity of flying a kite or swinging on a swing to navigating a living comic book to vignettes of a camping trip seen through the viewfinder of an old camera.

The uppermost rooms of the house are stacked in a teetering tower. They are a promise made in the opening moments of the game, as you first approach the house. They are the most recently-built rooms, the ones once occupied by the people most important to Edith. She will have to climb to the apex and come to grips with the legacy of the Finch family.

This poignant anthology of stories about death ends on a surprisingly hopeful note. The purpose of the journal, the narration, and the title all come together to deliver a clear message: it’s your life that defines you, not your death.

Getting the Game

What Remains of Edith Finch is a game by Giant Sparrow. It’s available for PC (from several providers), as well as Nintendo Switch, Xbox and Playstation.