IFComp 2005 Reviews
Lots of dark themes this year in the comp; take some
anti-angst before diving in. Also, there was a really
widespread failure to maintain a consistent tone throughout
the game. A vast number of games had the narrator break
character severely enough to throw me out of the game. Maybe
I was just hyper-picky this year, but euuuugh.
So, first the games sorted by score, and then the reviews,
in the order I played them:
* 10: Beyond
* 9: Vespers
* 8: A New Life
* 8: Snatches
* 8: The Colour Pink
* 7: Psyche's Lament
* 7: Tough Beans
* 7: Vendetta
* 7: Distress
* 7: Escape to New York
* 6: Unforgotten
* 6: History Repeating
* 6: Son of a...
* 6: Internal Vigilance
* 6: Xen: The Contest
* 5: Off the Trolley
* 5: Mortality
* 5: Chancellor
* 5: The Sword of Malice
* 5: Gilded
* 4: Space Horror I
* 4: Waldo's Pie
* 4: Mix Tape
* 4: Jesus of Nazareth
* 4: Cheiron
* 3: Neon Nirvana
* 3: Dreary Lands
* 3: On Optimism
* 3: Phantom: caverns of the killer
* 3: Sabotage on the Century Cauldron
* 2: FutureGame(tm)
* 2: Amissville II
* 2: Hello Sword
* 1: Ninja II
* 1: PTBAD6
* 1: The Plague: Redux
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Unlike my scores last year, recommendable games don't
necessarily all have "excellent" scores. If you didn't play
all the games this comp, I do, of course, recommend anything
with a score of 8 or higher (and strongly recommend the top
two), but FutureGame (tm) is worth the time it demands.
Furthermore, if you can forgive serious flaws in execution,
both Xen: The Contest and Internal Vigilance have excellent
games at their core.
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Ninja II
by Paul Allen Panks
I'll actually be rather surprised if this doesn't get
disqualified, as it seems to be identical to Ninja 1.02 from
last year's comp, with two major differences. First, the
background color is blue, not black. Second, the shrine is
guarded by a fire-breathing ice dragon who's playing
Spacewar on a PDP-1.
With the help of the strings utility I was able to deduce
that I needed to type BEAT DRAGON to defeat the dragon and
continue with a seemingly-identical retread of the first
Ninja. All other synonyms for ATTACK fail, because the ice
dragon breathes fire at you.
QUIT still isn't implemented.
Also, you defeat the fire-breathing ice dragon with a slash,
despite the fact that you don't get the sword until after
you defeat him. Fear your elite ninja skills!
Did I mention the ice dragon breathes fire?
Score: 1
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Space Horror I: Prey of your Enemies
by Jerry
This was filed as a Windows game, and I suppose it is, but
it really shouldn't have been one. Since the whole game is
really a Choose-Your-Own-Adventure story implemented with
HTML, the only Windows-specific components are the fact that
the installer .exe is Windows-based, and some (but not all!)
of the links in the HTML it installs are absolute links
instead of relative ones. Since all the content is actually
all in the same directory, there's no reason for this at
all; with a little hand-hacking of URLs, I ran it under
Mozilla Linux just fine. Ok, so some of the media content
was also in traditionally Windows formats, but mplayer could
handle them. That said, if it used MPEG instead of WMV, and
used relative links everywhere, and shipped as a ZIP file
instead of as a Windows installer, this would be fully
crossplatform.
That's the engine, though. What about the game itself?
Well, as noted, it's all static HTML, so interactivity is
kind of limited. It's really a choose your own adventure,
though some tricks that don't work with numbered paragraphs
make some appearances as well. Even allowing for this,
there's not much of a story here; your choices tend to boil
down to (a) Save World, or (b) Die. Worse, there are some
plot points that affect the ending, but the game doesn't
keep track of them; it just asks you point-blank whether you
did X, and then takes you at your word. This won't do for
computer-refereed adventures. In fact, it doesn't really
hold water even in numbered-paragraph games; the traditional
approach is to have the reader keep a slip of paper around
and make notes on it at points ("If you were instructed to
write "Note F" on your sheet, go to paragraph 47; otherwise,
go to paragraph 93.") This is difficult but not impossible
to handle in static HTML (you may end up multiplying
paragraphs), and it's pretty much mandatory.
That said, it's a reasonable enough introduction to a longer
story, I suppose.
Score: 4
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Jesus of Nazareth
by Paul Allen Panks
Dunric strikes again! Actually, this is easily the strongest
game he's produced in some time; it looks like he may have
been recycling some of the machinery from his earlier more
serious games (though I haven't looked at Westfront PC, the
interface looks similar to B-Venture) and so we get a more
recognizable text adventure experience here.
The plot is simple enough. You are Jesus, and you're
wandering around collecting treasures, er, I mean,
disciples. This generally involves completing fetchquests
for them first.
There's also randomized combat, for those of you who think
that no holy parable can really stand up without random
sequences of Jesus kicking butt. Or, in my case, getting his
butt kicked by some random centurion, at which point I
received the message:
*** It's Game Over, Jesus ***
As is so frequently the case with Dunric games, it's not
entirely clear how serious he thinks he's being, but I found
the massive incongruity between the subject matter, the
rather clumsy way in which it is manifested, and the game
milieu in which it has been placed incredibly amusing. Any
game in which I can't keep a straight face while describing
it can't truly be considered a waste of time.
