2006 Interactive Fiction Competition
These are my reviews of the games I played in the
2006 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.
I'd like to add a little note before getting into the main set of
reviews. In the past with my comp reviews I've tried to focus on
providing a snappy summary of what the game is like for people who
haven't played the game and are wondering if they'd like it. This
year, for whatever reason, I've moved away from that for most of the
reviews. Instead they're more along the continuum towards being
analyses — discussions of what worked for me and what didn't and what
I thought the author should do differently. Unfortunately, this means
they're less likely to be useful for people who haven't played the
game before. They may be slightly more opinionated than usual too, but
presumably by now people are used to my sweeping pronouncements on
what IF authors should do. Anyway, all that said, on to the reviews!
- Highly Recommended Games
- Recommended Games
- Not Recommended Games
Highly Recommended Games
The Elysium Enigma (Eric Eve) TADS 3:
I think this is going to be a lot of people's favorite game. It's
got a decent setting, a world big and detailed enough to explore but
not so complicated that you can't understand all of it, a few NPCs
but not too many, an interesting storyline that you can get fully in
the time allotted but still explore further if you want, and a wide
variety of puzzles, many of which are optional. It also feels subtly
professional in a way that's hard to identify — I think it's a
combination of a lot of built-in T3 library and module features
(typo correction, lots of actions handled automatically, and other
things emphasizing automatic ease-of-use) and authorial attention to
detail in terms of message defaults and breadth of simulation.
Having said all this, I do of course have a couple complaints. One
is with the story pacing — this is in some ways a mystery, and it
was a little frustrating working out what was going on pretty early
on but not being able to act on it immediately. Another is with some
of the puzzles. This is pretty subjective, but a number of the
puzzles felt way too, uh, IF-y. Like, things that you only have to
do in a convoluted way because this is an IF game and otherwise
there wouldn't be a puzzle. The final thing was the issue of moral
greyness. This is clearly something the author's interested in —
there is plenty of backstory to suggest the Empire folks aren't the
good guys all the time. But in practice it never really pans out in
the game — there doesn't seem to be a way for me to act as anything
other than a loyal citizen of the Empire, and not even any hint from
the other NPCs that I should be otherwise. But on balance these are
pretty small gripes, and I totally recommend The Elysium Enigma.
Floatpoint (Emily Short) Glulx:
This is a hard game to review and I am not really going to review
it. I have seen a couple versions and they've all been surprisingly
different, even though a lot of the details have been shared. I can
say that I really like the world-building — this is recognizably a
foreign place, somewhere not Earth, and it has its own culture and
values and morals. But it's not totally alien, either. There are
places in Floatpoint where you can find common ground and
connection with these people, no matter how different they are. Now,
the really brilliant thing about the game is what I just said
applies to every other character in the game. With each of them
there are times you'll agree and sympathize, and times when they'll
sound naive, crazy, or dangerous. The job of the player in
Floatpoint is the universal job: to decide who to trust, what you
believe, and, finally, what you'll do about it.
There is of course a bunch of other stuff I could say here. The
writing is up to Short's usual high standards, and the endings are
complex but satisfying. The main thing I'm not sure about with
Floatpoint is the short-term interactions. This is impossible for
me to really evaluate given my prior experience with it, but it
seems like there's not enough direction for the player, not enough
explanation of what they can do. This isn't to say there's nothing
for them to do — goodness knows there's plenty here, maybe even too
much — but finding it is a different matter.
I'm not sure Floatpoint is the best-designed game or even the best
game of the comp, but if people are talking about one game from this
competition five years from now, it'll be this one. And that should
be reason enough to play it now.
(Disclaimer: I was an alpha-tester for this game and fairly intimately involved in the development)
Game Producer! (jason bergman) Z-Machine:
This is one of those games where they are fairly fun and I like the
concept and the execution isn't bad, but it feels like with a little
game design tweaking they could be, like, 25% more fun, and so it's
a little frustrating. The deal is, you're a game producer
(surprisingly enough) and you've got N hours to whip the other
people at your company into shape to get the game to go
gold. Unsurprisingly, they've all got crises going on, and pretty
much as soon as you step into the office they pile four or five on
you. This is great! It wouldn't be appropriate for every game, but
for this storyline it is totally appropriate for the player to be
going "aaaaah too much to cope with". The problem is that when you
finally finish that batch and stand there panting, grateful for a
moment's respite .. nothing happens. That's it. That's all the
problems.
And the problems aren't even super-hard or complicated, either. One
of them has the irritating feature that you get into an unwinnable
state if you're not carrying the right object, but other than that,
they generally take just a few moves to resolve. I hardly ever say
this about a comp game, but I wish this game was, like, twice as
long and twice as hard. I finished it with a top score on my second
playthrough. This seems like not the right thing to shoot for with
this kind of game, which is essentially a big optimization
puzzle. It seems like there's a lot more that can be done with
interlocking deadlines for things, additional problems coming up
later, things you thought were solved falling apart again — you
know, all the stuff that happens in real life when working at the
last minute.
