Reviews by Sam Kabo Ashwell

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The Play, by Dietrich Squinkifer (Squinky)
9 of 10 people found the following review helpful:
Theatre of Mercy, December 6, 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.

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Cana According To Micah, by Christopher Huang (as Rev. Stephen Dawson)
9 of 10 people found the following review helpful:
Amphora Hits For Jesus, November 18, 2011

It's a broad truth in IF that the best works dealing prominently with Christian themes are written by non-Christians. Cana is the exception.

The game is presented (very loosely) as a late-Victorian translation of an apocryphal account of the Jugs of Cana, better-known as the water-into-wine miracle. As an obscure servant in the house of the bridegroom, you're tasked with finding more wine for the party and, eventually, in setting up the miracle.

The main thing the game depicts is not setting or plot or puzzle or individual characters, but a community: a community composed of individuals, many of them basically dissatisfied, most with diverging interests, full of conflicts great and small. Fundamentally an attractive community, full of kind, generous, intelligent people, but one which you are not quite a core member of. This goes a long way towards making it feel alive, rather than a tidy little parable.

Gameplay-wise, it's old-schoolish and not immensely intuitive. There are multiple solutions to certain puzzles, which have an impact on the general story, but interaction is not the central interest of the game. Some lines of inquiry rely on quite specific knowledge of the original text, and others are counterintuitive. There's a substantial hint system. Use it.

The game's core moral dilemma is, intentionally, trivial. (Spoiler - click to show)Joshua (Jesus) asks you to fetch some water; it's emphasized by other characters that you must do exactly as he says. But shortly thereafter, you have a choice: in order to save a child's life you have to disobey the literal commands of Jesus. The triviality is the point: anybody with the most rudimentary ethical sense can see the right answer, that literalism can't be allowed to trump straightforward ethics.

The approach to the rest of the story takes a similar attitude: it can't really be construed as an attempt at a strict historical retelling. Instead, it treats the text, story and history as juicy story elements rather than hard facts, and indeed in many places it's conspicuously ahistorical. Characters appear who are unlikely to have been around before the start of Jesus' ministry -- but then, so is the freaking Ancient Mariner, a guy who seems carefully chosen for maximum historical inconsistency.

(In the interests of full disclosure, I should point out that I've played an RPG campaign with Chris as the GM, and he took a highly similar approach there: a joyful, loving appropriation and blending of every story in sight, to the point where navigating the game became as much about interpreting, recognising and playing with the references as about in-character decisions. This led to one of the most fun and sustained RPG experiences I've ever had, which inescapably colours my experience of Cana.)

There's a certain kind of literary Christian who seems more invested in the aesthetic potency of Christianity than in its truth or goodness. Borges loved Christianity mostly because it led to Dante, Chaucer and a thousand strange and beautiful theologies. Cana does not quite fit into this model, though it can certainly be read in that mode: miracles and their significance are not really its central interest. (Indeed, Jesus doesn't quite seem to see the point of the miracle, which is fair enough: setting a party up with booze isn't quite the same order of things as healing the sick.)

Of course, all this presupposes that you actually get a decent proportion of the references. Your actual religious beliefs aren't directly pertinent to whether you enjoy Cana or not: more important is a textual interest in the Gospels, and a sense of humour about them.

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Sentencing Mr Liddell, by Anonymous
5 of 5 people found the following review helpful:
Village of the Doomed, November 16, 2011
by Sam Kabo Ashwell (Seattle)
Related reviews: poetry, abuse, surreal, dream, alice

Drawing heavily on the Alice corpus but not precisely retelling it, Sentencing Mr. Lidell is a guilt-ridden, surreal journey that partially reveals the history of a deeply messed-up family.

Partially is the key bit, here. Most of the story takes place in a state of dream-logic, laden with significance that can't be unpacked. Elements of characters are gestured at rather than explained or directly shown, and little that is suggested is ever really cleared up. Even before the dream-sequence, most things are not expressed directly.

The plot, such as it is: after work at his hat shop, Alastair Lidell meets his wife Catherine and their infant daughter, and they go to visit the funfair. Their relationship is falling apart: Alastair is numb and withdrawn, Catherine hypersensitive. As they argue, the pram rolls into the canal. Alastair dives in after her and enters a dark Wonderland from which he never emerges, an underground train populated by strange versions of his family.

A good number of people viscerally dislike Sentencing; the amount of misery floating around is so high, and the specifics so indefinite, that it's not hard to end up loathing one major character or another, and with them the whole game. At one point of the dream-sequence you have to (Spoiler - click to show)viciously beat a family member in order to advance. If you're sensitive to issues of PC-player complicity, you're likely to have a hard time with this.

