You Can Only Turn Left

by Emiland Kray, Ember Chan, and Mary Kray

2024

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0 of 1 people found the following review helpful:
Story isn't interesting, but the sound design is, May 16, 2024
by Fie

This game describes itself as "a playful exploration" and inspired by "guided sleep meditations", and it goes about as deep as it describes.

The title - "You Can Only Turn Left" - I would think it has something to say about not having choices, despair, intentional sadism directed at the player. It has no such thing.

The first long paragraph of text is a memory of being a child and seeing some tadpoles, disabled, so they couldn't swim right and would starve. No more thought to it. No thinking about how it could've been avoided, no analysis about if it's something to do with the fish tank, no human empathy of trying to keep them alive even still. Just a bad memory, one you sometimes think about when you're half-asleep, with no real meaning to it and no ability to change it. It's not even painful, or gross, just scary, to see something broken. Title explained in one swoop. Time to slip to the next thought.

It tries to invoke nostalgia. Playing video games when your parents are asleep, secretly. Okay. The school with an excellent this and that, rigorous, freedom of having a job, trying to be like Leonardo Da Vinci, deciding to stay awake for 22 hours a day, room growing up painted like you chose, getting an education, working towards buying a car, a flourishing social life, guided meditation. Okay. Nostalgia of someone trying to be superhuman, horror of someone who doesn't see beyond their own life.

The most intense section is a dream about hot pink hyenas eating their family. The hyena art is very cute. The eating scene is sterile and insipid, and could only be scary to someone who's never had anything beyond a breakup to feel bad about. It's rather pretentious. Or rather, it's by someone who thinks their dull drug trip, happy childhood, and average college experience is a lot more meaningful than it is, all colored by the assumption that everyone else can relate to such universal things.

What gets this any stars from me is the sound design. I listened with headphones. It's eerie, it's deep, you can feel it in your ears crawling, but not harsh. I never felt like I wanted to turn down the sound. There was nice variation and mixing, and I feel like it did something smooth with left and right audios at points like the chanting.

The visual effects are also neat. The moving background is fun to watch and adds a feeling of movement that's really nice.

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1 of 1 people found the following review helpful:
Sleep no more, May 14, 2024
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2024

I’ve made the point before (even in another review for this festival, I think?) that dreams are typically more meaningful to experience than relate. Like, just a few weeks I had one where I was in airport, trying to get rebooked after my flight was cancelled, and then after I’d managed to wrangle a replacement ticket, upon takeoff my seat was somehow flung forward and got lodged in the cockpit window, which didn’t hurt me(?), except I uncharacteristically hadn’t fastened my seatbelt so the only thing keeping me in my now-open-air perch as we climbed and climbed was a death-grip on my armrests, which obviously wasn’t going to be sustainable, so I reached down to try to buckle myself in but wasn’t quick enough so I found myself falling, for long enough to think well this is it, all my hopes and dreams and loves are ending in just a few seconds, I’m not ready and I never got to say goodbye – and then I woke up. It shook me pretty hard, and I’m still processing some of the aftershocks, but it doesn’t at all hold together as a story; it’s just a boring dream of falling with some implausible details, and if I add in that this happened almost to the day of the fourth anniversary of my sister’s death, well, the armchair psychologizing writes itself.

You Can Only Turn Left, as you might have guessed from this intro, has to do with dreams, though it carves out some space for itself by concerning itself with overall sleep practices and sets of dream patterns, rather than just expanding one particular dream into game length. This approach means that there are some grounded sequences threaded through the narrative, which let you catch a glimpse of the protagonist’s changing life circumstances and discern something of an arc. Their very mundanity is even sort of appealing: in amidst trippy visions, engaging with the way a new job forces you to wake up super early feels like a breath of fresh air (it does make me question why the main character seems so bent on never getting a good night’s sleep, or thinks that given all this dropping acid is still a good life choice).