I definitely liked this game, I just wish there'd been more to it.
Legion (Ian Anderson [Jason Devlin]) Z-Machine:
Legion is an example of one of my favorite kind of comp games, the
sort of game where you start out playing and don't know what the
hell is going on, and gradually enlightenment filters in and you
begin to have more and more ability to affect the environment, and
finally you decide what to do to bring things to a conclusion and
you do it. Among the things I like about Legion is that it
actually builds this process of greater understanding into the game;
if the timing's off this can be problematic, but for me, I really
was getting a handle on things just as the game started to give me
more freedom and information. I also like the different ending
possibilities; these days I am all about the player choice and
active decision-making, and this game hits that really well,
giving a variety of endings you can get, and a variety of ways to
get to an ending. The only thing I was sorry not to see was more
plot. I know there's only a limited amount of stuff you can fit into
a comp release, but I thought it was a pity that once you got into
the main area, the action's entirely driven by the player. Oh, and
>EXPRESS could maybe have gotten more usage — it's
important at the end, but it's hard for the player to learn a new
command at the end of the game. These are only small complaints,
and this is the sort of game you shouldn't know too much about
before playing, so really, just go see for yourself; you won't be
sorry.
(Disclaimer: I was a beta-tester for this game)
The Primrose Path (Nolan Bonvouloir) Z-Machine:
I'm about at the halfway mark in the comp, so it is cool to get a
game like this, absolutely my favorite of the ones I've played so
far. This isn't just because I like games which start by someone
giving you a magical whatsit that lets you travel to other places,
although that always helps. It's because there's a complex backstory
(that I still don't understand, but this doesn't detract from the
pleasure of exploring it), nice writing, cool scenery, and some
breathtaking images. There are a bunch of nice details here, things
that seem a little unusual to start and then become clear later on.
The implementation isn't flawless, but the game is doing a lot of
complex things, so this isn't surprising. It's certainly not
flawless in a problematic way (the only mild exception is reading
the diary, which is done with >READ JANUARY, etc, not
>LOOK UP JANUARY IN PAPERS as is often the case with books
in Inform games). I dunno, this is really one of the sort of games
you should just go play instead of me talking about it. Then once
you do you can explain it all to me.
Recommended Games
The Apocalypse Clock (GlorbWare) Z-Machine:
Like the title hints, this game has a time limit, but it's
calculated surprisingly well — I ended up one turn short, undid
six moves and finished with time to spare. Otherwise it is your
pretty standard zany adventure, I think. There's a talking cat, a
mad scientist, a secret tunnel in your house, the usual
drill. There are a few bugs in the coding of certain things, but
overall The Apocalypse Clock is a solid implementation of a not-too-fancy
concept.
Aunts and Butlers (Robin Johnson) Javascript:
I can establish my credentials to review this game merely by
mentioning that I own a pair of spats. So when I say this is pretty
funny, you can take my word for it. Assuming you think spats are
funny, anyway. On the other hand, I'm not so convinced about the
game structure. It's roughly divided into two parts — the first
half of the game is a wacky-hijinx story where you're wandering
around only vaguely knowing what to do, and then something happens,
and pretty soon you're into a collect-the-multiple-whatsits
game.
The good news about the latter bit is that it's much more directed
than the first part: this sometimes feels a little railroady, but
it's nice to have goals to work towards. The bad news is, the
solutions are usually just as wacky as in the first part of the
game, so the puzzles are still pretty hard to solve. In some ways
this has the same issue as MANALIVE, A Mystery of Madness - I — the protagonist is
supposed to be doing things that are a little zany (or accidentally
causing zany things to happen), but this is hard to get the player
to think of. In the end it doesn't exactly matter — this is the
sort of game that is totally fun to play just from the walkthrough,
so even if you get stuck, I suggest you stick with it.
Oh, and I should add that the game system is pretty impressive — as
far as I know this is all a from-scratch parser, but I didn't have
any issues with phrasing, it supported undo and save, and overall I
give it a thumbs up.
Ballymun Adventure (Brendan Cribbin) TADS 2:
Presumably this treasure-hunt-at-my-school game is based on
someone's actual school. That would explain the extra rooms and
in-jokes and stuff. It's hard to do this kind of game right, since
you're targeting one set of people who'll be delighted to see people
and places they know immortalized in a game, and another set of
people who won't recognize the names mentioned, and evaluate them
mostly on their utility for winning the game. This was a fine entry
in the genre, I guess.
Most of the puzzles weren't too unfair, but the game as a whole does
suffer from serious no-reused-verbs syndrome. There's one object you
have to search, one you have to look under, one you have to look
behind, etc. I know the author said he's trying to teach people how
to play IF, but while it's important to teach people about the basic
set of commands most games support, it's also important to teach
people that when a verb or phrasing works in one place, it'll work
in other places too. Oh, and I was disappointed the map didn't work — I was pleased to find it, since the layout is kind of confusing,
and a clickable map would have been immensely helpful (for that
matter, giving the player access to the map at the beginning of the
game would probably have been a good idea).
