2009 Interactive Fiction Competition
These are my reviews of the games I played in the
2009 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
The Ascot (Duncan Bowsman) ADRIFT:
This is another questionably-IF submission, but unlike the others,
I think this one records enough state to be considered to have a
world model and hence to count. That important question settled, I
can say that the writing is cheery and the game is pretty fun, and
it actually feels like it has puzzles. It's not a huge thing but I
had a good time, and it's got a lot of replay value. (Discussion
topic: is this the future of casual IF?)
Broken Legs (Sarah Morayati) Glulx:
I don't expect this game will win the competition (top three,
sure), but I do think it's the most interesting from a gamecraft
perspective. Naturally what I mean by this is "I think the game
has a lot of mistakes but they're thought-provoking mistakes". The
most obvious thing that is cool about it is how NPC-heavy it
is. There is a fair amount of fiddling with objects (too much, if
you want my opinion), but the majority of the game — and the
majority of your how-do-I-solve-this-puzzle analysis of the game —
is about the NPCs. It is seriously awesome to have a game that
gets you to focus on "Who does X trust?" and "Who makes Y angry?"
rather than "Where's the key for Z door?" I also like how the game
has a "setup" section and a "timed" section, but the timed section
isn't just a period of tedious waiting as you watch your setup
play out — there's still plenty of interaction that goes on
during it, it's just different interaction.
Ok, so let's talk about where the game falls down. The main thing
it suffers from, I think, is rear-view mirror syndrome. That's the
thing where the author says "Ok, let's see, I need the PC to get
their way past this guard — ok, let's say they have to put on a
false moustache and disguise themselves as another guard." Well,
that's great and totally makes sense, but it also has to be
solvable from the player's perspective: "Ok, I have a false
moustache, a map of the sewers, a climbing kit, a bag of gold
coins, and a sword — how do I get past this guard?" If only the
moustache works, this is going to be way hard for the player to
solve, even though the moustache is a perfectly legitimate
solution in retrospect. So, getting back to Broken Legs, it's got a
lot of cool scenes, but getting to them tends to involve a lot of
guessing. In particular, ha ha the climax and final puzzle, but
there's no real way to know what you have to do in advance, right?
And the timer on the last puzzle is short enough that it's totally
possible to have locked yourself out of victory without
knowing. The other, minor, point is I don't really get the
ending. Having talked to some other people I've worked out an
explanation that seems reasonable but I don't think it's made
clear enough in the game to be satisfying.
That was a lot to write, so for people who skim down to the
bottom: play this game, it's fun. It's got some flaws but it's
totally interesting from a craft perspective as well as a game one.
Byzantine Perspective (Lea [Lea Albaugh]) Z-Machine:
It's only got one puzzle, really, but it took me just long enough to
solve (and I had to map! in two different colors!) that it was
charming and satisfying rather than simple or frustrating. Hooray! I
certainly wouldn't have objected if the game were twice as long, but I
don't see off-hand how you could have spun this puzzle out further, so
I guess you'd need a whole new set of puzzles and who knows what
integrating that would be like.
Rover's Day Out (Jack Welch and Ben Collins-Sussman) Glulx:
Normally when I start out the comp I play the ones that look like
they won't be too serious first. So it's always a pleasure when I
get suckered by a game, where I start it up thinking it's casual
and before I know it I'm all involved in the story and anxious to
see what's happening next and how I solve this thing. Really my
only gripe is with the ending — it goes from an loose and open
bit to a bit that has (as far as I know) only one right answer,
and the particular phrasing isn't something you've had to use
earlier in the game. I assume some people got it right off and
were fine, but for me the momentum of the game kind of fizzled out
at the end due to this, and it felt like a lame way to finish the
game. Oh well. Still definitely recommend this one.
Recommended Games
Beta Tester (Darren Ingram) Z-Machine:
Was this a game? I don't mean that in a pejorative way, I just, in
retrospect, didn't see any real gameplay here. It was more kind of a
"look at the goofy thing I came up with" piece. It's a little big for
the IF Art Show but would otherwise fit in there just fine (if it has
a comedy section, anyway). Other than that, it was decent enough. I
think the author was a little too enamored with his own sense of humor
and the pause function but that is the sort of thing that gets ironed
out with future games, so whatever.
The Duel in the Snow (Utkonos) Z-Machine:
Enh, I dunno. The game is really linear and restrictive (like,
there's one flashback scene that has two rooms, and it doesn't let
you do anything in one of the rooms), but at the same time, it
feels like it has a lot of wasted time where you have to wait for
the game to get on with things. Fundamentally you really can't do
much to affect the narrative — if you play around with the
walkthrough, you'll notice it demonstrates various ways you can
appear to do things but they're all totally ineffective
(eg, >REFUSE PISTOL) — and the one thing you can
do is so non-obvious that it ends up feeling non-interactive
because you end up getting it from the walkthrough. I guess I
should mention the Russian literature flavor here, because that is
indeed cool and original. I mean, possibly the problem is exactly
that — this is basically a flavor railroad without much pretense
of gameplay underneath.
