2005 Interactive Fiction Competition
These are my reviews of the games I played in the
2005 Interactive Fiction Competition.
I play/review as many games as possible depending on my current
platform (windows or linux); this means tads, inform, hugo and usually
also alan, adrift, quest, and windows/msdos executables. When I'm
on a windows machine I use multimedia interpreters where appropriate.
I've sorted games into three categories, "highly recommended" (the best of
the competition), "recommended" (worth the time spent playing), and
"not recommended" (not worth playing); and then sorted the games
alphabetically within those categories. I've put an asterisk (*)
by some games that were difficult to categorize or when the
categorization feels extremely subjective; you may want to read the
review before deciding whether to play them.
Some of these reviews may contain minor spoilers. Unfortunately, for
some games, even knowing that there is a spoiler in the review may
itself be a spoiler. I don't know what to do about this short of the
Magic Amnesia Stick. If you have the time and inclination, I recommend
playing the games first, but if not, go ahead and read the
reviews. Nothing major is spoiled.
If a game was entered by proxy or under a pseudonym, the actual author
is listed afterwards in square brackets.
It seems like it might be a good idea to put out some general
observations about the games before going into specific reviews. I've
written an essay about thinking like a
player in respect to some issues I saw in this year's crop, but in
addition I'd like to point out:
- Nice job from the ADRIFT crowd this year. Even with PTBAD6andoneeighth
this is overall the strongest showing I've seen yet for ADRIFT
games. If you're not playing them, you're missing out (and if you're
not playing them because you're not running windows, check out
SCARE)
- Also nice to see so many people including walkthroughs. I don't
believe there were any games this year I got permanently stuck on
and couldn't get through at all.
- On the downside, man, what's up with all the railroading? A
bunch of games this year had almost no opportunity for real player
input — some of them didn't even rise to the interactivity level of
a CYOA.
Now, on to the reviews!
- Highly Recommended Games
- Recommended Games
- Not Recommended Games
Highly Recommended Games
Chancellor (Kevin Venzke) TADS 2:
Chancellor isn't perfect, but it's the first comp game I've played
this year that I found really satisfying. It doesn't start
particularly auspiciously — there's a generic fantasy setting and
a puzzle with had a fairly non-intuitive solution (both because
it's something you don't usually do in IF, and because it seems
like the intro strongly suggested you shouldn't do it). But this
goes on for a relatively short time and then the setting
changes. And then (eventually) it changes again, ending up with a
deliciously creepy mixture of the two settings that is far more
interesting than either on their own. In a way it's like Bliss
or Triune, but with a totally different overall premise. I did
have a problem in the midsection where I didn't know what I was
supposed to be working on, and I spent a lot of time wandering
around aimlessly. Since the main point here seemed to be just
exploration and seeing weird stuff, this was basically ok, but I
would have felt better with more direction. The other thing was,
hmm, near the end the game seemed to be verging on flying
apart. It didn't, quite, but I could hear the mechanisms vibrating
as the story struggled to stay coherent. Overall, though,
Chancellor was quite successful and suggestive, and I definitely
recommend it.
Distress (Mike Snyder) Hugo:
When I first tried this game, I quickly put it aside in
irritation. I wasn't really sure what to do although things seemed
urgent, daemons kept going off, and a monster kept showing up and
killing me. Bah. But when I put it aside I made the mental note
that maybe I hadn't given it a fair shot, so a week later I
started Distress up again, and I'm really glad I did. Ok, yeah,
it does have a lot going on — probably more than the author
realizes, since he knows which daemon messages are important
and which are just color, but the player doesn't. But once you get
a handle on what's going on, it's much easier to pick out the moves
you need to make and the messages you need to pay attention to.
Although I still think it's too easy to get killed at the
beginning, Snyder clearly put a lot of work into beta-testing.
The game requires a number of somewhat exotic commands, but the
parsing of them is very smooth and I didn't have any problem
making myself understood. The other parts of the game are also
quite solid: the puzzles aren't too hard but they're satisfying
once you understand the world-logic; the storyline is interesting
and the game is the right length to handle it; and the ending is
slightly unexpected while still following logically from the rest
of the game. This comp is woefully short on puzzle games — if
you're in the mood for one, Distress is definitely worth putting
the time into.
A New Life (Alexandre Owen Muniz) Z-Machine:
Wow. Ok, I think this is the only game in this comp where it feels
like the author has both come up with an interesting new world and
implemented it enough that you have a real interaction with it
over the course of the game. A New Life has a really skillful
blend of the original and the new that pulls you in with
familiar-sounding elements, and by the time you realize that
they're not quite as familiar as all that, you're hooked. I was
really pretty happy for the first hour and a half or so to just
wander through the game poking at stuff. It's a small map but it
feels very dense and there is a lot to think about and look at. My
only gripe with the game came at about the ninety-minute mark,
when I started wondering about a plot. And, well, I couldn't
really find one. I mean, there were a bunch of threads and peeks
at stuff that I could maybe follow up on, but they didn't seem to
go anywhere as a group. I read the walkthrough and the hints and
neither were totally helpful: some of the things the walkthrough
suggested doing I had already done, and I couldn't seem to do them
again or get by with having done things in this order. I am
willing to believe that there are alternate solutions in
A New Life I just didn't find but — well, if I didn't find them,
they can't help me any. In any other game this would have been a
serious flaw, but here it's more a cause for mild wistfulness. As
it is, A New Life is engaging: think how much better it would
be if all that content had felt like it was leading somewhere in
particular.
