2008 Interactive Fiction Competition
These are my reviews of the games I played in the
2008 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
Afflicted (Doug Egan) Z-Machine:
This is how to do a genre piece right, I think, in the sense that
the protagonist quickly figures out what's going on (or even if
they don't, you the player can proactively work towards the goal
from early on, which is much the same thing). Also, it is weird
how enjoyable it is just to have a puzzle involving "look around
and find all the whatsits hidden everywhere". There is nothing
super-exceptional about the story here but it is nice to find
something that is just smoothly coded and coherently written and
fun.
Nightfall (Eric Eve) Glulx:
This is another classic Eric Eve game in the style of Blighted Isle
or The Elysium Enigma: there's a big area to explore; very little
authorial direction (and what there is tends to point in several
different ways); a lot of objects and clues scattered around, most
of which don't make any sense; and a number of puzzles, some of
which are optional and some of which aren't. Oh, and a couple
different endings, depending how much of the "optional" stuff you
do. Anyway, I liked this one a little less than the others I
listed. Partly it's just hard to write a femme fatale in a
plausible way, partly the protagonist is less
interesting1, and partly I'm just
less sold on this particular story2.
I dunno. I'm pretty sure Eric Eve is writing the best games out
there in terms of player-friendliness and solidness of
coding3, but they'd be twice as
good if the characters had more depth and flavor.
1I grant that the way this style
of game works is to have a mostly-undefined PC so the player is
supposed to be able to project themselves in or something, but
c'mon, this guy basically has no attributes and no friends and no
history except he's some kind of lawyer and he's in love with this
girl. It's hard to write a believable story about a romance when
one participant is just The Love Object and the other is just The
One Who Is In Love With The Love Object.
2Both in terms of me being less
interested in sf stuff and in it being less plausible. I'm willing
to grant one unrealistic thing for a premise as long as you get it
out early, so the city being evacuated without any explanation
provided is fine. But then to have the city littered with clues
that all pertain only to you, that's pushing it a bit.
3And there are some pretty fancy
things going on here, like in all Eve's games. You don't generally
notice them because they're not ostentatious and they work just how
you expect, but that's way harder than it sounds.
Piracy 2.0 (Sean Huxter) Z-Machine:
For a game which is about having your spaceship boarded by
space-pirates, this is really pretty good. It felt like there are
a lot of different things to mess with, and a bunch of ending
variants you can get depending on what you do. The main nit I'd
like to pick is with the combat and health systems, which seem
like an unnecessary tack-on that just requires in-game or
out-of-game (ie, undo) busywork to deal with.
Violet (Jeremy Freese) Z-Machine:
It is always pleasant to finish with the best game of the
competition. There have been a number of games that are too
short, have no gameplay, have no puzzles, or have tedious
writing. But lest it sound like I am damning with faint praise,
let me be explicit and say this game is well-sized for the comp,
delightfully written, and full of things to do. If the author's
looking for something to work on for the next version, I think
it's probably the puzzle nudges. While I think the puzzles are
all the right difficulty, it feels like there's a fair amount of
luck involved in actually stumbling on the solutions. With a
little more guidance when the player is almost right (or not at
all right), I think there'd be smoother (and hence more
enjoyable) gameplay — for instance, the response to >BURN
CABLE seems to imply it's the right track, which isn't at
all the case (hmm, unless there are multiple solutions. I did
have a few unused items.)
Recommended Games
Ananachronist (Joseph Strom) Z-Machine:
This could have been really good, with a gimmick I've heard of but
never actually seen implemented, but unfortunately it's really
buggy and there's hardly any guidance for what to do or
anything. So basically it ends up as a mildly interesting idea to
poke at but you'll probably end up with the walkthrough. And save
often, because sometimes the bugs make it unwinnable. Also, the
writing tends to feel like the author is trying too hard, with
lots of things like "The light strains to fill all the darkness
here but collapses at the last moment, falling onto the shelves in
the corner for a quick nap." This is a puzzle game, dude, you can
save the effort on fancy writing for some other game.
April in Paris (Jim Aikin) TADS 3:
>FLUSH TOILET
The word "flush" is not necessary in this story.