The Bible Retold (Justin Morgan and "Celestianpower") Z-Machine:
Gosh. Well, I guess this is a one way to do a bible adaptation. I
think what it feels most like is somebody was given the story of
Jesus and the loaves and the fishes and told to do an educational
but fun game about them. Possibly the author isn't particularly
religious themselves, or perhaps they just figure showing they have
a sense of humor is mandatory. So you have a game that has God
shooting off wisecracks and dropping stone tablets on top of
people, but also expects people to recognize specific bible verses
and/or know to look them up. There are some fun bits but mostly I
don't really get what's going on.
Delightful Wallpaper (Edgar O. Weyrd [Andrew Plotkin]) Z-Machine:
The walkthrough notes that Delightful Wallpaper takes place in two parts, and
if you find yourself stuck in the first part you might want to follow
the walkthrough to the second part and then pick up the thread of
the game again. It's good for me that I followed this, since the
first part was (I thought) a pretty run-of-the-mill
manipulate-the-big-machine puzzle which didn't really grip me, but
the second was an original sort of puzzle I haven't seen before, and
I thought it was pretty captivating (if maybe too easy). I would
personally have dropped the first part of the game entirely, and
tried to expand the second part instead, but I am sure there are
people who will like it. Also, since this is the only chance I will
ever get to say this about anything, I would like to note that the
game starts out Gorey and gets Gorier.
Fight or Flight (geelpete [Sean Krauss]) Z-Machine:
I'm certainly in favor of the premise — nothing I like better than
a hideous monster rampaging through a summer camp — but I'm not
sure it's been carried out in the right way. For one thing, the
pacing is all wrong. I spent a lot of time wandering around camp
without the monster making any kind of appearance. I know there's
always a tension in these kind of games where you want to put in a
time limit to build suspense but if you put in too tight a limit
then the player has to keep restoring and it breaks immerision. But
nevertheless, this game erred on the side of going too slow. Even if
the monster wasn't going to appear all the time, it should have made
its presence known, perhaps with sinister boinging noises in the
background.
The ideas for dealing with the monster seem reasonable, but the
implementation is pretty bad — there are lots of cases where only
certain phrasings work and others give unhelpful error messages, or
cases where it's not at all obvious what to do or where to go. On
the bright side, the NPCs aren't bad. I thought the author did a
decent job of giving them distinct personalities and skillsets and
integrating those in a helpful way. They really needed a lot more
conversation and "life" on their own, though, instead of just
following the player around all the time (they do wander around if
you don't tell them to follow you, but why would you want that?).
Oh, and I was disappointed to see
>KISS KATHERINE
Keep your mind on the game.
What's a summer-camp slasher game without makeouts?
Labyrinth (Samantha Casanova Preuninger) Z-Machine:
I salute the old-school nature of this game. I'm not, personally,
that into rotating-room mazes any more, and Nim leaves me kinda cold
too, but I give a thumbs-up to anyone willing to make a game with it
these days. There's nothing here that is going to startle you
design- or puzzle-wise, but if you're in the mood for this sort of
game it is a perfectly good example of it.
Lawn of Love (Santoonie Corporation) TADS 2:
It seems like Lawn of Love is probably related to Delvyn somehow, but
I'm not sure if the PC is an uncle or a cousin or what. It's a
little sad to see this as the Santoonie submission — I couldn't
find a hunger puzzle (although apparently there is one, it just
takes a while to kick in), or NPCs following you around in an
irritating way, or actions being mentioned in the room description
(except the last room of the game). Oh well. The winning message
made me laugh, and I guess that counts for something.
Madam Spider's Web (Sara Dee) Z-Machine:
This is kind of disappointing, frankly. The introduction is
excellent and there are some good scenes that continue it (I'm
thinking most notably of a bit in the kitchen), but as the game goes
on it becomes more evident that the strange passivity of the
prologue extends to the entire game. The protagonist wanders around
looking at things but not really accomplishing anything important,
and then, way before I was expecting it, the game ends. Or, rather,
it slides gently to an conclusion, through a way-too-long end sequence
that finishes with a "twist" that most IF players will see coming a
mile away.
The writing is the high quality I expect from Dee and the
implementation does a few fancy things without any glitches that I
noticed (although it does have a few instances of the irritating
thing where you type X and it says "try typing Y instead" instead of
just doing it for you). I half-suspect this is one of those cases
where you get the idea for an awesome starting scene and implement
it, hoping the rest of the game comes along at some point, and
sometimes it does on its own and sometimes you have to force
it. This feels forced. Oh well.
