Reviews by Andrew Schultz

IFcomp 2021

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Universal Hologram, by Kit Riemer
6 of 6 people found the following review helpful:
Pain of loss/scrambling for survival in a sim, same/different as real life, January 20, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

UH was tough for me to get to replay. I thought it was mainly due to the snark of the main character, as well as Ged, the person encouraging you to act so everything doesn't go down the drain. Ged cusses sometimes. A few cuss words are nothing in the face of mass extinction, I got it, or I thought I did. This doesn't change how I enjoyed the meat of the game, or what I thought. The most amusing parts to me weren't the direct jokes but when the game stood back and let me think about things. Okay, yeah, I could pull back from the game any time, because I am a person with free will, and the game is just an HTML file with graphics and sound. But the pacing was organized well enough that you'd have a hub and branches, and the hub was pretty clearly a Good Place to Sit and Think of Things. Perhaps UH was too heavy on snark at times, which is okay. But it didn't rely on snark. It did other things to establish a Futuristic Tone, like having about/credits explicitly listed metadata. So I knew what I was getting into. But on reflection, I saw a theme of loss throughout the game, of worlds we dreamed up and let die, and how having someone in our created world keep it alive is, of course, an extreme exception.

You start out on Mars. Humans have moved here long ago, leaving behind a doomed Earth. There are pyramids of information, some practical and some not, and you've been chosen, for whatever reason, to look into them and find something. You're given a multiple-choice quiz you can cheat on, with easy undos, and it seems it's more of a way to catch you-the-player up on what's happening. Often, only one or two choices aren't ridiculous. The quiz to some extent establishes a theme: with all that technology, the witty repartee feels mechanical (responding "was that the first question?" to "Are you ready for the quiz?" is an example.) This pops up later, when you start analyzing the best social responses in a situation, ones most people would quickly choose either way, e.g. polite white lies or overbearing, overstated truth.

Because, as you find out, you're in a simulation. In fact, you are in U9, a very deep simulation, below U8 and so on. So it makes sense that, that far away from humanity, some of your emotions become quantified to some degree, and natural actions, such as deciding whether to tell your friend they look great or awful, become rigorous show-your-work-a-thons. I think it's no mistake that there is no real humor from your point of view, no "oh, that's neat because X," only comebacks.

After a few more evaluations, you find out you may be able to astral-project, and you find your quest. Your world is likely to be deleted. Nobody uses the information from your world any more or cares. Besides, you wouldn't understand stuff like soccer. You just wouldn't. Trust me, the overseeing computer says. It's not worth asking about. You've had a good run, no offense, but it takes work to upkeep, and you do understand your own self-interest may be adjusting your calculations? You and Ged both, really. Ged particularly adamant things should be saved. He provides actual reasons.

If you accept the challenge, you're sent forward into the real world (U0 or U1–I forget) to take a box with your world in it away from the people who are about to destroy it. Even if you succeed, things are irrevocably changed. You probably don't want to go back. And sort of like Narnia, the time you spent away is nothing compared to how time passed below, but unlike Narnia, there are no allegories or talking animals or aesthetic places to explore or wonder. Because, well, simulations are a dime-a-dozen. And I think UH meant not to give too many details, because it wanted to emphasize that even people in badly created or imagined worlds have a world and belong there, and it's the only one they've got. The semi-random, deliberately imperfect, odd graphics seem to reinforce this.

I think I got tripped up on some terminology and some science-fiction conventions, and when I kind of rolled my eyes at the swearing and snark, it probably cost me some Comprehension Points. So I didn't get as much out of this as I could. But there were still more than enough takeaways. The erasure scenes are very good, if you tell Ged to get lost. Given your character's snarky contrarian bent, it feels a little dirty of the game not to give you the chance, or force you to undo a lot. I'd have appreciated, once the game was over, a way to revisit the critical checkpoints and branches to see what happened if I messed up elsewhere. And certainly the whole "we're in a simulation" thing reminds me of all the times I played a game to somewhat-lose to see what was going on. All the people I killed with my decisions, this time through, all the simulations I aborted because I wasn't interested, with no Ged to save things remotely! Even the worlds I created in my head, whether with Legos or a computer program (e.g. The Sims) or even purely mentally, I imagine them drying up and sort of hoping they could save themselves somehow--of course nobody in there has free will or emotions--but I'd like them to live on. While UH kind of crushed me with all the mental worlds I'd created and left behind to shrivel, it also provided a story as to how they could keep going. So it was more to me than standard OMG YOU'RE IN A SIMULATION.

