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For more information, visit Twelve Tiles.

One-Sentence Story: Unravel the secrets of an underground fencing organization that requires members to wager their most precious possessions.

Genre: JRPG/Mystery/Information Collection

Playtime: Expect 8-12 hours of story

BACKGROUND

Florentine Blanc strikes gold when she gets accepted into FOIL, a private fencing group advertising a "new breed" of the sport.

The rules? Members must wager the object they care for more than any other: their Prized Possession. Florentine has seven days to prove herself. Each night pits her against one of the quirky characters clamouring to gain control of her trophy.

But what happens when members leave? And why are Prized Possessions such an integral part of FOIL's structure? As her experience in the isolated Chȃteau de l'Hiver proves menacing, Florentine investigates what evolves into a mysterious and ugly truth.

Fleuret Blanc was created from 2011 to 2012 and released for free in July of 2012. It was my first "solo" game, but many people helped contribute, including Michael "Garoad" Kelly, Sabrina Valenzuela, Kan Gao, Sarai White, and plenty of other generous and talented people. If I were to make the game today there would be a lot more polish and much better design here and there, but as a whole, I truly love this game and the story it tells. I hope you enjoy it!

PREMISE AND THEME

Fleuret Blanc is primarily about the importance of objects in our life. Though the storyline follows Florentine as she unravels the mysteries of FOIL and its judges, she's constantly challenged with ideas of possession, collection, and obsession. The game rewards Florentine--who starts as a minimalist traveler--with points based not only on how much she interacts with her fellow members, but also on how much money she makes and how many items she's hoarded in her room. Though collecting is encouraged for a better score, the overall implications of the act can be bittersweet.

SYSTEMS

TIME

Time flows across seven days. Each day is broken up into morning, afternoon, and evening. Within those three sections, the player may explore, bout, gossip, and go through their notes however they like. However, Events take up Free Time. There are only three "segments" of Free Time within each section of the day, so use them wisely. Once three events have been seen, all other events will disappear until the player forces time to progress.

BOUTS

Fencing against other members is mandatory in the evenings (Trophy Bouts), but optional during the rest of the day. Unlike typical "battles," the winner is based on how stylishly they performed, even if their health went down first. Winners either take control of their opponent's Prized Possession, or regain their own.

Florentine gets paid based on her performance as well: the style points she accrues during bouts correlate directly to her income. This means that the player makes money not by winning, but by doing their job as a fencer.

There is no experience or leveling, and each member follows the same exact rules of combat as the player. A move's success is based both on predicting the opponent's attacks (based on current bout conditions) and successfully completing timing or button-pressing indicators that appear on the screen. Each opponent has their own set of special techniques that separates them from the others. With enough money, the player may persuade someone to teach them these techniques.

BEDROOM

Florentine's "home base" is her bedroom where she stores the trophies of other members. She also may find or purchase other nic-nacs to hoard, transforming her simple sleeping quarters into a carnival of colors. Changing techniques and saving in the journal are just a few of the things that can be done here.

CONCLUSIONS

Witnessing events (mandatory or not) may bring up "interesting" ideas that Florentine will take note of in her electronic journal. These Points of Interest all pile toward conclusions that she has yet to make. Filling in the prerequisite for conclusions can lead to bonus events that open up the story and have an effect on the ending.

GOSSIP

Collecting the best information may require gossiping. A select few members are as moral-less as Florentine and will engage in gossip about the last person, place, or thing that the player has come in contact with. (For example, if you click on a plant and then gossip with Roland, he'll give you his two cents about the local shrubbery).

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  • Completed
  • Merlandese
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  • Visual Novel RPG
  • 07/26/2014 06:25 AM
  • 05/13/2020 07:21 PM
  • 06/17/2012
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Posts

I for one found that attempt at deception extremely conspicuous, so I guess YMMV. I mean, asking "that's all?" very much implies that there's more to it (especially with her sudden change of tone, going from completely ridiculous to quite serious)

I hadn't appreciated how close that first conclusion came to the main thing, though. Perhaps because so many other things happen in-between. But I really like the idea of revealing so much early on while gently prodding the player toward a misleading interpretation, it's one of my favourite forms of foreshadowing (significantly more so than the typical nipponese tactics of having floating heads in coloured TV screens talk in many ellipses about events and people you will only encounter 25 hours later).
Damn! XD

Well, if that's how it comes off, then that's how it comes off. Not my best work on that scene.