I like the premise but I found it vaguely unsatisfying as a
game. First off, I think the plot is too straightforward, and the
characters aren't developed enough for it to stand as a character
piece (like, I was expecting the girl to be a scam artist, adding
the final touch of humiliation to your day). Second, the waiter
isn't sufficiently developed as an antagonist (in a game like
this, he has to keep reappearing and upping the ante so by the end
you're really annoyed with him — here he's oppositional for the
whole game, but oppositional in a constant way, so by the end
you've given up on interacting with him, making him less of
a presence in the game than the other NPCs). And third, it's often
not clear what to do next, and puzzles are often solved by doing
something because it's there to be done (eg, the tennis star)
without it being obvious what the point is. I admire the technical
setup here, and the game does a few tricky things, but as a
play experience I'm less impressed.
Channel Surfing (probabilityZero) Glulx:
Hard to get started (argh, the remote has a terrible description,
and it's not obvious you need the command >CHANGE CHANNEL TO
(CHANNEL NUMBER) especially since just >CHANGE
CHANNEL isn't understood). This isn't bad as a short little
game, but the political commentary ends up pretty heavy-handed at
the end — show, don't tell, dude.
Cry Wolf (Clare Parker) Glulx:
It's hard to do a story where the protagonist finds out something
suprising when the thing is a common motif in fantasy so the
reader isn't surprised. Because then the protagonist just looks
dumb when they are saying "what .. can .. this .. be???" when the
reader knows perfectly well. Also, this is kind of guess-the-verb
for the surgery segments, and the other bits are kind of
railroady, especially the end bit. But despite all this I found
myself kinda liking it, so there it is.
Escape from the Underworld (Karl Beecher) Z-Machine:
Surprisingly lacking in atmosphere, considering it's set in
hell. It could be translated to a corporate setting with very few
changes (though I guess that is a moral in itself). On the other
hand, the puzzles were decent, not spectacular, but decent. A
pretty solid example of your basic IF game.
Everybody Dies (Jim Munroe) Glulx:
It thanks Emily Short for inspiration in the credits but this is
clearly an Adam Cadre game: disjoint narrative, characters in
different ethnic groups, a female protagonist, easy puzzles. It
gets serious points for the writing and art — this is the first
game I've played this comp that really feels professionally done —
but on the other hand, the game is so short and the gameplay so
shallow that it also feels like there was no need to make it IF at
all. Still, if it's a railroad, at least it's a pretty one.
LAIR of the CyberCow (Harry Wilson) ADRIFT:
This is surprisingly smooth for an ADRIFT game, in the sense that
the bumps I ran into were read-the-author's-mind and
guess-the-verb things that could have happened in any game, not weird
ADRIFT-induced guess-the-syntax things. That said, c'mon,
>FLIP? Really? Anyway, the story is cute but feels like
the author left out the vital 10% that would make it all make sense.
The Lucubrator (Rick Dague) Z-Machine:
I was disappointed there was no actual Mordenkainen or Lucubration
to be seen here. It has a good concept and decent plotting but
it's hard to write action scenes in IF and this is a good demo of
why: you want the player to have to think of something clever to
win, but you also want a sense of tension, which usually
translates to a time limit. Like I said before, the plotting was
pretty good — it felt like these were the right scenes in the
right order — but I felt like a lot of the time I was stumbling
into the right answer after a bunch of flailing, or just hitting
the walkthrough, which isn't the ideal experience.
A Martian Odyssey (Horatio) Glulx:
This is inexplicably* old-school space opera in which there are
aliens on mars and stuff. There are hardly any puzzles and the
implementation is kind of clunky but nevertheless it's
charming.
*I guess not so inexplicable when I see it's based on a story from
1934.
The Missing Piece (C.Yong) Windows Exe:
This is by the author of The Lost Dimension from last year and is
basically the same experience, so just go read that review. The
engine is a little snazzier this time around, though.
The Ngah Angah School of Forbidden Wisdom (Anssi Räisänen) Alan 3:
A short and pleasant little diversion. This kind of game is
enjoyable in direct proportion to how smoothly you get through the
puzzles, and I got stuck more or less exactly the right amount, so
I had a good time. There wasn't much nudging towards the correct
solution when you tried something incorrect, but I guess it's
balanced out by how few manipulable items there are. Undo behaves
weird in this game but that was the only
not-written-in-a-major-language issue I ran into, and it wasn't
that big a deal.
Opening Night (David Batterham) Z-Machine:
Sweet and not what I expected. Short, but it didn't feel too short
for what it was. I'm not sure it really benefitted from being IF,
but oh well, I liked it anyway.