Vespers (Jason Devlin) Z-Machine:
Whether you like this game or not, you have to admire Devlin's
willingness to go all the way in writing it. He doesn't rely on
hints or suggestions or innuendo — this is a game about
corruption and rot and spiritual and physical decay, and if that
requires sticking a filth-encrusted chamberpot in the heart of the
church, then he's going to put it there. This carries triumphantly
on to the ending: just when you think he's done, he's not done by
a long shot, and whatever ending you end up with is going to throw
a new light on your earlier actions.
All that said, Vespers isn't flawless. The gameplay, in
particular, could use some work. The beginning is pretty unguided,
and you can wander around for some time before the story begins in
earnest. Later on things improve, but it's still often not clear
what to do. You can usually get a pointer by talking to Cecilia,
but this feels more like a patch than a real solution, only one
step up from consulting the hints. I am in no position to make
this complaint since I was one of the beta-testers, but I'm afraid
the game does feel like it could have used another pass or two
from beta-testers. But yeah, overall Vespers is pretty
excellent, weird and stylistically fearless.
(Disclaimer: I was a beta-tester for this game)
Recommended Games
Beyond (Mondi Confinanti) Glulx:
Just to get it out of the way, Beyond is clearly written by
someone for whom English isn't a first language, but the writing
is never so awkward as to make it unclear what's going on. This is
good, since the actual plot is reasonably complicated even without
the language barrier. The deal is that it's a two-strand mystery:
one from the perspective of the detective (mostly) and some other
characters in the drama, and the other from the perspective of the
unborn baby of the murder victim and her magical blob
companion. Yeah. But this isn't quite as incongruous as it sounds —
the latter thread has kind of a magical-realism vibe that keeps it
from getting too silly (at least, if you're willing to buy it at
all), and the former thread is actually pretty out there too once
you get into it, with cults and plot twists and other thriller
elements. In fact, I think the plot is actually as melodramatic
and over-the-top as The Last Hour, but somehow Beyond works a lot
better for me. I think this is partly because the story's
stretched over a longer period so I have more time to get used to
it, and partly because the gameplay's better — it feels like the
puzzles are easier to get a handle on, and what the PC is supposed
to be working on is much more clear. You definitely have to be
willing to cut it some slack, but Beyond is still pretty fun.
(Disclaimer: I was a beta-tester for this game)
The Colour Pink (Robert Street) Z-Machine:
Despite having an interesting premise (you're sent to a distant
planet to investigate a colony where the inhabitants turned pink
and then vanished), The Colour Pink ends up feeling pretty generic. Part of
the problem is there's not much to the colony — just a bunch of
burned buildings with a few items. The other part is that most of
the game isn't actually in the colony, but in a fantasy sequence
you get pulled into soon after the game starts. And, well, it's
one of those generic fantasy lands. There're a bunch of creatures
hanging around with easily-solved problems that they ask you to
handle, and some magic whatsits you have to collect to trade for
another magic thingy, and there's a dragon and a princess and
c'mon. Plus, it's pretty rare that I say this, but I think this
game would have benefited from harder puzzles, or at least more
complicated ones. The puzzles that currently exist weren't really
hard enough to make this count as a "puzzle game", but there
wasn't enough of a story to make this enjoyable as a "story game"
either. Plus the whole fantasy sequence seemed vaguely pointless,
since I knew it was all a hallucination — I think the game would
have benefited from just dropping the sf prologue, and either
forget it entirely or show it in flashbacks in the middle of the
fantasy sequence.
Escape to New York (Richard Otter) ADRIFT:
Hmm, this isn't bad. The premise is you're on some boat trying to
get a package while wandering around stealing everything you can
get your hands on (but you're a thief, so it's ok). It's a
historical piece — from the author's notes, I assume this is a
real ship — and it's kind of heavy on the details included purely
to show the author has done his research:
This room is decorated in some sort of flash style (you have no idea
what) and has fancy carved oak panelling with daido rails. Linoleum
tiles have been specially designed for the room and are unique to the
ship (you read that somewhere).
The author clearly realizes he's going a bit overboard, but really
should have restrained himself further. The trick with these kinds
of things is for the author to know a lot about what they're
writing, but only to put a small fraction of what they know into
the game, and let the rest just be suggested.
The same issue comes up with the continuous reminders that the PC
is a thief and is appraising everything all the time. I mean,
yeah, they are, but most of the time it's subliminal and not
explicit, and the writing sort of overdoes it. This is especially
weird since the idea of the game is that just getting out with the
package is enough to set you up for life — if that's the big
score, why spend time worrying about the penny-ante stuff? But I
guess you can't have too much stuff, which is why a big part of
the gameplay is looking under and behind everything in sight to
pocket as many valuable items as possible. That was a fun
minigame, but I wish the loot had been more cleverly hidden or
harder to get to than just repeated use of >LOOK UNDER.
