Okay, so the cat was out of the bag pretty early that this was intended as a two-player game, and in retrospect, it was signposted pretty clearly by the author's comments, the introduction and, yes, the title, that this wasn't a strategy game, but I ignored these signposts. And I'm pretty glad I did, so there was that surprise. I've had enough neat surprises spoiled. But even if I'd paid full attention, I think I would have enjoyed the experience.
Because I expected an apocalyptic war, something far more fantastic, maybe two ancient kingdoms both pointing to a prophecy that said, well, on this night in Alexisgrad all will be decided, and each is sure the prophecy upholds THEM as the winner. And I'd certainly play something like that by this author. But the actual scenario is far less fantastical: there is the General of the Kingdom's Army and the Dictator of the Republic. You may play as either. If you think "Dictator" is a bit odd, you're right. But also, the king's army outnumbers and has more firepower than the army of a sovereign democracy of sorts, one that broke away from the Kingdom. With feuding factions (Republican and Socialist) that dissolved their government years ago. A look into the mind of the Dictator reveal someone who is power-seeking in her own way. The story certainly looks at certain paradoxes. Did the Dictator really become a dictator to save democracy? It also leaves things largely unsaid, like how Ivanov, the Dictator's rival, may have had better political instincts and thus committed suicide, knowing things were hopeless. And how, with some choices, the Dictator is revealed as selfish, as people who chase power can be, in a monarchy or democracy. Yet the Dictator seems as aware things have gone wrong internally as the General, who notes the inequality despite the republican/socialist aims. She gives the old "we have to try it" line, one I've certainly believed about liberal democracy. But it rings hollow when she says it.
On replay the opening feels like the strongest bit, and in fact that's where the main decisions are made, where maybe even Alexisgrad can be saved. I'm not spoiling this, but I didn't see this and just assumed inevitability and how and why the loss of Alexisgrad was bound to happen. (Note: even if the Republic pushes the kingdom back, they're still obviously always under the gun, long-term.) I feel silly not trying as much as I should've, but I'm grateful for the author mentioning different endings than most reviewers found, and I enjoyed reading the branches in the source to say: oh, yes, that's how this worked, or that worked, and I thought I tried it, but I didn't. Oh, and of course (choice redacted) was, indeed, very silly for one of the characters. There's one negotiation scene that's particularly interesting, where the General suspects or even knows their victory was hollow, because it should've been bigger, or the Dictator's followers are grateful that they only surrendered THAT much. Of course, the Dictator can negotiate badly, too, if she even manages to get where she can negotiate!
At first I found the General and Dictator, for all their power, seem pretty much fixed to behave a certain way, outside of what seem to be a few irrational choices. So I thought LNoA worked well as a "your choices are futile" game (The Dictator can escape with her life or semi-betray the people she serves/rules,) which I've seen before, but obviously there were more choices, which raised it in my estimatin. Even so, it usually starts with big plans which devolve into the General and Dictator facing each other, and you expect 15 years from now, the General and Dictator would be seen in the same light regardless what paths they chose and whether the Dictator was shot on the spot or sent to the King's mercies. And on replay, it seems the Colonel is more formidable than the General, and the Secretary of War/Defense is similarly tougher than the Dictator she advises. Seeing more of them would've been interesting, but the Dictator and General definitely have more interesting dilemmas, and LNoA already gave us a lot.
This sort of thing could get people playing more interactive fiction, because I think it's what interactive fiction can and should be. I say this as someone who prefers the label "text adventure" for most of my stuff. LNoA isn't too stuffy or preachy or high-minded. It takes a cool concept an executes it well. I played by myself but can picture people are interacting as they make choices, both with the story itself, to find the passages through, and with each other. There's a bit of strategizing, and some potential prisoner's-dilemma type strategy (you don't know how aggressively your opponent will bargain,) working together to see if you missed anything. It took me several plays to beat this story into the ground by myself, and I in fact missed a few things. Like the old Zork games before the internet, I could see people playing this poking at their friend to say hey, come on, you can figure out what to do so the Dictator comes out okay.