Score: 4
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On Optimism
by Tim Lane
This is going to be a difficult review to write. It wants to
be a Work of Great Pathos and Significance, a Cri de Coeur
that will Rock You To Your Very Soul. Unfortunately, it
falls so far short of that mark that it's more of a cocktail
napkin that has had "zOMG TEH ANGSTZ0RZ!!!11!!" scrawled on
it in crayon. Black crayon.
This is made even more maddening by the fact that in the
endnotes we get an entirely different voice coming out of
the writing, and that voice would have informed a pretty
decent game. What we are actually playing, however, is an
attempt at "serious writing" that has mistaken "blood,
despair, and lots of big words and strained similes" for
"serious writing." This is made even more jarring by the
facts that the big words and strained similes tended to (a)
involve geometry or pop culture, and (b) involve them
incorrectly (misspelling "Sméagol" as "Smeagle"; describing
a diamond as "a perfect equilateral triangle" instead of its
facets as such).
The puzzles, for me, were either complete brick walls or
very straightforward. As a result, after the second or third
brick wall I tended to fail directly over to hints -- and
the correct actions were obscure enough that I never got an
"I should have figured that out" out of it.
Score: 3
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PTBAD6
By Slan Xorax
If you played PTBAD3 last year, you know what to expect from
PTBAD6: nothing. And, indeed, the walkthrough has one
command, and it's to go in a direction that isn't listed in
the opening room.
I'd like to suggest that if Mr. Xorax makes another sequel,
the walkthrough should again be one command: QUIT.
Of course, PUTPBAA already did that gag.
Score: 1
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Vendetta
by Fuyu Yuki
This is a near-future-style techno-thriller, and it's really
pretty well done, with an interesting PC and subtly though
nicely handled character development. The writing is always
at least servicable, you always have a goal of some kind,
and the interaction is mostly smooth (smoother than I've
come to expect from ADRIFT games, actually, though I did get
the "You can't move that" from PULL TARP when I should have
said PULL TARPAULIN.) The map felt a little sparse (lots of
corridors) towards the end, so I would have needed to map
carefully had I had time. I didn't, but I was following the
game well enough to be able to say "Now I need to go to room
X", copy a bunch of move commands out of the walkthrough,
and end up in room X.
The only other suggestion I'd make is that cutscenes should
really be fully non-interactive. I don't like sequences
where you need to repeatedly wait or examine stuff to be fed
the cutscene.
This is probably the best ADRIFT game I've played.
Score: 7
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The Colour Pink
by Robert Street
I always get nervous when I see .z8 games entered into the
Comp; I usually assume I won't have time to finish them. But
not this one! It felt like a traditional puzzle-solving sort
of romp, and I worked through the puzzles and found myself
solving it at about the 75 minute mark.
And then I got the puzzling little message, "You never left
the Path of Daedalus." And then I flipped through the
endnotes, where it explained that, as I was adventuring in
an area formed at least in part by the projections from my
internal state, I could jump between the "Path of Daedalus"
where I was helping people out in traditional Adventurer
fashion, and all was cute and fuzzy, or the nightmarish
"Path of Diomedes", where I slew, tricked, or otherwise
overpowered the filth that opposed me -- and you'd switch
between them by going against type for whatever world you
happened to be in. This is really neat, and it was well
handled. The only problem with it, if "problem" is even the
right word, is that players are likely to follow their cues
and thus stay on the path of Daedalus all the way through.
Score: 8
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Waldo's Pie
by Michael Arnaud
This is the first ALAN3 game I've played. I'm not impressed
with the mechanics: the game file is nearly half a megabyte,
and the save files produced are in the 200kB range. This for
a game that's significantly shorter than The Colour Pink.
Not only that, but RESTORE and UNDO aren't turn-exact; they
seem to kick one back multiple numbers of moves.
The plot is a little strange. It starts out with you taking
your kids to the circus as a retired clown, but then they
get kidnapped by an evil magician and you have to defeat a
dragon to get the components to build a mind-destroying pie
to confuse their kidnapper sufficiently for you to get your
kids back. It gets Weird fast enough that I don't know if I
can call it fully inconsistent, but it did feel like at
least half of my concerns at any given time were either
incongruous or insane.
Also, it appears that the reason I retired was because I
unleashed the power of my own mind-destroying pie recipe
upon myself; this seems a bit unlikely.
I also had to replay most of the game due to messing up my
inventory management and being made basically unable to
backtrack, nor to get myself killed.
Score: 4
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Amissville II
by the Santoonie Corporation
I'm too new to the community to remember Amissville I, but
I'm given to understand that it was legendarily bad. Now we
have a sequel, which cheerily opens with "Keeping with
Santoonie tradition, there is no walk thru. The game was
written for the amusement of it's [sic] authors." However,
it also included the line "Only the woods stand in your way
and a herd of llamas", which was easily the best line from
any sub-7 game this comp.
So, how's the game itself? Well, the map is pretty terrible.
