Sons of the Cherry (SotC) begins with four seemingly random questions. Not having played a ChoiceScript game before, I suspect these are used to randomly generate player stats or something. Depending on the color of shirt you are wearing, how you might react to an angry hornet, and how honestly you answer questions such as these, your gaming experience may be affected.
I should also note that the second word in this game is "loamy", which I had to look up. (I live in Oklahoma; we don't have a lot of loamy landscapes apparently.) I also encountered the words "ichorous" and "eldritch". These are not words that come up frequently in the world of computer networking, which is mostly what I read about.
In SotC you play a magician (mystical, not stage) framed for the abduction of a creepy shrieking girl with no pupils. Despite your best intentions you are arrested, only to be sprung shortly afterwards by a mysterious masked visitor (FRIEND OR FOE?). Throughout the game's roughly 15-20 minute run time you'll perform some magic(k), rescue a fellow cult member enslaved by Ben Franklin, and try to assassinate George Washington. Why this hasn't already been turned into a made-for-television docudrama, I'll never know.
Throughout the game players are presented with two opposing choices, one of which is adventurous while the other is typically safe. On my first romp through the game I largely went with the adventurous choices (which seemed more in tune with the spirit of the game).
The game ends rather abruptly. Seemingly just minutes after we are introduced to this alternate (OR IS IT) version of history with both good and evil practitioners of magick frolicking around the War of Independence, the game ends after your assassination attempt on George Washington fails. And I realize this is fiction and all, but seriously, who misses shooting another person in a tent? My family and I went camping last summer in a tent and we all instantly knew the moment someone else farted, snored, or simply rolled over. If I had fired a gun in that tent, regardless of the direction, I would have wounded at least three people, myself included. Maybe old pistols were really, really inaccurate, or maybe George Washington hung out in a circus tent, but, wow -- take a deep breath and squeeeeeeeeeze the trigger ...
The most disappointing part of the game was, after playing it a second time, I realized that very few of my choices affected the outcome. For example when presented with the choice to fight or run away, after choosing fight, my NPC companion told me, "Nah let's just run," (I'm paraphrasing here) and so we ran anyway. Other than being able to cut out the middle third of the game and end up with a less-magical-yet-more-depressing ending, the game by and large plays the same no matter what you choose. I even lied and told it I was wearing a green shirt instead of a white one!
The feeling that I was playing a "Have an Adventure Chosen For You" culminated in a spooky scene in which I was supposed to conduct a magick ritual. When I chose not to, the game looped and informed me, "Maybe you should." When I chose not to again, the game informed me "maybe you should." I hit chose not to 10 times and finally accepted my fate and chose yes. This is like when a waiter offers you a choice between the veal and the chicken and then telling you they're all out of veal after you choose it. If my choices don't matter, why make it interactive at all?
After completing the game a second time I didn't feel like SotC was very interactive. I did enjoy the writing style and I liked the weaving of magic into historical events, but there just wasn't enough here to make me feel like I chose anything, or made a difference, or really had any fun. I would like to see a longer piece of work from this author, one in which I could learn more about these secret organizations and their motivation and have fun doing it.