2002 Interactive Fiction Competition
These are my reviews of the games I played in the
2002 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
Another Earth, Another Sky (Paul O'Brian) Glulx:
I feel strongly that more problems in IF games should be
resolvable by smashing things. Having played Another Earth, Another Sky, I also feel
that this smashing should be accompanied by a big "KER-POW" or
"BLAMMO" to let me know that the smashing was successful. I gave
the game that this is a sequel to (Earth And Sky, of course) a mild
thumbs-down, saying that it was kind of weak and you should wait
for the rest of the game that this was a demo for. Well, the bad
news is that Another Earth, Another Sky continues the episodic format, and that we're
probably going to have to wait til 2003 to see the exciting
conclusion. The good news is in the meantime, we get to play this
game and smash things. Hooray! O'Brian has taken everything that
was so-so in Earth And Sky and tightened it up for Another Earth, Another Sky, and in the process
turned an okay game into a great one. The puzzles here are both
more sophisticated and better-clued, the comedy is more amusing,
and the ability to smash things has risen to new heights. The one
weak point in Another Earth, Another Sky is something that, unfortunately, didn't
really improve from Earth And Sky. Specifically, whenever your sibling is
around, she just hangs out. If I say something to her she responds
with a wisecrack and then falls silent again. I dunno, I mean, I
realize NPCs are hard, but I'd like to see a little more
initiative here from someone who's nominally my crime-fightin'
partner. But that's not that big a deal in this game, and there is
smashing, so it rules.
Janitor (Seebs [Peter Seebach] and Seebs [Kevin Lynn]) Z-Machine:
This game would have scored slightly higher if it was shorter,
since there is a clever bit at the end that I didn't get to within
two hours. That said, there are a fair amount of clever bits that
I did get to. Janitor is fundamentally a gimmick game; the
puzzles and jokes take a sideline to playing around with the
gimmick. This is good as long as you get the gimmick, and some
people who shall remain nameless (blush) wander around for a bit
before finding the object necessary to trigger the gimmick. But
that was fine, because that wandering prepared me for the rest of
the game, which also consisted of a fair amount of wandering
around trying to figure out what to do next. The authors are
not big on the whole 'guide the player' thing (at least, not
in-game. There are hints, which are reasonably helpful, but I'd
still prefer to get gentle guidance from the game itself). All
that said, this is a fun game with a clever not-often-seen-before
gimmick and some nice plot twists towards the end when things
would otherwise be slowing down.
The Moonlit Tower (Yoon Ha Lee) Z-Machine:
Promising author. Watch this spot. Lee says that this is her first
IF game but she's had static fiction published before, which
explains the relatively simple code but polished writing. Almost
too polished; I started off thinking it was overwritten but was
eventually won over. This game comes off mostly as an
advertisement for future games by the author; I liked the imagery
and the objects (part of the pleasure of IF, at least for me, is
fancy objects to play with that I can't have in real life; like
So Far's box, a number of the objects here are elegant and make
me wish for feelies), and am looking forward to a game with some
plot.
Scary House Amulet! (Shimpenstein) Z-Machine:
If you don't think the title is funny, this may not be the game
for you. Normally these kind of games fall flat, but a couple,
like Death To My Enemies and this one, manage to more-or-less carry it
off. There's not really anything to say about the puzzles or
setting or whatever; they're all firmly secondary to the tone.
Recommended Games
Augustine (Terrence V. Koch) TADS 2:
I haven't seen Highlander, but I don't think the author has to
really worry about being accused of ripping it off — or at least,
Highlander had better take a number along with Amber, The Three
Musketeers, The Princess Bride, and every other story about
swordfighting and revenge. And this is perfectly fine by
me. Revenge is a classic basis for the story, and if it's a wacky
Revenge Across Time With Magic Swords that's even better in my
book. That said, Koch doesn't quite have the skills to carry this
one off: the idea is so large that the individual bits of the
story end up being fairly sparsely implemented. And this is
especially unfortunate because Koch came up with what (I think) is
a unique and clever twist on the basic idea: the city of St
Augustine acts as both a backdrop and a third character for much
of the game, and what better gets across the idea of time passing
than watching a city evolve? Sadly, most of the potential is
squandered. There aren't really any times in Augustine when you get
to see a location in the city and then come back later to see how
it's changed, so most of the information about the changes just
gets told to you rather than shown. Similarly, there's character
development but it feels pretty weak; there are girls you fall
in love with and angry conversations with your nemesis and nothing
is quite believable. I really like swashbuckling and I wanted to
like this more. If there had been a way to cut the plot in half
and double the details inserted it would have been a better
game. As it is you can play Augustine but not without thinking of
how it could be improved, and that's quite a distraction.
