Ratings and Reviews by Sam Kabo Ashwell

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Counterfeit Monkey, by Emily Short
Sam Kabo Ashwell's Rating:

Hey, Jingo!, by Caleb Wilson
Sam Kabo Ashwell's Rating:

maybe make some change, by Aaron A. Reed
7 of 7 people found the following review helpful:
This Machine * Fascists, December 19, 2012*

maybe make some change is a rare thing: a political game that's powerful without being preachy, a heavily-multimedia piece that doesn't feel gimmicky, a limited-action/brutalised-protagonist piece that feels justified. Dealing with the Maywand District murders, it puts you in the shoes of Adam Winfield, one of the US soldiers convicted of the premeditated killing of unarmed Afghan civilians.

PAX East 2011. At the IF Demo Fair, Aaron Reed is showcasing an early version of maybe make some change, then titled what if im the bad guy. To me, the experience of play feels like an attempt to represent post-traumatic stress disorder. The game is played with headphones: the soundtrack is a garble of radio static, yells and gunfire, through which emerge fragments of speech clips about the Afghan conflict and the War on Terror. In the screen's background, behind the text, clips play from first-person shooters set somewhere in the Middle East. The central text is terse and repetitive, the verb-set narrow; interactivity feels distant, a struggle through a haze of stressful stimuli. As a piece of multimedia IF, it's astounding, leagues in advance of anything comparable; otherwise, it feels more like a theatre-of-cruelty experiential piece than a playable story. A woman stops playing, refusing to enter the commands that she feels the game's demanding of her: Aaron gives her a hug. "That's a totally legitimate response."

maybe make some change is a more meditative creature than what if im the bad guy, less easy to read as designed primarily to shock and brutalise the audience. The voices are chosen more for calm tones, the crackle of radio and gunfire is less jarring (the predominant sound is of an eerie air-raid siren), the video more blurry and ghostlike. The game doesn't try to overwhelm you with multiple stimuli anywhere near as much. The narrators use less racist language. The overall effect is less of a hammer-blow to the face: still disturbing, but allowing more focus on the underlying content.

The game's basic conceit is a cycling Rashomon story: the same vignette is told over and over again by different narrators, military and civilian, before and after the event: sergeants, a pro-war relative, a liberal blogger, an army trainer, your prosecutor. Each retelling takes only a single action before switching to the next; the initial feeling is that this is a one-turn game like Aisle. The same sentences are used in each retelling, but as well as tenses, many of the words shift between narrators -- most significantly, the word used for the Afghan man killed by the platoon, which varies from 'civvie' to 'insurgent' to 'fuckhead'.

The game focuses on the strained and difficult positions that the protagonist faces, about situations and interpretations framed by other people. Most actions are invalid, either denied by the narrators or self-censored by the protagonist. The central thread to the piece is obviously about the conflicting pressures and limited freedom of the protagonist. But there's more to the piece than the weary The Game Is Oppressive, The Player Is A Victim dynamic.

(Spoiler - click to show)The central point of gameplay is to unlock the full suite of available verbs, then apply them to the correct narrators in ways that might conceivably have helped. For me, this successfully threaded the needle between ironic nihilism and demanding perfect-world outcomes.
There's a definite element of disassociation or derealisation about gameplay, a post-desperation feeling of 'okay, I'm fucked anyway, let's try anything'. But it avoids becoming navel-gazing; the game does an excellent job of contrasting the various American-centric fantasy wars with the man in front of you, the ghost of Mullah Adahdad who you must confront again and again from different angles (contrast De Baron). Similarly, for a piece that's about different perspectives, it does a fine job of avoiding pure-subjectivity soup.

The multimedia features are largely lost in the non-browser version; not recommended.

* This review was last edited on December 20, 2012
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Moonlight, by Jonas Kyratzes
Sam Kabo Ashwell's Rating:

Ghosterington Night, by Wade Clarke
5 of 5 people found the following review helpful:
Monster Mash, December 2, 2012*
by Sam Kabo Ashwell (Seattle)

The design of this short piece is not unlike Clarke's debut Leadlight: you are a cute, athletic young woman exploring a macabre setting, getting attacked by wacktastic monsters, and dying a lot. This version, however, is a straight-up treasure hunt. In tone it's more of a light-hearted Halloweeny romp, though there are still a few genuinely macabre images.

You are pursued around the house by two monsters, the clockwork girl and the terror statue; remaining in a room with them results in your death. You can avoid them by moving away (though they may come after you), or by shooting them with your limited supply of bullets. Also limited is a central room, which kills you the third time you enter it. Although the treasures you're looking for (terrible, but highly valuable poetry) are hidden, they're only nominally so; the trick is about finding enough breathing space to look for them, and finding genuine treasures rather than useless scraps.

For a game produced within the time constraints (Ectocomp's slightly weird setup: three hours of coding, as much preparatory writing as you like), it's impressively tight design, and everything pretty much works as it ought to. Poking at the scenery too hard is not to be advised, but in general you won't have much time to do so. There are some sound principles at work here, but for me it wasn't quite entertaining enough to stick at; that sodding clockwork girl was far too persistent, and working out which things hid the genuine poems was too trial-and-error, given that I usually had to burn up a bullet to get one. Too much of my gameplay was spent running in circles, trying to make a swipe at that damn armadillo shell and getting headed off by monsters every time.