Room descriptions have only a vague correlation to the
actual ways you can go. An exhaustive breadth-first search
of the rooms was necessary to figure out that, despite there
being three ways of getting to the town (and thus the first
objective), there was only one way back. And the necessary
room exit is unclued. (There are Inform routines that will
check out your map and ensure that there are no accidental
one-way exits and such; there must be something similar for
TADS.) Also, the global layout is kind of weird; you can end
up in town by going vaguely south, but in order to get back
to camp from town, you end up going purely south. It's like
the map is a very very small globe.
That said, though, the world seems pretty nicely laid out.
Exploring the game world (which wound up taking about 100 of
my 120 minutes) felt mostly natural (as long as I didn't try
to backtrack), and I enjoyed the scenery and the general
travel experience. I also note with approval that unlike
Delvyn and Zero, Santoonie's previous comp entries, the
hunger daemon code has been disabled.
I only managed to solve two puzzles in the time allotted
(recruit Baron, defeat dog.) I found the stirrup but it
claimed I still needed "the a stirrup" to ride it, even when
it was on the horse. This implies there are probably some
event trigger issues still left.
Had the map issues been worked out so that one could more
easily get back to camp by retracing one's steps, I'd have
seen much more of the game, and given the scope that it
intended, it would probably have been in the 5 or 6 range,
depending on how it all worked out. As it stands, though,
it's basically unplayable by normal means.
Score: 2
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Gilded
by A Hazard
This is a "fairy tale from the other side"; you're one of
the Fair Folk, and you're gleefully terrorizing and pranking
the humans in your realm. As such, you get a wide array of
nifty powers, including the CREATE verb. It's better
implemented than it was in last year's Order, but it's still
too open-ended and as a result it becomes Guess The Noun on
steroids. In fact, after this game, I'm just about ready to
conclude that CREATE doesn't work at all, and this should be
handled in a manner more akin to the Enchanter-style spells
(you know everything you can create, and earn the ability to
create other things by solving puzzles).
A lot of the event triggers -- even the ones not involving
the CREATE verb -- were pretty obscure, too. I realize I'm
supposed to be all fey and random, but it's hard to be
random in the right way without looking at the walkthroughs.
Speaking of which, the walkthroughs and hints were horribly
inadequate and arguably not even Comp-ready. Three were
offered - a bare-bones walkthrough, a "scenic route", and a
middle-level one. However, only the bare-bones one actually
worked, and the scenic route walkthrough didn't even exist.
(Note to authors: if you haven't implemented something,
don't call attention to its absence. There was no need to
have the scenic route option at all, and the middle road
could have been called the "scenic route".) The middle road
walkthrough included commands that either didn't do anything
or gave "You see nothing special about the X" responses, and
didn't successfully trigger the endgame. The hints got me
into the endgame, but didn't get me out of the tavern in the
first scene; despite its assurances that I didn't need to do
anything in the tavern, there were, in fact, two things that
needed doing to advance the plot.
This is immensely ambitious, but it falls well short of what
it aims for, and it needs a few more rounds of polishing
before it can properly shine.
Score: 5
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FutureGame (tm)
by The FutureGame Corporation
Well, I suppose it had to happen. Somebody submitted "Hello
World" to the Comp.
Relax, gentle reader; it's not as bad as all that. It's
respectful of the player, and it does have a point of sorts
to make, too. It's essentially an argument against
unfailable games, and the nature of the argument would
really be diminished if it weren't presented as a game.
There are even two choice points, so it's arguably
interactive, sort of.
So yeah. It gets a low score, because there's no there
there; but authors and aspiring authors should spend the
five minutes it takes to experience FutureGame(tm). It has a
lesson to impart, and the lesson is worthy.
Score: 2
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Chancellor
by Kevin Venzke
This was by the creator of last year's Kurusu City, which
was a fun little romp, but which suffered from stonewalling
the player via incomplete hints. That's basically what
happened this time around, too; I wound up wasting a lot of
time dealing with the boring stuff in order to get to parts
where I do the fun stuff.
The univeral-malfunctioning-of-everything in the modern area
was annoying. The suddenly-stops-malfunctioning of some of
them, without warning or explanation, was very annoying.
I ran out of time trying to find the door the mechanic's key
fit.
Score: 5
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Mix Tape
by Brett Witty
This is a slice-of-life story in which we watch the fiery
collapse of a dysfunctional relationship. The problem with
this kind of story is that we enter just as it's beginning
to collapse. We only hear about the good parts in flashback,
and most of what we see shows both characters at their
worst.
Most of the interaction was decently done, but with nothing
driving the game but the story, an inability to identify
with or care about the characters is fatal.
Score: 4
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The Plague (Redux)
by Cannibal
In attempting to play the first scene of this, I was dropped
into an unimplemented room with no exits or descriptions. I
then checked the walkthrough and it looked like I'd done
everything right. I then experimented more with the intro
and didn't seem to be able to do anything to avoid that
room.
Score: 1
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Mortality
by David Whyld
This had, in a sense, much the same problem that Mix Tape
did; it's mostly story, and the characters are all basically
loathesome. In Mortality, this is kind of the point; it's
trying to be dark and gritty, and it mostly succeeds. There
are a number of places where the tone wobbles, but it's
never quite fatal. It could use a few run-throughs by people
more familiar with gritty and/or occult style writing,
though.