BOFH (Howard Sherman) Z-Machine:
The premise of BOFH is that you are the (a) Bastard Operator
From Hell, Sysadmin Extraordinare. If this premise does not
intrigue you, you may want to give this game a miss, because it's
not much more than that. BOFH is fairly faithfully adapted from
the series by Simon
Travaglia, which chronicles a sysadmin's sophisticated and
not-so-sophisticated attempts to make the lives of those around
him hellish. And hey, who doesn't like doing that? Unfortunately,
BOFH reads better as a transcript (thoughtfully included as the
walkthrough) than as an actual game — there's too much
guess-the-plot-point and the puzzles aren't that satisfying to
solve (with the exception of the fire alarm).
coffee quest II (Dog Solitude) TADS 2:
This is one of those low-budget games where the author couldn't
afford to spend much on special effects, so they set it in their
office, and they couldn't really get any props or special effects,
so the puzzles mostly involve office supplies and there's only one
or two flashy scenes. Given all this, it has to be a comedy that
mostly relies on the writing and dialogue, but luckily the author
is british so more or less anything they write is funny. Not real
funny — Dog Solitude is no Kevin Smith — but funny enough to play
if you like that kind of thing.
Color and Number (Steven Kollmansberger) TADS 2:
If I'd been playing with a one-hour time limit instead of a
two-hour time limit I would have given this game a higher
score. The first part is really quite good — yes, it's purely a
puzzle game, and yes, it's got a goofy "you are in a puzzle game
for no good reason" setup, but that's fine, I like those things. I
especially like the kind of puzzles this starts out with, which are
intuitive and rely on figuring out the rules, rather than mechanical,
about manipulating known rules. Then sadly the second half is
basically all either tedious rule-manipulation (There are N
thinguses, and then a set of buttons, each of which changes the
state of some of the thinguses. Turn all the thinguses to the off
state. Yawn.) or incomprehensible intuition puzzles (if anyone
figured out the robes, let me know). But oh well, the first part
was cool, as long as you find the necessary notes to get you
started. Search carefully.
Eric's Gift (Joao Mendes) TADS 3:
This is the first TADS 3 game entered in the annual comp (and the
third TADS 3 game released, I think, after Forever Always and Mission:Summer).
It's a pity that this game doesn't seem to make use of any of the new
TADS 3 features; as far as I could tell it could have been written
in TADS 2 or Inform with no real loss. Or, in fact, it could have
been written as a short story with no real loss. Come to think of
it, it was: the author says it was based on a short story which
was in turn based on a dream, and indeed it has the vaguely
dream-like quality of only focusing on certain aspects of the
story and glossing over explanations and side details. In some
situations that can lead to an effective and focused story, but
here it's mostly annoying: like it or not you are going along with
the storyline as written and if you don't want to, fine, the game
will just wait there until you're willing. The real pity is I
liked the details in this game: I want to know what a
jet-painter is and what it feels like to live in the future and
everything else. As it is the details get shunted to the back and
I'm left being forced to go along with a story I don't really care
about.
Evacuate (Jeff Rissman) TADS 2:
I haven't played Starship
Titanic but I assume this was inspired by that; the premise is
you're the last one on a big luxury liner which has, sadly, been
attacked by aliens. There is a desk clerk robot who is not very
bright and a central computer who is not much brighter, which I
guess is why it is up to you to save the ship. So much for the
general plot. The details here are better; there is sufficient
climbing around and messing with stuff to make me feel like I was
indeed exploring an abandoned ship, although frankly if I were
really in that situation I would skip all the
trying-to-save-the-ship stuff and go straight to the
getting-the-heck-out-of-there part. Sadly, there were some bad
puzzle choices in the early/midgame that ruined most of the thrill
for me: a maze that sucked up a lot of time and a hunger puzzle (a
hunger puzzle — hello, this is 2002, people) that sent me
to the walkthrough from that point on (after I restarted, since
I'd starved because of the maze). I think if you're into
puzzle-solving and willing to put in some time (and excuse the
author a certain amount of bad design) this would be a fairly
rewarding game; in the confines of the comp it doesn't quite work.
