HIWT promised to be interesting for me, as it described "two smart people walking to the center of many disasters." I like writing stuff about people who need to be smart, or are seen as smart, etc. And the main characters are characterized very well. They've had arguments. They argue over what they should remember and what the other person should remember. Oh, and they've been called to stop a huge apocalypse where everyone is turning to collections of geometric shapes (fingers become cylinders, head becomes a sphere, etc.,) and you're trying to run towards, or away from, something called the Exit, which will help stop all this. Unless you make a wrong step and get geometric-ized yourself. The puzzles alternate between telling which 3-d solid a graphic is a cross-section of, or having three lines between greater-than and less-than prompts. I (Spoiler - click to show)cut and pasted them to text and still seemed to get myself into trouble. So these may be red herrings.
Some parts of the work seem to be deliberate clues: the number of sides determines where to go next. So it seems like some of the talk choices between the narrator and Ciara, whom he is seeing after a long layoff, matter. As does whether you get the intelligence test-y choices right. They seem like they shouldn't be hard, but I wound up failing. I know my 3-d solids and what cross-sections look like. I also seemed to avoid bad choices some of the time, but the text still clouded over randomly, and Clara asked if I was okay and was sure I would figure it out, before I didn't. The text being blotched out seems to indicate I'm doing something wrong, too, but I can't catch what I did wrong or how the puzzles affected how I should respond. A look at the source seems to indicate that you die anyway, trying to relate to memories with your old friend (lover?) after your jobs split you apart.
And the text is interesting--there's a good deal more beyond what I saw, where you and Clara squabble as you run towards the Exit. I never made it. Later pats of HIWT seem to indicate that you coordinate with other people a good distance away. I never got there, so I never fit the writing in with the narrative.
This is one where I'd appreciate a walkthrough, and I assume there is a hearty helping of misdirection, since what I thought were logical tries for the puzzles didn't help me progress. Once I see it, I'll say "Oh, geez, of course." Perhaps you have to be not too mean or not too nice to Clara. But if so, I didn't quite see how that was clued. Still, what I saw, I liked. There may be too much misdirection in the puzzles, but the narration as you run towards the apocalypse to help fix it is strong.
There's a study showing that judges give harsher sentences when they're hungry. Or that's the claim. Causality hasn't been established, and I was interested to read alternate perspectives that poked holes in the "hungry judge" theory. But I remember the punchline and recalled it here on playing SZ31 late at night. It took a very cool premise and wavered at the end. That felt like my own mental fatigue, and then on replay, I wound up focusing on how I felt instead of looking through things again. Perhaps it tried to reach for a message that wasn't there. But either way, it still Had Quality Moments.
The title, if not the play time, suggests that you'll just be zapping spams until you mess up, and then everyone has a good laugh about how futile it all is and then goes home. That would be more than adequate for a decent IFComp entry, but there's a bit more. You do, in fact, play a spam-zapper plugin who ("that" is the inappropriate pronoun, I think, for reasons you'll see shortly) detects spam emails incoming to the account of your owner, Spoony. You get to choose a real name, but that's their email address and what they use on forums.
The tasks start out trivial. They may leave you nostalgic for some Greatest Hits of spam you've received. They did for me. Back in 2000, we had all long since gotten sick of feeling clever we could delete spam immediately, and when my webmail got a spam filter installed, I remember peeking inside just to say, hey, wow, it works, and there were relatively few false positives. It was interesting to see how spam filters got subverted by professional-looking messages, and if I was feeling dumb, being able to finger a particularly bad spam email that snuck through made me feel a bit smarter, as long as they weren't dumped on me. This brought back a lot of that, but there's also a ubiquitous needy loner or two who needs confirmation. Someone forgets their password. Someone at Spoony's workplace sends a mistaken reply-all, followed by reply-alls that are, well, mistaken in their own way. You, as the spam-zapper, have comments on that. You've seen it before. But you also get intents of spam and non-spam emails wrong. Artificial intelligence, amirite?
And that's where the actual story kicks in. One of Spoony's correspondents, Laurie Boggins, has a very, very restrictive father. Not only that, but she seems to have struck up a legitimate friendship with her Wizard email plugin. As her computer is confiscated, she sends one last email to Spoony saying, keep Wizard alive! And that's when the spam zapper "meets" other plugins. They try to band together and rescue this friend. In fact, they create their own virus to track down information. They understand morals in the small picture but maybe not the big one. Helping their owners is all that matters.
So they discuss what it means to exist, and this is where I slacked a bit. One thing about my slacking, though. If you've ever watched Amadeus, you may remember that one scene where the Emperor yawned during The Marriage of Figaro. If I yawn, and think of it? Well, whatever I am paying attention to is not Figaro, but I know it's probably part me. Perhaps I was disappointed the helper apps didn't just stay in their place and entertain me. I mean, it's probably more in-character for them to discuss concepts like nous or whatever that might make people say "get back to the jokes, already." It's tough for AI to make jokes. But it's earnest and does go on a bit, and while I enjoy a good "what and why are we, and what are we doing here?" I felt a small bait-and-switch.