But even if the final note of the scene--that misdirection--doesn't work in the plot's favor, I still think that the initial conclusion Flore reaches (and confronts Aunty about) is a valid foundation for the remainder of the story. Recognizing that the organization supports them and not her is something she could likely figure out, but, like other confrontation events, informs the plot more than progresses it. Which I like in itself. I guess the misdirection issue is an unfortunate side-effect of how Flore could confront the judges about that revelation without becoming a threat to FOIL's plans yet. If she reached that full conclusion with a member, it wouldn't feel validated by coming from a judge's mouth. But talking to a judge about it necessitates them lying.

Ah, that's just another mistake for the collection. XD
Huh.

I guess I'm just not as perceptive as most mystery readers, because I took that conversation completely at face value. I never thought there was any reason to believe Aunty was covering her tracks or trying to throw Florentine off the scent; the game was explicitly labeling this as A Big Deal and the finale of a subplot. I thought that was really it; if anything, it killed the seed of doubt in my mind because I thought I found the real answer and that was that. Once again, it just didn't feel like fair play; you never see the same degree of misdirection in any of the other confrontations, so a player has no reason to suspect this one.

I mean, looking back on it I can definitely see where you're coming from -- Aunty asking leading questions, then the long pause to show that she's making up some bullcrap on the fly. But that's actually really ambiguous, and without knowledge of the full picture you could interpret it a number of ways. I interpreted both the leading questions and the "..." as posturing, acting theatrically over-the-top and making a game out of it because that matches Aunty's personality, but still giving Florentine the truth in the end. Maybe I'm just too trusting, but well, up until Roland says they murdered people we really have no reason to believe they're lying, black-hearted monsters and not just normal eccentrics.

It reminds me of something I brought up in this review of Ever17: As a mystery writer, it's very easy to view things differently than a first-time reader because you know how everything has to end up, and that's going to color your interpretation of events.

It could just be the game mechanics clashing in an unfortunate way. If it was part of the plot and not a sidequest I think I'd have been more skeptical as well.
I'm not very succinct today, so bear with my, like, way-too-clunky explanation. XD


---
FLORE:

I have a feeling that you judges are the real
members. Me and Roland and the others are
just components.

AUNTY:

Components? In what way?
---

Flore confronts Aunty about the truth of FOIL and almost accidentally guesses it correctly. Aunty then has to question Flore about what she thinks is the truth in order to figure out whether she needs to do damage control.

So Aunty asks Flore if she understands what FOIL is really about. Flore gives her own opinion (one of two similar ones, based on the way she describes herself at the outset of the game), and Aunty pretends that Flore has it all figured out. She's covering her trail, yes.

---
AUNTY:

Go ahead and take a guess. Think hard and give me your most honest response.

FLORE:

Hmmm...

(She then tells Aunty something that isn't the actual purpose of FOIL.)

AUNTY:

That's all? Honestly?
...
...
Well, I must say you're absolutely correct.
You have us pegged! OH-hoho!

(She reaffirms whatever Flore just said.)

It's all quite invigorating for us, but that's
the whole of it. Nothing less, nothing more.
---

After that, Flore mentions something about "less is more," which Aunty calls nonsense, then hurries off. Aunty's satisfied that Flore isn't going to be a wrench in the gears, and Flore, though momentarily satisfied that she confronted Aunty, has that niggling thought in her head about what she actually just said.


author=argh
... when in actuality it has no bearing on the real plot. I'm kind of curious about your thought process on creating it.


Plot-wise, it tells the player everything in the first half of the conversation. Namely, that FOIL is about the judges and that the "members" are objectified--literally. One line of metaphors liken them to yachts, calling the judges members of a yacht club. That, in itself, is the exact answer (metaphorically) to the mystery of FOIL, and plants that thematic seed in the player's (and Flore's) head. Some mysteries place murder on the table and have the antagonists play dumb, but this mystery plants humans-as-possessions on the table and does the same. This may not be objective evidence for a crime, but it's arguably more useful to the plot than Nickel's information (which is more heavily world-building).

As far as the minor themes, it shows how Aunty is sort of the weak link of the judges. She's at the verge of spilling the beans to people she likes basically all week.

