2007 Interactive Fiction Competition
These are my reviews of the games I played in the
2007 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.
- Highly Recommended Games
- Recommended Games
- Not Recommended Games
Highly Recommended Games
An Act of Murder (Hugh Dunnett) Z-Machine:
Mystery games are like romance games and action games in that
everyone wants to write them, but nobody knows how to capture the
genre properly. With mysteries, for instance, you have a
combination of three hard things: the PC needs to talk to a
lot of NPCs, the player needs to make an intuitive leap to solve
the case, and the player needs to communicate their solution in a
way that proves both that they have discovered the right solution
and that they aren't just guessing. There are a lot of imperfect
solutions to all three problems, but I don't think I've seen
another game that tackles them in the same way as
An Act of Murder.
The first clever idea is to essentially eliminate hard thing
number two by making the crime totally obvious. Rather than being
one of those dealies where the guy is stabbed through the heart
while locked in a room located in the middle of the Yukon (it
turns out a grizzly did it), the murder here is totally
straightforward: somebody ganked the dead guy with a blunt
instrument and he fell out the window. The work of the detective,
then, is to accumulate facts: ask people for alibis, find the
murder weapon, work out the time of death. This turns the murder
investigation into precisely the sort of thing IF is best at:
brief conversations with NPCs about known topics (>ASK BOB
ABOUT MURDER. ASK BOB ABOUT FRED. ASK FRED ABOUT MURDER. ASK FRED
ABOUT BOB), exploration to locate objects, and close
examination of objects discovered to find more topics. This
produces facts, and if you can work out when, how, and why, you
can work out who.
Or, rather, Inspector Duffy can. The next clever bit about this
game is that virtually no brainpower is required on the part of
the player. If you've found all the facts (which, admittedly, do
require some cleverness to locate), then telling them to Duffy
will cause him to assemble the case. At which point you get to
make the arrest yourself — once again, putting the genre into a
form IF is good at. Notice also that Duffy doing this doesn't
preclude the player from working out the solution to the mystery
on their own, but it does ensure that you will solve the mystery
if and only if you have sufficient facts (and since Duffy doesn't
show up until you run out of time or call him on the phone, there
is plenty of time for you to think about the solution before he
gets involved).
The final clever bit about the game is randomness. See, it's
designed so that every time you play, it randomly chooses the
murderer, motive, and murder weapon. At first I thought this was a
waste of time, but now I realize this is actually totally
clever. Because of the previous clever ideas, you simply can't
have an ultra-complex locked-room mystery: it'd be too hard to
find facts and Duffy's deductions would be so above the players'
that the player would be reduced to the level of Dr. Watson or
perhaps even a Scotland Yard bungler. Furthermore, remember that
the actual gameplay consists of investigation, not deduction.
These two together make it totally sensible to have the game be
simple and replayable rather than complex and one-time-only.
Despite all this cleverness, the game isn't totally flawless. The
characters' obsessive cataloging of exact times is a little
implausible (although helpful), and really the game could have
been even more investigation-y — there are relatively few commands
besides examine needed to collect clues, when it would have been
awesome if we had to dust for fingerprints and look through
magnifying glasses and stuff. The writing often dips a little too
far towards the silly for my taste, too. While the portrait is
hilarious, the bit at the beginning where you can pretend not to
be a detective feels a little off. But all in all, this is the
most successful mystery game I've seen in a quite a while. It's a
new take on the genre and one that has definitely given me food
for thought.
(Disclaimer: I was a beta-tester for this game)
Lord Bellwater's Secret (Sam Gordon) Z-Machine:
A nice little 19th-century mystery investigation. I never get
tired of games that let me poke around other people's houses,
especially when secret compartments are involved. The writing set
a good tone, and the puzzles were simple but fun. The only
exception to this was the last puzzle, where I ran into repeated
parser issues and had to try a couple phrasings before I got one
the game would buy — a bad thing to have happen given that it
is the last puzzle and you don't want to lose momentum.
Also on the implementation issues front, I see this game has a
Shade-esque nested room scheme but didn't seem to get any
benefit out of it. The only time I noticed it was when I saw
messages about walking from one place to another, or when a
command failed because I was in the wrong sub-room. I was also a
little surprised by the ending — I mean, yeah, I guess it's a
twist and it's a little more realistic but I don't think it's
nearly as satisfying. Overall, though, this game was fun and
snappy. Just what I like to see.
