2004 Interactive Fiction Competition
These are my reviews of the games I played in the
2004 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
All Things Devours (half sick of shadows [Toby Ord]) Z-Machine:
Like the author says, All Things Devours is not a particularly new premise:
you invented a time machine, and now you have to get rid of it
because in the future it blows up the world. You know, the usual
deal with time machines. Wisely, though, the author ignores the
angst and the what-is-the-moral-philosophy-of-science stuff and cuts
straight to the good bit: zipping through time to solve puzzles
and fight paradoxes. There's one extremely tedious bit (c'mon, no
>WAIT UNTIL?), and the whole thing ends up feeling a little
slight — the author mentions plans to release a harder
version post-comp, but I think what's required is something with a
few more puzzles, not harder as such. On the whole, though,
All Things Devours is a fun little puzzle game with one great thing to play
with.
Blue Chairs (Chris Klimas) Z-Machine:
I don't know how this game will be received by the crowd that
thinks fancy writin' is bad, puzzles should be hard, and real
adventurers are AFGNCAAPs. On the one hand, Blue Chairs has some
puzzles, and it allows all the poking around and stealing people's
stuff that we all love so much. But on the other hand, it's also
fundamentally unconcerned with that sort of thing. You start out
the game drinking a bottle of something unidentified but probably
weird, and the rest of the game is mostly hazy speculation on
what's real and what's not — except since this is IF, you
don't have to speculate, you can actually wander through the
semi-real landscapes and poke at them.
In short, this is the closest thing I can think of to an IF
version of
Waking Life or
Mulholland Drive
(or, as
someone
pointed out,
Eternal Sunshine of
the Spotless Mind),
and in general it's a pretty successful experiment. There are some
weaker bits (the place where it dips into current politics is
going to feel extremely dated in six months), bits that go on too
long, or puzzles that feel thrown in for the sake of being
puzzles. And, ok, it's frustrating that the game raises a question
and then doesn't answer it: it claims it will show you how you got
this way, and really only shows you how you are now. But
Blue Chairs is really fairly incredible; I can think of vaguely
similar games, but none that take things to such an extreme
without losing control of the narrative and crashing, and Klimas
walks that narrow line like a pro.
The Great Xavio (Reese Warner) Z-Machine:
The credits to The Great Xavio explain that this is not the first
adventure the author has written with the intrepid academic
protagonists, and it shows: he tosses in just the right amount of
characterization for the various characters, sketching out their
personas without shoving them down our throats. Warner's steady
hand on the controls also shows through in the plotting —
despite it being a mystery, always tricky to get right, the crime
is totally solvable, things move along at a reasonable pace, and
in general the whole game is brought off with pizzazz. There are
unquestionably a few rough spots: some of the trickier bits of
character interaction lead to bugs in the game, and in a few
places the story ground to a halt as I tried to figure out what to
do next. Oh, and the LLP is far more finicky than it needs to
be. But all in all, this is an extremely well-done game (by a
first-time IF author, no less), and I highly recommend it.
Luminous Horizon (Paul O'Brian) Glulx:
Well, here it is, the crashing conclusion to the Earth & Sky
series. O'Brian keeps in the motifs of previous games: sassy
dialogue, comic-sized BAMs and ZZAPs, weird alien technology, and
goofy aliens. Unlike the previous two in the series, Luminous Horizon
actually gives you a choice of whether you'd rather play Emily or
Austin, with a command to switch between them in-game (and this is
more than just optional: many puzzles are designed so that it
requires effort from each to complete). The game has a few really
nice scenes, and one in particular that totally floored me, even
though it was perfectly set up and I should have been expecting
it.
So, hmm, why was I a little disappointed by the game? I think
Luminous Horizon has two major rough spots. First, gameplay: while many of
the scenes are nice, the actual play through them is not. I don't
want to give too many spoilers, but it seems like finding the
fortress, battling the robots, and the two battles beyond that all
have a great setup but then the actual thing the player ends up
doing is being a little confused and wondering what to do instead
of blasting on through in dynamic superhero fashion. The other
rough spot is the story. This may just be a taste issue, but for
me the overarching storyline in Earth & Sky ends up coming off as
kind of silly. There's this bad guy who's a cat-alien, which is
already borderline, and he's a mad scientist, which is fine, but
he's a stupid mad scientist, who isn't all that good at
what he does. It may be that genre-wise, this is how it works, but
for me it made the big conclusion a little less big.