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Beneath Fenwick, by Pete Gardner
2 of 3 people found the following review helpful:
Parser-feeling Twine horror with innovative features, January 19, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

I have a low tolerance for horror. I see enough bad things going on in life, and realizing they are not confined gives me enough horror. I played Beneath Fenwick in the middle of a bunch of other horror games I'd procrastinated. I'd like to think I saw good in all of them, but some of them drained me a bit. BF, on the other hand, BF was a pick-me-up. It's in twine but tries for a parser-like feel, and I think it succeeds overall. My biggest complaint was the sudden ending--I wasn't the only person unclear that it was just part one! Perhaps part two would explain some other things, such as rabid dogs that chased you. Nevertheless, there's more than enough to attack in the game.

There's nothing overly complex in the plot. You're a graduate student looking for housing at a rural college. It's all a bit Lovecraftian, but not cringingly so. You run into the locals, who are either vaguely scared of something or actively hiding their fear. Your lodgings feel delightful until you stumble on things that don't quite seem right. You seem to need to tiptoe around the landlady and the gardener, as both notify you of Places You Shouldn't Go, and the bigger puzzles in BF are about gaining access. One place is, of course, very very dark. You'll need light.

Through this, there's clear evidence the author knows what he's doing. I really like the conversation system and how I was able to use the tab and enter key to lawnmower through the options. That's tricky in the parser, where you have to write the right words. But here, there's a popup box for dialogues as well as description, and I think that works better than a page with a "return to what you were doing" link. For me it helped the experience feel uninterrupted. There was even an undo arrow that I missed until I needed it, because I got chased into a dead end by a rabid dog. (This was my fault. The game had two ways to shake them off.

And a few neat touches made me smile in the middle of all the horror, and atmosphere, and so forth. The first was getting booted from one location for asking too many questions. I appreciated the extra focus of having one less place to look at in the future, and how the game still ratcheted up the tension in the process, and it balanced nicely with later parts when the game preventing you from visiting certain areas until you knew where you were going. The second was actually having to use the "drop" command for a small puzzle. The third was having to cover your tracks, as in Sub Rosa, but with bumpers: as opposed to losing final points for leaving evidence, you were forced to do so by the game. I wound up feeling "gee, I'm lucky I didn't get killed, there."

On the downside, I do feel like more could maybe have been done with the "combine" command. It's got a neat interface and is mostly used for an early puzzle to fetch a package without being noticed and largely discarded after that. This feels better than the alternative (overusing it so we have to guess a lot) but in this case, it was pretty clear what to do, though maybe some clues about combos that almost work would've been nice. I may have missed them. But it's some neat under-the-hood stuff that deserved more mileage. There's also a dog chase that feels technically neat but doesn't have the emotion it should. It's a rare part of BF that might've worked better in a parser.

I can't give any advice here to do things better, but I think having shortcomings like this means it's a pretty darn good experience. The author commented in the forums that a sequel was forthcoming, because they wanted to narrow the scope to have something fully playable. Still, BF leaves you with more than enough. I'm definitely waiting for the second part.

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Closure, by Sarah Willson
2 of 3 people found the following review helpful:
Clever and cute, but I'm just glad it's not TOO immersive, January 18, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Closure is a potentially unsettling take on the whole escape-the-room genre, but it still has wisdom and humor. Your friend has just instant-messaged you for instructions to look through her ex-boyfriend's room to find a photograph of her. It's in the last place you could possibly look, of course, and along the way you and Kira learn a lot about the relationship. Using the thought bubbles as instant-message text in a parser game makes Closure stylistically pleasing, too. I wasn't surprised to learn that one person focused on the story and the other on the CSS to get things going, because both parts are well done and substantial.