Since this is an ADRIFT game, I feel obliged to give a mention to
how this affects gameplay. Luckily, not too much. There are a few
cases where the game is set up with non-standard verbs (in
particular, >HIT gives a confusing error message in a
situation when >SMASH works fine), and the stuff with
door and container manipulation tends to be more fiddly than you'd
see in TADS or Inform, but it's not bad.
Anyway, overall not bad. Nothing special in terms of writing, but
a reasonably diverting treasure hunt.
History Repeating (Mark Choba and Renee Choba) Z-Machine:
A surprisingly pleasant explore-generic-high-school game. I think
surprisingly pleasant because it's not very hard, and all sketched
out in a rough but very good-natured way. I did hit the walkthrough
at two points (figuring out the syntax to use with the dean; ditto
for the pond), but someone more dedicated would have no problem
going without. I was surprised by the ending somewhat — both
because the authors decided to make it require replaying the game
from the beginning (wait! don't go away yet! it's stupid game
design but it really doesn't take very long to replay) but also
because, well, replay it and compare endings. I think my main
disappointment with the game was there didn't really seem to be
much interaction you could do with the other characters. In
particular, given the theme of the game, and given that it's used
as an example in the help, I would have expected >ASK
CHARACTER ABOUT REGRETS to do a lot more than it did, and
for there to be more characters to bring up this subject with.
Internal Vigilance (Simon Christiansen) Z-Machine:
It's really hard to do an IF game that's primarily about a moral
or philosophical issue. Which is not to say there aren't plenty of
examples: just off the top of my head, I can think of Jane,
Square Circle, Common Ground, and now this game. There are lots
of others that touch on these kind of issues, everything from
Spider & Web to Pytho's Mask, but I'm picking out these three others for
comparison because they're very clearly Issue Games. Internal Vigilance,
for instance, is about the issue of "Is it ok to give up freedom
for safety?" We know this because the first thing the game does
when it starts up is pop up a quote about freedom from Jefferson,
and in the help menu for conversation, the example it uses is
>ASK JONES ABOUT HIS VIEWS CONCERNING THE RIGHTS OF THE
INDIVIDUAL.
Anyway, the two tasks for this kind of game are to make the player
care about the issue, and to make them think about it. You do the
former by providing characters and situations the player can
relate to — usually this means that it's not about "is freedom
better than safety?" but "in this particular situation for these
particular characters with this particular choice to make, is
freedom better than safety?". Despite making things hard for
itself in this area by having one of those generic totalitarian
world governments, Internal Vigilance does a really good job of creating
specific characters with not-entirely-clear motivations. I wish
the dreams had been developed better — they seemed like the start
of some deeper character but never really went far enough. Where
the game falls down to some extent is on the second task. To do
this right, you have to do a serious examination of the issue. The
basic problem is that for any of these issue games, there's an
easy answer: domestic abuse is bad, families should love each
other, freedom is good. If this is all that's required, then the
player will make the right decision instinctively and go on having
learned nothing whatsoever. If you want to write a good game about
an issue, therefore, you have to make the choice a real
choice. Common Ground does this pretty well, for instance — there's a
real choice for the daughter to make and it doesn't have a simple
answer. Internal Vigilance doesn't quite make it to that level. There are
multiple endings, yeah, but it's frustrating that any discussion
of the ramifications of the choice only comes in the ending
text* — by that point, it's too
late to think about it!
So overall I found Internal Vigilance somewhat disappointing. Not because
it was a bad game, exactly, but because it promised more than it
really ended up delivering. Oh, and the grammar could definitely
have used a once-over, but that wasn't a big enough deal to make
me knock the game seriously.
*Later discussion suggests I missed
some of the paths in the game, but I don't know how much this
changes the overall point.
Jesus of Nazareth (dunric [Paul Allen Panks]) DOS Exe:
A game where the PC is Jesus, written under what feels like a
modified version of the Westfront PC engine. That sentence should
be sufficient to let you know if you want to play it or not. Me, I
wouldn't miss it for the world, although I am sorry that if Jesus
runs out of hit points and dies, you have to restore the game
because he won't just resurrect on his own. Maybe I didn't wait
long enough.
Mix Tape (Brett Witty) TADS 3:
Well, like A Moment of Hope, I guess Mix Tape gets points for
successfully hitting a bunch of my relationship buttons and
creeping me the hell out, but I'm not really sure this was the
intent. For that matter, I'm not really sure what the intent of
the game was at all. Like, to me it comes off as a story about a
self-obsessed, emotionally manipulative geek and the insecure girl
who was stupid enough to love him, but I don't know if that's what
the author intended. I can't tell from the ending whether they get
back together and whether this is a good thing or not, so it's
hard to say what the author thinks about the whole thing. This is
consistent with the rest of the game, which tends to try for big
things and fail rather than going for smaller things it might
better able to handle. The writing in general is overdone, and
hits an emotional level that we don't see enough character
development to justify (the girl's reaction to the breakup letter,
in particular, is crazy over the top — intentionally or not, I
can't tell). The dinner conversation needed a lot more
beta-testing; I tried plenty of obvious things that weren't
implemented. Overall, I'm not sure what story Witty was trying to
tell here, but I don't think the game structure was a good one for
achieving it. I dunno. I liked the concept of Mix Tape, and there
are some nice little moments, but overall it needs a serious
reworking. Oh yeah, and what's up with naming the couple after the
siblings in Ender's Game? Isn't that kind of creepy?