Looking back I see I've given more lines to my problems than my
praises, and that may give the wrong impression. So let me say
that I liked Luminous Horizon very much; it is big and bright and and a lot
of fun. Oh, and it has really spectacular feelies — a very
nicely-done comic to get people up to speed on the events of the previous
two games.
(Disclaimer: I was a beta-tester for this game)
Sting of the Wasp (Jason Devlin) Z-Machine:
The protagonist of Sting of the Wasp might be best described as a nastier and
more capable Bridget Jones; or perhaps a better description would
be a prospective member of the First Wives' Club attempting to
remain married. Sly, slutty, and shallow, she nevertheless has
enough ingenuity to remain near the top of the pecking order at
her broken-down country club. Most of the game, and most of the
fun of the game, comes from being nasty to other members; Sting of the Wasp
could even have stood to have a few more of these incidents, or
perhaps more elaborate backstabs. The intervening time is filled
in with wandering around the club making and overhearing catty
remarks. Again, a few more to be overheard would have been nice —
Melissa's comments through the game are just right, and it's a
pity Beverly didn't have much to say. The coding is solid, the
writing is pretty good, the puzzles are generally well-clued with
multiple solutions, and the subject matter is superb.
Recommended Games
Bellclap (Tommy Herbert) Z-Machine:
I should really be giving this game a lower score. The main puzzle
seems to have one massive read-the-author's-mind action, and,
really, it's never clear what the goal is except in the most
general terms (or, rather, there is an obvious goal, but it can't
be accomplished — you have to do something random which
turns out to lead the way to your goal). But I can't mark
Bellclap down too much, because its setup is just too
charming. You're a god, the parser is your respectful assistant,
and the protagonist is your humble worshipper. Commands get
relayed down the chain of command and the description of the
effect is relayed up again, and if you're either actually
omniscient or check out the walkthrough, you can help the poor
lil' guy out.
The Big Scoop (Johan Berntsson) Z-Machine:
I saw some "how to write a movie script" page that said that the
main problem with scripts these days was that modern audiences are
jaded and need a twist ending. I'm not sure I'm all that jaded,
really, but it's true The Big Scoop had a disappointing non-twist
ending. You find out pretty early on who the bad guy is, and then
the rest of the game is, well, them still being the bad guy and
eventually you catch them and save the day, hooray. This is a
pity, since the story is otherwise pretty decent — kinda
railroady, but a nice combination of stuff that you would do as a
bold investigative reporter. The writing follows the same pattern:
no real flaws, but it doesn't take any chances, either. Room
descriptions are short and to the point with hardly any color.
This may be because the author isn't a native English speaker and
is writing versions of this game for both languages. Still, I'd
rather have seen some errors and a more colorful game than the way
The Big Scoop is now, playing smoothly but unexceptional in any way.
Blink (Ian Waddell) Z-Machine:
A Photopia- or Photograph-style temporal-cutting narrative, Blink
focuses its attentions on the classic question, "Is War Bad?". The
problem is that this isn't really an interesting question. It's
too large and too vague to relate to. What is interesting
is "What does war do to this specific person?" We get a tiny
amount of that in Blink, but it's a short game and the
characters never develop far enough beyond stick-figureness for us
to care.
Chronicle Play Torn (Algol [Penczer Attila]) Z-Machine:
Chronicle Play Torn, from the author's description, is trying to be kinda
Lovecraftian, but despite the few bits depicting Things Man Was
Not Meant To Know, I think it mostly comes off as one of those
games where you're exploring your crazy uncle's house and get
transported to a magical world where you have to solve
puzzles. Not that there's anything wrong with that. Really, the
readme included with the gamefile summarizes the issue pretty
well: the author isn't a native English speaker and consequently
the writing has some bumps to it; the game was intended to be
small and grew big, so it has a somewhat ungainly layout; and the
game didn't get sufficient beta-testing, so, while I didn't see a
lot of actual bugs, a lot of the puzzle solutions are fairly
mysterious and not well-clued. I guess if there's going to be
another release of this one, I'd wait, since it could really be
tightened up with some more work.
