Ratings and Reviews by Sam Kabo Ashwell

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Bloodless on the Orient Express, by Hannes Schueller
4 of 4 people found the following review helpful:
Dracula: Guerilla Chef, March 9, 2012

1899: a train is trapped by snow, and a murder has been committed; but you are Count Dracula, and identifying the murderer is only one part of the more pressing objective of getting some blood.

Written in 3 hours for Ectocomp, in which it placed 1st of 8, this is essentially a speedIF. That considered, it's an impressive piece of work, if not a hugely distinctive one. It's designed along unadventurous but very solid lines; gather some inventory, assess the situation, solve a straightforward puzzle. The map is well-organised, the puzzles are easy to pick up without being obvious, and you are deftly turned away from red herrings. The terse efficiency failed me at (Spoiler - click to show)lighting the stove, where failure responses don't really signal the correct action; otherwise, for a game written this quickly it's remarkably robust.

Genuinely horrific effects take time to build and a lot of fine-tuning, and few Ectocomp games really attempt to create them; Bloodless is no exception, and mostly feels like a neutral-affect oldschool piece. It does, however, manage to develop a strong, atmospheric setting in a few minimalist strokes; I got a good impression of the creaky, dimly-lit, narrow environment of the train carriages.

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The Spy Who Ate Lunch, by Robert Rothman
2 of 2 people found the following review helpful:
Tinker, Tailor, Soldier, Twit, March 8, 2012

This aims to follow the tradition of Bureaucracy, The Goon Show or Brazil: a hyperbolic anti-authoritarian satire. It ends up, I think, being more like Austin Powers, Robert Rankin or the weaker efforts of Mel Brooks, without the frenetic pacing that (if anything) makes those works tolerable. You play a spy struggling to complete a (ludicrous) mission despite the institutional obstruction of your own agency. Much of the humour is derived from Dirty Acronyms (your boss is the T.U.R.D.) and the tone is generally at about that level. If that style of comedy works for you, you might enjoy this; if not, stay well back.

Satire's difficult. Satire cannot be done well from a complacent position. Satire fails when it says nothing new, when the author seems untroubled by the material: it involves a lot more than a comic assertion of one's opinions about what's wrong with the world. The Spy Who Ate Lunch takes on a broad swathe of issues -- bureaucratic incompetence, security theatre, jingoism, detention and torture, food regulation -- but doesn't ever seem to progress beyond cheap sniping. (It's possible that the tone shifts in the later game; I didn't get beyond the initial area.)

One of the more obvious targets of The Spy Who Ate Lunch is political correctness. It mostly handles this by embracing over-the-top, nuance-free stereotypes: there's a bitch secretary and an Nazi interrogator, and once you recognise their Type you know everything about them. It's possible to pull off satire through ludicrous, overblown caricatures, but not easy; it presents an almost insurmountable temptation to resort to lazy strawmanning, sneering and irrelevance. The other problem is that off-the-shelf stereotypes aren't inherently very funny. They can be rendered so, but by default they're tired, weak jokes. Julia in Violet is (Spoiler - click to show)promiscuous and obnoxious, but she's treated as an individual rather than an iteration of a stock character; this offers the author a lot more opportunity for fresh jokes, makes the character more interesting, and is harder to interpret as implying attitudes about women in general.

The part where this shifted from being mildly annoying to kind of objectionable, for me, is the torture bit. (Spoiler - click to show)In one corner of the HQ, the ex-Nazi interrogator is torturing a supposed Islamic terrorist who, it quickly emerges, is actually Korean. This isn't treated as horrific or shocking, exactly; it's just another gag. I was put in mind of the weaker half of The Great Dictator, the part wherein Jews evade portly, blundering stormtroopers by bopping them with skillets. Chaplin later said that he could never have made those parts if he'd known about the reality of ghettos and concentration camps.

Given more focus, the inability of the institutionally-minded PC to do anything about this could have made a genuine point, but the opportunity seems wasted; it comes off as just another gag. It's fine, I think, to make this sort of thing the subject of humour; but it's much more important for it to constitute genuine satire rather than the repetition of established tropes. Spy really doesn't seem interested in any kind of coherent stance: the abduction and torture of innocents isn't really presented as a more terrible activity than clamping down on food trucks. It makes me uneasy precisely because it's not all that interested in being uneasy.