This division of labor generally leads to a game that places well in IFComp and deserves to, and Closure is no exception, even if the plot may seem in the "that's something I'd never do" department. I can't say I'm comfortable with the thought of the player helping someone rummage through an ex-boyfriend's stuff, but first, I've had moments of nosiness where I didn't have the will-power about far less than a romantic interest. Also, I suspect Kira wasn't in the mood to hear "just get out, already." This could've gotten creepy fast, but I'm going to go with "friend got emotionally blackmailed into support and is trying to minimize the damage," because I think Closure does a pretty good job of establishing who's mostly at fault in the breakup. Kira, the broken-up friend, gets what she deserves for snooping around, but she's not totally humiliated.

At the end I was just sort of glad I didn't have to put up with Kira any more, but I had to admit it was a clever idea and well-executed. I may just have been put off by things a bit because I've had people who shouldn't have looked through my stuff do so and provide a really horrible justification later. But Closure does a good job of giving Kira what she deserves without going overboard on the humiliation, and that's impressive. (She's probably better off without her boyfriend, too, as we learn.)

Logically one wonders why Kira would need to call a friend to ask what to do next when searching through a room that Kira herself is in and her friend is not. But la couer a ses raisons and all that. People ask for support in weird ways, and it's not so much about the actual instructions as wanting to hear "I understand you need someone to listen" while leaving it unsaid that what they're listening to is a bit off their rocker. Of course, all Kira wants to find is a photograph. She's pretty sure it's there. It's up to the reader's imagination to figure why. And of course it's hidden, and it's a bit sad where it turns up, and Kira needs to look around just a bit more than you'd think she would. And her boyfriend TJ's new flame's name also led me to wonder if there was a Call Me Maybe style twist at the end. The main twist, to me, was that TJ was telling little white lies to Kira that you couldn't blame him for, and then he got sick of having to keep track of them as Kira began seeing inconsistencies, and, well, I sympathize with him even though I've never met him. Not that he's blameless--he moved on pretty, uh, significantly. I think we've all had people we tell little white lies to, to keep them from blowing up, and then they turn around on us and cut us down for not being truthful. And it's very good that Closure gives us TJ to empathize with, flawed though he is, to counterbalance Kira's burglary.

The fear in Closure is purely psychological. There is no potential confrontation. But Kira suffers enough embarrassment and disappointment when she realizes she hasn't been a good person. But at the end, I wondered if TJ ever looked for that photograph or even knew or cared if it was missing. However, though Kira and TJ are probably best off not looking back at each other, revisiting Closure provided me some learning moments, both from the CSS and the actual plot that reminded me of less-than-savory people I once thought I couldn't do better than.

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The Waiting Room, by Billy Krolick
2 of 2 people found the following review helpful:
Effective nursing home/geriatric wing horror, January 17, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

In TWR, you're a new hire at a nursing home, and the patients seem to be dying more painfully than you'd expect. There are unexplained incidents and mentions of shadow people, but your coworkers don't believe it. Until they sort of do, if you push them to investigate things they've grown acclimated to.

On your first day you meet a fellow nurse named Austin who tells you not to bother with Ethel, who is always complaining. Whether or not you do, and whether you determine her complaints to be real, is one of the meaningful decisions in the story. There are other things to do to verify Ethel's complaints, which seem like generic "old folks whining" stuff, but of course, TWR wouldn't be very exciting if that were it.

The next meaningful choice is when you are sent on a night shift with a nurse named Maria and have to face a Shadow Person. Maria sort of believes in ghosts and sort of doesn't, and after a few sequences that turn out to be dreams, you're faced with the fact that, yes, the Shadow People exist. Who they are and what they want is revealed if you know where to look in the dark wing of the hospital you've been relegated to. The mystery isn't a particularly tricky one, intellectually, but there's always an obstacle once you think you've done the right thing. Though I wasn't surprised, things fit pretty tidily with the introduction, and I realized I cared about the other patients in Ethel's wing as well.