A Day In The Life Of A Super Hero (David Whyld) ADRIFT:
This isn't really Whyld's fault, but I have reached the point in
my life where it is not inherently funny for a superhero to 1)
have a goofy name 2) have a lame superpower or 3) be
incompetent. Since the premise of A Day In The Life Of A Super Hero is that you're a
semi-competent superhero running around battling semi-competent
supervillains with goofy names and/or lame superpowers, I didn't
get as much out of it as I could have. That said, the concept was
executed fairly competently. I found a few minor bugs, the
menu-based location navigation was a little peculiar, and the
game came off more as a series of setpieces than as a single
meaningful story, but I still thought it was ok, and someone who
likes the basic premise better would probably like it a little
better than ok.
Gamlet (Tomasz Pudlo) Z-Machine:
I'm recommending Gamlet, but the writing and story are so highly
stylized that it's probably not going to be to everyone's
tastes. Sentences are ornamented and elaborated to the point of
gaudiness, and then a few other decorations are tacked on
("A tall cabinet cleft between darkness and dusk stands at the
northern end of the landing.", "Thickets of weed sizzle and seethe
along the almost vertical walls of sediment and vegetation.").
The story is pretty stupid but it doesn't really matter; it's
mostly an excuse to have the PC, a little Orthodox Jewish boy,
wandering around at night looking for a book in a big house and
beyond. And, hmm, what the PC finds is rotting and
nihilism*. The puzzles are not very
well-clued and not usually that fun, although the study has a few
which require some interesting poking around. Overall, hmm, I
think Gamlet is an interesting failure. It's got a theme it's
working on, and some nice images pointing there, but the playing
experience is so rough and the writing so florid that I couldn't
get into the game enough to appreciate the theme.
* Eventually they also find a statement
saying "if you played to the end of the game, you've wasted your
time, ha ha on you," but it seems like the author does not in fact
have any say in whether the player wasted their time, though a
weak ending may sway the player's opinion.
(Disclaimer: I was a beta-tester for this game)
Goose, Egg, Badger (Brian Rapp) Z-Machine:
Goose, Egg, Badger is a curious game. I think it's intended to be a
gently tall-taleish story of a young woman who lives alone on a
farm with just her yak and her ape and her other animals for
company. Plus her x-ray machine. Of course, this doesn't explain
why she turns into a robot some of the time, or why her electrical
system is so tedious to use (forcing you to traipse back to the
socket each time to turn off the power when changing appliances,
and leaving trails of wire everywhere). It also doesn't explain
why there is a very clever pattern for getting the extra points
which seems pretty much impossible to work out without looking at
the walkthrough. In addition to these gripes, some of the puzzles
are a touch more tedious or unclued than they really need to
be, and the end of the story kind of tapers off rather than ending
with a bang. But despite these problems, Goose, Egg, Badger is a fun game. It's
got a pleasant setting, a nice mood, and a series of enjoyable
puzzles.
I Must Play (Fortytwo [Geoff Fortytwo]) TADS 3:
You've ended up locked in an arcade overnight due to your fondness
for videogames, but the tone of I Must Play is much more like The Cruise
than Fallacy of Dawn. Playing the videogame throws you into a related
text adventure (as Fortytwo points out, this is rather like the
IF Arcade), and you must hop from game to game to complete them
all. It's a cute premise and I didn't find any bugs in it, but,
well, it's hard to make this slight a premise into a really satisfying
game, and I Must Play doesn't pull it off. Cute, though.