Recess At Last (Gerald Aungst) Glulx:
Good-spirited and well-implemented, but very short. It seems to
have a lot of breadth, but the puzzles are so easy there isn't
much need for it (and it doesn't feel like it offers much reward
for exploring). I'd rather have seen a longer and narrower game, I
think.
Red Moon (Jonathan Hay) Z-Machine:
One of those
Jar of Tang
stories. I think for this particular one to work right, it should
get more and more surprising as the game goes on — but instead
it starts out as weird as it's going to, and then gets less weird
as you get used to to the situation and nothing else weird happens.
Oh, and there was an obvious command from the sort of equivalent
Curses bit that I was expecting to work, and was disappointed to
see that it didn't.
Search for the Ultimate Weapon (Sharilynn) SUDS:
I just don't get why people want to put a mouse-based layer on top
of what is fundamentally text-based input. This game is fine, I
guess. I like the setting even if the writing is weak; the
puzzles are a little confusing but mostly this is syntax
issues. It's not much of an argument for using SUDS, though.
Snack Time! (Hardy the Bulldog [Renee Choba]) Z-Machine:
This is a cute example of a genre I am fond of. My main objection
is it's about half or a third of the length I'd like (as it is, I
think it could plausibly have been an introcomp game), but I guess
if that's the worst thing I can say about a game that's pretty
good.
When Machines Attack (Mark Jones) Z-Machine:
Parts of When Machines Attack feel actually pretty evocative and weird and
creepy, like they were directly inspired by one of those really
good nightmares. But the game is also like a dream in that it's
not obvious what should happen next, which is more of a problem
when you're playing the story instead of dreaming it. Also, there
are a bunch of tedious bits, like the maze (which you have to
traverse twice, grah), and some really, really long infodump
sections. Probably it'd be a better game if it was shortened up,
since it's already bumping up against the two-hour limit. Maybe
just chop the last third off and put on some crazier ending — you
don't actually have to explain everything in this kind of
game, and often it's better if you don't. Also, game design note:
it's a bad idea to radically change the player's command set right
at the end of the game, after they've spent the whole time
learning what to do and interactions are finally starting to go
smoothly.
Not Recommended Games
The Absolute Worst IF Game in History (Dean Menezes) Z-Machine:
It would be interesting to do a survey of all the really bad games
in history and see how this one stacks up. I assume it's not
actually the worst (like, consider Breaking the Code, What-IF?, Jump,
The Fat Lardo And The Rubber Ducky, and Kallisti), but I think there's a lot of potential
critical interest in determining exactly what would be the worst
possible game (Jacek, for instance, thinks it's Gamlet).
Berrost's Challenge (Mark Hatfield) TADS 2:
I am excessively fond of this genre of game, where you are a
wizard's apprentice who has to solve some puzzles using your wit
and magical spells and conveniently-placed items. This one has
some concerning guess-the-verb stuff that suggests it could have
been better tested, though. Also, it blocks UNDO, which sucks (and
save/restore is still allowed so what's the point blah
blah). Also, there's an inventory limit. Also, there's a hunger
puzzle. Also, it clears the screen whenever you move to a new
room. So I guess I mean, I would like this game if it was a
different game.
Uh, also, I should add that examining the help post-play shows that a
number of these things are addressed; you can undo during the game
(albeit a limited number of times, and at a penalty to your score),
and there's a command to turn off the hunger/sleep daemons. But
still, I dunno, I spent too much of the time playing the game having
my main feeling be irritation to recommend this. Somebody with
different gripe hotspots might like it better.
Buried In Shoes (Kazuki Mishima) Z-Machine:
I'm sure the author means well, and the game is about a
significant topic, but it's not very good as a game or as a
lecture. As a game it's railroady and there's virtually nothing
for the player to do; as a lecture, there isn't actually much
content here — if someone were unfamiliar with the subject matter
I think the game wouldn't make sense, and if they were familiar I
don't think it'd tell them anything new. That said, the shoes are
a good and striking detail and I think you could build a game
around the motif; I just don't think Buried In Shoes is the sort of game it
should be. (Also, "bishoes" is way too easy to confuse with
this.)
A Date With Death (David Whyld) ADRIFT:
Naturally I had heard of Leila J. Pinckney. Her death some years
ago has diminished her vogue, but at one time it was impossible
to pass a bookshop or a railway bookshelf without seeing a long
row of her novels. [..] The critics usually headed their reviews
of her stories with the words "ANOTHER PINCKNEY" or sometimes,
more offensively "ANOTHER PINCKNEY!!!". And once, dealing with, I
think, The Love Which Prevails, the literary expert of
the Scrutinizer had compressed his entire critique into
the single phrase "Oh, God!"