Mortality (David Whyld) ADRIFT:
I guess Mortality is a lot like a more focused and more polished
version of Second Chance. Instead of a pretty weak story that
doesn't really come together, this game has a tightly focused
story with just a few characters that actually throws in a few
twists. The thing is — hmm. The thing is, this is actually less
interactive than Photopia. Like, although the story's pretty
good, most of the actual gameplay for me was "There are exits west
and east. >WEST There's nothing interesting that
way. >EAST A bunch of plot occurs, putting you into
another room with exits north and south." Which, argh. I was ok
with that in Photopia (and anyway, as people have pointed out,
Photopia had a non-railroady appearance to a much larger
extent than most of the games that have followed in its footsteps)
but these days I think I'd rather see more interactivity even at
the price of less story, unless the story is really incredibly
awesome. So yeah, this isn't bad, but I think my ideal Whyld game
is something with a storyline like this but the player freedom of
A Day In The Life Of A Super Hero or something.
Neon Nirvana (Tony Woods) Z-Machine:
I am definitely a fan of the gritty cop genre, and Neon Nirvana acquits
itself reasonably well in terms of the number of genre elements it
crams in: explosions, gun-battles, drugs, clubs, mob bosses,
bouncers, and so on. The problem is that while Woods has
envisioned a number of cool scenes, it's pretty rare for the game
to give you much of a clue how to start or finish them. There's a
bit early on where you have to sabotage someone's car, which
requires doing something to an undescribed part of the vehicle and
then doing something not clued at all to disguise the sabotage. It's
the sort of thing that is perfectly reasonable in retrospect, but
given the wide variety of things you could do to accomplish your
goals, there's no reason to think you should do this one as
opposed to any other. This held true for me for most of the rest
of the game — I was often just wandering around fiddling with
items that seemed fiddly, and hoping that later on there would be
some reason provided for wanting to have done that. The cool
scenes were cool, but if you're not willing to spend a lot of time
wrestling with the game, I'd suggest having the walkthrough
handy.
The Plague (Redux) (Cannibal [Laurence Moore]) ADRIFT:
Ok, seriously, this is 2005 and there is no excuse for inventory
limits. Or weight limits. On the other hand, there is every excuse
for including zombies, because zombies are totally awesome. This
game doesn't really do anything special with the zombie formula —
you're a hot woman trapped in a building, there are a bunch of
zombies, you have to kick their ass and get out — but that's
fine, because zombies are totally awesome. There are a few rough
bits in The Plague (Redux), in addition to the aforementioned inventory/weight
limits (on the other hand, the resource limit of needing cash for
the vending machine is great, since it gives you something to work
on). There are way too many rooms — you could have trimmed a good
quarter of them out and ended up with a much tighter map. The
intro is pretty silly, and goes on way too long with not much
happening (plus, it's got the problem that the help tells us from
the beginning that it's a zombie game, so then the PC looks like
an idiot when they can't figure this out; either don't tell the
player in the beginning, or make the PC catch on faster). There's
not quite enough plot guidance — at the beginning I was wandering
around looking for cash for the vending machine, not because I
knew why I needed the water, but because there was nothing else to
work on. And the searching can be weird: sometimes >LOOK
UNDER or >LOOK BEHIND finds something when
>EXAMINE claims you've searched it and found
nothing. It was also a little weird to have the issue of the main
character's hyper-combat-competence raised and then dropped: there
is clearly something unusual going on when you can kill, like, ten
zombies while armed only with a length of pipe, and there are
hints that it is turning you into a crazy killing machine, but
nothing is ever done with it explicitly. Anyway, if you like
zombies, you will probably like this game fine, and if you don't,
you should, because zombies are awesome.
Psyche's Lament (John Sichi and Lara Sichi) Z-Machine:
Aw, nuts. See, Rocky's Boots meets Greek myth is really quite an
interesting idea, and Psyche's Lament hints at some cool things that
could be done with it, but it doesn't go nearly far
enough. Partly this is a lack of beta-testing, to catch stuff like
the first puzzle not correctly implementing all the ways of
telling somebody the answer to their question, or the ascii
graphic at the end not displaying properly on my interpreter; and
partly it's — well, probably a lack of development time. Ideally
this game would have had four or five more puzzles modelled after
the first two, with gradually-growing complexity. As it was, I was
just getting interested when the thing ended and we switched over
to a third puzzle that was pretty difficult to work out given the
broken display. I guess the glasses hint that the authors had more
planned, since they don't seem to be useful in this version.
Anyway, I'd definitely like to see a post-comp expanded release of
this — as it is, it's an interesting taste of an idea, but in
serious need of polishing.