It's quite a bit more interactive than Mix Tape -- however,
most of this interaction is of a CYOA form; your choices end
up modifying a tally that determines the nature of the
ending. This is kind of neat, but in terms of "game", it's
really all there is, so it ends up feeling a bit slight.
Score: 5
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History Repeating
by Mark and Renee Choba
OK, so, first off, the core gimmick here is kind of lame; a
high school science teacher has invented a time machine, and
the only thing he can think of to do with it is to bring
back one of his students from 20 years in the future so as
to make him not screw up a report?
Like most time machines, this tends to end up really being
more useful as something else Last year's All Things Devours
had a "time machine" that was really more of a total
conversion powerplant. History Repeating's time machine is
actually an immortality device--you're sent back to your
younger self's mind, so you can just perpetually live out
your life.
The game itself is OK, but you have to accept that you're
here to solve puzzles; most of your more adventure-y antics
could have been dodged handily by waiting a few hours and
then hitting a hardware store. Likewise, the final puzzle,
which involves destroying an object, should have permitted a
simple ATTACK or even EAT.
That said, not too bad a game.
Score: 6
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Psyche's Lament
by Now We Have Faces
This was a light and silly puzzlebox sort of game; a rarity
this comp. It felt quite refreshing as a result of this, and
I definitely had more fun playing with it than I did with a
lot of these.
As a result, it's kind of short and sweet; however, the wand
needed much more significant cluing, as I basically wound up
having to hit the walkthrough for every use of it.
Score: 7
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Neon Nirvana
by Tony Woods
Well, it's always good to have feelies with a game. However,
the writing felt a bit stilted, and so I was a bit less
confident going in. (This wasn't helped by the fact that it
was a .z8 file despite fitting well within .z5's size
limits.) Then I was greeted by the first paragraph:
You shiver. The crisp autumn nights of October are always
to blame. Tonight's the night you're undercover to take
down elusive criminal Herman Walker Perron, in his
nightclub, Neon Nirvana. You've got a bad feeling about
this. You've only been here minutes, and already you're
thoroughly annoyed with the misty air around you, the
fidgeting of Agent Prost, and the underconfidence that
can only come with a detective's first undercover
operation. It's probably just nervousness, but in the
sinister architecture of the sinister night, you know
that Perron, like the Minotaur in the labyrinth, lurks
somewhere inside those walls.
This is another case where an attempt at "serious" writing
has gone horribly awry because the author has mistaken big
words and similes for good writing. This is particularly
comical in later sentences like "This is a quiet little
place to have a drink or two in the outside atmosphere".
Even this attempted-intellectual tone isn't consistently
maintained. A lot of the room descriptions are almost
aggressively conversational, referring to "you" as the
player moving the PC around like a pawn. This is much pretty
fatal to any attempt to maintain the gritty
police-procedural tone the plot and characters seem to want.
Speaking of which. In such a game, the narrator should never
-- EVER -- say "w00t." Ever. Particularly not as part of a
reaction to TAKE PAPER.
This doesn't even get into the problems with the game
(suddenly knowing things about items you've never seen
before, describing containers as empty when they aren't,
total lack of reasonable alternate solutions to puzzles, a
car bomb that, given where everyone else was, could only
have been set by the victim, and a crackling radio unit that
breaks in, referring to you as "Undercover Unit" during an
infiltration...)
All in all, it needs so much work I'm not sure it can be
salvaged in a recognizable form.
Score: 3
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Unforgotten
by Quintin Pan
WARNING: The first paragraph of this review is arguably a
spoiler. Skip it if you want to experience the game
"cleanly". The short form: Game aspect needs work; writing
is mostly good; world-creation above par; theme can't be
discussed without spoilers, so here we go...
* * * * *
You know, I'm really, really tired of unrelenting futility
plots. Unforgotten is the tale of a man whose entire life is
a lie, and whose every joy in life is (a) a total sham, and
(b) secretly part of a sinister plot to use him as a tool
for the ends of people who couldn't care less whether he
lives or dies. If you can get past that, though, there's
some good stuff to be had here.
* * * * *
The game aspects need a few more rounds of testing and
enhancement, though. There are a lot of places where default
responses happen where they really, really shouldn't. If my
duty is mopping floors, MOP FLOOR should really work.
Likewise, CLEAN FLOOR shuld give something better than "You
achieve nothing by this." Likewise, when I'm taking my
daughter to her birthday party, HUG DAUGHTER should not give
the default "Keep your mind on the game."
Also, puzzles that are basically only solvable through
attempting random actions in otherwise unremarkable rooms
are Not Fun. The situation where this was necessary could
have been handled by modified room and item descriptions and
this would have lost nothing and been way less irritating.
This, despite the casual profanity and the spotty
implementation and the random heinousness and the
soul-crushing betrayals at every turn, actually is a pretty
successful piece of serious writing. (Given this, the
response to SCORE was incredibly jarring and had no place in
this piece.) I'm not fully sure it works as science fiction,
since the "special abilities" that are revealed as the story
progresses don't really seem to be bound by any laws or
limitations except as convenient to the plot. All the same,
when I was done, I had a good idea of what had gone on and
where all the characters fit in.