(Honeysuckle Cottage, PG Wodehouse)
Feel free to read my review of the previous game in this series.
Dracula's Underground Crypt (Alex Whitington) Z-Machine:
It's hard to work out how to review a game like this, where the
author says in the intro "hey, there are a lot of bugs" and then
there are a bunch of bugs. I mean, yeah, I guess he's right. On
the bright side, there are a bunch of random wacky bits and a lot
of things to poke at. If you enjoyed, say, Pass the Banana, you would
probably like this.
Freedom (Anonymous) Z-Machine:
My first game about .. running errands? Shade 2: Outside the Dorm?
Anyway, see this.
Grief (Simon Christiansen) Z-Machine:
An interactive you are a terrible, terrible parent. Normally the
way to have a story where bad things happen to the protagonist is
to have them "realistically" follow as a result of the
protagonist's actions. But then how do you write a satisfying
story where the moral is that the universe is amoral and bad
things happen even to the undeserving? I'm not sure, but I don't
think this game is either.
The Hall of the Fount of Artois (Simon) DOS Exe:
So I guess the author played Curses* and
thought it was awesome and decided to not just write his own game,
but write his own IF system to write the game in. In a way it's
surprising this doesn't happen more, since in a sense that's a truer
recapitulation of the Curses-writing experience. But I guess most
people realize if you write your own system you'll have to spend a
lot of time just writing the basics and it still won't be that
good until you've put literally years into polishing it, and your
game will only run on windows and blah blah. Anyway, this game is
a perfectly good puzzle adventure at the high level, though not
too challenging, but in practice it's rife with hassles — >X
doesn't work, undo doesn't exist, there's a weird inventory
limit, the parser is dumb and clunky (for instance, it won't
understand the command at all if you type >UNLOCK DOOR
when what you need is >UNLOCK DOOR WITH KEY), restoring
locks up the game, and, most grievously, there's both a maze and a
dragon.
*And we know it's Curses because he includes
almost a half-dozen things from there, ranging from refs to
outright swipes.
The Lighthouse (xyzzyman [Eric Hickman] and xyzzyman [Nathan Chung]) Z-Machine:
Please do not enter your My First IF Game in the comp.
Magic (Geoff Fortytwo) TADS 3:
Wow, a shaggy dog story. I admit I haven't seen one of those in IF
before. Possibly with good reason. The game also a magic system
which unfortunately mostly serves to point out how well Savoir Faire's
was designed. Like, there are many cases where
>COMPARE X TO Y works but >COMPARE Y TO X
doesn't, and in general the rules of what allows two things to be
compared and what the effect is don't feel well-worked-out. In
short, it feels special-case-y, and that's the worst thing to have
for a system that is supposed to drive most of the puzzles in the
game.
Nerd Quest (RagtimeNerd) Java:
If I tell you the guy wrote the IF system himself and coded up a
game set in his office, you will know exactly what this game is like.
Project Delta (Emilian Kowalewski) DOS Exe:
This is a demo for a system rather than an actual game. The system
is basically CYOA+ — like, you can flip to different screens for
inventory and more detailed object manipulation, and some of the
menu items are things like "examine (some object)", but you can't
type in arbitrary commands. I'm not sure this is a win overall,
though. Anyway, as a game it isn't fun (and isn't really intended
to be), so you can skip it.
Riverside (Jeremy Crockett, Victor Janmey) Z-Machine:
With this game it seems appropriate to just post my raw notes, so
here they are:
It seems a little uncharacteristic for a priest to wish somebody to
die, even a bad guy. Also,
>FLUSH TOILET
That's not a verb I recognise.
Picky girlfriend:
>KISS AMY
Amy says, "Hey! That's some way to greet a girl!"
>HUG AMY
Amy says, "Hey! That's some way to greet a girl!"
>AMY, HELLO
Amy says, "Hey! That's some way to greet a girl!"
....uh, what?
I guess this is what happens when you have three people
writing a game and not speaking to each other.
Trein (Leena Ganguli) Z-Machine:
It is amazing how much less professional a game looks just for
capitalizing most of the nouns. There is an interesting plot here
but you don't actually play through much of it, and there's a lot
of guess-the-verb stuff that suggests the game didn't get much
beta-testing.
And that's all. For other IF-related things, including many more reviews,
you can go to my main IF page.