Still, the spam dumping does go on a bit. By the time you've finished deleting the reply-alls, a QuickBasic worm pops up. Then one of Spoony's friends begins composing spam-looking emails that you, SpamZapper, consider to be mind-control spam. Yes, you're wrong, but it's internally plausible. Then you have to search through forty or so emails to find information to the odd plan you've hatched with Wizard and the New Mail Chimes to get Laurie's computer back, to "save" her. They don't seem to understand humans can survive without computers, and yet, at the same time, they're technically–Laurie's father taking her computer away is most unjust. While some emails could obviously be rejected, I just got dragged down by the tedium and took a break and then came back to a few more "search Spoony's emails" puzzles. It was tiring, but I can't see any other way to do it.
My tired mind did find the whole plot a bit too farcical, and all the talk of nous seemed a bit mystical to me, and I zoned out, but I was still able to appreciate the loneliness of Spoony's friends and what sort of person Spoony must be. Still, I can't help but feel I mostly enjoyed the low-hanging fruit. The switch between the general narrative and the mailbox work well, as does the glimpse into a post-apocalyptic (well, climate change) future. It's hard not to be amused at SpamZapper forcing decisions or having something it HAS to say about Spoony's dad's email. You'll know which one. And the time-distortion where you're not sure how much time was between emails, but it helps remind you the spam zapper can't understand certain emotional concepts natural to humans. Yet it tries. And I felt, as I was playing, I was missing something, but I hope I was trying.
So my advice is to be awake for this game. You'll need the energy, but I guarantee it will pay you back, even if you drift a bit. There are lots of funny examples of how AI gets things wrong, and I think this was the strongest part, where you can see clearly that the well-meaning plugins are about to release something potentially catastrophic. It's quite a good laugh and very touching, but looking at the work again, my eyes glossed over the philosophical discussion. Still, once you solve the game, there's an amusing way to unlock design discussions for each character, and I appreciated them very much. Though I needed a break after all that philosophizing. It's tough. I've written games where I wanted to be smart, and smart people told me "keep it simple, stupid," but really, I thought the parts they disliked were the best part. SZ31 turns the table on me, as I found I wanted to give it the same advice. So I feel like a bit of a hypocrite, but given a choice between the funny story plus philosophizing and nothing at all, give me the first.
An Aside About Everything seemed to promise a universal message and maybe didn't quite follow through on it, but it was still quite worthwhile. You're some nameless man or, more precisely, Him. You want to find a woman, whose last name is an initial. This reminds me of an admonishment from Geoffrey Braithwaite, the protagonist of Julian Barnes's Flaubert's Parrot. Rule 8 in particular: "8. No novels in which the narrator, or any of the characters, is identified simply by an initial letter. Still they go on doing it!"
Now I may or may not have started my own writings with a character named A. and later, when I was feeling adventurous, J. But AAAE started this off with a main character named Him and K, so along with the title, it felt like it was swinging for the fences with someone generally-named. It never quite got there, and the conclusion, though pleasant, didn't feel earth-shattering. But it had enough for enjoyment.
You, as He, start off in the sort of dingy detective office Geoffrey Braithwaite, again, might cluck at if he played lots of text adventures, parser or twine. It's in The Void, though, and you can escape to it at any time and return to the Outer Ring and, later, the Inner Ring. Along the way you meet a bunch of women who give you information about K. Why they know this, it's not clear, but they seem to have nothing better to do. One has an assortment of pills that give different emotions. You have to find four weird objects to give her to get all the pills, but then, you only get to take one pill at the end, which is kind of a bummer. I have a chance to take mind-altering drugs I never would in real life, and it's taken away from me for .... a revelation that, apparently, the journey is more important than the goal! This is nice, but it belies the game's initial ambition. Perhaps the narrator needs to learn this sort of thing along the way.
But this is sniping on my part. Looking back, it makes sense. He uses four women to get at the woman he really wants, and he has to realize he's been using them, and he has to admit he went about things in the wrong way and didn't deserve K's attention. So it all neatly folds together. And if I knew the ending was coming, I was surprised to remember things I'd looked long and hard for until they weren't worth it for themselves. But I realized things on the way, and I realized I realized things on the way. It just felt a bit blunt.
My adventures where I found this in real life were far less supernatural. For instance, I remembered books I loved as a kid and picked them off with city library intra-branch loan, and tracking down everything by an author or everything in a series was a rewarding sort of adventure, and AAAE felt like that. But it wasn't having the books so much as going through the process of finding what I wanted quickly and no longer missing it or worrying I was missing something big. And of course these books weren't perfect, but they were worth finding, and doing so encouraged me to tackle bigger projects and not be upset about what I missed.
Or there was that BASIC game programming book I remembered a year ago. Another BASIC book tipped me off to vague memories, and I followed the trail until I saw a cover I recognized. Then a friend tipped me off there was a sequel, which I built up in my mind until finally I just went through with it. The programs that seemed so profound, and they seemed, well, pretty cheap, and the sequel objectively wasn't much more. And I couldn't blame myself for not typing them out, or I recognized the coding was weak, and I realized I'd even remembered some as far more complex than they were. It was something I thought I had to find, though I didn't really. But when I found it, it was good enough. (The books, by the way, are by David Ahl.)
Him's realization reminded me of this and more. I don't know if I stayed fully tuned in for AAAE, but part of that was that I was connecting to His experience. And His being able to manipulate women to get what he wanted paralleled a Julian Barnes (again) short story where a person slowly got everything he wanted and asked to be truly happy and then was left with just his life. AAAE felt like that, though it took longer to get there and didn't have the same punch. I don't really remember whom you need to manipulate, and for what, beyond Luna. But it had enough for a good, positive think.