These problems are exacerbated by the game's approach to interaction, which mostly takes the old-school attitude that anything that makes interaction more annoying counts as a puzzle. Spy is not a half-assed piece; it's sizeable, bristles with extensions, has been duly tested. Rather, I think, it's aiming to be a frustration comedy. Again, this is a hard thing to do well; to pull it off, you need to give your players the rock-solid assurance that the annoyance will be worth it, and that they'll only be frustrated when they need to be. Spy doesn't offer either assurance. (Admittedly, my tolerance for this is lower than most; Fine-Tuned and Gourmet were well-liked, but I didn't enjoy either much on a first play.)

The annoyance isn't arbitrary: its aim is to simulate the feeling of bureaucracy and security-theatre. The intelligence agency HQ where you start is broken up by keycard-locked doors: you have the card, but you have to swipe it every time you want to go through a door. This is a reasonable simulation: real-life keycards are fiddly and irritating, and having this constant annoyance in the background while you do other busywork tasks gives a good feel of what it's like to work in this place. But this player-unfriendly interaction style extends beyond the things that the bureacracy should directly control, and into things that are just politeness to the player. Even in the legit bureaucracy stuff the instinct for how tightly to turn the screw is off. I ended up abandoning the game after (Spoiler - click to show)having gathered that I couldn't leave the first area without unlocking and reading the manual, going through all the steps to unlock the manual, leaving the area, reading the first entry and discovering that the manual re-locks itself every time you read an entry, and that you can only unlock it in one place.

It's possible that Spy may appeal to players with more old-school expectations than mine, a great deal more patience, less sensitivity to tone, and different tastes in humour. But as I get older, I increasingly find myself considering art in terms of how much respect it has for its audience; by that standard, this does very poorly.

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Indigo, by Emily Short
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Pale Blue Light, by Kazuki Mishima
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Starborn, by Juhana Leinonen
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The House of Fear, by Gwen Katz
7 of 7 people found the following review helpful:
Regenerate Art, January 31, 2012*

The thing that struck me most about House of Fear was the contrast between content and structure. For Leonora Carrington and the world of 1940, surrealism was challenging, avant-garde, politically potent. For IF, surrealism is a stock approach, comfortable and familiar. The strange-but-consistent world built from psychological allegory, the focused set of interaction styles, the house-of-locked-doors map will all be immediately familiar. The disorientation of the protagonist isn't shared by the player.

There is, in fact, an unusually strong division between player and PC in this game. In the archive photographs that illustrate the story, Leonora is always looking out, directly at the camera. The flashbacks that recount her past remind us that we're not involved in her real life. The game's plot, which follows a predictable arc of defeating one's demons and self-actualising, feels like something viewed from the outside. There's the sense that Leonora is already pretty damn self-actualised and that the game's events are just a re-enactment of that. There are two elements that don't quite mesh: a coming-of-age, self-creation story, and the depiction of Leonora as someone who already has a strong sense of her own identity and strengths.

As a piece of design, House feels patchy. There are two major gameplay mechanics, which are easy enough to figure out but aren't smoothly managed. The acquiring-forms mechanic is the more interesting of the two, but it tends to default towards one-key, one-door; the alchemy puzzle, on the other hand, is actually two puzzles but doesn't make this clear. The setting feels fractured, lacking aesthetic unity (this may be because I'm unfamiliar with Carrington's work, which is not reproduced in the game). There's less polish than you'd expect out of a design style this orthodox. And I have a particular personal hatred for the floating-in-a-formless-void opening.

House of Fear succeeds insofar as it makes the real Leonora seem like an artist I should find out more about; it doesn't quite succeed at giving me much sense of her personality beyond Strong Feminist Artist. Extensively researched, it sensibly errs on the side of directly using too little of that research, rather than laboriously spelling everything out. The writing is competent to good, and doesn't become obtrusive even when dealing with quite difficult material; if it has a flaw, it's that it verges at times on the overly earnest.

Implementation is mixed; quite robust in places, sparse and patchy in others. The NPCs, in particular, are a little too inert. But I found it impossible not to like House; at heart, it has interesting subject-matter, decent writing and good gameplay flow everywhere but one point.