Secondly, when Flore doesn't guess the actual situation, Aunty (obviously, in my opinion) quickly agrees with Flore to cover up the truth. Keeping the truth hidden is what they've been doing the entire time, so no surprise. In defense of the action, Aunty never initiates this lie. Rather, she asks Flore what she thinks is the truth (after all, Flore must know SOMETHING to have confronted her like this), and when she discovers that Flore doesn't know anything she rolls with it.

Hopefully that's a satisfactory answer about my thought process. XD
By the way, something that's been scratching at the back of my mind:

So Aunty outright lies about FOIL's goal in her confrontation. Not even in a "from a certain point of view" sense, but a bald-faced lie; the drama of the bouts is irrelevant and only a means to an end. I feel like this is in bad faith and goes against the rules of mystery fair play. Placing it at the thrilling conclusion of one of the mysteries makes it look like it's legit and gives the player no reason to doubt it, when in actuality it has no bearing on the real plot. I'm kind of curious about your thought process on creating it. Was it an artifact of an earlier script, or something?
I don't have any real opinion on TV Tropes either way, so go ahead! Thanks ahead of time, and thanks for running it by me. :)
By the way, Merlandesse, would you be okay with me making a TV Tropes page for this game? It'd be more publicity (and a potential repository for fan-theories), but I know lots of people dislike TV Tropes, so.
author=Merlandese
Thank you! Glad you're enjoying it!

You can stumble your way through any safe if you like, but the clues for the bedroom safe work like this:

/ R4 / = move right four spaces

Each clue gives you a row of three of those. For example:

/ R4 / / R1 / / L4 /

But then you also have this type of clue:

/ 20 / / C / / Q /

When you collect all three rows, they might look like this:

/ R4 / / R1 / / L4 /

/ 20 / / C / / Q /

/ D2 / / U5 / / D2 /


Each column is an input for the code. If you start at the letter/number given (like "20" or "C"), then move the directions of the other clues in the column, you get the input needed. The leftmost column is the first input, the middle is the second, and the third column is the third input. :)

It's a little complicated, but it's also like that because the code isn't the same for every player.


Finally got it. Thank you so much for helping me xD Now I finally understand on how to do it. Getting addicted replaying it again!
Thank you! Glad you're enjoying it!

You can stumble your way through any safe if you like, but the clues for the bedroom safe work like this:

/ R4 / = move right four spaces

Each clue gives you a row of three of those. For example:

/ R4 / / R1 / / L4 /

But then you also have this type of clue:

/ 20 / / C / / Q /

When you collect all three rows, they might look like this:

/ R4 / / R1 / / L4 /

/ 20 / / C / / Q /

/ D2 / / U5 / / D2 /


Each column is an input for the code. If you start at the letter/number given (like "20" or "C"), then move the directions of the other clues in the column, you get the input needed. The leftmost column is the first input, the middle is the second, and the third column is the third input. :)

It's a little complicated, but it's also like that because the code isn't the same for every player.
I played and finished your game a few days ago, but now im replaying it game with the new game plus but I'm already having trouble with the Florentine's bedroom keypad safe LOL because previous, I had to make a guess on what were the clues but if anyone could help or teach me on how to the read the clues, it would definitely be appreciated though.

I LOVE THE GAME BTW. Love the story and now im trying to solve all the clues and puzzles, learning about some of the other members which I didn't get to do! I WILL COME BACK FOR MORE HELP AND TIPS XD

Thanks
author=ivoryjones
Ahahaha wow whoops that's embarrassing even got Hasvers to say 'caterpillar' xD

Not a big deal. I'm a fan of caterpillars. XD

author=ivoryjones
Last question: Are you gonna make something like this in the future? This site needs more info-collecting game =D

It's likely.

author=argh
The centipede thing is the back history for a novella I intended to write, and the stone later gets used as the backstory to Last Word.
I would very much like to read that novella.

Like any good darling, I murdered it after about 25,000 words. XD But I do have some written material on my main site, Twelve Tiles. I think you might enjoy "The Veterans" if anything.

author=argh
And does this mean that Last Word is set in the same universe as Fleuret Blanc, or is Last Word simply set in a universe where that tale is literally true?

Yeah, they're the same universe, you could say. Neither game has a reason to approach the connections. But the odd rules of Last Word are a byproduct of St. Lauden as a place, not as a "universe." The attitudes everyone have are byproducts of St. Lauden's isolation (a large island set in the English Channel) and its strict military government (which keep them fairly ignorant to other cultures).