Fort Aegea (Francesco Bova) Z-Machine:
This is something of a sequel to The Jewel of Knowledge from a few years
back. The main character isn't the same but previous events are
referred to, and it's in the same pseudo-d&d fantasy world. A
number of poor game-design choices from The Jewel of Knowledge were cleared up in
this one: there's no maze, for instance, and the action moves
along much more surely in most places. The puzzles still stumble a
touch, and there could definitely be more clues for almost-right
solutions. But the real reason it feels like a sequel is, well,
the feel. Bova has a particular slant on characterization and tone
which rides the border between dramatic and overwrought, and
sometimes falls over entirely. This is never more apparent than in
the ending, which is as melodramatic as The Jewel of Knowledge, though not in the
same way. In fact, the ending here harkens back to The Jewel of Knowledge from a
plot perspective as well, and vaguely suggests a third game which
might make the previous overdone tragedies worthwhile. Or maybe not.
(Disclaimer: I was a beta-tester for this game)
The Granite Book (James Mitchelhill) TADS 2:
Mitchelhill is of course infamous for last year's Kallisti (and
hey, how often does one get a chance to describe an IF person
other than CE Forman as "infamous"?), so I should start off the
review by reassuring people that The Granite Book is not the same thing
at all. That said, it's not unreasonable that they were both
written by the same person; the same writing that drenched
Kallisti is in evidence here, just laid on with a lighter touch,
and the somewhat confused imagery and plot from the end of
Kallisti is the meat of The Granite Book. That said, this isn't a bad
game. There are some nice bits of writing and scenes here, like
the stone table or trying to jump in the starting room. It's just
a pity that, while the individual scenes are interesting, I
haven't found anyone who can put them together into some kind of
coherent plot.
Hell: A Comedy of Errors (John Evans) Z-Machine:
SimDemon, anyone? Unfortunately, it feels like time ran out just
before the author got to any of the good bits, so while all the
basic details of designing your demonic form, sketching out your
own personal hell, and buying torture implements are there, you
can't really do much except drop a soul and have it tell you "Ok,
I'm torturing it now. Yup, pretty tortured alrighty." Which is
fine for a start, but c'mon, where are the screams of agony and
dismay? More to the point, what else is there to do besides
torture a few souls and then run out of additional rooms to build?
(The documentation claims that the game has a win state and that
you can tell from the souls how best to torture them, but neither
seems to be true.)
Identity Thief (Rob Shaw-Fuller) Z-Machine:
Like Hell: A Comedy of Errors, Identity Thief has the painful "not really ready to have
been entered in the comp" feel to it. It starts out with a solid
if somewhat dated premise (you're a cyberpunk in j random future
city, on a mission to retrieve a datachip), has some thrills and
spills, and just as you're saying "great, now I'm into it and
ready for the main game to start" the game's over and it hastily
wraps up. Also, I'm afraid it's got some reasonably glaring bugs
and spots where it doesn't understand obvious syntax. It was nice
to see the wrapup with a walkthrough, and it's short enough to not
overstay its welcome despite the bugs, but enh, I'd rather have
had Shaw-Fuller withhold it from this comp and spend the extra
time to make it a more complete game.
Jane (Joseph Grzesiak) Z-Machine:
Jane is about the serious subject of domestic abuse. I'm kind of
surprised how easily this fit in to the IF format; I don't think
this is because Grzesiak was trivializing the subject but rather
because IF really is wide enough to contain both this and
Colossal Cave. Given that it's here, then, the next question is how
good is it? There are a couple inherent issues with trying to
present this kind of thing as IF. First, there's the generic-PC
thing: if you want to do a game about domestic violence, do you do
it about generic people or do you do it about one specific person
and risk having the issue as a whole get lost in the details?