Breaking up the dreams like this also means there’s less need to shoehorn narrative weight where it doesn’t truly belong, instead presenting them as a series of arresting images. And the writing on a few of these does feel like it conveys something of the immanence of the original experience:

"The air was electric and the veins of your eyes became ghosts of hot pink lightning. The static shock grounded your body into the abyss and you clenched your jaw."

The title image also is one that will stick with me – it’s drawn from a science-class experiment where deformed tadpoles birth frogs with spinal issues that prevent them from swimming in more than one direction, which lends some power to what’s otherwise a clangingly obvious metaphor. The game’s presentation also deepen its impact; there’s blurry, shifting text, eyestrain-inducing background images, quick pans and flashes, that aim to alienate the player from what they’re reading.

For all that, though, I didn’t find You Can Only Turn Left escaped the oneiric trap. Like, I played the game the day before yesterday, and while the vibe was memorable, before I reviewed my notes I don’t think I could have told you a single thing that actually happens in the game; shorn of the context and structure that gives incidents their heft, you’re just left with a lot of stuff. There is some gameplay here – there are a host of choices that mostly boil down to “try to stay awake”/”try to go to sleep”, albeit without much clarity about the implications those decisions wound up having – and something of an arc, with the protagonist exiting the story seemingly better actualized and having reclaimed their ability to break out of patterns, though I couldn’t even make a retroactive guess at what led to that shift. As a result the game is I think a success as an aesthetic experience, but not so compelling as a narrative one; perhaps that’s the most that can be done with such stuff as dreams are made on.

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I'm not High, You're High!, May 10, 2024
by JJ McC
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/4/24
Playtime: 15min, two passes

I know I just said two passes, but this is a one playthrough game. It pretty crisply tells you exactly what it is up front - an exploration/simulation of the grey area between sleep and wake. The presentation is terrific - swirling backgrounds of symbolic dream images or sleepiness-contorted real world fragments. I think the plunging, swirling staircase was my favorite. It also plays with font and layout in intriguing and evocative ways very much adhering to its mission statement.

The story it tells is drowning in specificity, to its great benefit. It’s not trying to be a general dream state, with shadowy details that might or might not resonate with you the reader. It presents a protagonist of specific experiences, well and tightly described, then sleepily distorts those vignettes. That is its true power. Those specific details are our entry into this halfway-state. Only by understanding what clear looks like to we appreciate the depths of murky. I was swept along in its thrall, and happily report it delivers its intent with panache and confidence.

My first playthrough left me in a happy fog, kind of like an hour into an evening of edibles. Uh, so I’m told. Always leave them wanting more, right? Well, when I want more, I want MORE. In this case, that meant revisiting this short work.

Peppered throughout the proceedings are occasions where you get to select sleep v wakefulness. I decided to poke a bit, see what those choices amounted to. This was a mistake. During first playthrough, my selections had everything to do with the ebb and flow of the dreamstate. Where did it FEEL like I was going. That was cool.

Second time, deliberately playing with it, it looked to me like those choices had no effect on the narrative. Worse, the way I determined that was making a choice, then going back and making the other choice. Sometimes this was not possible, but when it was I detected no difference in the subsequent text. It didn’t seem to matter which choice you made. Except it did, because making a choice and rolling with it kept you in the flow of the piece. Stutter-stepping back and forth shattered that calm and effectively destroyed the mood of the piece. Which was really its whole point!

Learn from my mistakes, team. This is a really cool one-off experience. Like my oft-cited butterfly, examining it closely wrecks it.

Mystery, Inc: Shaggy. You know why.
Vibe: Pre-Munchies Fog
Polish: Smooth
Gimme the Wheel! : What would I do if it were my project? Good question, it is very accomplished at going after its goals. I think I would expand the use of music. Ambient sounds often try to reflect the current scene, but their transitions to new scenes are usually abrupt. Rather than disrupt the flow, I think I would commit to an unbroken, dreamy soundtrack. Music could powerfully underline the mood it is going for. Even better if you could engineer smooth thematic changes as the game progresses and avoid those jarring cuts.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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- Edo, April 10, 2024

- Xavid, April 2, 2024

- Max Fog, April 1, 2024


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