Lost Pig (Grunk [Admiral Jota]) Z-Machine:
My last IF-related interaction with Admiral Jota was also a
beta-testing setup, but that time it was the other way
around. To demonstrate the way it generally went, here are few
quotes from the source code for Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus:
datacent.t: // Jota points out this is a perfect opportunity for some
smoochies.
verbs.t: // per Jota's request, display the conversation menu when
undoing (in
verbs.t: // Per Jota's request:
verbs.t: // I can't believe I'm doing this. Blame Jota.
verbs.t: // Another crazy Jota one (I hope somebody tries some of
these ever)
Or perhaps I could express it more compactly by saying he's the
reason the game supports >REENACT FAMOUS SOCIO-POLITICAL
DECISIONS (and, incidentally, he's also responsible for
Savoir Faire's LLP). So what I'm trying to say is, when I found out he
was writing a game I figured it was totally going to be the sort
of game where you could light your pants on fire.
Well, ok, I didn't, but I should have. Because you can, I
mean. Anyway, er, the deal here is that this is a pretty decent
puzzle game (possibly even better than pretty decent, but it's not
quite long enough for my taste) combined with an amazing amount of
effort put into supporting silly actions the player might try, and
the whole thing written in a style where you will just have to
take my word that it is immensely charming without being
cloying. Aces.
(Disclaimer: I was a beta-tester for this game)
Orevore Courier (Brian Rapp) Z-Machine:
For a game in which you're locked in your room the whole time,
Orevore Courier is surprisingly open and charming. It's one of those
short games you play over and over until you get it right, but
there is enough stuff going on to watch, even when on the wrong
paths, that I was kept entertained until I'd solved the
thing. It does suffer from a few interface glitches — it's not
obvious you can refer to the buttons by their full names rather
than their abbreviations, I didn't realize that the 'heat' and
'cool' knobs were actually controls for two separate thermostat
systems, and there was one point where it really would have been
nice to have a call button in the other rooms — but these are
pretty minor overall. A nicely compact puzzle game with good
writing and a pleasure to play. (It was also sweet to see the
dedication to Star Foster; it's a slightly unusual tribute but I'm
sure she would have liked it.)
Recommended Games
Across The Stars (Dark Star and Peter Mattsson) Z-Machine:
For some reason it is obligatory for every comp to have at least
one sf game where you crash-land on an alien planet and poke
around for a bit. In recent years I have taken to playing those
early in the comp: I find it's a nice warmup since I get some
puzzles to wrestle with but there is nothing unexpected in the
storyline to startle me. This game is a perfectly good example of
that type. I ran into a little artifact wonkiness right at the end
but was able to work around it fine, and though the resolution was
a little unsatisfying story-wise, that's not the important bit
anyway. Also, props for the ridiculously elaborate feelies.
The Chinese Room (Joey Jones and Harry Giles) Glulx:
Hunh, okay. This is basically a game by undergrad philosophy
students for undergrad philosophy students, the IF version of
this
comic. Thankfully, there is a command to get the necessary
background info on all of the references, but I imagine you'll get
more out of it if you don't have to look them up. As a game, it's
ok but not great. The concept and general layout are good, but it
feels like it still has a lot of rough edges that could have used
some extra smoothing. There are a few clunkers in the parsing
(like the place where >VERB THING gives a default error
message when >VERB THING WITH OTHER THING works, or a
particular command in the first room that doesn't work until
you've examined something else). The puzzles are generally about
the right difficulty level but there're not a lot of guidance for
wrong answers, which can make them hard to solve. Furthermore,
there's very little interaction between puzzles — items
have only one use even when they might plausibly be used for
multiple puzzles. Overall, I had a pretty good time playing this;
not a great time, but a good time, and a philosophy student would
probably like it better.
Deadline Enchanter (Anonymous) Z-Machine:
Deadline Enchanter has two premises, one good and one bad. The
good one is that the game is a message, a sort of construct
created by a weird alien thing and sent to you. The subparts of
this premise that involve the details of the weird alien place are
also good. The bad premise was that, I am forced by experience to
assume, the author didn't come up with this premise until a few
weeks before the comp deadline, and said "I'll never get a game done
in time ... unless, wait, what if I give them the walkthrough
in-game?" The subparts of this premise involving the game being
not only unwinnable without reading the walkthrough but virtually
unimplemented outside of the commands of the walkthrough are also
bad. I'm going to call this recommended, on balance, because it's
very quick to play through given the whole walkthrough thing, and
the writing is pretty. But as a game it's lousy.
