I Write Games Not Tragedies is a game that initially caught my eye simply due to its name. Being a parody of the Panic! At The Disco song I Write Sins Not Tragedies, I was curious as to what the game actually would be. So when the publisher Yotsuba Interactive reached out and provided a copy, I was enthusiastic about diving in and giving it a chance. As a fan of both visual novels and rhythm games—and punk music—it seemed like a perfect fit for me. However, after finishing the game in less than an hour, and then spending another two going back to try different options, I'm left with a conflicted feeling.
While I personally could not relate to the discovery story being told here, I appreciated what the writer was going for, and was pleasantly surprised to see the world I look back on so fondly on display here. The game itself begins in 2009 and eventually ends in the 2020s. Looking back on my own life, so many major changes happened during this time, and as I sit looking at my own computer screen and type this review, I can't help but remember the things that led me here. Maybe I should've done things differently? Or maybe this is just how things were always meant to be? Whatever the case is, these are the feelings the main character of I Write Games Not Tragedies, Ash, struggles with, and that is what leads us, the readers, to look back over the story of his life. While on the surface the title is a page taken out of an emo kid's notebook, truthfully, this is none other than a story of regret. I just wish it was something more.
The Story of Ash:
I Write Games Not Tragedies begins with our protagonist Ash looking at a computer screen and thinking back to his teenage years. Back then, he felt trapped by his emotions, lost himself in his music, and would let his screams drown out his sorrow. But now, as an adult, Ash questions what he had to be sad about to begin with. Back then, life was easier. No bills, no responsibilities—just school and hanging out with friends. What was so bad about this time that led Ash down such a destructive path of addiction? As he reads a message on his blinding PC surrounded by darkness, the puzzle pieces begin falling into place, and Ash is taken once again down the road he once traveled: his own Boulevard of Broken Dreams.
Arriving in the past, readers are introduced to Ash's daily life. He gives us a glimpse into his life living in London, catches us up to speed about his family situation, and gives a quick run-down of his school life. While Ash has a handful of friends, it is best friend Katie who has always been there for him. She's the one who understands Ash better than anyone else—including Ash himself—and she acts as a guiding force to lead him to who he is meant to become. While future Ash struggles with work and hooks up with women to drown out his own emotions, Katie realizes the truth and attempts to correct her best friend's course before he misses his chance.
Let the Bad Times Roll:
It doesn't matter what stage of life Ash is currently in; his emo music is his only comfort when he is alone, and this is reflected in-game by playing a rhythm game.
While it is nothing flashy, I Write Games Not Tragedies features multiple songs by indie punk artists and features scrolling lyrics in place of the typically "hit the button as the icon passes" format most are used to. Nothing is particularly challenging about these songs, and "failing" isn't really an option either. You are graded on your results in the end, but it has no impact on the game itself. There is also an option to only play the music mini-game if one wishes to, but this is more of a side activity to complete after finishing the main story.
As for the songs themselves, they fit the story perfectly, but they will not jibe with everyone. It comes down to your own personal taste in music.
It Could be More:
I Write Games Not Tragedies is a story that follows the outline of our protagonist's life, and unfortunately, the game itself feels like an initial outline as well. The story features only a handful of key moments with three characters, a one-off side character, and only quick mentions of others. While this is in fact a complete story, one can't help but feel it could've been more. It is the in-between scenes of Ash attending school, feeling like an outcast, and coming back to his room alone that would really help drive this story home: his few interactions with his family, the buildup to major events, and the slow moments that help us feel how lonely Ash truly is. These are the moments where his emotions can be unleashed, and where the audience can connect with the character on a more personal level. But this never happens in the game.
While those who have had similar experiences to Ash can fill in these blanks themselves, by looking back on their own lives, leaving these details out simply holds back the narrative. Without an already established personal connection to the emo lifestyle, it can be hard to relate. Additionally, this is a story of Ash discovering who he truly is, and that too may not be something everyone can understand. I personally feel the scene where Katie calls Ash out for his "true self" was handled quite well, but despite Ash claiming "he doesn't know who he is yet," it is very obvious from the get-go this isn't quite the case. Maybe he just doesn't want to admit it to his best friend, but he doesn't fully struggle with it as initially implied. In this same scene, Katie makes a joke about writing "BL" about Ash and his new "friend," and honestly, that may be the best way to sum up this entire story. It is a short BL in visual novel form, and this fact is reflected in both the story and the writing style for the characters—specifically the two male leads.
Should you play it?
I Write Games Not Tragedies is a short story that has potential. On the surface, it is a story of the emo lifestyle, but in reality, it is one of regrets and discovery. Not everyone will be able to relate to Ash and his struggles, however, and that alone is what makes it hard to fully recommend. The flashy emo art style is outstanding, and the foundation is solid; however, many might step away from the experience wanting more.
If the game sounds interesting to you at all, and you are willing to spend a few bucks for a couple hours of entertainment—then by all means give it a chance. On the other hand, if this is not the type of story that appeals to you in the slightest, then I honestly do not think there is anything here to change your mind. It banks heavily on the reader themselves understanding the emo style, and does little to actually explain it.
VERDICT: Maybe
Reviewed on PC
Review Copy was Provided





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