In that game, they discuss The Mouth as a machine you might use on enemy forces, but the military knows well enough that the effects of that sort of weapon will only really work on its own people. As you leave St. Lauden, your adherence to what you might call "Last Word Rules" fade out quite a bit.

Hey, I used to have my security code as the name of my dead dog as well (yes I'm serious)! :P I'm not really sure where the name Tia originated from, and I only know 2 things is that someone's called "Tia Dalma" in the Pirates of the Caribbean (LOL) and "tia" means "aunt" in Spanish. Is Tia even a common French girl's name?
Hmm wasn't Tia the name of his dead dog though?

Yes, but perhaps he named the dog after the other thing. As much as I'm sure he loves his dog, it is a little weird that he'd use the name for something as important as his safe. It'd also make the claim that the urn is a canopic jar for something named Tia a half-truth, which is kind of funny in hindsight.

And now that I'm on the topic of safe codes, I wonder what's up with Masque's...
argh>
Great point! Actually I do remember noticing that Normandy was mentioned both as part of Roland's backstory and at some other point, now I guess it was Odon saying that his sister went there. Plus, Beland is very close phonetically to Blanc.


ivoryjones> I blame you :P

Merlandese> Actually it would be cool to have some insight into your ideas, if you want to make a kind of origin story blog post. And no need to be bashful about being your game's greatest fan, any creator is either this or its greatest hater! (often both)
Ahahaha wow whoops that's embarrassing even got Hasvers to say 'caterpillar' xD

@Argh
Hmm wasn't Tia the name of his dead dog though? If you ask Le Neuviene about it he'd tell you that.


Last question: Are you gonna make something like this in the future? This site needs more info-collecting game =D
...Roland's urn? I forgot about that one amidst all the other mysteries, but it is a loose end. We never do learn what's in it or why it's so important to him. Wild theory time:

His mother is Odon's sister, making him the true heir to the property. The urn is her canopic jar, and her last wish was to return to the chateau, which is why he says his duty is fulfilled when he leaves it behind in the ending. Maybe her name was even Tia??? This is probably also where he gets his family values from; Odon's sister lost her family at a young age, so she considers it especially important now that she realizes how fragile it is. Absence makes the heart grow fonder?


He also said that the Beland family is good at anagrams, which makes me think that his name is one, but I suck at anagrams so that's a dead end for me.

The centipede thing is the back history for a novella I intended to write, and the stone later gets used as the backstory to Last Word.
I would very much like to read that novella. And does this mean that Last Word is set in the same universe as Fleuret Blanc, or is Last Word simply set in a universe where that tale is literally true? (I suppose this also confirms that you can order people to die if you win in discourse, which is creepy and something I was thinking about the entire time in that game!)
author=Hasvers
Unfortunately, they tried that once with Eddie Murphy...

More than once, unfortunately... *Shivers*

author=Hasvers
How did you come up with the concept by the way (Fleuret Blanc, I mean, not Ben Kingsley)? You should make a kind of commentary or blog post, that would be interesting...

I never thought of doing so. There's a lot of thought that went into it, but two things really drove the creation: I wanted to make a full game within a year, and, like the Ghandi quote says, I wanted to make a game I would have liked to see in this world. Really, I'm this game's biggest fan. XD Don't let me nerd out on it too hard.

author=argh
Maybe it didn't transfer to NG+ properly? Some other points (like "enjoys cooking") were absent on my NG+ run as well and I had to rediscover them.


Maybe! I'll write that down too and be sure to look into it.

And are the stone and centipede stories based on fables like the other three (for some reason I thought of The Very Hungry Caterpillar for the second one), or are they wholly your own creations?

I never made the connection to The Very Hungry Caterpillar, but that would have been kind of clever if I did that on purpose! Damn, I missed my shot! XD

I made those two hidden stories, which is why they're the two I chose to hide. In the "universe" of Fleuret Blanc, those tales are real tales, but the player can't relate to that. Instead, the warping of popular fictions is what gets the spotlight. There's a touch of hidden relevance to all of it that's hard to explain, but to keep in line with the question, yeah, I made them up.

The centipede thing is the back history for a novella I intended to write, and the stone later gets used as the backstory to Last Word.