A Fine Day for Reaping (revgiblet) ADRIFT:
This is a perfectly good puzzle game about being Death and
wandering around reaping souls. It's nice that the puzzles have
multiple solutions but sometimes it felt like there wasn't enough
guidance for any of them — eg, it's easy to miss the way to get
access to the time machine and that cuts out a lot of solutions.
Also, a number of situations have random messages, one or two of
which are important. This is lousy design — you should at least
ensure the important messages show up first or second, and then
you can return to the random pool, or else you risk people never
sticking around long enough to see them. Speaking of lousy design,
the game also has a time limit. It's a long one, but I don't see
what it adds, except the chance that someone will get all the way
to the end and then lose, and have to go back to an earlier saved
game. And yeah, this is in ADRIFT but that didn't cause me any
grief, except that there are too many custom commands (using the
elevator and entering years in the time machine were both places
when I had to drop out of normal IF syntax to use the author's
custom syntax, and it was irritating every single time).
Gathered In Darkness (Dr. Froth) Quest:
This is basically one of those thrillers set in a mostly-abandoned
research base. The writing is frankly pretty shlocky, all severed
body parts lying around in surprising places and
zombies* and demons summoned to kill people.
There were parts in serious need of
proof-reading, like the 'cheese grader' I found in the pantry (no
dairy-product aficionado should be without one). But, personally, I
like this kind of thing: it's like the artificial grape flavor of
IF games or something.
The puzzles were just about the right difficulty level and the game
was the right size. It was a good idea of the author to put in some
explanatory notes about Quest at the beginning, since it's an
unusual system and takes a little getting used to. It's true it
doesn't have undo but in fact this game provided undo on death
(except in one place, argh) which turned out to be the main place I
needed it. The author says he's releasing the latter two-thirds of
the game after the comp — I'm looking forward to it.
*There is one hilarious part where you find a
dead guy who has a note in the wallet next to him reading,
essentially, "Gosh, if I die, I sure hope they don't summon a demon
into my body to raise me as a zombie."
In The Mind Of The Master (David Whyld) ADRIFT:
Another comp, another David Whyld game. I am always a little
startled by how long he's been able to keep this up, especially
since (I assume) there are all these ADRIFT-only comps he is also
entering. Anyway, In The Mind Of The Master is one of his non-comedy pieces,
and has the kind of storyline they often have — weird fantasy in
the modern world and no clear explanation for things ever
given. From the author's notes it sounds like he intended the game
to be pretty nonlinear, but I didn't find this to be the case in
practice. Unlike, say, Heroes, the play experience seemed pretty
similar with different characters*, and it
definitely felt like the plot was funnelled pretty tightly to the
end-scene. I like the premise and there were some interesting
setting bits but I was left feeling unsatisfied overall.
*I think the design principle here is not to
have two axes of nonlinearity — if you can pick different
characters, then the puzzles shouldn't also have multiple
solutions, or at least the characters shouldn't share
solutions. Otherwise you risk having people like me just doing
the same solution regardless of which character they pick, and not
seeing any of the benefit of either axis.
Jealousy Duel X (Alex Camelio) Multiple:
This is a graphical CYOA, essentially a goofy dating sim. It turns
out not having >UNDO in CYOA games is irritating,
because I was always running into places where I could choose to
either make a pass at someone or offer them a pair of stilts and
if I wanted to try the second option I would have to replay the
game all the way up to this point again. I quickly ran out of
patience to play through all the possibilities but I expect
someone'll come up with a walkthrough at some point, and then I
will happily play through the whole thing then.
P.S. This game is written in flash, but only available as windows
and mac executables — couldn't it have been distributed as a
flash file and a web page and been playable on any platform?
The Lost Dimension (C. Yong) DOS Exe:
This is one of those RPGs where your plane crashes in the Bermuda
Triangle and so you are forced to fight off ravenous lions, stone apes,
aliens and slime creatures using only your trusty long sword and
holy water, except when you decide to chuck a grenade instead. The
interface here is a definite step up from, say, WandMaster, but it's
still not really friendly for either keyboard or mouse. The
storyline is, like you might have guessed, not really there, and
the writing isn't much to speak of either, but I have a weakness for this
kind of goofy RPG and had a pretty good time playing.