I got the good ending the first time through, basically by paying attention and not being be a jerk. The story grabbed me enough, I felt like trying for the not-so-good one, though it was hard making some choices knowing what would likely happen immediately. I even worried whom my bad acts might take down. Both main endings turned out quite satisfying, and while writing this review I thought a bit about the dead nurse you find and what sort of person they must have been. My guess is, they'd have to be meaner than Austin. It was disquieting.

Perhaps hard-core horror aficionados might find it TWR too facile, but I was engaged, and the depiction mentioned in the content warnings weren't overwhelming to me. My brain said it'd be easy to blow off anything supernatural in a nursing home because conditions there are bad anyway, but TWR had enough emotional pull to overcome that.

I hate backhanded compliments, so I hope this is sincere: it's workmanlike, and it works, and quite bluntly sometimes I'd rather not have a story try to blow me away. This is a work by someone who knows what they're doing and how to tell a story without trying too little or much, but they didn't seem to shoot for the stars this time. It feels polished enough, but not shiny, and that's better than the reverse. I'd be happy with another work like this in IFComp 2022, but I also sense the writer can do more.

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How the monsters appeared in the Wasteland, by V Dobranov
1 of 1 people found the following review helpful:
Very quick and effective, January 16, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

The author, like me, put two entries into IFComp this year. I think I see eye to eye with their methodology, too: don't make anything too long, because there will be more than enough entries, and you don't want to hog the oxygen. Let people revisit if they're interested. And I was, and I was glad to have something not in my genre(s) energize me for the next few entries. They've done well to present everything clearly and not leave any loose ends, except for the ones you need to chase down to find a few interesting details, and the translation is strong. On my first reading through, I thought "Why isn't it WHEN the monsters...?" but on re-reading, I get it. There's a bit of sleuthing to do, because you're not spoon-fed everything. It's that sort of entry that has a bit of everything, even up to causing tension without having any way to get you killed.

It seems HtmaiW is intentionally light on aesthetic details, and I think that's the right choice, because listing the technical specs of whatever armored vehicle you're using to transport the goods, as well as the how and why, would take away from the emotional punch. You are mercenaries doing a job. You don't have a lot of time for the technical stuff. You just have to make sure the power works. And at the start, it doesn't work well. Lights flicker. The fridge compartment's power is flaking, and your orders are to keep the cargo cool–which leaves various macabre suggestions as to what the cargo IS, and why it needs to be moved from the Enclave to the Citadel. It's a weapon, of sorts.

And very quickly, after the first repairs, you realize WHY this run may be so tricky. Nomads want to either steal or destroy your cargo. Again, both possibilities are workable, and your conversation with your android, uh, co-worker, Doho gives a sense of urgency. Yes, you need to fix that door in your vehicle that's on the blink. No, you don't have a lot of time. The vehicle isn't super-huge, but it's big enough to know this is serious business. The player's unfamiliarity with the GUI (well-presented as it is) also contributes to the tension when Doho exhorts you to hurry up. Doho's like that throughout.

And after you shoot down a few stray nomads, you get overwhelmed. Doho, being an android, sees things quite level-headedly up to the end. And it's his physical head you need to preserve, as you need to do certain things to ensure your own safety. This is a good creepy way of giving the player instructions without a full instruction sheet. You know what to do, but you're worried about Doho, even though he's irrelevant in the big picture and knows it. I certainly experienced some fear of "what if I arrived at the Citadel without even Doho's head, with the memory card in it."

Through all this, no mention of monsters, though probably some monstrous behavior and leadership contributed to the whole situation. You just can't call the monsters ... that. And of course, when they appear, they make sure you're safe from the nomads attacking you. It's unclear to me whether Doho predicted the monsters would destroy your potential captors, but either way, they're not the sort of entities to care about memory chips in an android's head.