MANALIVE, A Mystery of Madness - I (Bill Powell) Z-Machine:
MANALIVE, A Mystery of Madness - I is only half a game, but doesn't really suffer for it —
the ending makes no real sense but it seemed about in keeping with
the abruptness of the earlier parts of the game. It's really hard to
write a zany-hijinx game, very much especially when the protagonist
is the zany one, and adapting it from a book, even a great book,
doesn't really make it any easier. You inevitably end up with the
only-cool-in-retrospect thing: the protagonist in the story has
the great idea to have a picnic up on the roof, but it's very hard
to make the player suddenly have the same idea, because the whole
point is that it's a wacky, off-the-wall idea that nobody would
think of.
I'm not a huge Chesterton fan — he comes across to me as pretty
heavy-handed and smug — but this game does have some reasonably
funny bits of writing. It's too bad that this tends to get shown to
us in large chunks (the end of the game is multiple screens full of
text, in fact). I know it's hard and risks losing the flavor of the
writing, but you really do have to work at breaking this kind of
thing up when you're writing IF or the player will get lost trying
to read it all.
In addition to this, there are a few coding errors of various kinds
in this game — stuff like people saying the same text over and over
again, or saying it in the wrong situations, or noun phrases
erroneously getting an article when they shouldn't. But for a first
game it's pretty solid, and it's an interesting experiment in
adaptation even if it's not totally successful.
Mobius (J.D. Clemens [John Clemens]) Z-Machine:
In a sense it's got the same gimmick as All Things Devours (or Sorcerer),
but Mobius demonstrates there's still plenty of room here for
innovation. Most of the pleasure in this kind of game is in the
working things out, and that's certainly true here. Mobius is a
little friendlier than the earlier-mentioned games, in ways I
appreciate: you don't need to save and restore repeatedly, you don't
need to use replay, and it gives occasional hints as you take longer
to solve it. The only real downside is the ending, which isn't quite
the fanfare I was hoping for when I finally wrestled the main puzzle
into submission. There are a few bugs, too, but they're basically
cosmetic, and this is a complicated enough implementation that I was
willing to cut it the slack.
(Disclaimer: I was a beta-tester for this game)
Moon-Shaped (Jason Ermer) Z-Machine:
Moon-Shaped has a number of cool bits in it, but it suffers from
some serious guidance problems and in general the game structure
is so loose it's floppy. For instance, the character of the witch
is extremely important to the backstory, but I managed to miss any
place where she was introduced or her relationship to the player
was explained (from the walkthrough I see there's a potential scene
on the lake, but it's not really sufficient). Since there are many
parts in the game where you interact with things the witch has
done, having this be unclear makes them all be more confusing than
they need to be.
Moon-Shaped also suffers from an excess of puzzles where you
have to do something which is only obviously useful in retrospect — since this is an IF game we mess with stuff just because it's
there, but it's not good design. This is especially problematic
for the subtype of this where an area will suddenly become
available partway through the game, without the player being
informed. That said, Ermer writes well and has a good talent for
striking scenes and puzzles in the small: I just wish he was
better about bringing them together into a solid whole.
(Much later I found out that if you're not wearing the locket, you
miss out on a huge amount of backstory. Replaying this game with
the locket on did help resolve some issues both of gameplay and of
missing plot, though I'm not sure it's enough to salvage things
entirely.)
Polendina (Christopher Lewis) Z-Machine:
I actually kind of like this one, although I can't say why. It's got
the old-school minimalist design where there are lots of rooms with
maybe an average of half an object object per room. It's got puzzles
that aren't particularly clever, just obscure. It's got a weird
ending that, in fact, is not an ending. But there's still something
interesting here. Maybe it's imagining redoing the story, which is
perfectly serviceable, in a way that does more justice to it. Maybe
it's how the ending seems like a mistake at first but arguably makes
perfect sense. Maybe it's wondering what the hell the title means.
Requiem (david whyld) ADRIFT:
Man, I dunno. At this point I kind of hope David Whyld isn't reading
my reviews of his games. It seems like I either say "I don't like
this game, you should have done X" or else I say "You did X, but I'm
didn't really like the game, so you should have done something
else." This is one of the latter, but as usual I have yet another
theory about What I Think David Whyld Should Do In His Games.
I think this game shows that Whyld can come up with perfectly good
plots — even after finishing it I'm not really sure what the hell
was going on, but hey, I wasn't sure in Blue Chairs or Chancellor
either. The implementation is solid enough. The writing is fine; I
think Whyld's overdoing the noir in places but it's acceptable for
the kind of story he wants to tell (except for the point of view —
he needs to settle on either first or second, even if it is a series
of flashbacks).
So what's the problem? I think it's lack of player agency. You can't
accuse the game of being railroaded: the player has lots of
opportunities to branch the story. But nevertheless, there's very
little player agency because the player doesn't have any idea what's
going on! In most games this wouldn't be a big deal. Typically
player agency comes through their ability to interact with and
affect the game world by manipulating objects, moving around, and
solving puzzles. The game will have a story but it's not the
player's responsibility to affect it directly; all interaction is
indirect via object manipulation, and if the player doesn't know
exactly what story change will occur, it's no big deal, because
they're focused on the objects. Requiem strips out all the puzzle
solving and looking and exploring (not totally, but exploration is
totally unimportant), with the intent of giving the story
primacy. That's great in theory, but it's problematic when the
player doesn't have any idea how or why to manipulate the story, and
they end up doing the narrative equivalent of wandering around lost
in a maze.