Score: 6
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Internal Vigilance
by Simon Christiansen
I admit it; I'm a sucker for conspiracies and ominous
shadowy authority figures in my modern and near-future
fiction. Internal Vigilance was really designed to play in
favor to my prejudices. I particularly liked that not only
were all of the Ominous Bureaucracy's Men In Black assigned
sunglasses for the express purpose of making them look
cooler, the command WEAR SUNGLASSES gives the response
"Things look darker. You get cooler."
However, the game suffers painfully from bad writing
mechanics (comma splices, its/it's errors, etc.) and almost
fatally from coding problems. Not only does the initial
suspect's mother live in two different addresses at once
depending on where you look, if you enter her apartment (as
one optional plot-branch demands) you can end up locked in
her apartment with no way out! Fortunately, this is an
optional thread, so this didn't make the game uncompletable,
but it still hurts a lot.
I can't recommend this as-is. But if a fixed post-comp
edition is released, go play it immediately.
Score: 6
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Tough Beans
by Sara Dee
Oh dear. Games revolving around Having to Get Coffee have
been notoriously bad in the past. This one works out pretty
well, though, since it also operates mainly as a slice of
life. The character starts out as a harmless ditz, but she's
capable of growth.
One particularly nice trick here is that you're faced with
The Tremendously Long Line as a puzzle source. Now, this is
usually a bad thing, since the obvious and civilized
solution (the earlier you get in line, the earlier you get
served) has to be made to be Not The Answer, and this can
get contrived fast. Tough Beans solves this by ensuring that
there's basically always something else you should be doing,
and once you've dealt with all this, the situation has flown
so far out of hand that the line is gone and you can pick up
the coffee as an afterthought in a cutscene -- which is
really where coffee breaks belong. I noticed one gap, where
a player might be inclined to just do the civilized thing,
and that's the time between getting your form signed and
having Derek show up.
The writing is smooth and mostly error-free; the errors that
showed up looked like either copy-paste errors or cases
where old text hadn't been properly deleted when it was
being replaced. So it needs all its text strings run through
by a decent copyeditor, and then it will be an excellent
slice-of-life work.
Score: 7
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A New Life
by Alexandre Owen Muñiz
Now this, on the other hand, is the first unreservedly
excellent game I've played this comp. (I note in passing
that it also uses the non-standard Platypus libraries for
Inform, and that I wouldn't have noticed this without
reading the game header. Really, that's highest praise
possible for alternative systems.) It describes itself as
"multilinear, from several points of view," but I think I
disagree. I think it's got many stories tied up in it, and a
PC who can gain some unique viewpoints, but it's still a
single narrative.
Much of this narrative takes place in backstory and
remembrance. This was both a strong backstory, and it was
very well handled. It uses the REMEMBER verb, but this is
the best implementation of it I've ever seen. The status bar
cues how many topics you have relevant memories for, and the
REMEMBER command gives you a set of topics to infodump on.
This is pretty much ideal, because it lets you get
information as you want it, lets you know when it's
relevant, and there's no guess-the-syntax for information
that -- by hypothesis -- the PC not only already knows, but
actually has at the forefront of his mind.
I also need to call out the instruction manual for the magic
bag as being quite seriously hilarious.
I only have a few complaints. The main one is with the claim
that the game cannot be made unwinnable. I don't think this
is true; in particular, the game will kill you beyond the
ability of UNDO to save if you dawdle in a hazardous area
while unprepared. As it turned out, I could have saved
myself with the right move that one turn, but I hadn't
advanced the plot to the point where the saving move had
been clued. Running away should really have been permitted
at that point.
Other than that -- and the fact that the hero has no real
compelling motivation other than curiosity to go on his
adventure -- this is a deep, clever, and well-thought-out
game.
Score: 8
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Snatches
by Gregory Weir
There's not a lot to say about the writing in this game; it
does what it needs to, and the plot is straightforward and
decently handled. The writing is also actually well-edited,
which is an astonishing rarity this comp. There are still
some wobbles -- particularly in auto-generated text ("a
ceremonial clothing").
The coding needs some extra testing to actually look pretty
on all interpreters; text mode interpreters had serious
issues with the status line, and with the opening screen.
It's been said that logical sequel to a horror story should
always be an action flick, as proper resources are brought
to bear against whatever the horror was. Snatches handles
this transition fairly well. I managed to get two of the
"win" endings, and it seemed like several others would be
possible.
There's less here than there was in A New Life, but it's
more readily accessible. Good stuff. Just, check it on
console Frotz next time, eh?
Score: 8
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Phantom: caverns of the killer
by Brandon Coker
Hmm. Well, the opening text makes me immediately give up any
hope of decent writing in this game, but it looks like it
wants to a puzzlefest. Unfortunately, the puzzles basically
fall into two categories: mazes (one maze of twisty little
passages all alike, one all different; the differentness
comes from different grammatical errors, so it's not
entirely clear this is fully intentional), and a bunch of
lady-or-tiger puzzles that could be solved with in-game
clues but for which SAVE/RESTORE or UNDO-based brute force
is much faster.