Identity (Dave Bernazzani) Z-Machine:
One of the two games in the comp where you start out in a
cryotube, Identity proceeds in kind of the way you would expect
from there: you get out, explore the weird not-all-that-alien
planet, find some semi-friendly natives, and call for help. Some
of the implementation is kind of bumpy, and in particular, the
number of commands required to mess with the circuit board is just
ridiculous. In general the puzzles could have been clued a bit
better but they were basically ok. Story-wise, I would have liked
to see more of the plot with the other explorer; it was a
divergence from the somewhat generic feel of the rest of the game
and hinted at something better. Bonus points for the yak, though.
Magocracy (Scarybug [Anton Joseph Rheaume]) TADS 2:
I think this is going to do pretty badly in the comp, since it's
not standard IF. It's got the trappings of IF — the king has
called together all the powerful mages in the land plus, rather
inexplicably, you, this little ragamuffin kid, to determine his
successor. There is a dragon and some treasures and a secret
passage and a maze and stuff. But despite all this, Magocracy
isn't IF, it's IF's close cousin, a MUD. Only not
multi-user. Gameplay consists mostly of watching the NPCs wander
around somewhat aimlessly and fight each other, which reminded me
pleasantly of all the time I wasted in college. These days, though,
when I'm playing IF I am looking for a story or some puzzles, and
those were pretty much absent from the game. For a while it was
fun to grab treasures and fight the monsters, though.
Mingsheng (Rexx Magnus [Deane Saunders]) Z-Machine:
Mingsheng has a good premise, to adapt an old story about the
origins of tai chi. It has some good scenes: the stork on the
crane-still lake, the grinding boulders in the ocean, the row of
statues, the mountain peak. So why didn't it do much for me? I
think there were a couple problems. Most notably, pacing. The
scene with the crane should be one of the peaks of the game, but
in my play it came very early on, before I had any idea what the
need was for it. Furthermore, it wasn't something I was trying
for; just a random scene that showed up as I was moving along, and
then it was followed by a passage that might as well been labelled
"This is the part with the moral." Similarly, the box opening
ought to have been either something cool or something that would
lead to something cool, but instead the game ends shortly
thereafter with another Educational Segment and then a fizzle. A
double-fizzle, really, because it's likely that you'll get the bad
ending first, hit undo, and then get the good one. Speaking of the
box opening, that puzzle was weird too — there didn't seem
to be any real reason to think it would work when, eg, throwing
the box down the stairs didn't. Even with these problems, the
Mingsheng is worth playing for the beautiful individual scenes;
it's just a pity they weren't stitched together into a more
coherent whole.
Murder at the Aero Club (Penny Wyatt) Z-Machine:
I guess it is the year for rough-but-good-hearted Aussie games; at
least, Murder at the Aero Club and Redeye both fit the bill, when most years
we don't even get one. Based on the title, you will not be
surprised to hear that this game casts you as a detective
investigating a murder at a flight club. Based on the earlier
description, you will probably also be unsurprised to hear that
the club is filled with a number of zany NPCs who only
occasionally deign to answer your questions with anything other
than their default response. Still, even without their help, the
mystery is pretty easy to solve (unlike the mystery of why
nobody at the club seems especially bothered by the dead body
lying there). Murder at the Aero Club started to fall apart for me at the end;
I think the author was trying for a more dramatic chase scene than
she was really able to pull off (although this was sort of an
interesting departure from normal mysteries, where it's usually
over once you accuse the right person). It's not really profound,
but Murder at the Aero Club is reasonably fun and worth the time.
Ninja v1.30 (Dunric [Paul Allen Panks]) Windows Exe:
True mastery of the way of the ninja reveals that all things are
connected; this, I suspect, is why repeatedly looking at the sky
increases your chance to fight the enemy ninja later on. Panks
wrote this, I assume, to make us aware of the sort of game you can
write in BASIC. Well, I am certainly aware now.