It develops a strong feeling of doomed, dreamlike inevitability, but this involves to scanty implementation, linearity and other unfairness to the player; and this, in turn, ends up disrupting the dreamlike flow. One of the strongest examples: there are scenes in which a previously unmentioned character speaks up out of nowhere. This is just how dreams work, but as far as gameplay goes it doesn't inspire confidence in the world. And that confidence would be misplaced: the implementation is pretty ragged. At various points this interrupts the dreamlike flow of the game; it's somewhat too puzzley for the sort of experience that it's trying to deliver. When it does flow smoothly, these problems fall away; but the texture isn't as even as it could be. Its central gimmick -- in which you gather words from the text, then assemble them into a sentence that determines the ending -- falls far short of what it could be, and is incomplete even at its relatively unambitious scale.

At its best, Sentencing Mr. Lidell is poetic, evocative and challenging; at its worst it's noncommittal and incomplete. Whether its emotional impact is a cheap and nasty trick or an artistic accomplishment is going to depend heavily on your individual reaction.

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Dash Slapney and the Calamitous Candy Corn Cornucopia, by Andrew Schultz
6 of 7 people found the following review helpful:
Concerned Citizens Against Citizen Concern, November 13, 2011
by Sam Kabo Ashwell (Seattle)
Related reviews: speedIF, comedy

At first glance, this looks like a big pile of crap-IF tropes: a squalid apartment, a detective-type PC, and a narrative voice that lampshades crap-IF tropes and the game's own half-assedness. On closer inspection, the writing turns out to be actually funny a reasonable proportion of the time.

As the titular slob hero, you're tasked with uncovering a busybody conspiracy against Halloween chocolate in a small American town. Sometimes you encourage delinquency and attack fun-hating prigs, but as often you disrupt The Kids instead: the general tone is one of sociopathy born of slacker incompetence. The design approach aims for scale at the expense of detail and smooth play: characters are thrown in and out with wild abandon, a classic adventure-game jump-between-different-areas map is delivered as a high-speed sketch. The gleefully irresponsible action is sort of charming, although it doesn't quite overcome the game's overstretched design.

The main problem with the thing is gameplay, which is at the lower end of speedIF quality. Crucial exits are never mentioned, read-author's-mind abounds, and there's nothing really resembling direction. At times play flows very fast, at others it flounders. There's an in-game walkthrough, however, and not all of the evidence-gathering seems to be strictly necessary.

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Blue, by Marius Müller
8 of 8 people found the following review helpful:
And the Worms Ate Into His Brain, November 13, 2011
by Sam Kabo Ashwell (Seattle)
Related reviews: horror, speedIF, survival horror, SF

An entry in the horror-themed EctoComp, which requires games to be written within a three-hour limit. The usual SpeedIF qualities apply: synonyms are largely absent, the writing could do with a little editing, and the one puzzle suffers from guess-the-phrasing. Keep the walkthrough handy.

Blue avoids SpeedIF wackiness, aiming for a sweeping SF plot -- a hazily-defined plague of worm-like parasites collapses human civilisation, but the protagonist has managed to lay hands on a rare, stupendously expensive android. He could upload himself into it, or use it to save his infected girlfriend. (Spoiler - click to show)If he saves himself, it turns out that the rest of humaity chose a different way to save themselves. There are some minor obstacles to this, but it's essentially a grim-choice kind of game.

The game tries to avoid Usual SpeedIF Wackiness in favour of grim survival-horror and dark irony. (There are strong overtones of Vonnegut.) It's not wholly successful at this: the writing veers into the vague and overwrought a little too much to be really convincing, and there's so much crammed into a rather limited space that some crucial elements lack the time to breathe. Still, a good attempt at a difficult proposition.

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Bringing the Rain, by Lumin
3 of 3 people found the following review helpful:
Desert Railroad, August 21, 2011
by Sam Kabo Ashwell (Seattle)
Related reviews: fantasy, magic, quest

Bringing the Rain was written under the narrow coding restraints of the ADRIFT EvenComp. (In this case, 8 rooms, 12 objects, 14 tasks, 2 events and 4 characters.) It tackles these restraints with a heavily linear structure and essentials-only approach to scenery, thus managing to get in a rather longer plot than the constraints would normally support.

It's a fantasy quest minus the swords, a third-son kind of story. Your town is suffering a prolonged drought, the witch Melda is holding the town to ransom, and you need to bring the rain back.

At its outset, the game presents you with two courses of action: investigating Melda, or going straight to Feather Mountain. If you go to Feather Mountain first, the story assumes that you've already taken the other path and found an important item. The bug isn't fatal, but it is pretty disruptive. Travel is often described in static room descriptions, and room descriptions don't reflect things you've taken or destroyed. Scenery implementation is very limited; this is largely due to the comp constraints, but it does make for a moderate amount of pointless frustration. Apart from this, the correct action is usually obvious and the story flows easily.