Sabotage on the Century Cauldron (Thomas de Graaff) TADS 2:
Ok, there is no excuse for disabling undo. I am docking this game
points for it and I imagine other people will too. This is
especially irritating because I can't see any particular reason
for it — there are some combats but they don't seem to be
very random, and I don't see any other random events that
the author might feel the need to restrict undo over. And speaking
of heavy-handed, I thought the humor would have been funnier if it
eased up a bit. This is obviously a matter of taste, but I can't
help wincing a bit at things like
The captain wags his finger at you - although he misses you by a mile
- and says, "I'll be keeping a close eye on you!" He turns
around, nearly trips over his own feet, walks off to the west
and closes the door.
Yeah. Anyway, there were a few genuinely funny bits, and the first
part of the game did a good job of setting up a wacky spaceship.
The puzzles were pretty heavy on the guess-your-motivation aspect,
but with the walkthrough I got through to the second half, when
things took a surprising turn. Without spoiling too much, I can
say that there is some reason for the initial setup (not a great
reason, but a reason), and the second half is a bit darker than
the first. The guess-your-motivation stuff eased up to some extent
too, which was nice, although the inventory limit become more
irritating now that I had more stuff, so it balances out. The game
ends a little disconcertingly, bringing up an aspect of the PC's
character that I hadn't exactly thought about but is nevertheless
obvious.
I'm not exactly sure what I think of this. I guess none of the
parts work exactly like they should — the humor of the first part
of the story is a little forced, and then the second part has a
muddled tone that left me feeling lost, and there's never enough
motivation provided to help me know what to do. All that said,
though, the storyline is fairly original, and the game design
takes a few interesting risks, even if they don't totally work out.
Snatches (Gregory Weir) Z-Machine:
I am all for IF games being told from multiple viewpoints, but
more than ten seems a little excessive, especially since this
means each viewpoint ends up only getting a half-dozen moves or
so. Even more especially because most of the viewpoints don't
really do anything. Some of them advance the backstory a little
bit, but not in a way that couldn't have been merged into another
character. None of the characters besides the last two, as far as
I can tell, actually accomplish anything. Also, I hit some weird
daemon bug at the end that I ended up restarting to get around, so
I'm not real pleased about that. On the other hand, the writing
was decent, the storyline pretty good, the creature fairly
original, and the game as a whole was the right length. So in
balance, not bad, even if I've got some serious reservations about
the design.
Son of a... (C.S. Woodrow) Z-Machine:
Kind of in the same genre as At Wit's End, Son of a... details one of those
days that involve a series of unfortunate events: first your car
breaks down, then your cellphone battery's dead, then you realize
the author can't get "its" and "it's" straight. Man, I hate days
like that. But, ok, ignoring some grammatical errors and
infelicitous metaphors and evident confusion about static vs
scenery, this isn't bad. It's a nice little puzzle game of the
kind I've been looking for since I started playing games in the
comp. Like the previous comments suggest, the puzzles do feel like
they could have used some more beta-testing: the padlock has an
irritating bug in it, and the conversation at the end is a little
confusing (since it had been a no-conversation game up til
then). For that matter, I wouldn't have minded if all the puzzles
were a little harder, but still, Son of a... was short and reasonably
satisfying. Recommended.
Space Horror I (Jerry) HTML:
I have the system listed as HTML, but, irritatingly, it's packaged
in a Windows installer exe, so you can't actually play it unless
you're on Windows. Anyway, so the full title of this is "Foil the
Fates: Space Horror #1: Prey for Your Enemies" (or maybe "Foil the
Fates" is the name of the line). Combine this with the fact that
the game starts out in a diner, and you will not be surprised to
hear that the plot revolves around an alien invasion devastating
humanity, leaving a rag-tag band of rebels as the only ones able
to join together and fight off the alien menace. At least, I
assume that's what happens, since (again, like the subtitle
suggests) we've just gotten up to the point when everyone says
"hey, we should join together and throw off our chains" when the
game ends. You might be surprised there is any hope of survival at
all, given the subtitle, but c'mon, there'd be no need for the
"#1" if the ending is "and then everyone gets eaten". Unless the
second book in the series is "Space Horror #2: Digestion". Anyway,
this really does feel like the first book in a series. It
carefully introduces the various characters: the Cute Kid, the
Ex-Military Guy ("Name's Jason VanHorn, but just 'bout everybody
calls me Gunslinger"), and the Tough Hot Female Who Will End Up
Dating The PC (she is also covering the role of The Person Who
Fortuitously Ran An Internet Chat Site About Aliens Before The
Invasion). Like this suggests, the writing isn't super-original or
anything, but hey, it's a CYOA, what do you expect. Fast to play
and reasonably amusing. One minor feature that's an interesting
design choice is the different paths are all intended to take
place in the same reality — if you don't make choice X at some
point, then it won't be done as you're heading down the other
branch, which might have an effect later on. I'm not sure this
kind of faux-simulationism is really that visible to the player,
but it's an interesting idea.
Tough Beans (Sara Dee) Z-Machine:
It's A Doll's House for the working woman, or something.