I think the problem is that the storylines Whyld is coming up with
lately aren't suitable for the player experience he wants to have:
they're all about cryptic mystery and the storyline gradually
unfolding around a hapless protagonist. In other words, exactly the
sort of storyline that should be implemented as a straight-ahead
railroad. The kind of story that fits the kind of game design
Whyld's written here is one where the protagonist is competent and
informed — the player can make choices and know something about
what they're getting into with each one. Of course, if he does this,
I'll probably have some other gripe. But it's still worth a shot.
The Sisters (revgiblet) ADRIFT:
This isn't a bad ghost story/horror game. It's not one of the really
immersive kind, it's more the ever-so-slightly silly sort of ghost
story where you keep seeing ghosts and freaky things over and over
again, and the protagonist just shrugs his shoulders and keeps on
exploring the creepy ol' mansion, because what else are you going to
do. There were just a small handful of puzzles, most pretty
simple. One in particular was a ghost itself, the Zork II
key-in-keyhole puzzle risen from its grave to haunt the earth once
more. It felt like there were a lot of extra items in the game — I
think you could get by doing much less exploration than I did — but
maybe they had some purpose I just didn't find. It's possible that
there is some way to a better ending that I didn't find either. The
one I got seemed pretty predetermined, but I finished with only 80%
of the points, so I dunno. Anyway, this is fine if you like that
sort of thing.
Star City (Mark Sachs) Z-Machine:
I'm fairly fond of Sachs' web comic, so I was a little disappointed
this game didn't blow me away. It starts fine — I dig exploring
ancient spacecrafts filled with weird gadgets and stuff. Then there
is a excellent image which ought to set the stage for something
really awesome. But unfortunately it just gets fiddly at that
point. There's a bit about getting the power on that really bogged
down for me as I had trouble visualizing all the mechanics, and then
a short exploration sequence which isn't really developed enough,
and then — argh. Then we have an extended flight simulator.
I am absolutely not against new, complicated systems in IF
games. But when they're there, the author has to realize that
they're asking the player to do a large amount of learning,
practicing, and restarting. They should be sure that this effort is
worth it, in terms of the value this system adds to the storyline
and in terms of how much this is what the game is "about". If this
was a game about, say, a dogfighter pilot, a complex flying
simulator would be totally worth it. You'd have a couple flights
during the game and the player would get a chance to master the
system and then enjoy the fruits of that mastery. But here it's
really not worth it — you have one flight to make, and it doesn't
feel like that much of a win over a one-paragraph cutscene.
It's obviously easy for me to make these judgements in retrospect
than it is for the author to make when writing, but here's a classic
case where I wish the author had, earlier in the design process,
thought about what this feature was going to actually mean to the
player, compared it to what else they could spend the time
implementing, and decided to cut it.
Strange Geometries (Phillip Chambers) Z-Machine:
This is a Lovecraftian game with a twist, but I don't think the
twist makes sense — it seems like it'd have much more far-reaching
effects than could be disguised by careful description. The writing
is a little ragged, and there are a fair number of typos or strange
word choices (most notably the city being named 'Malnoxet', which
sounds more like an acne medication). There are a lot of points
where I didn't find it particularly obvious what to do next, and
ended up wandering around. But I like Lovecraftian stuff and this
carried it off with aplomb, so on the whole I am in favor.
Tentellian Island (Waru [Zack Wood]) Java:
Well, it's somebody's homegrown adventure in Java, which means it
doesn't support >UNDO or >SAVE or that kind of
thing, and it's a two-word parser. Beyond that, well, it's the kind
of adventure you would expect, I think. You're wandering around an
island looking for a whatsit, and you examine things and use things
on other things and so on. A number of colored objects are
involved. There are a few rooms that could probably have been
removed from the auditorium, but otherwise the layout was basically
fine, and for some reason I find the item you're supposed to
retrieve hilarious, so I can't really complain too much.
The Tower of the Elephant (Tor Andersson) Z-Machine:
I think this game may be the best faithful literary adaptation I've
ever played. Presumably with faithful literary adaptations how you
feel (or would feel) about the original matters, so I should make
the disclaimer here that I think Conan is totally awesome. It may
even be that Conan is particularly well-suited for adaptation.
Stories about Conan tend to focus on action rather than
introspection, and (more importantly for adaptation purposes) Conan
is motivated by the demands of the situation, rather by internal
whimsy. They also tend to keep the viewpoint focused on Conan almost
all the time, although this particular story departs from that for
a short time near the beginning.