* This review was last edited on February 1, 2012
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Elizabeth Hawke's Forever Always, by Iain Merrick
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Danse Nocturne, by Joey Jones
12 of 12 people found the following review helpful:
Bite-sized Saga, January 10, 2012
by Sam Kabo Ashwell (Seattle)
Related reviews: poetry, adverbs, tone, fantasy, romance, tragedy

Adverbs are usually a joke in IF. There's so much work to do just to make the game respond sensibly to straightforward actions that adding subtle qualifiers to those actions seems like an impossible task. Where they do appear, they tend to be used for conversation and other social contexts, where how something is done is as important as what is done. In the romance-parody Forever Always, for instance, you negotiate a fraught social situation (disrupting your lover's wedding without fatally irritating her) by using different verbs and adverbs for speech. ROAR ANGRILY gives different options than WHISPER LUSTILY, and gives those options different effects.

Danse Nocturne is a slighter piece even than the rather brief Forever Always; the verb is always DANCE and your only control lies in the selection of adverbs. The emphasis on tone and mood is reinforced by the writing, spare blank verse that focuses on the core of the story without giving much away beyond that. Avoiding the usual IF methods of detailed, object-oriented setting allows it to get away with a much more immediate, sparse, focused world than would normally be possible, and to deliver poetry without waffling. The core story, a revenger's tragedy that could be summed up in a line or two, emerges at just the right pace: not so slowly as to be irritating, but slowly enough to have dramatic impact. There's a well-maintained feeling of the epic or mythic. The Germanic naming style evokes a feeling of tragic saga.

Again, the core thing that the player does is not exploring the PC's range of action, but her range of attitudes, social styles, emotional responses. This ends up enabling action, but the game's core is: how should this character feel about this? It's about a character who is trying on different personas, seeing if any of them will help her -- a process at the heart of role-playing and of socialisation.

As a speed-IF, this is all quite brief and simple. While the game recognises a great many adverbs, the territory you negotiate with them is not complex; most adverbs give a single response and don't change the game-state. Play is mostly about thinking up new adverbs and trying them out. This is not to say that it should have been longer or more difficult: the strong poetic approach probably couldn't have been sustained over a bigger game. But it does leave me wistfully hoping for more substantial games that are navigated by manipulating tone, style, mood, focus, rather than medium-size dry goods.

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The Play, by Dietrich Squinkifer (Squinky)
9 of 10 people found the following review helpful:
Theatre of Mercy, December 5, 2011*

One of the better CYOAs to be released in an IF context, this deals with territory that's unusual for IF but standard for theatre: a small group of characters who don't like each other very much but are stuck with one another. There has been a fair amount of discussion in IF circles about the PC as director, steering other characters rather than driving the action directly, but The Play is the first game I've seen in the IF sphere that really does this.

The pitch: you're the struggling director of a wretched play, trying to get your demoralised, infighting actors into some kind of shape in your last rehearsal. The tone isn't as doom-laden and jaded as it initially appears; in spite of the acrimony, it's a comic melodrama at heart. The writing is solid and efficient if not scintillating, and the game in general gives the impression of a high craft standard.

It's very much a set-piece, short and efficient: narrative backbone is provided by the rehearsal, which you're determined to plough through. Most choices are binary, but (with considerable state-tracking) this adds up to a broad range of possibilities. The overt mechanic lies in managing the enthusiasms of all four NPCs, trying to elicit strong performances without annoying anybody so much that they quit.

The framing of gameplay, then, suggests that you should take a balanced approach and rely on moral credential effect. But the hidden mechanics tell a different story: individual decisions have individual effects, managing people is not a zero-sum game, and some viewpoints genuinely are better than others. This conflict between apparent and real best-strategy is a standard technique of persuasive games, but as a persuasive game The Play has some problems. First, its delivery of its main theme -- sexual harassment and institutional resistance to addressing it -- is somewhat uneven: some players miss it entirely and others end up feeling rather bludgeoned. Secondly, it's not interested in persuading anyone that sexual harassment is a genuine probem: it takes this for granted and moves on to the (more difficult) question of what can be done about it, and about how institutional resistance works. Thirdly, its use of slapstick and melodrama don't quite mesh with the serious material; the women are all Strong Women and predictably capable at traditionally-male roles, the sexist villain is straightforwardly villainous, there's a general sense of values being enacted rather than explored.

Persuasive games are always difficult, and I don't want to give the impression that The Play flubs anything terribly; the core of its ethical arc works as designed, I think. Rather, a lot of things are just a bit off, and this adds up. But despite this, it's an entertaining and impressive piece of work.

* This review was last edited on December 6, 2011
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69,105 Keys, by David Welbourn
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