Thoughts about TRASH:
Playthrough One:
This game really starts me off in the thick of it, which I like. I know exactly what sort of guy I’m playing here, and obviously I am going to have to have a drink before I do anything else. I don’t need Tina telling me what to do, and I don’t need a job either. I’m going to my friend’s trailer, where I’m going to get into the drug trade. I’m all about substances. Booze (not that I have any) and drugs.
“you’ll be sure to inform Tina that apparently she performs sex acts on donkeys” – I laughed at that.
So I really like how this game is already giving me personality questions—I’m an alcoholic loser, but am I the sort of alcoholic loser who beats people senseless? The answer is YES. And yes, I ended the day drinking cough syrup and fired from my job of keeping addicts in line, but I call that a big win. I don’t mess around. You have to beat people down so they respect you.
Two:
OK, so if I just beat up the people who *need* beating up I can keep this job. Look at that! A pretty good ending already! “Tina, you do things your way, and I’ll do things mine. An’ right now, I’ll be doing you.” See, Tina underestimated me.
Already, I’m appreciating how this game is structured. I’m going to go do stuff, and then Tina is going to react to it. That’s neat, and what’s especially interesting about it is that it’s a more interesting and subtle way of creating the same effect I liked in Repression with the “and you feel…” at the end of every path.
Three through Five:
The robbery paths with Dan are all pretty funny, especially because they all work out fairly well: the choices hint that you should “get out while you can” when the house owner arrives, but actually, continuing to rob the place is a great ending. I’m realizing that because the stakes of this game are *so* low, the way success gets defined is hilarious. I get bitten by a guard dog! But I got morphine, so I had a great end! I got enough money to buy a keg—major win!
Six:
Now I’m going to see if the game will let me avoid a life of crime. I’m going to work. Let’s try a repair shop. Hilariously, these ending are largely horrible. If I fix the car I end up drunk with a “spring embedded in your ass and a stray dog pissing on your leg.” If I had to pick one sentences to embody this game, it’s that.
Seven:
Maybe I can make my relationship with Tina deeper by working where she does. There is no chance this will work.
Wow, I was completely wrong. I thought I had this game’s number, but I obviously don’t. This was almost a heroic ending in the context of this game's world. “kicking some dickheads’ asses and then fucking your girlfriend in the parking lot of her strip club, is good enough.” The stakes are small in this game, but this ending does the opposite of humiliate you. It gives you the equivalent of this game’s gold medal.
Eight and Nine:
The alien abduction sequence followed by the mutant cockroaches sequence while searching for scrap metal. So by now I've played a bunch of the first fork of the tree which, weirdly, stems off of "have a drink" and these stories are all about my attempts to better myself, many of which have to do with my relationship with Tina. The stories--due to my luck, not design--seem to be getting weirder and weirder. I especially liked the UFO one. But now I'm wondering what the other initial choices do.
If me wanting to have a drink first thing leads to Tina screaming at me to get a job, what happens if I try to just go to sleep? Wouldn't she react about the same? Or would she do things that she wouldn't do if she thought I were awake?
Ten:
I was partly right: one choice is to get a job (looping into the "job" sequence) if I go to sleep, and they other is ending up with Tina furious and I wander "the streets and eventually fall asleep by some garbage cans, like the trash you are." Wow! That's the nastiest this narrator has ever been. He really wants me to make an effort. So if that's so, I would guess taking a shower would lead to a really positive response from her. Let's see. Back to the first fork, and it's interesting how that first decision, which I sort of thought was just a "setting the scene" sort of decision, is really about how my relationship with Tina is established, and weirdly, the narrator.
Eleven:
So I showered, and nope. There's no pat on the back for making the effort. It's no hot water, no towels, and toilet clog. Oh, weird. And an option to go to the "job" sequence. So it looks to me like the "job" bit is the main line of this game as far as I can tell, so if I resist it and get drunk with my low life friends, I predict the game ends right away like in my tenth playthrough if I insist on sleeping. I will be impressed if that is not the case.
...and I'm impressed! And this branch made me laugh out loud with Joe the bartender's secret.
Twelve:
The "get drunk" branches aren't long, but they are there, and they have a few good laughs, and they maintain the same interesting structure of do something, fail or succeed miserably, have Tina respond.
Thirteen:
Now all that's left is to have sex with Tina as the first choice. I've been saving this for last, because I think it's going to be an important narrative branch where I actually learn something about her since the structure of the game is focused so much on her responses.
And in fact, yeah. I did--I'm 12 years older than her, and she's the ex-head cheerleader. So unsurprisingly, this feeds into the main job branch, or I can press the sex angle, which I'll do.