The Orion Agenda (Ryan Weisenberger) Z-Machine:
The Orion Agenda puts you in the (oddly first-person, for no good reason
that I can see) role of "Jon Stark" working for "SciCorps", the
"galaxy-spanning mega-corporation that is in charge of secretly
monitoring promising new alien species" with the "number one rule"
to "not contaminate the native culture." I assume this was all
part of the settlement Weisenberger reached with
Paramount. Anyway, naturally you and your new partner get a
mission to go down in disguise onto a planet, and something goes
wrong, and the future of the galaxy is at stake, and so on. In
addition to the hackneyed premise, it's irritating that it becomes
obvious early on (from the very beginning, if you do any research
on the InfoNet) roughly what's going on, but aren't allowed to do
anything except be "surprised" by it later on. (Other nitpicky
irritations: your interactions with your companion border on a
dating sim, and what is up with primitive cultures having the
ability to do magic without scientists from all over flocking to
be surprised at this?) Despite these flaws, though, The Orion Agenda's
skeleton is fairly solid in terms of puzzle design, pacing,
setting, and general gameplay, and this enables the game to pull
through as an enjoyable play.
Redeye (John Pitchers) TADS 2:
Redeye is in the no-shit-there-I-was genre, exemplified by games
like At Wit's End and Narcolepsy. This one is set in Australia; you wake up
in the middle of nowhere wondering where the guy is who you told
your wife you'd look after — ah, there he is, in the biker
bar, harassing the drinkers. The writing style comes off as more
enthusiastic than skilled, the coding is a little rough in spots,
and the twist ending is one of those irritating ones that's
telegraphed extensively but you can't do anything with the info
except wait to be "surprised" when it shows up. Despite all that,
though, I really can't dislike Redeye. It's short enough to not
overstay its welcome, and so good-hearted that I couldn't help
enjoying it.
Splashdown (Paul J. Furio) Z-Machine:
The best of the games in this comp where you awake in a cryotube
and have to save the ship, Splashdown suffers mainly from a time
limit, an attempt at a cute sidekick, and a few problems with
command phrasing. Besides that, it is a pleasant little sf romp
with a nice variety of puzzles, writing that does a good job at
capturing the feel of wandering around a semi-derelict ship, and a
chance to read other people's e-mail. What more can I ask for?
Square Circle (Eric Eve) TADS 3:
The actual square circle construction comes off as kind of a goofy
intro: I think the phrase Eve is touching on doesn't have nearly
the resonance for me that it does for him. But despite this,
Square Circle is a pretty good game. It skillfully captures the
feel of an Orwellian police state, and if the twist is a bit
predictable, well, it could really only have been one of a couple
things. The implementation is smooth, there're only one or two
puzzles that sent me to the walkthrough, and overall, a satisfying
experience.
Stack Overflow (Timofei Shatrov) Z-Machine:
Clearly Shatrov is a fan of the old-school game. One of the first
puzzles in Stack Overflow directly recalls one of the Infocom games, and
much of the rest of the game is a series of fairly old-school
puzzles (the darkness/light source puzzle, the elevator puzzle,
the time limit). The game kept me reasonably amused and with the
help of the walkthrough I got through it all fine, but there
wasn't much of a spark here, and any bits where it tried to get
into actual plot/story were pretty silly. (I don't know if Shatrov
was playing down the writing because he's (I would guess) not a
native English speaker - I found a few quirks in the writing but
on the whole it was very solid).
Trading Punches (Sidney Merk [Mike Snyder]) Hugo:
Trading Punches is an interesting mix; it combines a really pretty good
premise and backstory with terrible game structure and
plot/character development. I think the problem is that Merk has
this massive sf epic all mentally sketched out, and he decided
the best way to present it was to provide four short scenes from
various points along the way. The problem is that even though the
four scenes are significant plot-wise, they're not (save
the last) actually interesting to play through. The middle two
scenes are the worst offenders here, forcing you to perform a long
series of tedious actions that are totally unrelated to the story
or anything else. Furthermore, as Trading Punches skims over the
narrative, character development is almost totally sacrificed; the
only characterization in the game is really what we automatically
supply based on the conventions of the genre — the scene
with Elora is the most blatant example of this.