Tough Beans gets definite points for the NPCs (sketched
briefly but firmly), for the PC (shows enough development to be
interesting, but not so much as to be unrealistic), and for the
writing (not frilly, but with a few well-turned phrases spaced
appropriately). Minus some points for the puzzles and gameplay,
though. It's not enough to wreck the game or anything, but most
of the puzzles feel like the author didn't do enough thinking from
the player's perspective — once you've solved the puzzle it's
clear why the solution works, but that doesn't mean this was the
obvious thing to try before you knew the answer. Like I said, this
isn't a gamebreaker, but it means I did a lot of somewhat
out-of-character poking around trying stuff randomly, and the
whole experience wasn't as smooth as it might be. Which is kind of
similar to other bits in the game — my purse kept closing at
inconvenient times (and then it'd be irritating to have to open it
when I wanted something I knew was inside), exits were somehow
never where I expected, and on the whole it was just more fiddly
than I'd like. But yeah, overall this was a fun one.
Unforgotten (Quintin Pan) Z-Machine:
Grf. This has a decent storyline and character development and
stuff, but somehow it feels not quite satisfying. I think partly
the problem is a variant of the "is this really the most
interesting story you could be telling with these characters?"
thing — it's not quite that Unforgotten is telling the wrong
story, but that it's telling it the wrong way. Like, there are a
lot of cool things here — secret military experiments, psychic
powers, genetic testing, the life of the individual vs the life of
a larger group, love and forgiveness. But it seemed like in
practice the actual gameplay experience mostly involved wandering
around an army base, wandering around a town, and trying to
figure out how to use a fishing pole.
It doesn't help that the lower-level gameplay feels not quite
polished enough. It was often the case that I knew what I needed
to do but couldn't work out the exact phrasing, or I needed to
more closely examine something first, or the required thing to do
was totally tedious (I am thinking here in particular of the thing
you have to do after talking to Janice).
I dunno, I think this game had a lot of potential that it didn't
quite live up to. I'd definitely still recommend the game, but I
can't help wishing it had been tighter.
Vendetta (Fuyu Yuki [James Hall]) ADRIFT:
Stories about supercompetent badasses who have No Time For Love
always make me feel a little dirty, like I'm seeing parts of
somebody's psyche it is embarrassing to be looking at, but
nevertheless Vendetta is pretty fun. There's this bad guy who
kidnaps your girlfriend, see, and even though it's not much of a
relationship because your duty to humanity gives you No Time For
Love, this is no job for the police. No, it is up to you to sneak
into the building, kill a bunch of people, and save the day,
because that is what supercompetent badasses do best. There is
some subplot about your memory slowly returning or something, but
this didn't seem to be particular important. The subplot about
genetic engineering, on the other hand, provided some cool scenery
and guys to fight and stuff. It was kind of irritating that the
game required so much traipsing up and down between the different
floors of the building (even by the walkthrough it requires a fair
bit, and if you're not following it, it's more, since you keep
having to go back to poke around for stuff you missed earlier). In
summary, zam pow biff exciting conclusion.
P.S. I hate the game forever for disabling undo, especially
since there is no gameplay reason for it.
Waldo's Pie (Michael Arnaud) Alan 3:
This is a pleasant game where you are a clown saving the day on
clown island, or something like that. Overall it is fun and a good
advertisement for the new version of Alan, which apparently now
includes such crazy things as adjectives and undo (although the
undo is weird; sometimes it takes you back multiple turns). I
did have a few gripes with the game, though. One is how easy it is
to make it unwinnable — there are multiple ways to make the game
unwinnable and not find out until later. The other is the holey
backstory. I'm sure the author knows all the missing
pieces, but just because the PC has been hit by a memory scrambler
is no reason not to give the player answers to some of the
important questions by the end of the game. Like, why is the bad
guy kidnapping the clowns? Why did the bad guy bother to lock up
your kids? Why is the bad guy's lair there; isn't it kind of
inconvenient for him to get to? Where did this giant come from?
So, yeah, fun but kind of frustrating.
Xen: The Contest (Xentor [Ian Shlasko]) TADS 2:
This game is a long one. A lot of people will probably not finish
it in two hours: I have no qualms about hitting the hints so
I squeaked through, but just barely. Part of the reason it's long
is because, well, it has a lot of stuff in it. There are probably
a dozen characters in the game, a bunch of locations, four classes
on your schedule to remember (you're a college student), a
textbook per class — it just feels huge. And, irritatingly, a lot
of the hugeness is unnecessary: forcing the player to put their
textbooks in their backpack, close the backpack, and pick up the
backpack every morning serves no role in the game, nor does making
them have a wallet full of id cards to show clerks or swipe in
card-readers. Even some of the characters could probably be
trimmed — I had trouble keeping track of who was friends with who
and who was paired up with who and it didn't really end up
mattering much anyway. If the game had been narrowed down to one
dorm, one course, three or four friends, and half as many
locations, it would have been a lot easier to get the hang
of.