It's interesting to see who's in charge of things (one side is, more than the other,) and I really liked having to fit the story together in a non-conventional way. Looking back, I got close the first time to a stalemate of sorts. There's an overwhelming feeling of the powerful not only staying powerful but also being able to make it look like they worked hard to earn and keep their power (You are sort of ruthless, if that counts.) But that's a bit simplistic. LNoA seems to have avoided commenting on any important Political Issues of the Day, and I was glad of that, because too often they leave me grumpy whether or not I agree with them. It really does stand out more as something that breaks new ground rather than any sort of political statement, and I'd be glad to play knockoffs if they appeared in 2022.
Final note: A basic (frameset cols="*,*") with two (frame src="main.htm") tags worked very nicely for me to keep track of things on my own. But obviously the experience is better if you don't see everything right away.
Don't worry if you don't like Westerns. I don't, and I quickly stopped caring that SotM was one. The emphasis here isn't on Western flavor or what-have-you, though there is plenty of it. Like the previous author's Dynamite Powers vs. the Ray of Night!, it's more about MacGuyvering things, though it's a good deal more serious. I have to admit I remembered the silly fun more than the MacGuyvering, so I hoped the second bit held up, and it does. I also felt the path and plot were a bit clearer, which I think is a combination of both experience as a designer and programmer and the more realistic setting. So I was pleased and unsurprised to see it do so well in the Comp.
Things start out pretty badly for you, Boots Taylor. The Black Blade has kidnapped Rosa, whom you think you've connected with nicely, and you go chasing the gang by yourself. Unsurprisingly, you're ambushed, and while you're hiding, a thug named Ace is throwing canisters at you in order to kill you. The higher-up gang members have business back at the ranch, and you're unarmed, so how hard can it be? While ducking, you sort of wonder how they explode, but more importantly, you're wondering how to disrupt him. That's your first puzzle. Once he's gone, you find a small gold casket you find on his person. Operating it is the first real puzzle, and the game is quite kind saying "okay, next time just use (command)!" Earning points is always nice, but earning a shortcut is an extra bonus!
The casket(Spoiler - click to show), which is really a lighter, helps you kill three more enemies: the gang members who left Ace to kill you. They're all hiding so as not to give anyone a clear shot. But that means if you sneak around right, they don't have one, either. Podge sneaks around the corral, Whitey is on the roof of the barn, and Felipe is on a windmill. These locations, along with a stable where you make friends with a horse (a Western trope, but definitely worthy of a Senor Chang "I'll allow it") hold clues how to kill enemies you can barely see.
All three of these puzzles feel to me very smart, yet not obscure. Upon killing each person, you note they didn't deserve quite a gruesome death (I suppose safety ladders weren't invented back then, leaving Whitey and Felipe having to jump,) but you still find a letter and a key in a pocket on each corpse. Each is used to open a triple-lock (spare a thought for poor Ace, who didn't own one) that leads to the Real Mystery.
Given the time frame (just after the Civil War) there are some call-backs to invoking the Confederacy that feel relevant today. Other reviewers pointed them out a bit better. It's all quite a dirty business aside from that. I may be walking a tightrope avoiding what the Real Mystery is, as I'd like to, but I just want to add, I found the annotations at the end interesting. Some stuff, like the safety powder, I knew, and some I did not. I feel like this is a game I could revisit in a year or so, having forgotten a lot of details, and I would recall enough of it to enjoy it unfolding in a slightly different way. Maybe as a boost before any of 2022's longer IFComp games that might seem intimidating. However, if I had to use a walkthrough, I'd be glad to read the one included with the game. It's a story by itself and manages to avoid the mechanical "move here then here" or even the stronger narration/command back-and-forth. I don't think it would've worked nearly as well if it weren't walking you through such a good story. It asks questions about what you may've noticed, then tells you, and it has a few red herrings worth trying. It's great fun, with a lot of care put in.
Oh, one thing: once you finish, the opening scene makes a bit more sense. You'll probably have forgotten it when you've been engaged in the story.