I took the walkthrough pretty early on and struggled through the
first two scenes: the third started to show some promise and the
fourth was really pretty good. It's a pity, then, that the game
ended there right as I was starting to get interested. I think
what Merk needed to have done with Trading Punches was to focus on what
he himself found interesting. It seems pretty clear that this
isn't the characters: the brother is the most developed of any of
them and he's clearly in there mostly as a plot device, not a
person. What's cool is the backstory, the prophecy, and the
future, and that's where the attention should have gone.
ZEROONE (shed [Edward Plant]) Alan:
I know I've seen more capable parsers than this in an Alan game,
so I don't know if ZEROONE's parser flaws (most notably, trying to refer
to any door in this game is a nightmare, and there are plenty of
doors) are due to it being an Alan game or due to the
implementation being sloppy. But, as a friend of mine points out,
the author did remember to code a respond for jumping on the
corpses. Anyway, this is one of those games where you wake up in a
prison cell with amnesia and have to wander around the complex to
figure out what's up, and then you do, and then you escape, the
end. It has some shooting and some gross bits and some violence
and stuff, but nothing too bad. I wasn't really gripped by it, I
guess because it is pretty much identical to all the other games
where you wake up in a prison cell with amnesia.
Not Recommended Games
Blue Sky (Hans Fugal) Z-Machine:
I would like to go to Santa Fe someday, and it is evident the author is
fond of it also, but nevertheless being set there isn't enough to make
Blue Sky into a good game. Possibly this is a result of mismatched
expectations: I was figuring it would start off with a touristy bit and
then have me be magically transported back into Santa Fe's past or
something. But no, the touristy bit was pretty much it. And, really,
Blue Sky wasn't even well-designed for tourism. There was a certain
amount of historic detail in the different locations, but hardly anything
about the actual experience of being there; I wonder if Fugal has actually
been to Santa Fe, or if he's just reading about this from a guidebook.
The lack of local color plus the confusing map and fairly humdrum and
not-well-clued puzzles made this game a disappointment.
Getting Back To Sleep (IceDragon [Patrick Evans]) .NET:
Ok, it is once again time for another lecture on why not to write
your own IF system. No, I take that back. It is time for me to say
"If you actually want to write a good game, there is no reason
to spend time writing your own IF system instead of working on the
game, unless you actually make real use of whatever special
features your IF system has (and if it has no special features,
why did you write it again?)." Ok, I guess that was a lecture, but
whatever.
Anyway, Getting Back To Sleep's special feature is that it has real-time
events. Putting aside the fact that the Z-Machine, Glulx, and T3
all support real-time events, let us consider what use this game
makes of its real-time events. Exciting thing #1: the game ends
after thirty minutes real time (I assume, anyway — I didn't feel
like waiting around a half hour to find out if it was
lying). Exciting thing #2: NPCs wander around aimlessly in
real-time (difference this makes compared to them wandering around
aimlessly on a game-time timer: none). Exciting thing #3: Uh .. I
guess there's a message that is printed after N seconds instead of
N turns.
In exchange for that, what have we given up? Well, for starters,
there's no undo. Nor is there save and restore. Nor is there even
restart. Combine those with the game's several ways to kill you or
become unwinnable and you have many exciting episodes of quitting
the application and restarting. Syntax-wise, the game is correct
that it supports both >GO DOOR and >GO THROUGH THE
DOOR, but then it makes up for this by failing to support
>OUT or >ENTER DOOR. Similarly, >X
is a permitted shortcut for >EXAMINE but not
>L for >LOOK; >INV works but
>I does not. One of the benefits of using the standard
library is not just that you don't have to write the standard
verbs, but that you are encouraged to use them — people are
used to certain verbs and phrasings, and using alternate ones
(another example: the game uses >SAY HI instead of
>ASK ROBOT ABOUT MONKEY) just confuses people.
Anyway, putting aside all the parser issues (ok, one more: >X
NOTEBOOK kept resolving to the note I was carrying in my
inventory instead of the notebook I was carrying; no idea why),
was this game any good? Enh, not really. It's another (man, the
third) game where you wake up from cryosleep on a ship in
trouble. You wander around and die suddenly a few times, go
through a maze, search absolutely everything, read a couple notes
left behind, and eventually win. The writing is generally fine,
although the "library" writing is less so ("The bobcat has left
via north"). I guess the summary is that the four or six weeks the
author spent on the system could have been better spent on the
game. Which is the usual deal with people writing their own IF
systems. Which is why you don't write your own. End of lecture.