So I got something entirely different than I expected in Second Wind. Seeing what I wanted to see, I noticed the skillful cover art and the italics noting Second Wind was in Adventuron. The least cheery Adventuron game I'd played up until this point had been Snowhaven, which claimed the title by default, because it had normal, serious and dark mode, and I only played on normal mode, which was very nice, and it had warnings plastered abut serious and dark mode. And given the cover art and how Adventuron gives you a picture for each room, I thought we might be treated to something whimsical artistic. However, I only noticed the art quality and what it meant.
I was then disabused quickly of the notion Second Wind was just another cheery Adventuron game, perhaps where you finally have the courage to complete that marathon in a new record time, or you give a friend another chance. But I was also surprised the graphics were utilitarian. It seems like a chance missed, as if the author wanted to make sure they got the technical bits down. Maybe they felt more obligation than they should have to get things technically straight. And they did. They put together a pretty stirring story, too. But I'm left saying "Hey, for post-comp, why not put in an option to see more creative instead of practical pictures, for those who want to replay?" This is my greedy side. I know how tough it is to put it all together and to shift between the technical side and the graphical side. But certainly if the author writes another game in Adventuron, I'd be there just for the pictures, happy story or no.
Saying SW is a timed puzzle does bury what the puzzle is. You're in a fallout shelter. It protects you from werewolves. If they bite you, you change into one, and they're everywhere. Your wife is pregnant, but there are complications. She will give birth in six hours, but if she does, she and the baby will die. You need someone with more experience delivering babies than the nearby midwife, who knows she is over her head. The only person nearby that you can reach in the time frame is your ex-wife. She is your ex-wife because you were cheating on her with your current wife. So your task is to trek across miles of desert from Shelter 4 to Shelter 5. Yes, mass depopulation has occurred, thus making every newborn baby that much more critical. It'd be easy for her to say no. So even a "good" ending will be extremely awkward, even without the whole werewolf apocalypse thing still in progress.
This is a powerful plot, and the title suggests there are obstacles (there are!) Some might just be neighbors who are sick of you, or it might be the hoverbike that's a bit run down, and you have to fix it. But there are also fiddly bits, like opening the airlock properly. The thing about airlocks: I don't mind opening and closing them, but if I have to do so too often in a game or story in the course of a week, it's a bit exhausting, even when it's well-implemented in all instances. And it would be wrong not to acknowledge that, yes, this is a necessary precaution. But I had an "oh no, not again" moment that doesn't seem to be this game's fault. Once you have played X games with airlocks, they all blend together, and if the next one is unrealistic, it can break mimesis, and if it doesn't, you say "Oh no, not again."
Other fiddly bits were how you got the codes you needed to punch in to unlock certain areas. Sometimes this had a bit of emotional resonance and sometimes it relied on pop culture (e.g. a phone number ending in 09–when seeing how googleable it would be, I was surprised another number had gotten higher on the charts in the past few years.) Punching in keypads definitely disrupts the emotional flow of the game, but then again, there has to be some security. I did like how if you type the wrong number, you were locked out for a few game-minutes without having to wait in real life. There's also some fiddling with putting on your protective suit–after the first time you should just be able to REMOVE ALL or WEAR ALL. This is all an occasional nuisance, and it may, in fact, bury the lede that the game's mechanic of allowing variable time per typed move preserve a realistic accounting of in-game time without slapping the player around.
Second Wind is weakest when it gets hung up on minutae--perhaps the author felt they had to offer this detail or things wouldn't be nailed down technically. But it also makes an effort to get around them and explains what will cost you time and so forth. And, of course, in an apocalyptic future, precautions must be taken! It makes an effort to be fair as a timed puzzle, with checkpoints established and maps of the shelters with a "you are here" dot. So I think it works well, even though my suspicions are that the author didn't play well to their strengths. I hope this isn't backhanded praise, because my overall feelings were, they went out of their comfort zone to do this, and they should be pleased with the result. I am, and I think it bodes well for their next effort that may play to their strengths more fully.
GW is a big game, much too big to tackle without a walkthrough, and as a result, when I saw a rather large hint thread for how to get through it on the forums, I sort of ran away from it. It was the last entry I looked at in IFComp 2021. And boy, did I get off to a rough start. It was move 600 before I got a point, mostly because I wanted to take time to map things out. Perhaps TADS's technical boosts Inform lacks were such a crutch I enjoyed tinkering with them and forgot lateral thinking. The module to forgive bad spelling, which I always forget until the next TADS game appears, is quite nice. And in-game, the ASK and TELL were well-organized. There was already a map on the forums, but the thing is--there are three people you can start as, based on the direction you go to start. So the map seemed off, and I didn't know why. This was all overwhelming, but as it turns out, GW is a pretty good game overall.
I confess I decompiled the game to get as far as I did. I wound up having to ask for something slightly outside the box, and once I saw what I missed, I realized I could've typed ABOUT. But these are the risks of a big game, especially one that forces you to do so much concrete preparation to get your bearings. So I never considered asking for materials I needed to make certain areas accessible, namely, oil for the lantern I'd found. Once I did, I got clued/pushed to the right person. In the context of a game being a game where you find stuff and combine it to make new stuff, I should have remembered this. Though, as a person who's new to a village and probably better-off than the villagers, it felt weird to ask them for anything. Maybe that was too far outside the box.