The Duel That Spanned the Ages (Oliver Ullmann) Z-Machine:
Surprisingly fun for something with too-easy puzzles and pretty
mixed-quality writing ("These metal spiders have been profoundly
shot to pieces.") I guess it taps into the basic human drive to
run around corridors shooting at monsters for no real reason. It
suffers from the heavy metaplot thing, though — there's this
storyline you can't really affect that the author is clearly
totally interested in and spends a fair amount of time talking
about, and yet makes virtually no difference to the actual stuff
you do in the game.
Earl Grey (Rob Dubbin and Adam Parrish) Glulx:
Pretty good Nord-and-Bert-esque game. It's hard to tell if I was
just losing focus towards the end or if it was really getting less
clued; at any rate I found myself hitting the walkthrough more and
more as the game went on, which is a little disappointing. But
still, a good example of this kind of thing, and if you like this
kind of thing you will probably like it. (I saw some people
complaining about the plot not making any sense, but c'mon, this
is the sort of game where the plot is just an excuse to get on
with things, so who cares.)
Eruption (Richard Bos) Z-Machine:
This is a puzzle game which is about the minimum size necessary
for me not to get angry about a game being too small. Yeah,
fine, so I'm ok with it being entered. And it's perfectly fine and
well-crafted and stuff — a few of the puzzles have multiple
solutions, the difficulty could be higher but isn't too high, the
writing is nothing special but totally acceptable. It's just
another of the games this year that's a little smaller than I
think of as "appropriate" size.
GATOR-ON, Friend to Wetlands! (Dave Horlick) Z-Machine:
Pretty sure I am going to be going against majority opinion here
when I say I liked this one. I say this knowing it has an absurdly
large map that I ended up having to traverse with no guidance at
least twice. I also say this knowing the whole game is a buildup
to a confrontation at the end that totally fizzles due to parser
issues. But, well, the game is awesome. Specifically, it is the
sort of awesome concept (and title) that I wouldn't pick up
normally, or even think of, and the comp is, at its best, a
delightful collection of all these wacky games. The game certainly
isn't without its problems, but I imagine they're going to be
covered extensively in other reviews, so I'm not going to
bother.
Gleaming the Verb (Kevin Jackson-Mead) Z-Machine:
Not really IF — a word puzzle in the format of IF, but there's
effectively no world model, so let's say it's not IF. Ignoring
that it's fine, I guess, but there's only one thing to work on at
any time, so if you get stuck there, there isn't really an
alternative except to hit the walkthrough.
The Grand Quest (Owen Parish) Z-Machine:
A straight-up puzzle adventure. A couple of puzzles are
good, and one is quite good. On the other hand, it's really linear
and the story feels kind of trite and I have mixed feelings about
the ending. "What will you sacrifice for power?" is an interesting
theme but the game just dances around on the surface and doesn't
really engage with it. That's fine except when the puzzles require
you to engage with the theme — puzzles that are like "do
something complicated thematically or something complicated
puzzle-wise" become trivial when the theme is trivial.
Grounded In Space (Matt Wigdahl) Glulx:
It's basically impossible to take a space journey without running
into pirates or pirate-esque dudes, right? And on the few
occasions when that doesn't happen, you wake up in a cryo-tube
to discover your ship crashed while you were asleep. Anyway, this
is a small game which is ok. It would be pretty good — it's got a
decent Heinlein-juvenile-esque setup and a pretty good endgame —
except for two things. One, the main puzzle is to restart the engines,
and it's really irritating. Not because it's especially hard (it's
less common than a fifteen puzzle but not what I'd call original)
but because the interface is bad — as has been pointed out
before, text just isn't a good medium for modelling numbers and
specific quantities, and this has that in spades (also,
representing the mirrors on the map with rough approximations of
their angles would have been a major improvement, and not too hard
to do). Anyway, the other gripe is that the writing in the good
ending is really, really hokey. Like, hokier than a Heinlein
juvenile, and that's saying something.
Interface (Ben Vegiard) Z-Machine:
The author describes this as old-school but I'd say it's more old
new-school — the PC's actions have a purpose, the puzzles are
integrated into the setting, the end goal makes sense, etc. It's a
little on the short side and there's nothing too challenging here,
but I had a good time.
Resonance (Matt Scarpino) Glulx:
This is pretty impressive technically for a first game — it's got
pathfinding, item purchase, conversation menus, etc. The story is
a little more mixed. It's not purely hokey, although it does start
out with amnesia and have lines like "The resonant frequency of a
chicken skull is 7 kilohertz." Still, I think the real problem I
had with the story is that it's rushed. I don't believe I've ever
said this before, but I don't think it was a good move to put in
multiple endings. I mean, they're good to have, but I think the
author would have been better-served spending their time spinning
out the infiltration section longer. As it is, it feels like
there's a lot of setup and then not much payoff. The riddles feel
kind of out of place, too.