Kurusu City (Kevin Venzke) TADS 2:
Well, this is the only game in the comp I couldn't figure out how
to finish. No walkthrough and the hints are inadequate, so it
loses a point for that. I guess I could decompile it, but the
storyline doesn't really inspire me to do so — the idea
seems to me that you're this annoyingly spunky high-school girl,
in a city where the government has been taken over by robots for
the humans' own good. You don't like that, and being the
revolutionary type, have decided to overthrow the robots. So you
run around plotting and skipping school and so on. I assume the
robot conspiracy has something to do with removing all the men,
since out of the seven or eight NPCs in the game, the only one
who's male is your dad, and he spends all his time in his room
working for the robots. The game at least has the sense to realize
the PC's a little annoying ("Julie Agnavo is a skinny blonde girl
with a couple of inches on you. She has pledged loyalty to you at
your insistence.") and that its fascination with teenage girls is
a little creepy (you're attending "Peak of Ripeness Orthodox High
School"), but this doesn't make you less annoying or it less
creepy. Anyway, the major issue with this game isn't the story so
much as the puzzles. In a perhaps realistic depiction of a high
school student trying to overthrow the government, you don't have
any idea how to go about it, and the game fails to provide any
real direction even to start looking. With the aid of the hints I
found out to start looking for an ID card, and to try and get to
see somebody to ask for advice, but I don't know that these ideas
would have struck me as important if the hints didn't direct
me. The puzzles become gradually more obscure until I eventually
ground down entirely on the monorail. And, since there's no
walkthrough, there I quit.
A Light's Tale (vbnz [Zach Flynn]) TADS 2:
It was hard to know how to relate to this game when playing it,
let alone when trying to review it. On the one hand, it seems hard
to take a game seriously when the main bad guys are are a gang of
intelligent (and I assume human-size) gophers. On the other, the
game is filled with this Matrix-ish look-beyond-surface-appearances
stuff that would be fatal in a comedy. Possibly the best summary
of what sort of game it is is this quote:
You turn on the flashlight, producing a small, almost insignificant
beam of light — yet it is light, and that is more than enough to
repel the darkness. Your flashlight scans and picks up a gopher,
whose name you know to be... BOB!
So, er, got me. A Light's Tale is about the right size, and it has
some interesting scenes, but in general the writing isn't to my
taste, and the storyline would need some serious fleshing out
before I could make any sense of it. (Or, er, I guess the whole
thing could be a comedy. But if so I think it's actually too
elaborate to make that work, and gets too faux-philosophical.)
Order (John Evans) Z-Machine:
Ah, John Evans. He exploded onto the IF scene with Castle Amnos,
described by many as "an interesting fantasy game premise, but
with some nasty bugs — perhaps you should get some beta-testing."
This was quickly followed with Elements and Hell: A Comedy of Errors, two games
with interesting fantasy premises but in need of beta-testing and
a fuller implementation. Last year he made a stunning break from
tradition with Domicile, a game in need of beta-testing, though
with an interesting fantasy premise, and finally, this year Evans
presents Order, showing he has truly mastered the genre of games
with interesting premises but that are, nevertheless, sadly in
need of beta-testing. This one does have hints and is finishable,
at least, even if major objects are lacking nouns mentioned in the
room description. Anyway, Evans can't take a hint, so I guess the
thing for me to do is give his games lower and lower scores each
year from now on until I give up on them entirely. If you aren't
feeling this jaded you may enjoy bits of Order. Then again,
you may not.
PTBAD 3 (Xorax [Jonathan Berman]) TADS 2:
Almost completely incoherent. I can't remember if Rybread Celsius's stuff
was actually better, or if it was just more of a novelty then. On the
bright side, this game isn't actually offensive.