But once that block was gone, I felt more comfortable/less uncomfortable, if slightly less immersed, asking around for what I needed. The story had fit together nicely even in the one-point-out-of-fifty state. I'd started off with a new job at FARMA who, apparently, did research on fog (and where better to do so than at the outskirts of a town called Foghelm?) but also with some injuries from a surprise attack. There was an odd man in a hut that villagers didn't like to talk about, an eerily simple twentysomething daughter of the mayor, a cloying gas station/hotel owner, and a captain and smith who both seemed to want to help me. Some places, it was signposted I couldn't do anything without the right item. For instance, there were rusty chains blocking me from an entrance, and elsewhere, someone offered to loan me a hammer, if I fed them, which was (again) a bit odd. The big mystery unfolding had to do with a ship crashing on the rocks, with a fatality, and whose fault it was: the lighthouse keeper, or a young lover?
So the story was set well, and the main block seemed to be finding the right nooks to find stuff in. I wasn't quite able to do this. GW suggested look and search were different (ugh,) and I wound up remembering this some of the time, which left a lot of ground to cover. I confess (again) I peeked at how you scored points, and that gave me a boost. I probably went past two hours. But I liked what was there, even/especially the directions I couldn't quite go in, and why. Once I understood different starting paths blocked off different paths in the town, I was glad to know the game-world was bounded. But this, in addition to everything you had to do to gather in-world evidence, was tough to fit into a two-hour comp judging period. Which is too bad--once it clicked that different directions made you a different person, and it all seemed sensible, I took time to be impressed at how well it was organized.
However, I still feel a bit odd asking for the things I needed to ask for: "Hey! can I borrow the gloves you're wearing?" or "Mind if I use your stove?" It felt slightly invasive towards others. I mean, yes, interactable NPCs are a good thing, but I never quite shook this off, so GW provided the wrong sort of creepy at times, not illegal creepy, but just violating people's boundaries. Nevertheless, I was entertained, because there's a lot to like, and reading about the different paths through felt proper. It's neat to see different stories GW has to tell. The author has been great with help on the forums and accepting that, okay, people might mark GW down a bit, and they should be proud of what they've offered us. But I have to draw the line. I've seen two of the endings, and I don't want to get stuck on any one game. I may play through the full ending, but I found the world and map vivid enough to recall, and I know where I spun out. So I'll be able to process the full story, so I can move from "hey, this looks and feels right" to something more rigorous.
Overall, there is a lot to like and look forward to, but unless you're a horror fan, I don't really recommend diving into GW and trying to find everything without serious guidance. I read someone on the forums say "I got all 50 points! What a great game!" and I believe them. And I hope that's not an "oh sure some people will like this." I'm going to wait until a full walkthrough is posted. I know there are four endings: one is a quick failure where it's strongly hinted beforehand that you're begging for trouble, two are qualified successes, and one is the "true ending." I'd love to see the differences between paths through. I know from experience that different villagers can react more positively depending on whom you start as, though most of the core puzzles stay the same. I'm not really sold on one of the three directions, as it seems a bit improbable, but I do want to look for it.
The House on Highfield Lane is a neat demonstration of Quest 6 and JavaScript. I beta-tested it, but I unfortunately wasn't able to add much to the final product, as it was pretty polished when I got it. It's a big, smart game, and big smart games sometimes need idiot-proofing, especially when the idiot is a judge who wants to get through the other seventy IFComp games. The HINTS referenced from the game weren't enough (I see what I missed now,) so I needed to wait for the post-comp walkthrough to see the end. But I think my tries at finishing paid off I got a bit further each time. I think it was worth the wait to suss out the details I missed. I may be grading the author on a curve because I know the author is technically and creatively capable, and my view may be slanted because this isn't my favorite genre. But I do feel HoHL may have missed a few chances for greatness that I can't fully articulate.
You play as Mandy, a girl who finds a letter by a house she's walked past and always wondered about and, you guessed it, uses that as an excuse to enter. There's no easy way out, so she figures she may have to deliver the letter and talk to the owner.
Well, that's not strictly true. You can leave briefly in two ways: once to get an important though common item, and a second time, you need to set up a science experiment just right. Nothing abstruse, if you know your haunted-house tropes. For one of them, you walk a bit of a tightrope, and it's nice and low-key scary.
THe rest of the house is as odd as you'd expect. Some was charming, but the map wraps oddly--if you go west from one room, you eventually wind up below it, and it felt like surrealism for surrealism's sake. It's also possible to flood one of the few hub rooms (exits three ways) with mannequins during one try, which gives the old-school vibes HoHL wants to project, but maybe not the best ones. I did, however, appreciate the clear signal of a room you needed to get to (an empty lift shaft) and the drawing room that grew or shrunk you based on which way you entered and, by extension, items you dropped there. It made for some interesting puzzles, but maybe the game relied a bit too heavily on it. I got a bit tired of circling back and forth near the end, and I in fact avoided the room because I figured it had served its purpose after the first couple of puzzles.
Then I didn't quite "get" the puzzle about awakening a Frankenstein style monster, until I did, and it made sense, and I had fun getting it to do what I needed. That monster helps you with more puzzles later, and it's the cute sort of stupid. I like how it neutralized some other NPCs. The final puzzle? Well, it was a bit of a pun, and it lampshaded the absent-mindedness of the Doctor, whom you eventually do meet, once he tells you his interpretation. It's a bit of a Dad joke, which is appropriate, since the author indicated in his post-mortem he wrote it with his daughter in mind.