I was able to escape, and I don't think there's much more, though I had lingering feelings something was missed. I suppose I could not have stopped the monsters from spreading, and I wound up not getting killed, but not much more. I'm curious if I could've done more. I feel like I missed something. Maybe I wanted to do more with or for Doho, or I expected to do more with the toolbelt, which had an interesting interface where links changed colors when you examined it. But HtmaiW was effective even before that. For all the Bad Things that it implies happen behind the scenes, it's the sort of entry that clearly adds to IFComp and won't bog a lot of people down, even if they get stuck fiddling with some mechanics. That's part of the game. It doesn't intimidate you with importancy, but it definitely provides a quick rush. And it has some nice touches, such as small passages in Arabic you can just google-translate, or a choice between Russian and English text, where later the English version gets some Russian text. This just made me smile.

So I think it's well worth a visit. And it definitely feels like there could or even should be a sequel.

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Cyborg Arena, by John Ayliff
5 of 5 people found the following review helpful:
You've played this before, without all the technology--well, sort of, January 15, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Cyborg Arena has an unusual symmetry you will probably see if you play through a few times, and it's not hard to. On the surface it's a small competition: a cyborg-on-cyborg fight, for human entertainment. You get to choose your name and weapon (I suspect the flamesaw is a crowd and player favorite) and then spend a few rounds fighting your opponent. The major twist is that you (Spoiler - click to show)know your opponent and have fought them before, multiple times. You and they are more than friends. Throughout the fight, the crowd grows more or less excited. You have flashbacks of how you met your opponent and how cyborg fights have become kosher, and on multiple times through, you get very different endings based on how friendly you were, or how excited you keep the crowd. So you can play explicitly to win or to lose.

It's not hard to beat your opponent, since you can read them pretty well even if you didn't make friends with them. They have three moves, and each move beats one other--yes, even in technologically advanced society, 1) rock-paper-scissors is a thing and 2) peole can be suckered into wasting time and money watching it. There are bells and whistles, of course. But we know what it is at its heart. There's a bit more, too: smashing your opponent's health bar and running up the score isn't necessarily the point. Keeping the crowd cheering loudly is a different mechanic that you have to experiment to get right, and it affects your ending. I managed to completely outmaneuver my opponent and still get killed, for instance. On multiple playthroughs, it struck me that the "twist" in the battle, which was apparently a first, well, wasn't. (Spoiler - click to show)It was the first ever fight to the death. But the crowd wanted it to be, and arguing the point in the middle of a fight would, of course, be worse than hopeless. Successfully subverting the "twist," in fact, only makes the crowd roar louder. They think they understand your story, but they don't, really. They see brave fighters, but the story is complex because of how cyborgs have been treated.

Certainly, with what the story reveals about cyborgs and cyborgs' rights, the best you can do is be their favorite second-class citizen. Cyborgs had been granted personhood in the near future, but later, they'd gotten it stripped. This brought up a lot of issues for me, not because I'm a cyborg (I'm not,) but because I've had acceptance pulled away from me. Sometimes that acceptance was in good faith, and sometimes it wasn't. Sometimes I still felt second-class despite that acceptance. And I'm also reminded of how some (seemingly) popular kids loved to disrupt less-popular kids' friendships in high school, just for entertainment. Maybe popular isn't the right word here. They probably just understood power better than most. Well enough to get deference from everyone. But they also knew how to manipulate people just long enough to ruin a friendship. Here, it's institutional. There's a constant prodding for you not to trust other cyborgs, not even your friend who repeatedly helps you, and I think the diverging storylines worked well with the actual fights. It's so easy to do what's expected of you, but pulling yourself away to find an unexpected friendship–or one louder, nastier people would mock–or to help someone you should be competing with, is hard. You can blow your friend off, with the fight taking a very different tone.

And you can, of course, flip the script on its head, playing to lose, or even allowing your enemy to be the one to kill you and make the decisions. It was, to say the least, a bit different when I was at their mercy. So I got a lot more than I expected out of what seemed to be a dystopian sci-fi where robots fight and the crowd cheers. It's presented so straightforwardly it's hard not to get sucked in and give a few tries. But the funny thing: once I thought I'd tried lots of anti-establishment things against the repressive government behind the cyborg arena, I realized I never had let my friend win or come close to winning. Despite choosing some high-minded, selfless options during the flashbacks. And it's sort of scary how, even in a simulation with nothing concrete to lose, you can still do for you.