The writing is competent but not striking, and the story feels much the same way. It's a very basic plot; that isn't inherently a bad thing, but I came away feeling unsatisfied. Having conceived of its basic story, Bringing the Rain doesn't really add anything to it; the wicked witch is as wicked as you'd expect, the protagonist is thinly characterised, the challenges are unchallenging. I began to be a little irritated with the wicked-witch-is-wicked plot, but it's fairly clear that the story isn't interested in trying to make any kind of ethical point. Everything feels adequate and un-elaborated, which is acceptable in individual elements as long as they're in service to something. In this case, I think the author's interest lies in big dramatic spectacle: (Spoiler - click to show)the great avalanche, the exhilaration of flight, the elemental power and beauty of the gryphons. This is a difficult kind of effect to render in a non-graphical format, particularly an interactive one; if the most interesting elements of an IF piece are in the cutscenes, it's worth considering whether it needs to be IF.

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Cheiron, by Elisabeth Polli and Sarah Clelland
8 of 8 people found the following review helpful:
Resolving the Enigma of the Fever Chart, August 19, 2011

By any reasonable standard of craft, Cheiron is a very poorly-made piece. It was not originally designed for general consumption, and only marginally as a game. Rather, it was designed by med students as a study tool. It's technically fiction, but it's the fiction of training scenarios, intentionally avoiding literary qualities.

The game contains four patients. You need to diagnose them using the standard methods available to a doctor: part of this lies in asking them about a fixed set of topics, and part of it involves a physical examination using a lot of specialist verbs (AUSCULTATE) and an immense list of anatomical nouns (FIFTH CRANIAL NERVE, STANDING BLOOD PRESSURE). Some of this is accompanied by stock medical photographs. The overwhelming majority of details are default responses, some of them totally inappropriate. All the patients are built from the same template and imperfectly customised, so you can (for instance) receive assurances from male patients that they are menstruating normally.

Given the game's intent as a revision tool and its sandboxy implementation, it's easy to assume that the patients will have a different condition each time. This was, I think, the original design intent, but it was never accomplished. Worse, once you've reached a diagnosis there's no way to tell the game this; the answers are included, and you have to be satisfied with that.

All this said, I had a hugely entertaining time with Cheiron. I played together with an EMT and anatomy student, and we made heavy use of internet resources. Divorced from its usual context -- the anxiety that you or someone you care about might have some horrible condition -- amateur diagnosis becomes a fascinating mystery, a complicated puzzle striking a balance between research, deduction and informed guesswork that I haven't seen equaled in any IF mystery. Most IF is designed to be self-contained, requiring as little external knowledge as possible; Cheiron demonstrates that taking the opposite approach can be compelling, although it doesn't suggest that it could be done in a stable and easily-played way.

The answers are telegraphed slightly -- you can't send off for lab tests, but you can see the results of the tests that a qualified doctor sent off for. The choice of tests alone is often a strong clue, but it still requires some interpretation.

Cheiron could, with a vast investment of work, have been turned into an excellent game. As it stands, its half-baked implementation will probably make it a frustrating experience for most players, its heavy requirement of specialist knowledge is likely to seem unfair, and some will find its focus on disease and infirmity off-putting.

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Under, In Erebus, by Brian Rapp
7 of 7 people found the following review helpful:
What Is It Like To Be A Superbat?, August 2, 2011
by Sam Kabo Ashwell (Seattle)
Related reviews: Zorkian, wordplay, darkness, surreal, wacky

A game of two gimmicks: it takes place largely in total darkness, and the mechanics centre around wordplay. Among its many problems is that players may take quite a while to fully notice either of these.

Like earlier wordplay games (Nord and Bert Couldn't Make Head Or Tail Of It, Ad Verbum) Erebus mostly eschews coherent plot and builds itself around word puzzles. The tone is wacky Zorkian, and the writing's main strength lies in mildly amusing silliness. The setting is the main divergence from this: islands in a dark subterranean lake, with an atmosphere not unlike like the game's namesake Hunter, in Darkness. This, combined with the opening sequence, make Erebus feel rather like two games that aren't quite on speaking terms; a Zorkian wordplay game set in a wacky hell, and a moodily surreal game about darkness and silence.

The core gameplay is about constructing short words from letters that you've found. The most annoying thing about Erebus is that using a letter consumes it; a replacement appears where it was originally found, and this entails a great deal of unnecessary trudging around the map. The second most annoying thing is that some of its puzzle solutions, particularly towards the end, feel quite arbitrary; this exacerbates the first problem, because the only real way of working the solution out is to try making lots of different words. Erebus shoots itself in the foot by saddling its fun central mechanic with tedious makework.

