Rape, Pillage, Makane! by CMG
"Rape, Pillage, Makane!" is a galorelike hypertext story inspired by Kristian Kirsfeldt's 2003 "Rape, Pillage, Galore!" and the Stiffy Makane text adventures. It was written for the Two Button Challenge.
As its title implies, this story features sex and violence, and not necessarily in a pleasant manner. Readers should be advised to steer clear if they may be disturbed or offended.
As its title implies, this story features sex and violence, and not necessarily in a pleasant manner. Readers should be advised to steer clear if they may be disturbed or offended.
Ratings
| Coolness | 81% | 2 |
| Overall | 2.59 | 904 |
| Fun | 2.44 | 867 |
| Humor | 3.49 | 95 |
| Innovation | 2.31 | 880 |
| Mood | 2.82 | 579 |
| Theme | 3.05 | 860 |
Now, and after researching the references, I do feel like I have a better understanding of the game. To me, it now feels like it's more of an exploration of the history of trivialising those acts in videogames, more so than any sort of discourse on how they're considered in real life.
Another thing I've been considering is the limits of choice in videogames. From the IFWiki page on 'Rape, Pillage, Galore!' I found the quote "The player's choices of commands are reduced to LAY and SLAY. And maybe QUIT." The idea that a game can force you to perform reprehensible actions is challenged by the idea of simply not finishing the game. (Though I have to admit, Undertale already had me thinking about that idea.) The use of the theme to limit the players' choices in that regard was pretty clever, I think.
So I love the concept, and the intentionally sucky mediaeval-style writing is pretty good. The sex and violence is too far removed from reality to feel offensive. The story is entertaining in its awfulness, and the endings are great.
No real flaws, but it did seem to be missing... something? I would have liked if your actions affected the plot a bit more, or if there were a little bit more complexity to it. (I did notice that SPOILER in the scene with the king and queen, the text changed depending on whether you slew or laid the princess. END SPOILER) That said, maybe complexity is exactly the wrong thing to ask from a game about slaying and laying things. Anyway, when my biggest problem is "I wanted more", that's not a huge criticism.
I like the title screen, too.
Either way, happy to see more text/story-based games! Good job.