As for the technical stuff: Quest really has grown up a lot! Even stuff like saving and restoring has bells and whistles and circumvents the difficulties that arise from Inform save states, namely that they're useless if the binary is updated. The InvisiClues that come with HoHL are nice, if you don't want everything spoiled. And I love that you can miss the last letter or several letters of an 8-letter word, and Quest figures it out. There's enough so that the verb-recognition error, which I found terribly snarky ("I can't even begin to make sense of this") isn't very prominent--this seems like a missed chance. The game tries to capture the tone of wonderment of a 16-year-old locked in a strange house, with a lot of "Mandy wonders this." So "Mandy had a thought, but she didn't know how to (word 1, or word after the comma in dialogue)--maybe her mind was just foggy" seems like it would work. But as-is, when I had a typo on a tough puzzle, it made me groan. Worse things happen at sea, of course, and I've been guilty of not battening down some of Inform's more tone-deaf errors (default responses to "no" and "yes," for example) but this seemed like a slightly obnoxious design choice, especially when much of the rest of the game was written to be hands-off.
Despite these concerns, I got a lot of positive mileage out of HoHL, and the puzzles made sense once I had that a-ha moment. I think I was at a disadvantage as I wasn't really familiar with haunted-house tropes. The puzzles have enjoyable variety in retrospect, and the atmosphere is good--nothing too terribly scary here, as long as you don't release the frustrating mannequins. There's no dread of being trapped, more just "neat, I'm stuck." I'm glad the author left a full walkthrough so I could figure what I did wrong, though. I'd have missed the neat bit after I got up the lift. The puzzle to get upstairs was a bit fiddly even with the hints, though I like that they're there as gradated spoilers, for those who want to dwell a bit longer.
I've known Unity was powerful for a while, yet maybe it was too powerful for a regular-style text adventure. There've been Unity games in IFComp before, the first (I think) being Milk Party Palace back in 2014. It was relatively harmless, featuring Montell Jordan's "This is How We Do It" as part of the soundtrack, as well as random demands from Alec Baldwin. So it was just a case of people showing off their new and shiny unity skills. That's all well and good, but with Unity being more mature and less new and shiny, we'd hope for something deeper, and I think Silicon and Cells gives that to the reader.
IFComp 2021 had no shortage of simulation games, or games where you went into cyberspace. While they ran together for me, largely because I procrastinated a lot to their end, each was clearly its own game. I think Silicon and Cells stood out the most for me. That's partially due to a good story, but I have to admit I remembered the technical features most. One of the first things SnC provides is immediate customization of font size. This may not seem like a big deal, until you realize you can use the mouse wheel to scroll through the main text window, and you don't have to click "next" nearly as much, and you don't have to worry if you read something carefully enough before clicking "next." This was a big relief to me. The game said 1 1/2 hours, but it valued my time and saved my energy, so I was able to focus on the story. You can, of course, control-scroll wheel with twine, but Unity calculates the text wrapping so you can see as much or little as you want.
The other thing about the text is this: the game is divided into Meatspace, with light blue text, and Cyberspace, with pink text, both on a background. This echoes the "dark mode" that works so well on browsers, and so I'm grateful for it. While Meatspace simply has a standard text interface, Cybertext is is a neat curved 3-d surface plot with all sorts of cute places (castle, your own home replete with whiteboard) and reenforces that it's, well, not real. You know where you are without having to look up a specific location And your dialogue/where-to-go choices are in a thin rectangle on the right. This makes it so reading is never exhausting, and these are the sort of design choices that you take for granted once they work well, but people miss them a lot if they're gone. And it's needed, once playtime gets over an hour. I experienced very few "are we there yet" moments as I went through, despite having no walkthrough.
You don't really need one to get through, either. Because the progression is straightforward, though the puzzles aren't trivial. You, as Jaya, have failed at a heist, but you've apparently done well enough for your quasi-mentor Elihu to encourage you to things bigger than a giant heist. Elihu's plans are deep, and you wind up having to see and talk to a lot of shady people who themselves are fighting against even shadier people. On the way, you get bionic upgrades. You can't use them all at once. In fact, at first, you can only possess one at a time. These form the basis for most of the puzzles. I went with social engineering, which occasionally gives an extra dialogue choice that pops up as soon as you switch it on. Unsurprisingly, these move the game and narrative forward in ways regular chat can't. I also got enhanced vision, which let me see fingerprints on a keypad. Later on, you get super strength or the ability to slow down time, and you get multiple charge units, so you can, for instance, really slow time down or get super strong. Many of the later puzzles require you to switch to the right power-ups in time, or you die. Sort of. The game just kicks you back a bit, and you have to try again. Since there was no save feature, I appreciated this.
As for the details of the plot? It's fun to figure how to cheat at the casino or visit people in cyberspace. The small MUD is full of humor and purpose and an appropriate villain (not that anyone's TERRIBLY nice here) and, of course, a puzzle to get around a troll with way more HP and damage per turn than you. There seems to be more than one way. There's also some character called The Oracle who used to be human and is sort of one of the Elders (like Elihu) who used to be in charge of things, before the G.O.D. framework and its cherubim (who are not very innocent enforcers) took over. You can only ask the Oracle factual questions, so often you need to find the right way to ask. Or you need to ask other NPCs the right way to ask.