I feel kind of bad dismissing this as entirely pointless,
because it's well-intentioned and the author clearly played
and liked a lot of the older games long ago (the Infidel
influence is particularly strong), but, well, there's
nothing that's actually fun here. You've gotten the homages
out of your system; go forth and build something new now.
Score: 3
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Off the trolley
by Krisztian Kaldi
From the title and the apparent goal, I'm a lunatic. But I
like that I'm a considerate lunatic, attempting to mostly
minimize casualties; indeed, the puzzles revolve around as
their primary goal ensuring that nobody else is endangered
by your mad scheme of destruction. (In fact, this
consideration continues to hold all the way to the end, on
some endings.)
There's a certain degree of weariness about standard puzzles
in here too; the comment about how the wire must have fit
the terminal perfectly due to their identical colors hit
home nicely. Unfortunately, there are a number of very
unfortunate parser wobbles. The most aggravating was that
PULL BRAKE was not implemented (apparently it needed to be
PUSHed, but most emergency brakes I've seen were levers that
you pull), and that you cannot UNLOCK PANEL WITH KEY and
must instead PUT KEY IN PANEL. TURN KEY. Furthermore, the
refusal for UNLOCK PANEL WITH KEY implies that I need to
find a prybar of some kind.
The endgame neither vindicates nor repudiates the main
character's delusion. This was a nice touch.
Score: 5
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Distress
by Mike Snyder
This is both plot-heavy and puzzly, which is kind of nice --
it also includes one of the better implementations of first
aid I've seen. Outside of critical actions, though, a lot of
actions are unobvious or unmotivated, but necessary. This
meant I had to fail over to the walkthrough a lot. The plot
also kind of doesn't work on traversals that aren't winning
playthroughs, because cause and effect don't end up working
out right.
That's hard to avoid given the premise though, and it is in
any case a well-designed and well-written piece of work.
Score: 7
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Cheiron
by Sarah Clelland and Elisabeth Polli
Graphically, this game is beautiful. It duplicates the old
Legend Entertainment UIs pretty closely in Glulx.
Unfortunately, its target audience is medical students, and
if you aren't actually a medical student, this is just Aunt
Nancy's Hospital. There aren't any reachable goals, and you
can only wander about and explore.
There are hints, but they aren't really useful for the
layman; there's a huge list of all the tests you can run and
all the diagnostic questions you could conceivably ask, and
then there's an answer key. There's no place in-game to put
your answers in, so the game has no end condition. More
critically, there's no explanation of which tests would give
the indicators that would lead to the target diagnosis.
It also didn't help that I hadn't heard of three quarters of
the ailments my patients had. I might just be ignorant, but
this could have been a great science popularization tool. As
it stands, though, it's just baffling.
Score: 4
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Beyond
by Mondi Confinanti
This is another beautiful Glulx game. Excellent work with
the artwork, which is thematic and appropriate; also major
approval for including a .z8 version for pure text.
This is an episodic, noir-y investigative detective story
with a creepy but very effective frame story. The writing is
almost universally excellent, though there are a few wobbles
on grammar and word choice. (And even then, I might be
over-reacting to "hematoma" having just played Cheiron.) My
favorite conversational exchange: "I heard a second voice,
before." "That's not very strange. I can usually hear
sixty-seven different voices at once."
Something that isn't the game's fault, but worth noting if
you're using Zag: if you use the default JVM options, Zag
will run out of heapspace about halfway through. If you play
over multiple sessions this doesn't happen; I must assume
some kind of memory leak in Zag.
It's a great mystery, and a workable thriller. In the end,
it also was my favorite game of the comp. So...
Score: 10
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Son of a...
by C.S. Woodrow
The opening here doesn't really fill me with glee, and there
are a lot of little annoyances. The worst was that the map
exits aren't really symmetrical, especially around the
tavern.
On the other hand, that's really the worst complaint I can
make. The puzzles were well-designed and mostly decently
integrated into the plot. The scoring system was unusual for
these sorts of games, which made point awards kind of
function like clues. That a neat trick too. "Oh, I got
points for picking this up/going here; this must be
important."
It needs a slightly better hint system; it's possible to
lock yourself out of specific puzzle solutions, and so a
simple walkthrough doesn't really suffice.
It's clearly a first effort, but it's a perfectly acceptable
one.
Score: 6
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Dreary Lands
by Paul Lee
This is also clearly a first effort, and a less acceptable
one. The author knew this; the ABOUT text was a lengthy
apology. Don't do this; if the game is crap, and you think
so too, DON'T SUBMIT IT. Compare yourself to the games that
got 5 averages in the last year's comp, and if it's not at
least that good, don't waste our time.
So yeah. Problems are legion. Grammar and spelling are
problematic. A set of game-critical objects (which are
actually arrows) are called "which is currently burning)"
when described -- this despite the fact that they are not,
in fact, burning. The inventory limit is too small, and
there's no need for an inventory limit in the game. You
can't wear the shield. The midgame, which was supposed to
make sense, wound up being more incomprehensible than the
intentionally surreal and incomprehensible opening (which I
solved without hints, mind -- the opening was not a
problem).