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After-Words, by fireisnormal
3 of 3 people found the following review helpful:
Brevity: Wit-soul. Layout: inventive. Experience: absorbing., January 14, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

After-Words is the sort of sharply designed and presented game that takes a while to get used to. It's almost too slick to adjust to at once. I was clueless how to do that first thing, but then, everything clicked. There's a tidy map with lock icons by passages you need to open. There are two buttons on the main page: look and interact. You build an inventory and use it on people or items you find--dry goods stuff, perhaps, but not dry writing. And the writing is largely in two-word phrases. And it all works.

Because the wordlessness is part of the quest: you, the Resolver, need to bring words back to Skycity, where there's plenty of activity but little spoken. What words there are create a vivid world. There are all sorts of flies, as well as other surreal things like gunflowers (they are rusty and need oil to defend the city properly, and once they do, security stops blocking you from going elsewhere) or robogulls or hammerspiders, or glowdoves who give you eggs you need to hatch. This all sounds like it could be a mess I had to use a bit of trial and error, but the cool thing was: there weren't a ton of errors to make! And After-Words tersely lets you know when you can't use something. "USE ELSEWHERE." Though some items, like a hammer, give amusing variants (VIOLENCE UNNECESSARY) or location-based text (I was almost sad to give the prismheart up!)

The map itself is nifty, with arrows protruding from your current location. You can click on them to get around or hover over a location to see its name, though most of the time, the location's icon should remind you what it is. This is a big help once you've explored the whole city and have a lot to remember, and all the locks that indicate a temporarily blocked passage have fallen away. Since there is some fetching to do, I was mildly disappointed I couldn't click on the location and move there, or maybe use arrows to get around and L/I for LOOK and INTERACT, because there were so many other conveniences. But it was pretty slick, all told. And I appreciated the "hint" command at the top that told you where to go next. I used it a few times the first time through, but revisiting it for this review, I remembered bits and pieces of the logic and was able to piece things together. My main problem was forgetting to INTERACT fully after solving a quest or helping someone. They'd often offer you an item, but it wouldn't go right in your inventory.

You don't need many words to figure what to do in the big picture. There are three gates near corners of the city that need Big Items (Moon, Blood and Summer,) and they're in the corner, behind a few locked doors, of course.

The only problem I had was that once After-Words got clicking, it was pretty much over. I was almost sad to see my exploits had cost the city its brief charm! But maybe there'll be a sequel. I think I really appreciated the lack of forced logic or received wisdom in the puzzles, though, because on my second play-through, I only had a vague idea of what was where. This felt about right. I enjoyed winning a trophy at the football stadium, counting fractalseeds to acquire another prize, recharging a judge with the right battery, and helping dancers down from being too happy (the relaxed discoball on doing so made me laugh, too.) It's a good-enough sized game at six-by-six, but not so much that too many possible alternative uses for an item pop up and frustrate you.

An aside about myself: the 2015 game The Problems Compound suffered, according to one tester, from AGI-itis, where you "just take one item and use it on someone else, and so forth." While I'm proud of what I wrote, I was glad to see a different strain of AGI-ish game pop up and be done so effectively. It sort of justifies my decisions to make such a "USE X ON Y" game. But I see the clear and obvious appeal of a game like After-Words. It was the sort of thing I was aiming for, and if you aren't doing anything tricky with the parser, I think it works better in a graphical interface than a textual one.

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The Last Doctor, by Quirky Bones
1 of 1 people found the following review helpful:
A too-brief moral dilemma, January 12, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

This quick effort provides a few moral dilemmas a doctor faces but doesn't explore them as much as I had hoped, given the strong good introduction. You're a doctor in some sort of war-zone. You have a choice of how much to treat your current patient. Treat them properly, and you have no resources for the next patient. Don't treat them, and maybe you can treat more. But will it be satisfactory? The patient seems grateful either way.