Jane takes the former track, and it's tough to second-guess
these things, but I think it was a mistake. The result of having
the PC and her husband be "Jane" and "John" and their friends be
"Josh" and "Mary", besides having too many J-names, is that the
issue gets lost because of the lack of details. With
nothing to connect with it's hard to really relate to what's going
on beyond what you come in with. The other issue of trying to
IF-ize this kind of message piece is about the twin points of the
conversation system and the free will issue. As a player, am I
allowed to say and do what I want here, or do I get forced into
doing what the game requires? Stiffy Makane: The Undiscovered Country had the ultimate take on
this issue, where at one point you get asked "Did you enjoy that?"
and you get four answers in your conversation menu, all "Yes!".
Given that it has a enforced plot, Jane does a reasonable job of
giving the player freedom within it. But the real question is if
it's possible to do an IF game about something this serious and
real without making it a message piece, and having the player do
what they want and still have the game stay on-topic. Jane isn't
that game, but I don't know if that kind of game on this subject
is even possible.
Not Much Time (Tyson Ibele) TADS 2:
Ibele writes that this is his first TADS game and that he wrote and
debugged it in four days. By that standard it's pretty good. But —
actually, I don't really feel like going through the whole standard
my-first-game rant. Not Much Time is good-hearted and has a few decent
(if simple) puzzles: it's playable, but only just. If you play it,
you probably won't need the walkthrough but it's worth keeping handy.
Out Of The Study (Anssi Raisanen) Alan:
Out Of The Study is a pretty good argument for not using Alan, I think.
What starts as a reasonable decent premise and fun setup turns
into a parser nightmare as we get stuff like >LOOK IN
telling you the thing is empty while >EXAMINE provides
a full description complete with contents, or doing the very standard
>X ADJECTIVE syntax says "You must supply a noun." and so on.
And, sure, the author could provide
support for all this somehow, but in practice they usually don't,
sometimes because it's hard and sometimes because they don't even
think to do so. All that said, though, I thought this game was
worth struggling through. It's a one-room game and I don't know
about other people, but I like one-room games a lot. There's
something about the way the game has to balance limited resources that
usually leads to nice and detailed play (the last is especially
true of this game: some objects in Out Of The Study have close to a
half-dozen levels of detail).
A Party to Murder (David Good) ADRIFT:
This is not an infocom-style mystery, which is fine by me. Those
seem to revolve around guess-the-topic >ASK/>TELL
conversations and
situations that require exact timing, whereas this one revolves
around wandering around somebody's house during a party stealing
their stuff because, hey, it's just sitting there and I'm the PC,
so I'm entitled. There was also some kind of mystery going on
which I was collecting clues for, but I couldn't seem to stop the
game from ending before I got very far, and anyway the map didn't
seem to be working and so I kept getting lost, and so what it came
down to was I just decided to borrow all their office supplies.
Photograph (Steve Evans) Z-Machine:
Hmm. This one didn't really work for me, but I appreciated the
construction of the middle bits, anyway. It starts off in a
somewhat odd state but eventually turns into one of those
flashbacks-on-life games, with a special twist since this is
life in Australia (this twist is presumably less special if you're
Australian). I liked that the protagonist feels old. There are a
lot of reminiscence games where the protagonist could be twenty or
thirty, and hey, that's how old I am but I like the feeling of
playing someone with a lot more memories to look back on. Photograph
eventually touches on a fairly serious subject but doesn't seem to
come to any conclusions or even really know how to handle it, but
it's not a central enough point of the game for it to ruin the
thing. Then, finally, we have an ending which seems to be a
lose-lose. I don't know what the moral of it all is, but this
could probably have benefited from one or two more passes to get
the thematic stuff cleaned up.
The PK Girl (Robert Goodwin) ADRIFT:
I am not the target audience for this game. As far as I can tell,
this is a text version of those japanese relationship simulator
games, and those make my brain twitch. It copies them to the extent
of having female NPCs with big eyes and enormous amounts of
strangely-colored hair, and preteen crushes from nominally
18-year-old women. Also it seems to have one of those plots where
everything could get sorted out if the characters just sat down and
talked about it for a moment, but the game requires them to all run
around at top speed being confused so that is what they do. But on
the other hand, it's pretty well-done and well-programmed for what
it is (and it has a scoreboard to let you can see how well you're
doing with each of the women, which is more than you get in real
life), so if you like that sort of thing, hey, go for it.