I was impressed how many chunks of the actual text The Tower of the Elephant managed
to work into the game, without feeling unnatural or stilted. Even
the improvised writing tends to be either inconspicuous or similar
enough to blend nicely with the rest, so the overall effect is a
really strong Howard voice. The only real problem here is that I'm
not sure playing The Tower of the Elephant is actually that much more fun than reading
the story would be. This may be the inevitable downside of doing a
faithful adaptation: the game does cope to some extent with the
player going off-track in the story, but it still ends up feeling a
little railroaded (although maybe that's just because I've read the
original story — I'd be curious what people who haven't read the
original story (and, ideally, didn't realize it was an adaptation)
thought).
(Disclaimer: I was a beta-tester for this game)
The Traveling Swordsman (Anonymous [Mike Snyder]) Hugo:
This is pretty charming. I liked the episodic nature of the game — it's
something like a less hard-edged version of Cugel's
Saga, or maybe like a couple episodes of some saturday morning
cartoon show. I also like the storyline. IF games about
sword-fighters are always good, and it's cool that all the scenes
are connected, although this is only hinted at vaguely in the
last scene. On the other hand, I'm not so sure about the
puzzles. I admit this is a matter of taste, but if I'm a swordsman,
I want to spend my time doing swordsmanny sort of things. I don't
really want to be fiddling with machines and hanging out in
windmills and inspecting wells. The puzzles are reasonably
well-clued and so on, they just feel kind of out of place in the
narrative. But overall, I dig it.
(Disclaimer: I was a beta-tester for this game)
Unauthorized Termination (Richard Otter) ADRIFT:
This sf game suffers from one of the classic sf game flaws, giving
too much background information. I don't care how long their year is
in earth-days, or what cities there are on the planet, or what
religions groups there are. When I do care about something, I
don't want to see paragraphs on it in intros at the beginning of the
game that I have to read in case I miss something important, I want
to see it in small chunks as it becomes relevant. Which is not to
say the author shouldn't think up lots of background and
world-building, they just shouldn't tell me about it. And there are
cool things in this game — like the barter-based side-economy was
something I would never have thought of but makes total sense.
The storyline is pretty railroady but also fun and reasonably
original (with the setting being a big part of this). The ending is
a little unsatisfying — I think it drags slightly too long, and as
usual I disapprove of endgame "choices" where one of them loses the
game immediately and the other lets it continue (the scene is
appropriate to include in this kind of story, but just handle it as
a cutscene).
It's an ADRIFT game but that's no big deal feature-wise by this
point. There are a few places where we get into weird things that
would possibly work better in another system — like I don't like
the menus where you type A/B/C or 1/2/3 or whatever. They feel
"non-IFy", and I'd much prefer "TELEPORT TO HOME" instead, even if
it's longer. It's also irritating that TRADE X FOR Y is not the same
as TRADE Y FOR X.
On the whole, though, this is quite a solid and fun little game and
I recommend it.
Visocica (Thorben Bürgel) DOS Exe:
I thought this one was unrunnable, but it turns out there was just a
mistake in the comp packaging — you'll need to rename the .exe to a
.zip, unzip that, and the actual game should be inside (although
this may be corrected if you download the game at some point in the
future after I write this). However, it's in German, so I still
can't review it. But it's good to know it's playable.
Wumpus Run (Elfindor) ADRIFT:
Well, it's an implementation of Hunt the Wumpus, which (as far as I
can tell) plays it pretty straight, except it's not set on a
dodecahedron. It makes a few concessions for playability: you can't
run out of arrows (as far as I can tell, you can always retrieve
your weapon), and you don't die instantly going into the room with
the wumpus. Set against this, the author's added a lantern that
provides a time limit for the game. But more important than anything
else is the fact that a Hunt the Wumpus game is pretty silly when
>UNDO is available.
Xen: The Hunt (Ian Shlasko) TADS 3:
I was surprised to realize that I was pleased to see a follow-up to
Xen: The Contest from last year. There's something inherently satisfying about
playing a sequel, I guess, when you have all this known backstory
and can get straight into things. People who played the previous
game will find a lot of things are the same: the backstory is still
complicated, there's still a question of who to trust (although,
again, this isn't a "real" question in the sense that it has little
effect on the story), and a bunch of innocent people get casually
killed along the way. People who played the previous game will also
notice some changes, and on the whole they're vastly for the better:
a lot of tedious simulation has been rightfully deemed unnecessary
and dropped, while the overall game length has been trimmed. The
magic scenes are also streamlined, which I think is a win, although
the game hasn't yet found a good way to deal with the interface
aspects of the PC having the power to do anything.
One thing I did miss from the previous game was the focus on your
large circle of friends. This is mostly an on-the-run game, away
from campus, so was mostly stripped down to your relationship with a
couple of girls. On the plus side, the style of this game meant the
PC got to do more. The last game felt a little like the PC was a
minor character as the NPCs are running the show. This game still
has a little of this, particularly around Rikket, but as the PC
comes into his powers it's definitely getting better. These things
usually come in trilogies, so I'll be looking for the third next
year. I'm hoping when it shows, there'll be even more opportunities
for the player to make choices about the storyline, and choices that
have a bigger effect. And, of course, a chance for the PC to kick a
lot of ass with magic.