The next day, the warlord responsible for the huge conflict comes in, with his posse. He's close to critical. You have the choice to treat him or not (he says he understands, since you're helping the rebels, and nobody will harm you even if he dies.) Either choice you make, he comes back later, offering you a position where you have more resources and can treat more people better. The dilemma, of course, is whether healing soldiers aligned with an oppressive system will, in fact, do more damage.

The themes are treated a bit lightly, as I see it. I don't know if I buy that the soldiers you treat aren't wounded quite as badly if you help the big boss. It reminds me of the flip side of Saki's The Storyteller where the kids say "but wouldn't people have helped her even if she weren't bad?" Perhaps the boss orders less flesh-cutting bullets, or even fewer head shots, but even so that doesn't stop the war. It feels a bit like bullies backing off when security guards are watching.

Without more details, it's impossible for the reader to divine the boss's intent fully, but on the other hand, you've been helping for a long while, according to the story. So you should know something about what the boss does, how he does it, and maybe even how much fault people on your side have for the whole mess.

So trying for a fable- or thought-experiment-like effect ("help 5 mean people or 4 nice ones?") really doesn't quite work for me, here. It feels like there should have been more, and I expected it, from the first interactions with the patient. But it felt like maybe the author ran up against a time deadline and wanted to send in something complete. And it is, but it feels a bit workmanlike after the first patient.

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Codex Sadistica: A Heavy-Metal Minigame, by grave snail games
7 of 8 people found the following review helpful:
Several grades above scrap metal, for sure, January 11, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

So I was worried this game would be much darker than it actually turned out to be. Well, perhaps heavy-metal-hating adults from my youth who insisted there were Satanic messages in there, or at the very least it wasn't the sort of thing that helped you be productive in society, would disagree. But it did turn out to be sort of supernatural and dark, or at least, that's the fate that was threatened. It never actually happened. And yes, this effort is about heavy metal music and various subgenres, but this didn't stop my clueless self from enjoying it, and it shouldn't stop you.

You're at a heavy metal club and are very upset your own "real' metal band is being kept off the stage by a very long glam-metal performance. You need to get back on-stage. This is harder than it seems. The lead singer of the glam-metal band is, in fact, more than just a selfish jerk. Your problem? You'll need all your band members together to have the force to do so. They're all distracted by something silly. Emmy, your guitarist, is upset her Switch is low on power. Mae, your cousin ("and more importantly, your drummer") is being accosted by – horror of horror – dudebros out in the back. Tamm's brother insists on playing D&D with her. Clover and Max stuck themselves in a closet to avoid a stalker. All this must be settled before you go on stage. And there's a "horrible" secret why the glam-rock band is so popular: the lead singer is worse than the dudebros. A demon, in fact.

Evasive action must be taken so that the club and, indeed, the world avoids a horrible fate. The key command to use here is JAM: once you jam correctly with a fellow band member, they're willing to do what it takes to get on-stage. JAM also meshes different subgenres of metal into a third. All this is beyond me, and apparently the hybrids aren't relly related to the originals, but it's all in good, clear fun. Clear enough that even an uninitiate like me could understand it.

Minor vandalism is required. You must burn a poster for Acid Lobotomy (there really is a band named this! It's too perfect,) but the game notes they would've wanted it that way. You and Mae have a very detailed discussion about heavy metal minutae that can't possibly appeal to outsiders, but it does here, because it's obviously overdone, and it's used to leave the dudebros bothering her in the dust.

The game map itself isn't very big–it's one of those packed music clubs, after all. So you could trial-and-error everything except the puzzle noted in spoilers. I was worried it might be something much, much bigger due to the word "Codex," but really, I think it's about the right size.