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D-Day, by Yvette Gilmore
4 of 4 people found the following review helpful:
Marriage: One Woman + One Dress, August 2, 2011
by Sam Kabo Ashwell (Seattle)
Related reviews: marriage, casual games, wedding

In the hidden-object genre of casual games, there's a substantial and largely regrettable subgenre of romance-centred stories, within which are a few games about planning weddings. In certain respects, D-Day plays very much like Dream Day Wedding and its ilk. The gameplay mimics hidden-object in that there's effectively nothing to do except to find all the things and put them where they need to be. To-do lists and now-do-this instructions strive to preserve the player from the slightest confusion. The world is sparkly and conflict-free, and the bride is kept safely generic; her intended is absent, barely mentioned at all, and seems irrelevant to the whole undertaking. (It's probably unfair to consider D-Day as literature rather than a straightforward iteration of a standard fantasy; it's certainly not attempting anything more than the latter, which means that I'd be unlikely to like it much regardless of its other qualities.)

The two key elements of casual games that it lacks are a high level of aesthetic polish (in IF that might translate to lavish prose and meticulous scenery implementation) and an intuitive, idiot-proof, silky-smooth user interface. Both of these could have been substantially improved by testing.

It's probably fairest to think of D-Day as a My Apartment game. In that light, it's quite respectable: it demonstrates some thought about structure, it provides immediate objectives, it's trying to be considerate of the player, it can be won without ever getting stuck, it doesn't have the cynically lazy my-game-sucks attitude that typifies My Apartment.

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Kallisti, by James Mitchelhill
13 of 13 people found the following review helpful:
Crimes Against Eros/is, July 24, 2011

Kallisti is the game I most love to hate. There are few pleasures in IF more deliciously guilty than introducing Kallisti to someone and watching their jaw drop. Most bad IF is just boring; it's rare to find one where every piece of text makes you flinch.

Synopsis: sophisticated-yet-rugged Gustav seduces sophisticated-yet-virginal Katie in a stilted and stalkerish conversation. In the second scene, they have pretentious, mildly kinky sex. The third scene, the strongest, shortest and least interactive, descends into the surreal.

It wants to be darkly significance-laden, cosmopolitan and erotic, something in a European arthouse idiom. To put things mildly, it doesn't work. In part this is because it's trying to do a lot of things that are quite difficult: nobody has succeeded, for instance, at making IF that works as both literature and porn (and most are too sensible to try). But it can't really be credited even as a heroic failure.

It tries to be dark and smouldering, and comes across as creepy and pathetic. It tries to be elegant, stylish and sophisticated, but feels flowery and sophomoric. When it tries to be deep it's laughable and when it tries to be funny it's flat. It routinely presents weary cliches as dazzling insights. The writing transcends the merely awful: there is something painfully wrong with almost every sentence. Here and there, as is usually the case when someone overwrites at length, there's a phrase that would be quite good in another context. But it's far more fruitful as a source for entertainingly awful quotations. ("I am called Katie, I work here, as you know.")

It's unlikely to function as pornography, either, even to people unbesquicked by the predator-and-virgin premise; the overwriting and the pseudo-intellectualism get in the way. Elements that could be handwaved in conventional AIF, like the unnatural-feeling seduction, look a lot worse when you're invited to consider them as literature. It's possible that it might appeal to someone who liked intellectualism as an aesthetic fantasy element but was utterly indifferent to its substance. But I'd guess that "pondering socio-sexuality as he grazed his teeth over her pert mounds" is a bonerkill for most people. And it lingers too long over physical details and uses too many AIF conventions to make it plausible that it's not meant to be porny.

It's technically competent and player-friendly, for the most part, although the pacing is far too ponderous in the first scene. (Long, awkward pauses make sense in conversation games like Galatea or Shadows on the Mirror; in a scene that's meant to be spontaneously witty and intense, they're a much bigger problem.) I've never made it past the first scene without exploiting one of the rare bugs. (You can repeatedly pat Katie on the ass, presumably raising her Seducedness score every time, until after a few dozen iterations she stops slapping you and falls into your arms.) The broader implied setting is evoked fairly well, even if the actual prose used to describe it is cringe-inducing. It does some sensible things to distinguish story text from parser responses, but manages to make this come across as a lazy affectation.

It frames itself as a Discordian work, but takes itself much too seriously to be credible as one. It's worth contrasting against Mentula Macanus: Apocolocyntosis, another sex-driven Discordian piece which tries to do rather less and accomplishes a great deal more.

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