That said, the story he wanted to tell is not a bad one, and
the puzzles are, while perhaps a bit too straightforward,
reasonable. (I'd move the tar somewhere else, and consider
an alternate solution involving turning the stick into a
torch.) If it didn't have all the serious writing and coding
flaws, it'd easily be in the 6-7 range, but as it stands,
it's unplayable without a walkthrough and riddled with
flagrant errors.
Score: 3
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Escape to New York
by Richard Otter
This is an extensive, and pretty well done, caper in which
one is attempting to get stolen goods to America on board a
fairly ill-fated passenger liner. Most of the fun in the
game involves committing additional theft along the way,
although I note that this seems kind of silly when
succeeding at the primary goal would have me set for life.
The writing is mostly good; grammar errors are restricted to
run-on sentences and the odd comma splice. It also surrounds
words with single quotes to emphasize them, which is really
what italics are for.
ADRIFT's non-parser gets in the way a lot more in this game
than it did in the other entries; it mistook "cigar case"
for "cigar", and some sentence-structure issues showed up
with a vengeance:
> GIVE GOODSON LETTER
Donald Goodson doesn't seem interested in the letter.
> GIVE LETTER TO GOODSON
Donald grabs the letter and says "Thanks." He hands you a
ruby and then goes out onto the Boat Deck.
If a system is supposed to be easy for novice programmers to
use, this kind of thing shouldn't even be possible.
The setting is very large, but the map that came with the
game helped a lot. This was a nicely staged adventure.
Score: 7
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Hello sword: the Journey
by Andrea Rezzonico
From the ABOUT menu:
I'm not very familiar with the English language, but in
spite of this I want to realize an English version of my
game, to allow you English players to play with "Hello
sword"... I'm absolutely acquainted with the great number
of errors and incomprehensible expressions that crowded
this adventure (by the way, I ask you to signal them to
me), but I hope you at least appreciate the huge effort I
made for you.
I could almost just end the review right there; I should
note, though, that the errors here are so legion and so
deep-seated that it isn't a matter of sending corrections,
but a matter of having a native speaker rewrite each and
every sentence. As an example of just how much change is
required, here's another quote from the instructions:
However the level, don't worry: in this adventure you are
a greenhorns and you'll cast only spells for greenhorns;
it's opportune instead to underline that the mana points
are rechargeable (even if slowly, so or you utilize it
with prudence or you have to wait a lot of time before
resuming to cast another spells) and that's advisable
don't impart any commands while you're pronouncing magic
wordings, otherwise your concentration will be
interrupted.
This could perhaps become:
Disregard spell levels; in this adventure, you're a
novice sorceror and as such will only cast novice spells.
Mana points recharge with time, but rather slowly. Use
magic sparingly or you'll have to wait a long time before
you can cast again. Attempting to take other actions
while casting a spell will break your concentration,
disrupting the spell.
As you can see, the changes here are sufficiently vast that
any editor is going to effectively become a co-author.
The game often pauses to wait for you to press a key; it
does this with great frequency, and often in the middle of
sentences. I can't really approve of this technique.
Playing the game itself involves either straightforward
actions, exhausting conversation trees, or entering
precisely phrased, uncued commands. As a result, the only
parts that are even remotely playable are the parts where
you aren't really doing anything.
Score: 2
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Sabotage on the Century Cauldron
by Thomas de Graaff
Your initial goal here is to do millions of dollars of
damage and put hundreds of lives, including your own, at
risk, so that you may rescue your dog. This is not a game
that has a very serious attitude towards anyone's life,
including yours; it also attempts slapstick at various
points.
The plot here could, in theory, be salvaged, and there are
some puzzles that might be usable too. However, about half
the code is missing. There's a button that, when you push
it, gives you the response "THIS IS WHERE THE BUTTON
ACTUALLY DOES WHAT IT IS SUPPOSED TO DO." Then there's this:
> OPEN DESK
Hey, you're talking to me, an ordinary computer! I have
learnt that a desk has a drawer which can be opened, so
please don't confuse me by trying to open the desk
itself.
Yes, I know it sounds silly as hell, but you have no
choice but to comply with my demands, because nobody or
nothing is more stubborn than a computer!
Please don't blame the computer for your own programming
laziness, please. I don't know the precise number for TADS,
but in Inform, making OPEN DESK transform itself into OPEN
DRAWER is one line of code with four words in it.
On the things I liked: There was an actual backstory. NPCs
do things on their own (this was good and bad; the bad came
from the fact that no attempt was made to ensure that the PC
wouldn't get unavoidably trapped -- implementing a HIDE verb
might solve that neatly). The "reverse grue" effect; if an
area is full of monsters, sticking a giant beacon on
yourself in the form of a flashlight is not the best idea.
The flaws in the plot can be summed up by the following line
from the walkthrough, edited to remove spoilers: "Of course,
you are not supposed think X, but the story won't evolve
unless you do X."
For this to be a game that isn't an insult to the player, it
needs to, at minimum, have its objects implemented properly,
have the inane asides the player removed, and have its plot
streamlined or cued so that the game will advance properly
without having to consult a walkthrough.