I'm pretty sure I missed out on some of the joke details, and I had no clue whether or not jamming created different fusions of metal styles. But I didn't mind. It's a fun little romp of good (but not, like, sickeningly or boringly good) vs. evil. I very much enjoyed it, and I'm speaking as someone who doesn't really enjoy live music, especially loud live music. I'd almost say the game's good harmless fun, but somehow, that seems like exactly the wrong compliment. Perhaps I get all the excitement of crowds without, well, having to deal with crowds. At any rate, I think the author did a good job of articulating the excitement and humor of metal culture, probably better than I would do discussing college sports fandom or chess ("That Carlsbad pawn structure, eh? Eh?") And I'm glad I played it, as if it hadn't been in IFComp, I'd likely have said, eh, heavy metal? I'll pass.

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My Gender Is a Fish, by Carter X Gwertzman
5 of 6 people found the following review helpful:
Self-exploration in 15 minutes or less, January 10, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

I was glad I wasn't the only person worried this was a troll entry along the lines of the "clever people" who write "gender: attack helicopter" in their twitter profiles (thanks to PopeHat for this specific examples) and I'm also glad it's clearly not. I suppose to a certain extent, categorizing gender is tricky. It shouldn't be black and white. Yet making an involved taxonomy for its own sake is just exhausting all at once. Yet at the same time, people who criticize it the loudest have no problem discussing the difference between Alpha, Beta, Omega and Sigma males.

Abstractly, the game tracks your gender. It starts with boy or girl. Then it asks eagle or fish. Then a pebble or sun. Then a bit of a false choice before the final one, with an explanation. This all feels pretty simple. There's no overboard mysticism, and I appreciate MGiaF giving me a new way to think instead of telling me to.

I also think MGiaF shows a certain evolution from some of the more confrontational earlier twines that just flat out tell you you're not considering gender hard enough, you privileged cis white male, you. I mean, this is just heckling as opposed to outright abuse by cis white males, but if we're trying to make art, let's make it accessible even to those who might not be our target audience. And I appreciate feeling included, as someone who's heard I didn't try to be masculine enough, or why the hell was I trying to be macho, I wasn't fooling anyone.

I wanted a new way to look at things. MGiaF provided that. It's not the only way, but it helps reaffirm wishes I had long ago. Wishes that people who classified me as Not Masculine Enough (but don't try being as masculine as us!) would just clam up, or that there was indeed a third way, and there was far more to seeing yourself than being ranked by masculinity or desirability.

And it also provides a good contrast to the usual dialogue we hear in general. One particularly bad passage from a Reality TV show sticks in my head. I was only watching it because it was on the screens at my local athletic club. A bunch of guys were competing for one woman (the very worst kind of Reality TV, because shocker of shocker, relationships built on competition and the excitement of the chase don't last,) and the narrator asked "can the sensitive guys do man's man things like get a high score at the rifle shooting range?" Maybe this wasn't exact, but it was bad enough and obviously a very shallow exploration of our roles and who we are. We obviously can do better, and that MGiaF did so much better in under 15 minutes pleases me greatly. I can't speak precisely to how good the symbolism is, but it seems to me that we respect (or find wonderfully mystifying) the concept of spirit animals or objects or even corny tattoos in languages we can't speak, and it shouldn't be something to make people ooh and ahh, but something we can internalize and share as we wish. And MGiaF having nothing too exotic helped it feel accessible to me.

So I walked away wishing there was more but not feeling there had to be, despite my earlier-mentioned aversion to taxonomy. The old saw about how there are 2 times to walk away, too early and too late, apply here, and MGiaF walked away well before drowning you in pointless possibilities. I've certainly had that feeling of "I think I'm X, wait, no, that doesn't fit, more like Y" and so forth, and realizing that no labels fit, but reasonable ones helped me find who I was. And I appreciate having that experience sped up with little to no risk.

I can't offer any detailed literary analysis. This is out of my realm in many ways. There's a nonzero (but low) chance MGiaF is just random mysticism or parts are way off-base and I glossed over them and it successfully BSed me. But in that very unlikely case, I got a lot out of it. It left me writing and remembering a good chunk for something that took 15 minutes to get through. And I have a feeling I missed something, too, but these are blanks I'll fill in later.

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