So there's a lot of back-and-forthing among the various locations that include NebulaCorp, which is pretty dysfunctional and dystopian, and your own haunts. SnC is good about rejecting you if you don't need to do any more. Some NPCs are a bit snarky but never mean in suggesting where to go next, and your private home in Cyberspace with its whiteboard lets you connect the dots at your leisure. You do, indeed, have a choice of which Elder to betray or annoy. I wanted to betray one of them, but I couldn't figure the timed puzzle, so I went with the other. Hooray, expedience! Sadly I couldn't save and see the other ending quickly. That combined with no documentation cluing all the walkthroughs (surely for getting through the game we deserve a big-picture view of all the ways through?) was probably my biggest disappointment. I saw a well-conceived world but felt locked out from really exploring it, because a simple feature, one much simpler than SnC's useful conveniences, was absent. I noticed Mike Spivey's review mentioned he had an easier second time through, and experience bears this out. The interface is more comfortable, and you have an idea that the world is bounded.
Still, the story engaged me, and I missed that there was satire bit at first, but then again, I missed the satire in Fight Club and was just kind of disgusted (mitigating factor: many people praised it for what they thought it was.) Then again, I also missed the satire in RoboCop the first time through. Then I learned it was there, and I enjoyed Robocop a totally different way. Same, too, with the first bits of SnC. It's pretty clear the scene where you get bionic arms installed is meant to be, and I'm sure I've missed others. It's equally exciting played straight-up or acknowledging sly fourth-wall winks, and even before placing near the top quarter, it showed text-based adventures in Unity are worthwhile and doable, and you don't have to be super-dazzling. The authors showed considerable skill in making SnC accessible, enjoyable and even revisitable to someone who thought he was sick of internet/virtual reality simulators.
It's rare that finding a hang in a game helps you appreciate it more, but that's what happened in Mermaids. Certainly there was enough to appreciate beforehand, in this high-production-value science-fiction tale where you take a crew to one of Jupiter's moons, crash, and meed mermaids and mer-sharks. It's not just about the technology. As a captain of a research spaceship, you have ways of escaping (relatively lax) imprisonment, a chase through or under an iceberg, and ultimately some moral choices to make at the end.
So where was the hang? It was in the iceberg maze, in chapter 4 of 5. Mer-shark ambushes were too frequent, and I couldn't figure clues of when they were close by. I somehow missed the "survey" command that pinged where to go next. So I got a bit frustrated and hit F5 to restart and play chapter 5. MoG let me choose how I'd behaved, since I didn't save my game. Now this had also been done in At King Arthur's Christmas Feast, but there, the choices varied less, in order to remain faithful to the source material. Here, it acted as a nice hint of things to retry without spoiling too much. I'm the sort of person who enjoys picking apart all the story lines, so I was glad MoG recovered so well from the hang. Robustness in programming is a good thing.
Pacing is also good. The "action" chapters are 2 and 4, with dialogue in the odd-numbered chapters. In chapter 2, you have a very hands-off house arrest. Talking repeatedly to the warden turned up empty threats of actual imprisonment, and it couldn't have been by accident. That combined with the choices on starting chapter 5 makes for something to poke at on replay. Though the dialogue (chapters 1-3) felt up and down to me. Your crew consists of V.C, a pilot who felt nondescript, Emmett, who is not very likeable and knows it, but more importantly, knows his stuff ("the geyser guy,") and Hyun Jae, whose mother is on one of the research flights that vanished. Hyun Jae knows her mother is (was?) a better researcher than she is, and that makes her the most interesting of your crew. Later there's Cixatli, a mermaid guide who moves the story along by being there, but I felt she could have done more. But it all feels quite well thought out and worth following, even if some of the prose and dialogue feels flabby. Being able to fiddle with the different endings in chapter 5 made up for that. You have big choices of whether to stay and leave at some point, and you learn what happened to Hyun Jae's mother.
I felt like things fit very well in MoG even if they didn't totally shine. Part of that is maybe because I'm not really a science fiction fan. But it did feel consistently well-organized in the big picture. The graphics and music felt appropriate without being intrusive. The world building is there, and replayability is built into it. It feels like an entry that may not be anyone's utter favorite, but I'd have been shocked to see it in the bottom half. The effort put into it by the authors is clear, and I enjoyed it, but my thoughts tended toward "Yes, I see the authors put in a lot of good effort" instead of the fully immersive "wow, this is just neat! You have to play this now!" Still, if you are playing through the IFComp 2021 entries, it's worth more than a drive-by look.
ATY (we don't need the whole acronym) quickly establishes itself as metafiction: you, Em (short for Emerson,) are playing a distinctly mediocre game called Infinite Adventure with your friend, Riley, who's about to move away. You're young enough to still forgive programmers for the sort of simplicity found in IA, but you're old enough to want more and to start feeling bored. But these games are what you have. So you play them. You give an elf a carrot, because giving them a feather doesn't work. This continues until you and Riley realize that this is not the greatest way to spend time together before she leaves. And there's a nagging feeling you two aren't discussing what really matters.
There's not much to do besides play games, though, especially with the weather. Now part of ATY's task is: how to we make a game-in-a-game that's clearly boring, without making the game boring? Well, it makes several offerings, all of which are boring in their own way, but certainly back in the '80s this sort of variety felt like it had to be interesting. There's Infinite Adventure, featured in the blurb and cover art, which ... goes on, in its "give x to y" sort of way, until it's broken and you don't have the item you need to help a witch get organized. At this point, your in-game computer's menu reveals three other games: Warriors of Xanmor (all stereotypical adventure games should have an X,) Strip Poker and CompuDoctor. Each is a simplistic game with an adult NPC. All three have holes in their own lives. They're far from perfect. But each gives you appropriate distance from their shortcomings,. Strip Poker has impressive ASCII art which shows someone reclining without, well, showing anything. CompuDoctor is mostly textwalls with egregious typos (they're there for a purpose.) And Gardon, Warrior of Xanmor (the first NPC you meet) does the whole elevated middle English thing before lapsing into more normal chat or, once you're done chatting, estimating his experience points or performing other fourth-wall-breaking activities. There's also a shop in Xanmor, but your adventuring won't give you any currency it needs.