Score: 3
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Vespers
by Jason Devlin
This is a fiendishly clever game. It looks, on the surface,
to be mostly puzzleless; a tale of a hopeless monastery
falling to the plague, and of the Father's attempt to keep
things together. The coding and the writing are both
excellent and there's not a lot to say about them. In fact,
if at all possible, if you haven't played it yet, do so
before reading the rest of this review. Some of the things I
want to complain about may be considered spoilers.
I only really have two complaints, and they're part of the
game design. The first is the use of box quotes. This is
clever, but the cleverness isn't apparent until too late.
They have three purposes -- setting the mood, representing
the PC's mental instability (which other characters remark
on later), and representing the PC's darker urges and
temptations. The problem is, these latter two purposes
aren't properly explained until far too late in the game, if
at all. And at that point, the player has already forgotten
about the quotes.
Second, there is a certain action that is heavily prompted
that will lock the player out of the "Good" ending -- and
under most circumstances the nature of the player's error
will be explained in great detail in the endgame. This is a
fantastic piece of game design. The part that's not so great
is that very similar actions are mandatory in order to win
at all on the "Good" ending, and -- despite the fact that
the game insists it's not being a theological treatise -- it
does give a bit of an impression that it's not fully playing
by its own rules.
These are only quibbles, though. Vespers is one of the gems
of the comp.
Score: 9
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Xen: The Contest
by Xentor
This is another game, like Internal Vigilance, that has the
potential for excellence but doesn't reach it due to serious
flaws. They're less coding flaws and more design flaws this
time, but that doesn't make them irreparable.
The plot is kind of split-personality by design; about half
the game is micro-detailed play of college life, which is
about as much fun as it sounds (which is to say, not very).
The other half is bits of weirdness that blow up into a
full-scale science fiction plot. I can't say that the first
half should be eliminated in favor of more development of
the second, because a major theme is the unpleasant position
of the PC in having the SF plot forced upon him against his
will. Without the "mundane life" to compare against, this
doesn't work.
The writing ranges from servicable to good, and the coding
is mostly acceptable. I can't wear my backpack or open my
wallet, and the contents of my wallet (which are important
for dealing with daily life) don't directly show up in my
inventory, but those are about the only complaints I can
make at the low level.
At the higher level, the emphasis *is* wrong on the two plots.
Most of the actual interaction is in the mundane section,
and this required a great deal of mapmaking, consulting, and
careful reading just to go through my daily life. This is OK
for the "first day at school" part, but much of this should
probably have been handled via cutscenes or single commands
later. (BUY LUNCH would have been nice, as would GO TO
[building].) After all, mundanity isn't much fun, especially
when there's also an epic plot to deal with.
Most of the science-fiction plot was handled through
extremely long cutscenes, many of which were conversations.
I recognize that a certain degree of plot railroading is
necessary here (especially since one of the themes is that
you're being manipulated by events and beings beyond your
ken), but, at minimum, these sequences should turn into
conversation menus to keep the player involved.
On the other hand, some sections that were interactive
arguably should have been forced-command or cutscenes -- I'm
thinking in particular of the parts where the PC panics or
otherwise goes nuts.
This isn't a great game as it is, though I think it could
easily become one. However, it's still good enough on its
own to be worth checking out.
Score: 6
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The Sword of Malice
by Anthony Panuccio
This is a fairly generic fantasy adventure in which one
seeks to forge Soul Edge, er, that is, the Sword of Malice,
to turn the tide in a generic war between two generic ancient
adversaries.
This is, perhaps, not entirely fair, since there was enough
worldbuilding done for me to be irritated by the PC's
nation, the Sekoniun. Unlike their rivals the Altari, I
think the problem I had with them is that their names are
actually too close to English -- I'd have preferred an
Anglicized "Sekonian" for the adjective, with "Sekonians" as
the plural. It should also always be capitalized, even as an
adjective, since it is being loaned into English here. From
a consistent-history standpoint it might also be good to
have the Altari and the Sekoniun share facets of their
language, since, if I read the backstory aright, the two
nations are ethnically pretty closely related.
I liked the potions (and would have liked to have been able
to take a bunch with me, or at least interact with them
individually), and the intended puzzle mix was well-chosen
as well. Multiple solutions are implemented too, which is
nice.
Many of the puzzles need a bit more work to truly be up to
snuff, however. (This is ignoring the fact that there are
many places where you can trip up and lock yourself out of
getting treasures that you need to win; I think that's
intentional.)
First and most blatantly, getting the Power of the Sekoniun
shouldn't require the command that it does. Not only is the
command uncued, the reply to the command indicates that the
result seems to be triggered by physical contact, and as
such it should probably be triggered by SEARCHing it as
well. Worse, LOOKing UNDER it gives a reply indicating that
you lift the object in question, and this it doesn't produce
the effect either. That really makes no sense. Since the
Power is necessary to get all the backstory and have full
motion through the story, it should be easier to trigger it.
The other problem is with the columns/lights puzzle; it
needs to be made a bit more complex to pose any challenge.
As it stands I solved it by accident merely by collecting
the information as to what the buttons did, which I must
admit wasn't very satisfying.
This isn't even trying to be a great game, but it's not bad,
and with just a bit more polish it would be quite solid
indeed.
Score: 5