Get thee to a nunnery! is a medieval fantasy roleplaying game set in the 11th century.
- You play as Aois, a directionless young woman cloistered away in a convent. You shape her life at the abbey through a series of in-game choices.
- Will Aois grow into a disciplined abbess or a wild warrior nun? Will her talents endear her to the angels of the Biblical arts, or will she fall into the pulpy, pus-filled darkness of sin? Will she branch into the thorns and vines of medieval herbology? Will she unravel the fastidious lettering of tomes, scripts and secrets?
- You decide, player! You equip her with a quill or sword. You dress her in sackcloth or in linens. You paint the 2-D planes of her face in the dirt of the gardens, the blood of the viper, the light of the Lord.
Daisy clicks impassively through the images accompanying this game description. Isometric perspective, countryside colors in soft, painterly tones, charmingly cartoonish character designs. She sits at the edge of the lumpy, unwashed bedspread, her legs extended, toes curled against the carpet. Her skin itches uncontrollably, possibly from the mildew in the carpet, the dust mites living in the sheets, or the goopy lotion she gets for free from her hotel job. Daisy scratches a chip of foundation off her forehead. She peels a press-on nail off her pinkie finger and lets it drop onto the bedspread.
The player reviews of Get thee to the nunnery! are largely positive, though some commentators mention that the endgame drags. She has a lot of time to kill, and a lot of feelings to drown out, so this doesn’t strike Daisy as an issue. She buys and downloads the game. She lets it boot up while she paces the kitchenette, opening and closing flimsy cabinet doors to pass the time. Teetering towers of instant ramen. Stray seasoning packets crowded around the packaged food like infantry defending the citadel. Yellow specks of mildew in the interior corners.
Aois, the central character, begins the game as a tight-lipped teenager with shoulder-length hair the color of pale cornsilk. She has peach-colored freckles across a snub nose. Her design has something of farmgirl about it, though Aois’ backstory, available to read in the corner of the screen when the player hovers over her body, describes her as an unwanted nobleman’s daughter. In the opening cutscene, the player looks down, as though from God’s perspective, on Aois’ dawn arrival at the abbey. A melancholy track, overlaid with the twittering of a pair of birds, plays as Aois is led by the hand to the tall, ornate doors. Aois’ body twitches like a rabbit, she blinks away tears—or is that just the stuttering framerate, as Daisy’s laptop groans under the strain of rendering graphics? She clicks impatiently through the dialogue between the abbess and Aois’ stepmother, finishing off the cutscene and advancing to the main storyline.
The next in-game day functions as a discrete, semi-camouflaged tutorial, establishing the basic pattern of play. Aois wakes in a cot in the novice dormitory; the player accompanies her as she descends the winding stairs down the turret to the main hall, where Aois joins the crowd of women at mass. Before dawn, during this first mass, the room is full of flickering shadows, and illuminated only by firelight. She kneels on the stone, a cotton kerchief over her fair hair. The game plays a cutscene in which Aois raises her eyes to the cross, the upward movement of her gaze happening in time with the crooning of the choir climbing the musical scale. As the choir leaps into the sustained high note, Aois’ teeth stop their chattering, and her lips begin to move in apparent prayer. Daisy scratches her thigh, where the itching is most pronounced, where her skin has transformed into a patch of welts.
After Matins and Compline, the player is able to pick Aois’ direction for the day. A gilded window opens up and the in-game advisor, archangel Gabriel, appears to offer divine counsel. The study of theology, as he informs Daisy, will sharpen Aois’ thinking and whet her appetite for Biblical arts, including, he muses theatrically, the darker and more ancient labors. Caring for the lambs in the barns will, in contrast, soften her nature. Swordplay with the gardener, a former Crusader, will develop her physical strength. Working with the nursemaid in the infirmary will increase her knowledge of poisons and antidotes. He gestures toward the top corner of the screen, where Aois’ progress in her skills is visually represented via a set of bars wrapped in grapevine. He reminds Daisy that no skill can progress without implied sacrifice in the improvement of her other skills. “Should Aois be well-rounded, or should she cultivate specific talents?” muses Gabriel leadingly, thumbing his dimpled chin. “Who can foresee her destiny?”
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