Not Recommended Games
Another Goddamn Escape the Locked Room Game (Riff Conner) Z-Machine:
I wanted to like this one more, but, well, see title. I certainly am
all in favor of the general concept of doing a parody of this genre — it's weird that the games are so popular since they're generally
so frustrating and not really fun. And this game does have some
funny bits and some clever bits, which is not at all surprising from
one of the Kingdom of
Loathing guys. But too much of the game is too much like the
aforementioned locked-room games, and I ended up playing it mostly
the same way (ie, walkthrough in hand, swear words on lips). That
said, I have a pretty low frustration threshhold for this kind of
thing. If you don't, I expect you'll like it more.
Beam (Madrone Eddy) Quest:
Enh, I dunno. On another day or in another mood I might have more
patience with this one. But finding this combination lock that
apparently has to just be guessed, and then realizing that the game
distinguishes between >LOOK AT and >EXAMINE
(hint: always use the latter) soured me. And then there was this
maze-like area, and it has some kind of time limit, and I still
don't really know what I'm doing here, and enh.
A Broken Man (Geoff Fortytwo) TADS 3:
Not to be a jerk, but this game is a good example of why you should
play a lot of IF games, because on the very first move of A Broken Man
I thought "hmm, I wonder if this has the same twist as ____", and
sure enough, it did. Unfortunately there isn't much about the rest
of the game that is particularly innovative either. There are a
few "funny" bits, but they feel kind of adolescent (although they're
not nearly as adolescent as the sex scene), while the puzzles are
either trivial or require reading the author's mind, though perhaps
I was just lulled by the trivial ones into not thinking hard enough.
Anyway, I feel bad about giving this one a thumbs down, because the
author clearly worked hard on it (I don't see any bugs, for instance,
and the implementation is all pretty solid (if minimal)) but it's
pretty much all been done before, and as well if not better.
Carmen Devine: Supernatural Troubleshooter (Rob Myall) Z-Machine:
Well, Stephen Bond is going to be down on this from the start since
it has a colon in
the title, and I guess he's not going to like the
Underworld-esque setting either. Me, I'm basically ok with that
kind of thing and dig real-world/fantasy crossovers, but I do have
some issues with the game design here.
Like, please mention exits in the room description. Having them in
the status bar really isn't good enough: I didn't actually notice
the status bar for half the game since it's all the way up at the
top of the screen, and I'm always reading down at the bottom. It's
also a lousy idea to have the big confrontation scene with the bad
guy consist of you wandering around an area exploring while the bad
guy takes ineffectual swings at you, and partway through you leave
the area to ask somebody a question, come back again, and then do a
single command to get rid of the bad guy forever. There are also
some issues with the PC — if your shtick is that you're a werewolf,
smelling should be implemented for way more items, and changing form
should be relevant more than once-and-a-half times per game (the
half is for a time when it's forced to occur but has no real
effect).
I expect part of the problem here is that the game is too short,
either because it was rushed or artificially truncated. If it was
twice the length, I bet a lot of the structural issues would have
been fixed naturally as the author filled it out to lengthen it.
Enter the Dark (Peter R. Shushmaruk) Alan 3:
There is a perfectly good Silent Hill type game in here, where you
wander through a graveyard and a mortuary fighting zombies and
stuff, but unfortunately it's almost totally buried under poor
writing, unclued puzzles, a broken walkthrough, and the author's
failure to compensate for the deficiencies of their authoring system
(I mean, no >X? C'mon!)
Fetter's Grim (Dunric [Paul Panks]) DOS Exe:
Fetter's Grim is, unsurprisingly, a typical Panks game. You interact
with people mostly by examining them and having them say stuff in
their description, there are weapons scattered around, and you can
attack people for no particular reason. This one does have a
series of quests leading to an actual win state, but there's no
explanation for what the point of the quests are or how they
relate to the goal given at the beginning of the game.
But is that all there is to the game? Recently I read
Viriconium,
a book praised for the way in which it retells the same story in
different guises, and have come to realize that Paul's games are
just like that. In short, the fact that his games share so many
elements isn't a mistake, it's actually that those elements are
the fundamental building blocks of the master story he is trying
to write. Just like a writer arranges the same words to form many
different stories, meaning in a Panks game comes from the
permutations of the standard elements. Where will the hellhound be
located? What will be the name of the bar where the innkeeper
assigns quests? Which room will the magic broadsword be sitting
in? By seeing how a game adheres to or deviates from standard
usage of these elements, we can see through to the author's message.
In this context it seems like we need to re-evaluate Ninja v1.30,
which abandons all the standard Panks elements in favor of new
ninja-esque ones. It's the equivalent of an English-speaking
writer waking up and deciding to write a novel in Welsh. What
message was he sending here? Was he signalling his intent to form
a new "language" when he reentered the same game the next year as
Ninja II? There is much here for future Panksologists to study.