Rent-A-Spy (John Eriksson) Z-Machine:
This game is a good concept but has some problems in the
implementation that appear to stem from insufficient
beta-testing. The setup, that you're a spy who needs to sneak
into this building and not leave any traces as you gather your
information, is good. It's a bit like the setup of
Thief,
where you have to consider the future consequences of your actions
as well as getting by the immediate threat. Unfortunately, the
only note that you have to do this is in the intro, and I missed
it the first time, so I went around happily forgetting to fix
stuff up after me. If I hadn't shifted to using the walkthrough by
this point and dutifully went back and cleaned up things I would
have got a lame ending. And, unfortunately, I was using the
walkthrough by this point because none of the puzzles felt quite
tested enough that I thought I could solve them on my own if I just
worked at it. The other issue that people have brought up about this
is that this is a spy game where you have no gadgets. I don't consider
gadgets to be an absolute necessity for a spy game, but I do expect some
reasoning as to why you don't bring basic equipment on a job like
this, especially when you then have to improvise the equipment later on
in wacky ways.
Sun and Moon (David Brain) HTML/Javascript/Java Applet:
I am giving this game a 1 because I don't think it's IF, and hence
shouldn't have been entered. It seems to be more or less the
web-equivalent of books like The
Eleventh Hour or, come to think of it, like the on-the-web
Planetarium.
Anyway, the difference between all these aforementioned things and
IF is that IF has a
world model. But from what I did play of this it seems like a
pretty good set of puzzles, and I'll probably go back and check it
out post-comp.
The Temple (Johan Berntsson) Z-Machine:
I'm not sure what it is about Lovecraft that lends itself to
writing IF games. I guess the thing is that if you start with a
good idea of the atmosphere the rest of the game will often flow out
naturally, or at least more naturally than if you got nothing. And
Lovecraft, of course, is all about the atmosphere. Anyway, as
Lovecraft games go this one is fairly decent. It has some
problematic puzzles at the beginning, unfortunately, and the hints
aren't as clear as they should be in terms of nudging you on the
right track. But once you do get there, it's cool, and you get to
work stuff out. The ending seems a bit out of place for the genre,
but I guess typical Lovecraftian endings are one place where it's
not, in fact, appropriate for IF.
Till Death Makes a Monk-Fish Out of Me! (Mike Sousa and Jon Ingold) TADS 2:
Biggest disappointment in the competition, bar none. What it
should have been was a wacky farce of some kind, probably with
fish jokes. What it ended up being was a sort of weak
science-fiction setting for a pseudo-comedy: you could see where
jokes were intended to be, but generally they weren't actually
funny, so the set-pieces just laid there sadly. This was coupled
with a very confusing room and object layout; even now I'm not
exactly sure where all the locations were in relation to each
other, or how some of the mechanism puzzles worked. Not all the
jokes fell flat. There are enough funny bits to go through this
with a walkthrough, I think, but enh, it could have been so much
crisper and better-done that to just get this is a pity.
TOOKiE'S SONG (Jessica Knoch) Z-Machine:
I don't know why I like this game. I generally shun any piece of
fiction in which the about the author mentions the author's cats,
and the first room of TOOKiE'S SONG has something in it which appears
to be lifted straight from the monster manual (or perhaps the fiend
folio). Nevertheless, it is extremely good-spirited and — perhaps
more importantly — not annoying. For most of the games when I
bring up "good-spirited" or "well-meaning" it's followed with
"which sort of makes up for not being very well done," but here I
mean just that, that Knoch infuses the game with a feeling of
good humor and lifted spirits that carries me right on past the fact
that the puzzles and plot bits are all fairly shopworn. There's a
solve-the-math problem one (which can be solved by hand or another way,
but the syntax for solving by hand is extremely picky), a riddle,
and lots of "ok, I'm going to block this door until you solve this
arbitrary puzzle, and no, I won't tell you why." Also, a few bonus
points for the twist ending. There are a few rough spots (the keys
should have done the right thing instead of picking randomly; some
random parsing problems and so on) but overall, very nice.