The Realm (Michael Sheldon) TADS 2:
You're a knight, somebody stole your sword and "leathery" armor in
the night, the king wants you to bring him the head of a
dragon. Enh. The Realm isn't terrible, but it has nothing really new
or original about it, and a couple of the puzzles are pretty much
read-the-author's mind. The one puzzle that did have a mildly
clever twist also had an easier alternate solution, so I didn't
stick around it long enough to see the clever part. I think
Sheldon would be best-advised, in future games, to try for more
complicated puzzles, and to get some beta-testers and see what
they think of the game before releasing it.
Ruined Robots (nanag_d [Nicholas Dudek], nanag_d [Natasha Dudek], and nanag_d [Gregory Dudek]) TADS 2:
A three-quarters-implemented game with some potential to be a fun
puzzle romp — there are plenty of objects that look like they
might be used in complicated puzzles. In practice, though, there's
a weird hunger daemon that starts and stops seemingly at random,
virtually no clues unless you get exactly what the author is thinking
of, some sections of the game that actually say "sorry, this isn't
implemented yet", and so on. The main saving grace is the walkthrough,
but even the ending that gets you to is not entirely satisfactory.
Typo (Peter Seebach and Kevin Lynn) Z-Machine:
Oof. Okay, see, based on Janitor, I was assuming Typo would start off
as an innocuous job fiddling with this big machine for Flavorplex, but
then it would swiftly turn into a zany meta-humorrific good time.
Instead, the bulk of the time is spent on the exciting task that is
reading a manual and trying to repair a label-printing machine, and it
is only in an ending cut scene that the game actually has any good bits.
Even the typo-correction which provides a nomimal theme for the
game isn't written by Seebach or Lynn, so it's hard to give much
credit for it. The only explanation I can think of for what the
authors were thinking is that they ran short on time and ended up
having to rush the part they'd expected to take up the majority of the
game. But even so, it's hard to imagine why they thought this game
as submitted was going to be at all, you know, fun.
Who Created That Monster? (N. B. Horvath) TADS 2:
The fact that the game opens in the year 2026, at the first (and
only) McDonald's in Baghdad, says pretty much all you need to
know about this game. You run around the city shooting AGT-style
terrorists with your assault rifle and talk to diplomats, all in
pursuit of the answer to your question: which Western nation
helped bring Saddam Hussein to power? Gosh, I wonder. It is
slightly to its credit that Who Created That Monster? generally goes down the
absurd path rather than the heavy-handed satire path, but still,
it's mostly throwing softballs to the choir, as it were. That said,
you may find it amusing — I didn't really, but I am so burned
out on politics at this point that even this sort of contact is
painful.
Post-comp I wrote
a newsgroup post about this game which is a useful supplement
and update to this review, I think.
Zero (William A. Tilli) TADS 2:
See, unlike most people, I don't really object to the Amissville stuff
because it's bad. I object because I think it's a pity the authors
have semi-decent ideas but are too lazy, or too scared, to put real effort
in and develop them into something that might have a shot at being decent.
Zero combines a couple good ideas: you play someone traditionally thought
of as being a bad guy; you're cleaning up your home after a raid instead
of raiding a dungeon; you're not the most powerful adventurer in all
the lands, just some guy trying to live up to his ancestors. Ok, they're
not as original as Tilli thinks — Knight Orc and Zero Sum Game had
this ground covered since a while back. Still, the principle could
have been cool. And it's not like Tilli is entirely without skill,
either: he's got a gift for coining words* and
getting across the flavor of the ill-mannered NPCs. But it's all sloppy:
the puzzles are weak and not well-coded, the implementation is
half-hearted (for instance, nobody seems to respond to the pixie spy),
the endgame is rushed, and even the areas where Tilli should be an expert
are flawed (when Ratfac comes in with a ranseur at his belt, either
Tilli means "rapier" or else Ratfac is a lot taller than I'm thinking).
Anyway, this is overall more of the same from Tilli, so you already
know what you think of it.
*I'm still laughing about "loinens", though it's
hard to tell whether this sort of thing is on purpose or because Tilli
can't remember what it's supposed to be.
And that's all. For other IF-related things, including many more reviews,
you can go to my main IF page.