Especially since there's also a huge story. It's one of those
"ordinary college kid turns out to be important pawn in galactic
struggle between alien races" stories, which goodness knows I am fond of,
but it makes for a bunch to digest. Especially when it looks like
it's setting up for having to make a real choice and decide which
alien to trust. But then, oops, the plot heedlessly carries you
along and makes all choices for you, ending up with the
wishy-washiest alternative. Bah. It would have been way better
if the player could really talk to the aliens about stuff for a
while and decide who to trust based on that, and then make a
decision and see how it plays out. Oh, yeah, and the other thing
about this game is it has a bad case of
stupid-cool weapon
syndrome. Anyway, it's a lot to get through, and I'm not quite
sure the payoff justifies it. On the other hand, Shlasko does
manage to sustain the storyline the whole way, an impressive
feat. It keeps moving and had enough twists to make me want to
keep playing, so there you go.
Not Recommended Games
Amissville II (Santoonie Corporation) TADS 2:
AP Hill is kind of like Robb Sherwin's kid brother. They share a
focus on characterization and style, although Hill would totally
get grounded for using the same kind of language as Sherwin. But
he makes up for it by filling the game with a series of in-jokes
that, though incomprehensible to adults, are probably perfectly
sensible to his peer group. Anyway, this is more of the usual
Santoonie thing, I think — a really big map with some broken
exits, puzzles that you solve more because they're there than
because there's any reason to do so, very little guidance on what
to do, NPC with wacky nicknames that declaim random catchphrases.
I think gameplay-wise it's actually below Delvyn or Zero just
because there's so little plot here, but this is a fine
distinction to be making.
Cheiron (Sarah Clelland and Elisabeth Polli) Glulx:
Boundary-pushing IF games are cool. So when I say Cheiron is not
going to be a very good game for most players, I don't mean to
say that it was a mistake to try it, or that other people
shouldn't try similarly away-from-the-norm things or even that
there are no people who'll enjoy it. See, this is a simulation of
being being a medical student going into a hospital to do
diagnoses. I am not a medical student (although my sister is —
maybe I'll send the game her way). So my typical interaction with
the game consisted of checking the help to see a list of
implemented verbs, picking one at random (say, 'palpate'),
examining the patient and checking the help to pick a body part to
try the verb on (say, the lumps in their neck), and then sticking
them together to see what happens. At which point you get asked to
disambiguate between anywhere from three to a dozen objects (in
this case, 'lumps generally', 'breast symptoms', and 'neck
lumps'). And this is the only real game-design flaw as such — this
much disambiguation is crazy and the parsing should have been
smartened up to avoid it. Anyway, I assume if you're a real
medical student you could work out how to use the verbs to figure
out what's wrong with the patient. Me, I just checked the help
(which helpfully has the answers), and realized I didn't recognize
half the diseases listed there anyway. So, yeah. Cool idea, ok
implementation, I'm not the target audience.
Dreary Lands (Paul Lee) Z-Machine:
The about text for Dreary Lands says "I know this game is not very
good; It even dissapoints me." I imagine this will be much-quoted,
as it aptly sums up the game.
FutureGame (tm) (The FutureGame Corporation) Z-Machine:
Normally I'll recommend pretty much any really short game just
because they have to be really worthless to make them not worth
the time it takes to play, but I think this one might do it. The
concept is amusing and there is a Cascade Mountain Publishing
joke, but there's really no comedic follow-through. I guess the
way to make this worth it is to realize in advance that all the
endings will do exactly what you expect, and only play one of
them.
Gilded (A Hazard) TADS 2:
Gilded is one of those games in the tradition of Guard Duty or
The Tempest or anything by my old nemesis John Evans. That is to
say, it combines an elaborate and captivating fantasy world, a PC
with numerous magical powers, and a player who has no idea
whatsoever what to do. Unsurprisingly, games that say "You can use
the >CREATE X power to create stuff!" are especially
vulnerable to this — I don't really know if there is any good way
to write a game that involves that kind of command and doesn't end
up with a lot of guesswork. Gilded also has other weirdness and
bugs: the narrative bogs down once you get out of the first
room until you guess what the author intended, the about menu doesn't
quite work right and prevents you from seeing the walkthrough
if you explore another menu branch too deeply, and the parser error
for unknown objects only makes sense for the >CREATE
X command. There is a walkthrough, like I mentioned, but it
takes you to the endgame and then you're supposed to type a
command to get the rest of the walkthrough, but that command isn't
implemented. So, yeah.
Hello sword (Andrea Rezzonico) Z-Machine:
Man, I can't review this. I mean, I'm going to, but, ok, the deal
here is that the English in Hello sword is bad enough that it's not
really playable. It takes a lot of work to understand some
descriptions, and sometimes this spills into player input as
well (for instance, there's a part where you have to do >WRITE
X WITH Y, and >WRITE ON X WITH Y gives a confusing
error message). Putting that aside, it looks to be the start of
one of those fantasy adventures where you're teleported to another
land to fight an evil whatsit. Weirdly, you don't use your
Earth-knowledge of technology or anything, you just pick up a
sword and a spellbook and start killing and/or zapping
stuff. Unfortunately, it's also one of those fantasy adventures
where you get part 1 and then the game is over. I'm not opposed to
those in theory — like, Earth And Sky was awesome, but when it comes to part
1s turning into complete series, it's pretty much the sole
example. Despite all this, I kind of liked Hello sword. It's
unapologetic about trotting out fantasy cliches, but (maybe
because this is just a part 1) they weren't piled up so high that
the game was hidden under them. On the other hand, I did have to
keep hitting the walkthrough, so maybe that made the game go down
easier than it otherwise might have.