I'm also curious about the two secret conclusions now. I've looked over all the POIs but they all seem to relate to stuff revealed in the main plot - the judges and so forth.

I was a bit misleading. When I said there are POIs, I meant that there are literally points that you would take interest in written into the game. But you never see them. There are no journal entries or sticky notes, yet they exist.

For example:



If I had added a POI effect to that top panel, you might start connecting dots in your head. As it stands right now, you're still given that small, interesting point, but the game never explicitly tells you to pay attention. The two hidden conclusions are made using these similarly hidden points of interest. Figuring them out requires the player to do a bunch of thinking on their own, but they're completely optional and, more than likely, highly speculative if you can't think of which bits of information connect.

In any case, these revelations have no effect on the game itself, so don't worry too much about it. XD
Where were you when I needed you two years ago!? XD
Not on the Freebird forums, apparently! If you'd like me to beta test a future work I'd be happy to, though, assuming I have the time. (Although I think the jerky thing may have been an error on my part, as I believe I had Flore eat it separately before doing the event.)

According to my data, you can get it during the Wednesday Member Luncheon.
Huh, I could've sworn I did that already. Maybe it didn't transfer to NG+ properly? Some other points (like "enjoys cooking") were absent on my NG+ run as well and I had to rediscover them.

And are the stone and centipede stories based on fables like the other three (for some reason I thought of The Very Hungry Caterpillar for the second one), or are they wholly your own creations?

I'm also curious about the two secret conclusions now. I've looked over all the POIs but they all seem to relate to stuff revealed in the main plot - the judges and so forth.

I assumed one was that Pennington was the hitman, but that's pretty explicitly spelled out in the Lounge if you do his conclusion so now I have no idea. Something about Ana? Was there something shady about that bus accident? I don't believe the junk in the attic was ever fully explained, either - if the judges only care about the prized possessions, why would they capture the victims' other possessions as well?
New ad:

"Fleuret Blanc - the game where every role is played by Ben Kingsley"

Unfortunately, they tried that once with Eddie Murphy and it wasn't such a good plan.
How did you come up with the concept by the way (Fleuret Blanc, I mean, not Ben Kingsley)? You should make a kind of commentary or blog post, that would be interesting - unless you already have something like it on the Freebird boards.
First off, it's a centipede! XD

author=argh
A bug: Broken Time doesn't seem to work at all. I press the right buttons, but I don't ever get any style points.


So you're telling me that Broken Time is... broken? Dammit! XD Let's pretend for a moment that it's some highly symbolic social commentary, at least until I make the patch. :P

Thanks for all of these bugs, too. I'm not as worried about the New Game + bugs as much as I should be, but some of these others should probably be fixed up. Where were you when I needed you two years ago!? XD

author=ivoryjones
@Argh
And I'm kinda wondering that myself. I only knew Squeaker told stories in the attic waaay too late in the game and got 2 of them. :|


Hasvers is right; there are only five stories, three of which you hear in the main plot and two of which are tucked away in the attic. Squeaker has a preference for high-altitude story-weaving, I guess. You can easily see all of his tales in a single playthrough. And, although it's not easy to happen upon (Hasvers' dilemma in action, I suppose), there's a way to see everything in a single playthrough.

author=argh
I also can't seem to get Le Neuvieme's second bio fact ("Rarely performs magic"). The guide says you get it through luncheon, but I didn't get it. Is it only on a certain day, or random, or what?


According to my data, you can get it during the Wednesday Member Luncheon. You have to ask Le Neuvieme about himself when you're investigating with Roland. He should tell you about his family ties to magic, and when Flore asks him to perform some for her, he gets reluctant. Then he takes off his hat and we can see him for who he really is: Ben Kingsley! He truly is in everything!

(Actually, in my headcanon, Le Neuvieme looks a lot like Kiros Seagill from FFVIII. Not that that matters. You can imagine him as Ben Kingsley if you like. :P)

As far as that last question is concerned, your guess is as good as mine. All of the objects pre-date the creator of the term used to describe them. It could be any of those five, or something else entirely. It could be that the first "fleuret blanc" was actually a white fencing blade of some sort. Or maybe it was Grams' cookbook all along, and that she's actually the immortal Ben Kingsley in disguise!

Look, if he can pretend to be the Mandarin, he could be anybody!