Narrative-centred, vivid, weird SF noir, short and fast-moving. If you enjoy Robb Sherwin games or Deadline Enchanter you're likely to enjoy this.
The idea of a PC with a prodigious sense of smell has been floating around the IF world for an awfully long time. And a detective piece seems like a good fit for a smell game: the PC can see evidence that nobody else can, and you can deliver forensic-science details without having to mess around in a lab. The thing practically writes itself, and Nostrils of Flesh and Clay looks almost nothing like it.
Nostrils is a sort of science-fantasy noir. The SMELL verb is, indeed, more useful than EXAMINE, but it doesn't give concrete information so much as emotions, associations and metaphors. This meshes in heavily with the lurid, punchy prose, which would be at risk of becoming purple if it wasn't so admirably concise. The world is grimy, threatening, nauseous, bordering on the surreal; everything is experienced viscerally. There's heavy use of gesture-worldbuilding; China Mieville or Blade Runner territory. You are not meant to understand everything, and there's a significant gap between player and protagonist.
Once the central plot thread emerges, it's pretty clear that things are not going to end well. The protagonist is a bent cop; her special powers bring her little joy and cause her plenty of suffering. The world does not contain anybody trustworthy or pleasant. The IF feeling of isolation is in full effect. There is, in theory, a payoff you're working towards, but this isn't a character who sees any real hope of things getting better. It doesn't wallow in misery, and the language is too tasty to make the experience particularly grim; but the content's still pretty freakin' dark.
Mechanically, it's a rather simple game, without much in the way of deep interaction or significant choice. Cut-scenes feature heavily. The whole thing has the instincts of a short story, with all the unnecessary elements sheared off; it wants to keep the plot moving. At points it's somewhat more sparsely implemented than might be hoped, but mostly (particularly considering that it credits no testers) it's remarkably smooth to play.
Highly promising; hoping for more.
An IF implementation of a fairly common videogame trope: eat things to get bigger so that you can eat bigger things. Mangiasaur is a world with the same bright, cartoony colours and magical-logic you'd expect in an early-aughts console game. There are a few notes which come across a shade more darkly, but mostly it's pure entertainment: don't expect involved puzzles, deep content or elegant design, but you will get light humour, satisfying gameplay and occasionally lovely notes of setting.
Adapting videogame mechanics to IF poses a number of problems, and one of the biggest is repetition. IF isn't really well-suited to problems of the 'kill 10 rats' type; the paradigm is hand-crafted, individual scenarios. Mangiasaur takes pretty much the path you'd expect; you don't need to eat a dozen critters to level up, and the challenge is more about finding and identifying your next target, or getting at them with light puzzles. A simple map and a low challenge level maintain a brisk pace.
So: fun, charming. Totally inconsequential, but sometimes that's what you need.
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.
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.
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.