Unraveling God (Todd Watson) ADRIFT:
I got into a discussion with a friend over whether or not this
constitutes IF. It didn't really establish anything definite, but
I still think that if this is IF, it is so by the narrowest of margins.
There are a total of two choice points in this entire game, and one is at
the very end of the game. So it's the other one that makes this IF, and,
curiously, if you choose the wrong option, it denies your choice, like
Rameses writ small. Anyway, ignoring the interactivity question for a
moment, this is a reasonably standard science-fiction story with a new
slant on an idea and, alas, the side character who says "But wait, don't
you think we are dabbling in Things Man Was Not Meant To Know?" For some
reason, these characters infest science fiction stories, usually ones
written by people who are not by nature science fiction authors. This
would not be so bad, except that the authors never choose to show them
objecting to scientific advances that we all now take for granted.
There's never a character saying "But wait — surely by sending
electicity through the filament to produce this 'light-bulb' of yours,
we risk setting ourselves up as equal to the very lightning bolts of
heaven?" No, even though these characters are clearly stick-in-the-muds
by nature and would object to anything more complicated than a can-opener,
the authors choose to bias the thing by showing them objecting to a
weird invention and then they bias the outcome so, surprise surprise,
the doubters are right. Isn't that weird? It's as if they had some
premonition that something was going to go wrong. Ooeeeooo.
Not Recommended Games
Blade Sentinel (Mihalis Georgostathis) Quest:
I have to admire Georgostathis's persistence. He is using an authoring
system that virtually no one else uses in a language which does not
appear to be his native one to write a game that he is passionate about.
I just wish, you know, that the game was better. Unfortunately, the best
thing about this superhero story is the unintentional wacky phrasings:
"Better talk to her in kicks," we are informed when trying to address one
villainess. The rest of the game suffers from the three strikes of
poor game design, bugs, and the limitations of the quest system. Some
points for effort, more for sticktoitiveness, but only a few for
achievement.
The Case of Samuel Gregor (Stephen Hilderbrand) Z-Machine:
I am sure this game makes sense to somebody, but not to me. Specifically,
there is a POV shift midway through that as far as I can tell is just not
explained, even though it seems vitally important to the plot. Aside from
this the game is relatively standard: you play a psychiatrist (well, ok,
that's not standard, except maybe in that one introcomp game) searching
for a missing person for a somewhat unclear reason. I think it is possible
that the whole thing is meant to be one of those allegories where it turns
out that the PC is actually The Soul and the banana-hurling monkey you met
in the starting room was Doubt and by befriending him you agreed that
Doubt is the One True Friend of the Inquiring Soul or whatever. But if
that's the case, it wasn't done well. And if that wasn't the case, it's
just confusing.
Concrete Paradise (Tyson Ibele) TADS 2:
This is the other game that Ibele entered in the comp. I think it's
slightly worse than Not Much Time, which is odd, since the help for that
game claimed that it was his first TADS game, and so I guess this was
his second, unless there were some in-between ones that didn't make it
into the comp (this is not entirely impossible, since Not Much Time was
apparently written in four days, so hey, seven games a month). Anyway,
like I said, it's slightly worse. Concrete Paradise is about being in (and
escaping from) jail. The world it portrays is so bizarre that you keep
expecting to see "And you wake up and it was ALL A DREAM" or words to
that effect: in the process of playing you get sent to jail for a trivial
offense, kill a person for no apparent reason via an implausible scheme,
dig through a brick wall with a spoon, and so on. I don't exactly demand
a plausible world but I do expect a self-consistent one; Concrete Paradise seems
mostly constructed of a series of random events.
Constraints (Martin Bays) Z-Machine:
At one point in this game, somebody says to the PC "You think the game
so far was tedious? I'll show you tedious!" and then does so. This is
the problem with Constraints. I assume it was intended as an
Art Show
entry, for which it would have been perfectly appropriate, but then
got moved to the comp for some reason, where it is not appropriate
because, like, it has no plot and nothing really to do. The endgame is
funny, though.