My Mind's Mishmash (Robert Street) ADRIFT:
I feel like I should have understood My Mind's Mishmash better than I did
after playing through it all. Like, I think the deal is it's a
VR game you're playing, but is it supposed to be based on actual
historical events? Are you one of the characters depicted in the
game? If so, isn't it kind of weird to do a VR game of a horrific
massacre only a short time after the massacre? (Though I guess the 9/11
movies only took five years to show up.) But if it's not a real
thing and you're not an involved character, why do you care? Is it
basically just a competitive IF game?
Confusion over the storyline aside, this was pretty fun. The
primary shtick is being able to switch between being immaterial
and being material, and this turns out to be fun in a sneak-around
kinda way. It also has a cute device of separate episodes that you
jump between, although I wish more had been done with switching
back and forth. The feud with the other guy provides a nice
larger-scale plot and a good balance with the smaller-scale
puzzles. The puzzles were overall fairly straightforward, nothing
too exciting but usually not too obscure either. The setting felt
kind of recycled and not entirely coherent — blah blah robots
blah blah psychic powers — but this turned out not to matter so
much, because sneaking around immaterially puts a new spin on
everything anyway. So overall, pretty decent.
My Name is Jack Mills (Juhana Leinonen) Z-Machine:
Another game that suffers a little from theoretical/actual
playstyle mismatch. Like, you're supposed to be a noir private eye
but in terms of actual play you do usual adventurer stuff — trying to
find ways to sneak into places or off with things — and most of the
noir talking and scamming are in cutscenes. But it's not totally
noir-less: there are cigars to smoke and car chases to go on and
irritating receptionists to outwit.
The game isn't long but is pretty multilinear. That's not the
tradeoff I would have chosen myself in this situation — it seems
like noir would work better with a single complex story rather
than a bunch of forking paths the PC can freely choose between —
but it's nice to see in general. Overall, not spectacular, but satisfying.
Press [Escape] to Save (Mark Jones) Z-Machine:
Press [Escape] to Save is one of the classic my-first-IF-game types, the one where
the PC is just hanging out when suddenly a mysterious guy shows up
and says "you must do this quest for me!" and you say okay,
because what else are you going to do. I'm afraid it's pretty
evident that it is in fact the author's first game — there are
some guess-the-verb things, some important objects not mentioned
in room descriptions, some objects mentioned in room descriptions
that can't be interacted with, and so on. The writing is kind of
erratic and the author seemed to be making up the plot as he went
along. It's usually (I think) unintentionally funny, but often
veers into purposely funny. Or maybe it's usually purposely funny,
who knows. Puzzle-wise I generally had no idea what I was supposed
to be doing and relied on the walkthrough for more or less the
entire second half. But despite all that, Press [Escape] to Save has got that
enthusiastic my-first-game spirit to such a degree that it's hard
to dislike it. Oh yeah, and it's somehow appropriate that the
author shifts the game into fixed-mode font early on and forgets
to unshift it for the rest of the game.
P.S. You can't actually press escape to save in this game, as
far as I can tell.
Reconciling Mother (Plone Glenn) TADS 3:
Reconciling Mother is like Amissville II if the Santoonie kids grew up and started
smoking pot. Or like Kallisti without the sex and pretension and
coding ability. Or like Blue Chairs' kid brother. I thought at
first it was totally incompetent and incoherent but then it
started making a weird sort of sense and the coding issues
began to seem like intentional attempts to capture some kind of
.. well, ok, I don't really know. But maybe that's exactly the point.
Slap that Fish (Peter Nepstad) TADS 2:
Ok, this is just .. man. I assume Nepstad is worried about being
typecast as the staid chronicler of 1893: A World's Fair Mystery and The Ebb and Flow of the Tide, so he
came up with this little number. The concept is very silly and
very straightforward: there is one joke, it is given in the title,
and the game repeats it over and over again. If you think the
title is funny, that might be enough. For me it was pretty
borderline, but I'll give him the nod just for the chutzpah of the
attempt.