He needs something, and so does your opponent in Strip Poker and the doctor in CompuDoctor. Each one of them irks you in their own way. That's partially your own immaturity and part their own shortcoming as adults. There are particularly good parts here where you don't even want to talk to the doctor because he knows to much about you, and your strip poker opponent knows you aren't eighteen but tries to give you advice about growing up. And the three NPC, well, they know of each other, at the very least. And when I played through quickly, each time I had to give slightly different items to each NPC, which was a nice bit of flavor. But I think the best part is solving the 5th iteration of Infinite Adventure and beyond. AUTOPLAY gets you through and pushes the story right when you worry it's sagging a bit. It senses you get the point of how grinding is fun, until it isn't. Plus it signals things are going to go off the rails, both in terms of the game's realism and Em's own frustration.
There's a feeling of just extending time together for its own sake that the game captures well, then there's a flashpoint to what's brewing, because Em and Riley clearly have things they want to say but can't, and the adults in the games help them with that. And in fact you have the option at the end of explicitly not doing anything for Riley, or only doing part of what you can do, which affects the ending you choose. I enjoyed comparing them.
And things like this made ATY so much more than a look back with regret, or nostalgia, or whatever. For starters, I thought of how neat it seemed when I was 5 that a computer could almost sort of have another person inside it, or seem to, but I didn't realize what that realism would entail. Then there are shout-outs to other things from the '80s. They're not joyous, just mentioning, we liked this, but maybe there was better. The Amulet of Werdna is one. Wizardry's a good fit because it never really grew technically or provided a story, and it only slightly became less oppressive for starting players, and you could get nostalgic for it while missing Bard's Tale or Ultima. For me, Wizardry nostalgia was about making unbeatable characters with byte-editing and running through quickly, then discovering sibling folders on Asimov.net for RPGs I'd never heard of--and they were so much better once I had the guts to poke around or pay for an eBay copy of Quest for Clues.
As someone who can listen to one song on a loop, the Journey CD (CDs, wow) with references to newer, more experimental bands ring a bell, too. So the callbacks aren't just to cover retro-cred bases but to say, yeah, this was neat, but a bit was missing. So I had some regret that I never really got to discover BBSes or phreaking or assembly language, but ATY balancing things right still reminded me of long or slow goodbyes to certain friends, and even to ones I thought were my friends. Sometimes that good-bye was expected. Other times, maybe I should've seen it coming. I went to a big high school and had a feeling I'd stop being in classes with some people I'd liked to have seen more of. I had friends who showed me cool things and semi-friends who did, too, but they hid the GOOD stuff, and some of these friends-on-paper made me feel I couldn't share with others, or maybe I didn't deserve to share with others, and I felt the same sort of regret Em seems to if you end things wrong.
But ATY doesn't really dwell on things, or if it does, it makes it clear dwelling is not healthy, even if we can't see anything better. It has four possible endings, based on how well you want to remember Riley. They all bring up how dumb the Infinite Adventure game was but have different levels of contentment. But in any case, it does something good, which is to put in perspective some of the silly stuff I enjoyed, not just computer games, or stuff I played just because it was there or winnable, and that's not something to have nostalgia for. Maybe it was a game my friends and I all got better at until we hit a rough ceiling,and we should've been learning other skills instead. But it's also hinted when the adult characters inside the computer programs indicate that they want to move on, and Em has issues to address.
ATY was a tough one to replay, not due to quality issues, but because it was about how replaying lame stuff or nostalgia in general isn't healthy. The author mentioned in his postmortem a quote that nostalgia is anger misplaced, and I've certainly seen that when I've played through something old and thought "I wish I'd gotten the hint book earlier/had friends to share ideas with," and these thoughts often turn to "I wish I had more to be nostalgic about, like the trickier Infocom games." There are good memories, of course. And we should be able to get a lot of neat things from something that seems stupid on the surface. And looking back, I never realized how many adults I looked up to mixed in anger with their nostalgia. But I also think nostalgia is fear misplaced, or it has been for me. I want to try new things, but not really, just as Em and Riley like Journey, but it's hard to discover new things--what if we don't like the new thing as much? All the while, Infinite Adventure, the safe bet, gets more boring on replay. We're looking for something that isn't there. We do find new stuff, but less each time. I know even old beloved games get old, and sometimes (as with 2400 AD) the best part is finding a clever shortcut to make things go quicker. Narnia and the Chronicles of Prydain, well, I felt sad re-reading and finding nothing really new.
So I definitely worried ATY would have these severe diminishing returns to scale. It should be replayable on paper, but I think I paid enough attention to say: wait, ATY doesn't encourage too much of this sort of thing. I found ATY spurred me to try things I left out--that is the best you can hope for, grabbing onto someone's nostalgia and saying "Hey! I never saw that! I have a chance to now!" whether it's an old game or old video. Perhaps it's literal, where ATY mentions phreaking or some bands I never heard, or it reminds me of friends who said "What!? You never saw popular movie X?" Certainly the isolation ATY provides--the bulk of the real-world game takes part in place--reenforces that some nostalgia I had was itself too self-focused.