Earlier in 2021, the New Zealand touristry bureau released this great ad about avoiding cliches when visiting sites: avoiding certain poses or certain shots, and so forth. It's well-done and amusing, as it opens up some questions: why do we go interesting places? Are we really getting anything out of it? Are we getting what we should? How do we get what we should? Funicular Simulator doesn't pretend to answer these questions fully, but it does provide us with ways a sightseeing trip could be more than just something to check off on. In fact, here, it can lead to an entirely new life, or death. And, as Mike Russo's review (which will appear on IFDB in 35 days) invoked for me, it may give a feeling of being on public transport and having your own stuff to do, and yet being open to discussion if the right person is nearby. It helps scratch the itch of wondering what the interesting-seeming person on the bus/train is thinking about, whether you've never seen them before or recognize them on that route. So there are very accessible personal and fantasy elements at play here.
The situation here isn't exactly the daily commute to work or the weekly bus trip to the grocery store, though. You're on the tram to see an aurora that appears every twenty years. Four people around you seem, well, interesting. There's Luke the graphic artist, Sofia the pilgrim, Meena the scientist, and Ray the student. You choose one to start, and the game focuses in on them. Each has their own story. None fully expects you to believe them, and there's no reason to.
Well, until you reach the end of the line. One of the four leads you to a conclusion, and you have a choice of whom to go with, at that point, if you made friends enough. There's a sort of Groundhog Day mechanic at work here. You can mess up a bit, and the person just says they want to be alone, or in the case where someone is romantically interested, you can push them away. And you can try again, if they didn't invite you a bit further. Or you can choose another conversational companion. You know a bit more, and that "Yes, I know what the aurora is for" option is now more viable. Without enough knowledge of the future/past, you don't REALLY know what it's for. The "actually, I don't know" follow-up option disappears. So the same options feel different. Along the way, stuff we know isn't true (aliens, time travel, reincarnation, etc.) becomes believable. Or I want to believe it, or I might as well, and the best part is, there is no scientific mumbo-jumbo.
I found the game-ending choice on the third person through. It was pretty clear they would end things, and I could back out when I wanted. It never quite feels like lawnmowering, though given the content warning, I used process of elimination to figure what was up with my final conversant. Having a bit more meta-information than my own character was maybe not something the authors fully intended to happen, but it gave me another layer of complexity in the whole "looping to find knowledge/resolution" thing, which was neat. I didn't feel there were barriers on what I could or should imagine, either. Things could be possible without me having to explain them. And there were lines like this:
"Oh well," says Sofia. ... She laughs. "I haven't even told you my name! I'm Sofia."
Wait, I thought at first, that's just a clear mis-step. But of course, that's what happens when you cycle through and get to see a conversation more than once. You do know Sofia well due to the cycles the game goes in. I like takes on time paradoxes like this, whether they're heavy or light. I also found some question of whether or not your companions cycled through this train ride up several times, which put a spin on some of their small-talky "but you can't believe this" proclamations. I mean, maybe they learned and remembered a lot by observing you, as well, and it would be weird to explain that back to you.
So we get a lot of potential trippiness with very little "look at me I'm being trippy and showing you The Truth and yet The Truth is fungible" sort of nonsense. This is appreciated. Adding to the effect is the background–I remember tinkering with gradients in Microsoft Office years ago, and it was just fun, but it didn't mean anything. Here the effect is relatively simple and works well. It's sort of sunset-ish, but a bit more than that, and anything too jazzy would've been inappropriate.
The undo command allows you to see all five possible endings (go with anyone or stay by yourself) so you can get a feel for the narrative, and yet at the same time you feel as though you've earned it. Though I like logic puzzles, I'm glad there wasn't any huge logic puzzle to unlock each ending, more just asking questions and trying things out. There aren't many puzzles, but I liked how the bit with the scientist's chronon tracker worked, both how it was laid out and how you could find something if you were clever. You had to set a reading to a certain number, which was not bad with trial and error, but that wasn't everything.
I can't be the only IFComper who looks at the entries next to me alphabetically, to see if I'm in good company. Fine Felines before me was quite enjoyable, and I'm happy to report so was Funicular Simulator. (They wound up placing next to each other, too!) But it goes beyond just "wow, that's neat." Funicular Simulator is a game on the very surface about interesting people sitting next to you to learn from on a ride, thrown together by chance, and it has a bit more. You can bug whom you want to bug, and nobody will get annoyed. And, to me, it's a heck of a lot more interesting and involving than a luxury cruise could ever be. You get to ask questions and not worry if they're the wrong ones, and you never feel as though someone's waiting to pat your hand and saying "sweetie, there are no wrong questions or answers. No, really, not even yours."