This doesn't really give any idea about gameplay, so let me say
that the game is a series of combats. But it's not lame randomized combat, it's a whole combat system puzzle. Unfortunately,
there's virtually no guidance on how to interact with the system,
besides a score given to tell you how you did at the end of
each combat. The upshot is that for me the game was more a
matter of muddling through than of actually getting better at
things. But with a theme like this, maybe that's really
appropriate.
Varkana (Farahnaaz) Glulx:
This is one of those games where you're not telling the most
interesting story with these characters. There is someone who is
sneaking around, stealing stuff, tricking people, and using
magic. The other person is running errands, trying on new
outfits, and eating lunch. I guess it is clear which of these I
wish had been the PC. Not that there's anything wrong with running
errands and eating lunch — this is basically the deal with
A New Life, which was great — but in a game where the former set of
stuff is going on, the latter tend to lose significance.
The endgame is where this all comes to a head. There's a change of
pace and a plot twist you don't really understand, and then
suddenly you have to start doing actions that seem unmotivated but
turn out on a replay to be required. I found it hard to sympathize
with the actual protagonist, given some of the actions
performed. We find out backstory later on, but at that point it's
too late. If the backstory had shown up earlier and perhaps if the
PC had had a chance to make some meaningful decisions .. but then
it'd be a pretty different game.
Wish (Edward Floren) Z-Machine:
Wish is a short and fluffy little game, vaguely
Christmas-themed. It seemed for a bit like it was going to turn
into something more fantastic and creepy given the
borderline-Freudian symbolism of some of the elements, but no such
luck. There are a few puzzles in this game but it's so minimalist
they are pretty straightforward, even though the game rarely gives
any guidance on what you're supposed to be doing.
Not Recommended Games
Adventure XT (dunric) DOS Exe:
This is your basic Paul Panks game and has all the motifs discussed elsewhere. It also has Smurfs, but I'm not convinced
they add much to the symbolic lexicon of these games, and may even
confuse matters. If an evil wizard is at the heart of things, as
the intro explains, wouldn't he be working with Gargamel somehow?
Or is Gargamel an exile himself, outcast from his peers due to his
inability to complete his quest of capturing Smurfs and
transmuting them to gold? Adventure XT contains no answers.
Beneath: a Transformation (Graham Lowther) Z-Machine:
As has been established repeatedly, I am a fan of Robert E Howard,
but I haven't read anything about Bran Mak Morn or any of the
other books this game references. And so I can authoritatively say
that this game makes no damn sense without background. At some
point in the future I will probably read the relevant books and
then I will be able to speak with equal authority on whether it
makes any sense then. It's set in modern times (or maybe the 1920s)
and you wander around and go into a pet shop and have to pay in
exact change but it turns out you the puzzle solution involves
paying less and later there's a killer owl and a statue that
teleports around for no apparent reason and — oh, never mind. This
game does have the best status line of the comp, though.
Eduard the Seminarist (Heiko Theißen) Z-Machine:
Well, this certainly gets points for an unusual subject — I can't
think of many other games that depict an incident in the life of a
19th-century German poet of the Swabian school. Unfortunately, it
seems to be one of those setups where what the person actually did
(write poetry, have exciting midnight meetings with other poets
and discuss far into the night) is too difficult to code, so
instead you get some slightly unlikely obstacles and then a
cut-scene at the end where the real stuff gets mentioned. I'm
afraid I also ran into a couple bugs, of the
wander-into-the-object-tree sort, and the puzzles seemed pretty
unclued. In particular, I'm curious if anyone will manage to get
out of the room without using the walkthrough. So overall,
interesting subject, but not a good take on it.
Ferrous Ring (Carma Ferris) Glulx:
Wow, this is totally nuts. Like the author says in the intro, this
is basically a couple different ideas squashed into a single game,
and the resulting product is pretty out-there. One idea is new UI
stuff. The room descriptions have an unusual style, which then
leads to a graphics-adventure-style parsing mode. You can type
>LAMP to examine or take the lamp and >LAMP
TABLE to put the lamp on the table. I experimented with this
for a while, but I eventually decided it felt like I was playing
with mittens on, and went back to the regular IF format. There are
conversation menus, which aren't new but reemphasize how ugly
conversation menus are in glk. There's a hint system that actually
inserts the next command to type at the command prompt. (And I got
a fair amount of use out of it, since there are several places
where the puzzles are pretty read-the-author's-mind or important
things aren't mentioned in room descriptions or what-not.)