Four Mile Island (Anonymous) BASIC:
I have been told this is the same guy as did Infil-traitor in 2000, which just
goes to show that the guy really likes basic games, I guess. I'm not
sure exactly what happened, since I rather liked Infil-traitor but Four Mile Island
just comes off as lame. Possibly I just liked the spy sub-genre in Infil-traitor
(sneaking around a house) better than the one in Four Mile Island (sneaking around
a nuclear reactor). But it seemed like Infil-traitor had better puzzles, or
something, and then I hit a death room in Four Mile Island right after wandering
through a maze, and enh, there's no undo in these pseudo-80s games and
it wasn't really worth replaying.
Koan (Anonymous) Z-Machine:
This is one of those In the Spotlight-esque one-joke games. That is all.
Moonbase (QA Dude) TADS 2:
It's not clear if this game exists just to advertise the on-line
game it mentions, or if the author had some other reason for
writing it. Certainly the reason couldn't have been the standard
one of trying to, you know, write a good game, unless the author's
idea of a good game really does involve puzzles like "There is a
powered exoskeleton here which requires a battery. There is also a
battery here. WHAT DO YOU DO NOW?"
MythTale (Temari Seikaiha) Z-Machine:
I feel bad disliking this game, since it feels like the first work
from an eager-to-please author, but what it really comes down to
is, I don't like cats as much as Seikaiha does. Moreover,
MythTale is set in your house (sigh) where you are just working
on your IF game (double sigh) when you discover that your notes
have disappeared due to forces unknown and never-explained (triple
sigh) in order to provide the setup for a number of fairly
out-of-place puzzles (at this point we're into the XXL sighs). The
main bright spots in this game are the interludes of greek
myth. Unfortunately even these lack the detail that make a really
compelling story, and since they're about entirely unrelated
stories there's no real sense of coherency. The beginning and
ending scenes were the most interesting part — why wasn't the
game about that?
Ramon and Jonathan (Daniele A. Gewurz) Z-Machine:
Arr. Okay, look, I know programming and writing IF are both
difficult and require a lot of work, but just having an idea in
your head is not sufficient. If you want us to know what the idea
is you have to actually write it down and let us see it. The
premise is interesting enough that you certainly could write a
good game or two about it, this just doesn't happen to be one of
them.
Screen (Edward Floren) Z-Machine:
I wanted this to be a good game, but the problem was it didn't
know what kind of good game it wanted to be. It started out as one
of those returning-to-the-ancestral-home games and had a few
flashbacks, and I was all prepared to do more of that, but instead
it slipped into doing puzzles based on old tv shows. And,
annoyingly, not very well beta-tested puzzles. Then at the end it
returned to the remembrance thing. I dunno. I think this may have
been a victim of "let's throw something together for the comp"
syndrome, for which the only known cure is not entering this year.
Terrible Lizards (Alan Mead and Ian Mead) TADS 2:
Ok, I get that you're a dinosaur hunter sent back in time with a
hand grenade to collect DNA samples. I further get that for
reasons known only to the authors, the game is set up that you
can't proceed very far without doing something obviously
stupid. But what I don't get is why the authors created dozens of
useless rooms to run around in, or why you can win the game
without doing anything to complete the mission as laid out by the
mission contract you start the game with. These are the mysteries
into which we dare not delve. Well, at least I don't, not without
a hand grenade.
When Help Collides (J. D. Berry) Z-Machine:
Aw, man. Like, I appreciate the effort and the wacky mindset that
went into designing the first part of this game (not the very
intro, but the first real part). But couldn't one small part of
the effort have instead been turned to explaining what the hell
was going on? Or making it not practically impossible to win?
Anyway, I somehow staggered through this bit and made it to phase
two, which was a totally-unrelated D&D parody. It was amusing, as
might be expected from Berry, albeit somewhat confusingly
connected to the previous one. But then it all became clear when I
saw the third thing, unconnected to the previous two, and I
realized they were all just thrown together with no apparent
sense. So hey, geisha simulator. Anyway, um, I would suggest using
the walkthrough to skip through to the D&D parody, since that's
funny, and check out the rest and see if you want to skip those or
deal with them.
And that's all. For other IF-related things, including many more reviews,
you can go to my main IF page.