This seems to be designed as an intentional challenge, but my frustration level for replay is fairly low. If I'm not encountering new content or discovering new strategies, I don't really want to keep hammering away at the same puzzle time after time. That hurdle is what stops this game from being a generally strong piece, as opposed to just a strong piece given its time constraints.

[Review originally posted on intfiction.org]

* This review was last edited on December 3, 2012
Note: this review is based on older version of the game.
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PataNoir, by Simon Christiansen
9 of 9 people found the following review helpful:
Hopeful Monsters, November 28, 2012*

Simon Christiansen's work has been characterised by brilliant concepts that are ultimately let down in the execution. The execution has improved considerably (and so have the concepts, really); the overall experience, though, is still a little rough.

The big concept of PataNoir is that similes occupy their own adjacent reality that you can manipulate: change the simile, change the real world. One frequently-employed subset of this involves altering the personalities of people. Elements of one simile can be used to tinker with another, and in some sequences similes are gates that allow you to plunge into entirely separate worlds. There are, then, a number of distinct kinds of manipulation that can be performed with similes, and they're thrown at you pretty much all at once, together with rules about how the system works (similes can be used to modify real-world things, but can't act directly on them: a simile key will not unlock a real door.) When I first played it I had a little trouble taking on everything at once, and stalled out perhaps halfway in.

The simile hook provides a good deal of rather lovely imagery (kicking in good and early), with elements of fantastic journey about it; to film this you'd want Terry Gilliam (or Švankmajer, though it's not quite that dark). There is a hauntingly dark atmosphere to much of it. Not every section is quite as spectacular as it could be: the climactic scene in particular could be richer and darker. But there are many images I took away from this: (Spoiler - click to show)the angel fountain encircled by snake-paths, the sleeping giant, the eyes you swim into like subterranean lakes, the plunge from bottles on a table in a messy apartment into a minaret-studded city. There's much here of the raw stuff of imagination, the pure delight of strange transformations.

Structurally, the game has areas you can travel between, and you will fairly often need to travel back and forth. The game's natural pace is a sort of Anchorhead-like, leisurely poking around at things; but I ended up speeding things up with the walkthrough a good deal, for a couple of reasons. Dream or hallucination is a flow state: it's not something where you get hung up on a fair-but-difficult conundrum for a while and have to work through it logically. The play experience matches up much better with the experience-as-written when you cheat. Simile-logic isn't really consistent enough for a Savoir-Faire simulationist approach, and there's often a whiff of read-author's-mind about the solutions. In the impossible-to-make Platonic ideal of this game, more or less everything you tried would advance the plot somehow. That said, going to the walkthrough really doesn't ruin the experience: it's still hauntingly strange.

Christiansen's biggest limiting factor remains narrative voice. This is exacerbated because of PataNoir's reliance on a genre that makes very strong demands on narrative voice, even when done as a pastiche. Noir needs a tone of slangy self-assurance, murky motives, a grimy, uncomfortable world full of implied sex, violence and desperation. PataNoir feels a bit more in Thin Man territory: there's a noir template, but it's being used in service to something else, it's as much a comedy on noir tropes as anything, and thus it's rendered nonthreatening. The characters are a little too straightforward: the obligatory femme fatale has the mandatory dangerous curves, but these are only significant as a simile: but the PC doesn't feel as though he regards her with either lust or trepidation.

And then there's the ending. (Spoiler - click to show)The protagonist, it turns out, has a rare mental-health condition ("Lytton-Chandler syndrome") and, off his meds, has likely fantasised the entire thing. A lot of people felt this was a cop-out; I'm not convinced of this, but I don't think it really matches up with the story as written. The tough, non-flowing puzzle structure isn't suggestive of hallucination, but of solid, graspable, permanent worlds; the contrast between the rich simile-worlds and the flat detective-noir story suggests that they genuinely do occupy separate worlds, rather than being elements of the same hallucination.

So ultimately I came out of this hoping that Christiansen would team up with a more confident wordsmith, or perhaps find something that allows him to develop his own voice rather than trying to replicate an established style.

* This review was last edited on November 29, 2012
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Flight of the Hummingbird, by Michael Martin
5 of 5 people found the following review helpful:
Flight Isn't Freedom, November 25, 2012
by Sam Kabo Ashwell (Seattle)

Flight of the Hummingbird is a sort of attempt to blend platformer-style puzzles in an IF format. All of its puzzles are to do with difficult or unusual ways of getting around. Most involve alternative ways of handling space than the standard IF rooms-and-compass method. While some of these experiments seem potentially interesting, none are developed much beyond the point at which the player can grasp their use.