So now I have to read really, really bad Endmaster erotica, the stand out simile here being "... like an insane Panamanian mental patient that’s been locked up in solitary confinement for thirty years." I'm not sure why it has to be Panamanian, but you know, it works. I was bummed that this branch ended so fast. I think this was the only branch that I felt ended without me getting to choose enough stuff.
Fourteen:
No, I was wrong, I missed the Cousin Clem job. And boy, I'm glad I didn't miss this one. What's so weird and almost hallucinogenic about this path is the disconnect between the choices you make and what happens in it. Like, I can pick "Go feed more hogs" and "Go to the barn" which *sounds* like two perfectly reasonable choices to make if I work on a farm, but I am sitting here muttering to myself, "does "go feed more hogs" feed the hogs, or...does it...mean sexily rubbing food and garbage all over my body? Will Suzy find that erotic? Why would she? Would I want her to? This is the sort of thing this game is making me say. But I adapt. I get it. "Go get help" = "Allow my cousin to be raped by pigs." It's just learning a new language.
Fifteen:
This was a weird ending; it's the one where I try to save Suzy from the pigs. It's funny and stuff, but it ends with
“Wow, Mel, did the farm stink THAT badly?”
“Yeah, and so does the attempt to do good deeds.”
That's probably the only ending I've read by End that doesn't hit me quite right, prose-wise. I don't know. I don't think Mel would say that.
Sixteen:
To the barn with Suzy. Huh. This was another funny ending, but I had to reread the beginning to realize that I was actually caught in the act by Bertha, because it's all in the "soon."
"...you know damn well what’s going to happen.
Soon…
“WHAT THE HELL IS GOIN’ ON IN HERE!?!?”
It's just funny to have the narrator be so reticent after the Tina sex scene, so much so that I actually missed it.
I *think* I've seen most everything. So here are my sum-up thoughts. (this is the review I wrote for the game itself in the comments just now)
Whereas the Basement Dwellers and Repression found its humor in absurd plot and crazy situations, TRASH finds a lot of its humor in character and dialogue, and that’s really cool. It's all about atmosphere. Totally successful in that. There’s *so* much dialogue here, and it’s very characterful. I sort of want to see what else Endmaster can do that's not this genre of sad sack losers having bizarre adventures, but it's totally entertaining. I enjoyed playing and I laughed a lot.
In one ending you wake up with a “spring embedded in your ass and a stray dog pissing on your leg.” If I had to pick one sentences to embody this game, it’s that. This game delights in your character’s humiliating ends, and then insists on also pissing on you, almost casually, as if this were just business as usual. Which it is for the protagonist.
The game is structured such that you go out, try to get something done (or not) usually fail horribly (or succeed horribly) and then Tina, your woman, passes judgment on you. These one liners are often really funny (“What got set on fire?” is one that made me laugh.) and serves the same sort of narrative purpose as the end lines of the paths in Repression, but it’s more powerful here in a character’s voice rather than the narrator’s.
The narrator is very present here and mocks you with a sort of eyebrow-arched sarcasm. ("Reach for those stars..." when deciding to better your condition by picking up metal scraps.) A lot of the humor comes from the narrator's lofty but weary tone.
The minor characters have amusing dialogue—actually most of the work of the description is done through dialogue. Dan, for example has lines like “What?” and “I dunno” and “Oh shit” which, well, tell you just about everything you need to know about this guy. Jim coughs. There’s clear, and funny, characterization—easy to read, easy to remember. Cousin Clem has all the best lines, though, with all of the obvious turns of phrase that have to be in here ("...that indoor plummin’ I’ll tell you what!")
I enjoyed this. I think at the end of the day I liked Repression better because I thought it was more tightly constructed and the writing felt more powerful, but this game was meant to be lighter. There were a few forks that were a little less interesting to me, but I think that's to be expected when there are so many of them. The game feels very, very similar in structure, theme, and tone to Basement Dwellers and Repression, and while that's not a bad thing, I'm noticing it as I play through Endmaster's games, and I really want to see where else he goes.
This game, much more than the other two I've read so far has many more microlevel issues. Like, it's actually harder to read without any spaces between lines of dialogue, which is usually, but not always, the case. It’s painful, because with paragraphing, punctuation stuff, and basic spellchecking (“gask mask”; “When Tina comes home she makes to correct assumption”) this already good story would be even better. I am dying to take my red pen to this game but I have been advised to exit professor mode when reading these. But, man, I want that red pen.
Next up: Paradise Violated.