These UI innovations are all set against an unusual storyline. Not
that the setting is that strange — it's one of those burned-out
borderline post-apocalyptic settings, where people live in
shelters and eat canned beans while calling people on their
cell phones. No, the weird thing is the PC. In another situation I
would guess that the PC is being intentionally depicted as
schizophrenic: he's unable to talk normally with other humans or
understand their behaviors, he has this overwhelming sense of
being on a secret mission he can't explain, he has random flashes
of memories. I recognize these are normal for an IF protagonist,
but it goes seriously beyond the norm here. And yet the author
clearly approves of these behaviors — the ending has a sense of
satisfaction about it that I found frankly creepy.
Uh, so, I dunno. This isn't a difficult game to finish, unless you
intend to never use the walkthrough, but I can't really decide if
I liked it or not.
Fox, Fowl and Feed (Chris Conroy) Z-Machine:
I hate to be nasty about people's first IF game, but, c'mon,
please don't enter your game in the comp if it's just a gussied-up
coding exercise. This isn't exactly In the Spotlight in the sense that
it does have some actual puzzles, but they're small and hard
to solve. In some ways puzzles that only require one or two moves
to solve are actually harder, because there are less openings for
the player to stumble on the solution. The writing is cheery and
good-natured but I'm afraid I mostly ended up glaring at the game.
Ghost of the Fireflies (Dunric) DOS Exe:
Ha ha ha. Ok, I give Panks points for having the balls to do a big
fuck-you to all the people who have reviewed his games thus
far. This game has a conversation menu, discusses indirect object
parsing in the help menu (though whether it actually supports this
is another story), supports >X to examine things, and has
guest appearances from a bunch of previous Panks characters, including
the ever-popular Ice Dragon and Jesus. Oh, and it has at least one
honest-to-goodness puzzle. I would not say the game is actually fun
or even all that playable but it is undeniably something a little
different.
The Immortal (Just Rob) Z-Machine:
This is another classic comp entry archtype: the badass with
amnesia. You know this guy is a badass right from the start
because he has a katana, and so you are not at all surprised when
he turns out to be Death's right-hand man (and you have read Sandman
comics so you are not surprised that Death herself is female) and
some kind of warrior in a no-holds-barred battle with the sinister
forces of Mother Nature. Unfortunately this is just the first part
of the story, and the author apparently got bogged down in the
boring setup bits, so there isn't really that much awesome
here. Furthermore, there are some totally crazy parser things
going on here — I have no idea how the author did it, but there
are places where certain vocab words just stop working for an
object. So on the whole, it's not one of the better examples of
the genre, but I am nevertheless pleased to see the tradition continue.
A Matter of Importance (Nestor I. McNaugh) TADS 2:
A Matter of Importance is a cross between a game and a prank, and the fact that it
can't quite seem to make up its mind which it is at any given
moment makes for a somewhat uncomfortable play experience — but
unlike Annoyotron, I'm not sure whether that's intentional. For
me, at least, it was enough like a real game that I ended up
treating it as one, with the result that I was left dissatisfied
with most of the puzzles. The writing, on the other hand, was
pretty bright and charming, and though it didn't really redeem the
game it took a good shot at it.
Packrat (Bill Powell) Z-Machine:
Meh. I like the idea of a game about a typical steal-everything
adventurer in a more fairy-tale setting, and I liked the idea that
seemed to be developing where he was learning to be less
greedy. Unfortunately, Packrat had such serious implementation
issues that I really didn't enjoy the game that the ideas
translated into. To list a couple: in multiple places you have to
try an action several times before it works; one of the important
actions only half-works if you phrase it wrong (and then it's not
obvious that it's only half-working so you wonder why you're
stuck); items mentioned in the room description are routinely
undescribed while other items aren't mentioned in the room
description; an important item teleports around seemingly at
random, for reasons which are never explained (perhaps it's a bug,
who knows). So, yeah, I like the idea here but I don't like the
game. With cleanup it could be pretty good, but I think it'd take
a fair amount of work.
Vampyre Cross (Dunric) C64:
This accurately captures the old C64 experience of slow loading
times and having to flip disks all the time. Otherwise it seemed
pretty uninteresting.
And that's all. For other IF-related things, including many more reviews,
you can go to my main IF page.