Green Falls (Dunric [Paul Panks]) DOS Exe:
Please see my Fetter's Grim review for a fuller discussion of this game.
Hedge (Steven Richards) Z-Machine:
Hedge took me off-guard a little, I guess, because it's the first
game I've played this comp that is the old-new-school type where the
puzzles are the whole point, and the storyline doesn't really have
to make sense, so you can toss in a bunch of random stuff and it
doesn't matter. But if you are going to write a puzzlely game, it
seems like starting things off with a not-quite-solvable diagramless
crossword isn't the best choice (or maybe it is solvable and I was
just going about it the right way — that's the downside of this
kind of game).
The other bad sign about this game is the first room is implemented
in much greater detail than the rest of the rooms, which usually
means the author started carefully putting it together and then ran
out of ideas or time and hurried through the rest of the
game. I dunno. I didn't come across any serious bugs as such,
but the interactions tend not to be implemented in much detail. I
expect people who like puzzle games will probably like this — it
has reasonably funny writing and stuff. But I didn't find it
particularly satisfying, since nothing makes much sense and the
puzzles didn't seem that clever. Oh, and considering that
>PUNCH (A PERSON) IN THE FACE is mentioned explicitly in
the about text, there are suprisingly few places in the game where
it's implemented.
The Initial State (Matt Barton) DOS Exe:
The Initial State describes itself in the blurb as a "deeply psychological"
text adventure, which unfortunately means it has quotes like this:
This narrow room's prominent feature is a sprawling viewport, which
extends all the way along its northern face like a crevice in a soul.
Yeah. It's also a home-grown parser, which is pretty bad. "x" doesn't
work (though you can get it to do so by editing the included 'verbs'
data file — all the data files are in plain text). There's no save,
restore, or undo. But you can toggle it from being
black-on-white to white-on-black. I could also add that the
protagonist is an amnesiac, and the bulk of the action is wandering
around the ship reading things to get flashbacks, but I'm pretty
sure you've stopped reading already.
MANALIVE, A Mystery of Madness - II (Bill Powell) Z-Machine:
I'm afraid MANALIVE, A Mystery of Madness - II doesn't work as well as the first part. Some
of this is because, like I said, I'm not big on Chesterton, and the
story gets really heavy-handed at this point (since this is the big
wrap-up which you were theoretically waiting for all game, unless
you happened to play this game separately from the previous part
since they are, after all, two separate games). But also because the
heavy-handedness of the storyline infects the design: the game is
really pretty much completely railroaded. You choose in which order
you do the first three scenes, but you have to do them all, and
they're so streamlined that there are only tiny deviations you can
make from the walkthrough. Furthermore, each ends with a huge text
dump.
On the whole I'm not really sold by these two games. It's a
pity they're separate; I think playing them all as one lump would
mitigate the deficiencies of the second game to some extent, but
it's still problematic. Really, this book is making an argument for
a certain kind of behavior, and an ideal IF translation would have
gotten the player into the middle of that argument instead of
expecting them to take on the role of someone already convinced.
Pathfinder (Tony Woods) Z-Machine:
If you've read the feelie included with the game, you won't be
surprised that, after you meet the murder victim mentioned in the
article, the game turns into one of those games where you're on the
run from the cops. But the thing about this game is — well, ok,
check out this quote:
Even though you did your part and helped the environment, that still
does not cancel the fact that a man still died tonight due to your
hand.
Is this meant to be serious? It's not, right? But the game doesn't
otherwise appear to be a parody. It's also got stuff like
...you now realize what the night has meant to you. The meaning of
Pathfinder. The meaning of freedom of choice. The freedom to jump off
a bridge if you like, or to throw the brown parcel away and forget
about what's inside.
Which doesn't seem like it intends to be silly. So how are we
supposed to take the earlier passage? Just a little humor to lighten
up the grimness of a game where you're on the run from the police
for killing somebody? The other thing about the second quote is it
points out the weird internal contradiction in the game. It talks
about the mystery of freedom and self-determination and stuff, but
in practice the game's a strict railroad. If you really want to make
a game about choices, how about giving the player some?
PTGOOD 8*10^23 (Sartre Malvolio) ADRIFT:
Equivalent in quality to previous games in the series. It is
winnable, although to do so requires knowing there's a window in the
starting room.
Simple Adventure (dunric [Paul Panks]) DOS Exe:
Please see my Fetter's Grim review for a fuller discussion of this game.
Sisyphus (Theo Koutz) Z-Machine:
This is one of those games which is either intending to be a
purposeless annoyance, or is indistinguishable from a game with that
intention. Props for the response to >LOOK UNDER BOULDER,
though. The I7 debug mode appears to be on, which is weird (unless
this is a Cheater-esque intended solution).
And that's all. For other IF-related things, including many more reviews,
you can go to my main IF page.