The fictional content is pretty standard fare: you play a third-string superhero with a kind of feeble theme and an unimpressive power (you can fly, but have to chug sugary sports drinks every few turns). You're tasked with dealing with a third-string supervillain with a campy villainous plan of some kind that requires a space rocket; everybody expects you to screw up. This is a pretty well-established comedy premise, so it needs to be really funny to work: ideally, it would have played on the careenings of the navigation puzzles to produce something wildly slapstick. Flight's writing, however, is more workmanlike than anything, and the comedy falls flat. What remains is a My Pathetic Life narrative, which turns out to be no more appealing with superheroes than in My Apartment.

So the ultimate effect of Flight is of something that was designed as a succession of themed puzzles with a narrative skin, rather than something that marries puzzle and narrative together. It may appeal as a quick puzzlebox, if that's your bag: it's not really mine.

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Guilded Youth, by Jim Munroe
6 of 6 people found the following review helpful:
Instance Classic, November 18, 2012

Guilded Youth is a short, aggressively compact coming-of-age story, with well-considered, strongly-executed, attractive presentation that contributes a great deal to the content without overwhelming it. You play Tony, an 80s teenager whose world is viewed through the lens of a fantasy-RPG BBS; recruiting various allies from his online world, he leads a series of quixotic real-world raids to plunder treasures from a derelict house. The interest lies not so much in trespass and theft, however, as it does in learning things about the NPCs (though this mostly feels like glances at the surface). Munroe is a capable writer. There's well-chosen music. On the surface, this feels like a polished product; indeed, it's really the product of four different specialists rather than one overworked generalist.

Once you get to grips with it, though, it's not quite there. Gameplay is restricted to a narrow set of verbs and interactions. This makes play easier, but has the side-effect of making Tony's engagement with his world and peers seem very impoverished: going on a great adventure doesn't change the fact that he's an awkward kid. Some games parlay limited verb sets into rich and engaging gameplay: Guilded Youth very much doesn't. Interaction rolls along smoothly enough, but it always feels constrained.

The narrative, too, is clipped, narrow, to-the-point; we see nothing at all about Tony's mundane life, or very much of what matters about alternative world of the BBS. The story offers subplots, suggestions of character arcs, then prunes them away after barely a plot beat. The story has been much-compared to 80s children's adventure movies, particularly The Goonies, but to me it felt more like YA novels of the same approximate era: willing to touch on big, thorny, uncomfortable issues, brave enough to avoid neatly resolving them. There's perhaps something to be said here about the experience of being a teenager, of being in a place where everything is done for a future that's taking its time in arriving; of feeling that everything important, everything fulfilling, has been indefinitely put off; but this explanation has the feeling of an excuse. Rather than a conscious design decision, it's probably the result of the game being written hurriedly as a tech demo for Vorple. Jim Munroe:

"I just kind of dropped it when I was done. Me and Matt considered it a lark, a nostalgic trifle, so much so that we didn’t anticipate people would care what happened to the quickly sketched characters."

(Post-comp, an epilogue was added, allowing the player to focus a little more on one of the characters. These sections add a small but important sliver of character development, player choice and much-needed narrative closure; they make the thing feel more like a complete piece, even if they don't entirely fix all its weaknesses.)

Nonetheless, it's a pretty damn good tech demo; the importance of launching a new IF tool with a first-class demo game can't really be understated.

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Changes, by David Given
8 of 8 people found the following review helpful:
Invasion of the Bunny Body-Snatchers, November 17, 2012*
by Sam Kabo Ashwell (Seattle)

A piece of ecological science fiction with obvious similarities to the James Cameron Avatar, Changes relies on a contrast between an idyllic setting and violence and destruction. Some fairly nasty behaviour is required to make much progress in the plot: (Spoiler - click to show)a space explorer crashed on an alien world, you must kill a succession of alien creatures in order to steal their bodies and abilities, enabling you to return to your ship.

The immediate attraction of Changes is environmental; it is set in a good-sized map full of attractively-described locations, pleasant to explore and absorb. (Given how well-suited IF is to environment-focused games, it's surprising that so few exist, so this was pretty refreshing in its own right.) The writing is strong enough to serve as an immediate draw. At the larger scale, it has a consistent, overarching set of puzzle goals that are readily grasped, are deeply tied into the world, themes and plot, and do a good job of directing short-term motivation.

It's at the intermediate scale that Changes stumbles: between the immediate experience of setting and prose and the grand arc of the puzzle sequence, a player has to figure out the shape of individual puzzles and get them to work. Here, the extensive map becomes a drawback: it's not always very clear which problems can be tackled at any given time, and even when you know what to do the execution can be fairly frustrating. A good deal of effort has been made to provide clues, but these often appear long before they can be usefully acted upon and don't show up again. Experimentation isn't always as well-rewarded as it might be.

In some ways, it's tempting to think of Changes as a belated artefact from around the tail-end of the Middle School period, something to be shelved alongside The Edifice and Babel, intended to be played over multiple sittings, likely to stump the player for considerable periods of time. (Tending to support this: the backstory is doled out through amnesia-recovery.) The game might have been served better by that model, perhaps; at any rate, the two-hour Comp doesn't seem to be its optimal environment.

* This review was last edited on November 18, 2012
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Valkyrie, by Emily Forand et al
Sam Kabo Ashwell's Rating:


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