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.
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.
After several years, you may think you know what you're going to get from a DiBianca game, but maybe not. I say this as someone who's enjoyed beta testing his games before. They're already in quite good shape by the time I get them. I like the surrealism with more than enough backstory to allow for a nice variety of puzzles. And I like being able to get through the basic ending, then the more-fun full ending. There will be challenges, but I don't have to do everything the first time through. I know I saved GBRE for later after completing the easy part first. And, for the author's usual efforts, it is unexpectedly easy to get the basic end. But then again the author also leaves much tougher puzzles out there for those who want to stretch themselves.
You've managed to handcuff yourself without a key, but fortunately Grandma Bethlinda's Egg has just about everything you could expect from a mechanical egg, including lockpicks ... if you can figure how to open it. The egg, however, needs you to run diagnostics. Not too many, but enough to keep you busy. Each one opens up new commands, which may or may not be necessary for your immediate needs. A small puzzle with 3 variable letters in a 7-letter word is one example I'll focus on. There are a few ways to do it: one is to write a program that spits out all the combinations and compares it to my words file. Another is to write a script that grinds through all the possibilities with the commands. An example would be:
* change slot 1 3 times
* change slot 2 once
* steps 1, 2, 1, 2, 1
* change slot 3
* steps 3, 4, 3, 4, 3
Or, of course, you can just have fun with trial and error. There's a balance here. Too much brute force, or too many programs, is no fun. I tend to get a good blend of regular problem-solving and coding tries. I enjoy the meta-game of balancin things. There's also another puzzle where the egg is dirty and needs cleaning. But you need the right temperature of steam. So you VENT or WAIT for several turns, which heats things up or cools things down. It's an arithmetic problem, really, as VENT cuts the temperature in half. But it's a fun one, and I wound up getting the right temperature a mve early, which wasn't good enough. Figuring out what I missed was rewarding. It feels like it should be busy work, but it never quite is, and the author has a good intuitive feel for mixing things up, for starting with received knowledge and moving on to trickier things, and also talking effectively to the reader.
I got a basic good ending, which was enough. I knew there was obviously more. I was unable to print out the manual, which the game lampshades pretty early on. You don't have any paper to feed the egg, you see. But there are other things: a racecar that doesn't want to fall off a table and a mechanical dog that ... well, it seems fun. There are 21 or so bonus endings and more than 50 verbs to use or find. That sets the stage for a lot of experimentation. I admit I was a bit short of time, so on replay, I looked at some of the tricker puzzles. While the author's shown humor before in his puzzles, it's more explicit here, and you can't just sit down and calculate everything. There are timing puzzles, as well as puzzles for taking the right things out of the egg (too many, and it says you need to bring some back in.) There's even a survey you can (again!) brute-force, and I really liked the puzzle to get the egg to 100% commands. You control a microbot going up it, and the microbot can only describe the items blocking its way. From that, you have to order the egg to expel certain things, so the microbot can move forward. There's more lateral thinking than usual here, because GBRE gives you all the achievements' names, and you have to guess the right verb(s) or, more often, the combination of egg commands to get stuff done. Some experiments don't quite work, and that's kind of funny too.
Usually I tackle a Grandma Bethlinda game 100% right away, but then I didn't usually want to try to complete all IFComp games. GBRE isn't the first entry where you know you've missed something and you can put it off until later, but you do know roughly what you've missed, and it's easiest to play around with in your head, because all the pieces are there. And one other note: before looking at it, I flipped back through old issues of the New Zork Times. The author mentioned he'd gotten a letter published. It was about how A Mind Forever Voyaging was nice but light on the puzzles he'd come to expect, compared to Zork, etc. Perhaps someone may feel GBRE goes off in a different branch as well, one it shouldn't, one they didn't expect, and history will show that yes, GBRE offers something neat Arthur DiBianca's other games don't. I enjoyed the different humor after first saying, wait, there's a bit more lateral thinking and a lot less number/logic crunching than I expected. But whether the next Grandma Bethlinda related game is heavy on pure logic or lateral thinking or, more likely, has a neat balance of both, I'm looking forward to it.