Ninja II (Dunric [Paul Allen Panks]) DOS Exe:
As far as I can tell, this is pretty much Ninja v1.30 with an Ice
Dragon added at the beginning. Dare you beat dragon?
Off the trolley (Krisztian Kaldi) TADS 2:
I'm afraid this one didn't do much for me. The plot is that for
some reason you want to crash the trolley you're driving into a
building, but since trolleys run on power lines this isn't
entirely trivial. I ran into a few difficulties with missing
synonyms and guess-what-I'm-supposed-to-be-doing puzzles, but the
main difficulty was that I was never really convinced it was a
good idea to crash my trolley into a building. And the epilogue
didn't really help in this department.
On Optimism (Tim Lane [Zach Flynn]) Z-Machine:
I feel bad about slagging this game because the author seems to be
sincerely trying to write something moving about a serious subject.
But the writing here is really, really bad. Sometimes it's just
overwritten or a bad metaphor, like
"He's gone." Your voice sounded like tears were an ever-present friend
but she had just left for dinner. Too soon she would return.
and sometimes it's like the sort of thing I would assume is a
parody if the rest of the game weren't like it (but I guess it
could be Kallisti all over again), like
My eyes once again received the strange privelege of sight. I
was strangely back inside your heart it seemed. Strange.
The weirdest thing about this kind of game is how little it says
with so many words. For all the wails of grief about how fucked up
she is, we don't really get any details more specific than that
she's a drug addict and cuts herself. And yeah, that's bad, but if
the PC thinks she's the only one in the world like that, he's
kidding himself. For all his claims of sacrifice and suffering, we
don't really see any evidence, except his griping. And for all the
talk about how much the guy loves the girl, we don't ever get a
reason for why he loves her, except that she's cute and they held
hands. If you want me as a reader to care, you've got to give me
something to hang my emotions onto, or else they're just going to
slip away.
Phantom: caverns of the killer (Brandon Coker) Z-Machine:
Legends speak, of a great egyption warrior. Who rose in the military
ranks faster that any other. Egypts enemies nicknamed him "The
Phantom" , or "Phantasmal Killer" because of his ability to move
faster, hit harder, and fight better than any living being should be
able to.
Awesome. I am not sure why I like these kind of games so much. I
guess it is the idea that the author has something totally cool in
mind that they are dying to share with us. Unfortunately, this
style of game somehow always requires that the gameplay be
pretty bad. This game, for instance, has three (!) mazes, some
puzzles where you have to pick the right color thingy based on a
cryptic clue (and if you get it wrong, you undo and try again, and
there's only four possibilities, so why bother with the clue), and
as far as I can tell it's not winnable. But dammit, the Phantom
could fight better than any other living being, and that ought to
count for something.
PTBAD6andoneeighth (Slan Xorax [Jonathan Berman]) ADRIFT:
This game obviously aims to be stupid and irritating, and it's successful.
The Sword of Malice (Anthony Panuccio) Z-Machine:
Man. Ok, I am totally done with stories about two races of ancient
enemies battling it out for world domination or whatever. But even
forgetting that, The Sword of Malice is one of those games that has a
perfectly fine overall premise but the execution thereof is a
litany of poor game-design choices. There's the thing where lots
of alternate syntaxes aren't there, even the very first puzzle in
the first room. There's the thing where failure messages are
misleading (either discouraging you from trying the action
multiple times — and yeah, requiring someone to do an action
multiple times is usually a poor choice in itself — or
discouraging you from the concept when it's just your syntax
that's at issue). There's the thing where roughly half of the
rooms in the game are pure filler with no relevance
whatsoever. There's the thing where an action you fail to take in
literally the first five or ten moves of the game makes you unable
to win (and you can't backtrack). For that matter, there's the
thing where it lets you go into the second part of the game even
though you've made it uncompletable by something you failed to do
in the first part (and, again, you can't backtrack). There's the
thing where the puzzles are either trivial or read-the-author's-mind
with nothing in between. There's the thing where one puzzle in the
game implements a hit point system, which is used and mentioned
nowhere else that I can see. And all of this isn't addressing the
story issues: why does the enemy keep their magic artifacts so
near their jail cells; why don't they, you know, leave some guards
by your cell; why did the ancient people hide all the good stuff
in their tomb if they were so big on their descendents taking over
the world.
Sorry, I guess this is more a rant than a reasoned review. I just
find it really frustrating to see games like this where the author
can't possibly have thought much about the actual gameplay
involved. They've clearly worked out some elaborate backstory with
the hero of this and the battle of that and the treaty of
whatever, and none of it matters at all. Worse, this has
apparently distracted them from the actual play
experience, which is what I see. If that's not there, then I don't
care about your backstory at all.
And that's all. For other IF-related things, including many more reviews,
you can go to my main IF page.