Snowquest (Eric Eve) Z-Machine:
Ok, that was weird. It felt like Eric Eve lite — the attention to
scenery and verb phrasing was present but not up to his usual
standards, the puzzles were decent but usually his puzzles are
better than decent, the map was quite constrained compared to
his normal stuff, and the plot, hmm. Normally his plots are
"standard plot with a twist" — this time the plot was almost
entirely twists, but in a way that negated the point of the first part
of the game. I can't tell if it's more like this was an
intentional attempt to make a small or uncharacteristic game, or
if he had a bigger idea but ran out of time and had to squash it
into something small, or what. Oh well. Certainly still worth
playing, but I'm afraid it's probably not going to be remembered
as one of his better games.
Spelunker's Quest (Tom Murrin) Z-Machine:
Reasonably fun and decent-ish puzzles but plays like the guy
hasn't played a game since the 1980s. Cave, sword, goblin,
machine gun, really?
Yon Astounding Castle! of some sort (Tiberius Thingamus [Duncan Bowsman]) ADRIFT:
Really the worst part about this game was the writing style which
gotteth oldeth quicklyeth. Despite the unusual tone I think it may
be the most conventional game in the comp this year — it's
basically a straight-up dungeon-puzzle-treasures thing. Some of
the puzzles weren't really clued enough (in particular, is there a
way to work out what to do in the endgame? Maybe the dwarf was
supposed to tell me, since his conversation didn't seem to be
working properly). Anyway, I like this sort of thing and have no
compunction about hitting the walkthrough when I get stuck so I
had a pretty good time with this.
Not Recommended Games
The Believable Adventures of an Invisible Man (Hannes Schueller) Z-Machine:
Enh, I dunno. The game cites beta-testers but it really feels like it
wasn't tested, so I don't know if it just didn't get enough
beta-testing or didn't get the right kind or what. There are multiple
places where the syntax is extremely picky and, while there are a
handful of reasonably clever puzzles in here (I like the one with
the badge in particular), the guess-what-the-heck-the-author-is-thinking
stuff just makes it painful to play. Also, the "believable" in the
title seems to apply only to extent of "Someone who was able to
develop an invisibility formula would realistically be a big nerd"
and not about, like, whether you can kill someone with a pizza.
Condemned (a Delusioned Teenager [Mark Jones]) Z-Machine:
It seems like we get one emo entry every year, so I guess this is
it. In some ways this is better than previous examples, depending
on what you mean by better — it has not only abusive parents and
an angelic victim and a horrible accident and jerky friends but it
has a crucifixion scene, and you really can't go wrong with
that. I think my main gripe is that it slaps on the angst by the
trowel-load for the whole game and then has a cop-out moral at the
end. No way! Have the courage of your convictions and keep the emo
all to the end. Why force a happy ending on a game that clearly
doesn't want one?
The Hangover (Red Conine [Will Conine]) ADRIFT:
This does have a few funny bits and a reasonable setup, but mostly
it's recycled Douglas Adams jokes and terrible programming, to the
point of the game being unwinnable. I assume the author is
somebody young who will be writing more; a good next step for them
would be to switch to TADS or I7 or something for their next game
(which is not to say the other two ADRIFT games in this comp
aren't pretty good, but there are all sorts of bugs in this game
you simply can't create in other authoring systems).
Star Hunter (Chris K.) Z-Machine:
My playthrough, going by the walkthrough for most of it, was like
1200 turns. I'm going to guess this game is a little on the long
side for the comp (on the other hand, with all the short games
this year, maybe it all averages out). This game actually has a
fair amount of cool stuff in it (some interesting settings, some
suggestive objects, some interesting implementations with the
android merchants) but it's buried under the overall lack of
direction and motivation in the game. I find it a little hard to
believe anyone will complete this without the walkthrough —
there are various places where important exits aren't mentioned in
the room description, or things like the lift puzzle where
examining provides no hint how to interact with it.
Trap Cave (Emilian Kowalewski) DOS Exe:
It's kind of a funny setup to have a CYOA where the "page text" is
in a language you don't speak but the choices are in
English. Like, I can imagine a Gostak/Lighan Ses Lion deal
here. Anyway, this isn't that, it's just the author running out of
time to translate. I am torn between not voting because I don't
understand enough of the game to vote and voting a low score
because it's clearly a basic CYOA, which I don't think go in the
comp. Luckily I'm not voting this year so it doesn't matter, I guess.
zork, buried chaos (bloodbath [Brad Renshaw]) Z-Machine:
Somehow from the name I was expecting more "surreal" and less
"intentionally bad". I think it wasn't even intentionally bad
enough to work as that kind of game, and plus I got stuck and the
walkthrough didn't seem to be right either. Lame.
And that's all. For other IF-related things, including many more reviews,
you can go to my main IF page.