I remember on one gaming forum I had friends who liked retro games, but I knew I was looking for something different, and people wrote reviews, and eventually the reviews became more polarized, and the more aggressive personalities cut down favorite nostalgic games like Kickle Cubicle before leaving because "this place got a bit boring, no offense." I'd just never considered the anger angle before. The gradations of anger are reflected nicely in ATY's endings. But I also remember nostalgia as "boy, my friends and I were happy before we got bored of each other" and taking a while to realize we weren't a great long-term fit, and both sides may not have tried hard enough to find people they could grow with. ATY reminded me of several people like that--people I'd like to hook up with, but I wonder if we'd really talk about what we'd done since then and what we want to do, or if we'd get stuck.
I feel I don't have the qualifications to pick apart fully how good the meta-narrative is, but I think it must be Pretty Darned Good, as it reminded me of departures through college and beyond. It reminded me of people who said "keep in touch" and people who meant it, of people I should've gotten on with better. It made me Google a few dimly-rememebered names. I didn't dwell on whose fault it was we didn't get together more. And it made me (re)visit stuff I never got around to, in a way a detailed article or someone saying "OMG you have to listen to this" (or memories of people who bragged they knew it but never gave details--again, maybe a bit of anger on my part here they didn't share) never could. And, of course, it reminded me of the objectively boring things that provided bonds, even if they should not have, on paper. And even if those bonds were with people I ultimately fell out with, for reasons right or wrong, they were still there and far more real than the times I looked at something nostalgic and thought "this should cheer me up." And it should have, on paper, but it didn't.
So games like ATYC are extremely valuable to me. I wind up pushing myself to do or try a bit more than expected, because I don't want to be like Em thinking back too much to how things were, no matter how happy Em is in general. It certainly makes me want to try new things when writing (I worry I get in a rut) or coding (it's so easy to use the old packages you first learned and try to recreate the "Hey! This works!" excitement without trying for that next step) or, well, visiting new places. Works with exotic locales and exciting characters don't do it for me nearly as well. My feeling looking back is that Gardon and the doctor and Ashley don't need to be disturbed, but that also applies to real people and some of their memories, and I know I need that to block out possibilities that don't lead anywhere, to focus on the ones that will.
I played the author's 2021 IFComp entry, After-Words, first, and I was intrigued enough to give Domestic Elementalism a look. AW is probably more my thing, but DE is clearly interesting and stylish and worth playing. If you like one, you'll probably like the other. You, as a research witch, come home from a week-long conference to your house not working. You wonder who could've done this, and why. But more importantly, you need to get your house working again. Generally you keep it running by infusing your life force, but starting it from scratch would take too much.
As you might expect from the title, DE plays with the four elements: water, earth, air and fire. You have one room dedicated to each. Water is the bathroom, fire is the kitchen, earth is the bedroom, and air is the living room. There's also an attic, but finding the key to it is one of the first puzzles you encounter. A lot of this is, reductively, dry-goods stuff, but it's interesting. Each item you can put in your inventory has four states based on the elements. Being a witch, you can change them at will--well, sort of. "Orthogonal transformation" isn't available with your life force as depleted as it is, so you're stuck with fire/water or earth/air to start. This seems restrictive at first, but actually it's a handy way not to overwhelm the player. You don't get your powers back until you get in the attic, by which time you're comfortable with the game mechanics.
So there seems to be a lot of trial and error later on, and strictly speaking, that could be true. But thankfully the interface lets you cycle through both the items you carry and their states pretty readily, and if you can do anything special with your current item in its state, a "use this" sort of box pops up. And, of course, it makes sense. You need something sharp to break through the ice covering the oven, or you need something to reach high up, or you need something soft to catch a bird nest in a chimney you need to remove bricks from. This all fits in well with the title--using your control over the four elements to tidy things up. And you don't have to remember what does what, either. DE lists all the forms you've put an item in, so you can see them. Some aren't ultimately useful, but if they were, DE would sprawl too much. The whole interface is, in fact, well done, as it's a six-room affair with two sides of an engine room each leading to two elemental rooms.
At the game's start, I was also worried I had no clue how long it would take, because the first puzzle seemed to take a while. I put this more down to me just getting my bearings. But fortunately there's a gauge in one of the engine rooms that tells you which rooms have been fully repaired. And it's a good feeling as each one gets going again. DE also finds reason to get rid of things you don't need any more, or it mentions that scenery in an elemental room is working well and doesn't need tinkering. So it doesn't feel arbitrary, yet you have enough powers to really experiment, and you can't quite say "Okay, I still need to use this item to make the whole thing abstractly tidy." There is a lot of internal logic to DE, but you don't have to memorize it.
I also guessed the twist at the end, but that's because it was well-clued without hitting you over the head. There's some mystery of who could've done this and why, and with each out-of-place item you find or eventually fix, more is revealed. This leads to a denouement that feels quite appropriate. The game could've ended with a "yay, you win," once you restored all four rooms' power, but there's still a bit of reckoning, I found a small lesson bungling it the first time through. All I can say is my actions were not specific enough at first and likely what may've (narratively) caused things to go wrong in the first place. Without direct spoilers, you have to be careful with magic--you need to take careful notes, but it's not all formulas and experimentation.