Full disclosure: I tested The Vaults after IFComp was over, so I've been able to see a lot that wouldn't be accessible in two hours. I think I've worked well with the author, and he's been attentive about bug fixes--he even responded positively to a one-star review! I've enjoyed my time through it, and again. So this review will be a combination of my IFComp experiences and why it placed where it did, as well as a look forward, and things that are fixed if you want to check out The Vaults now. TLDR: there's a lot more player help and balance.
Within the two-hour judging limit (I think,) I got my keepers to level 2 in The Vaults. I saw basically what was going on: you have little three mini-ghost keepers, replete with hoods, who go about a terrain and fight adorably grouchy little knocker goblins. They're bluish and keel over and grimace further when they die, which is quite frequently. I even managed to gain my keepers armor and gauntlets. The armor cost one maximum hip point, which shows the author has put effort into balancing things in addition to, well, getting such a massive effort to work.
From a gaming perspective, I enjoyed The Vaults very much, but as a text adventure or perhaps freeware, it's wanting. It's in Unity and takes a while to load--longer than Cygnet Committee, Silicon and Cells or Mermaids of Ganymede. There are in-game purchases, which is just fine for a game that is going to Steam, but other people found it iffy. The ethical considerations here are tricky: you won't see all of the game in two hours, especially with all the special effects, but if you buy a pricey item, you can move forward quickly and thus be able to judge more! I think The Vaults unintentionally found a loophole that should be closed. I doubt this was through malice. The author probably saw, hey, there's a contest for unreleased games that starts just as my game is scheduled to release! So I think IFComp needs to re-evaluate its stance on in-game purchases. Competitors shouldn't feel pushed to make them in the name of fairness. This is far less black-and-white than releasing a game before comp start or actually charging, but I think now we've seen it, we need a future rule.
However, the main reason this game didn't work for IFComp is that it wasn't really text-based at the time. The big text gulps are before you go exploring, and then the screen times out before your next fight. It's possible to take a screenshot, but it shouldn't be. A few tutorial dialogues popped up but not enough to help you understand what was going on. Often text would disappear after some time out, or I'd just want to get through the splash-screen before the next fight and suddenly realized that text might be valuable! So having an information, umm, vault full of these screenshots would be nice. There are starting tutorials, but I wasn't in a position to really understand what they mean until you play a few fights. The game precluded you from doing certain things, too, such as attacking when attack power is zero and now I've gotten through it a bit, it's obvious to me, but not newer players. I almost gave up, and I maybe would've, too, if those poor cute knocker goblins hadn't shown terrible strategic reasoning by attacking me. I eventually decided to see what would happen if I just sat around and let them kill me, and at that point I realized what some of the numbers around the combatants meant.
All this is done much better now, though it's still light on text. Having said that, the graphics are good enough to figure what the red, blue, green and purple are for without text. I did it myself! Thankfully, you won't need to any more.
As it was, I assembled a deck by trial and error (it's now automated--your default cards go to a default deck), and I got bopped pretty badly as I pushed forward outside the first area. So I stuck with knocking around (ha!) the poor knockers goblins, deal with summons, and attack only when it's useful. I was overwhelmed by who did what at first, and again, there are helpful popup boxes now. The author's done a lot of this--allowed for more detailed graphics or animations, or just "hey! Here's the treasure from those twenty chests!"
The Vaults is an impressive piece of programming. I get a sense of strategy that interested me, even though I'm not big on card games. But I definitely wasn't in the right frame of mind for it, and given how I wound up grinding in the first area, the story was almost non-existent. It only unfolds with each new area and tougher monsters. That said, I did get to the end of the second map with a clear idea of what was going on. Even then, I hadn't explored duel mode or really used the Forge, which combines items (you get experience, and it costs gold) into more powerful ones. You also get to choose a specialization class later.
So The Vaults is a bit heavy on the technical effects, and thus it put itself at a severe disadvantage in a text-based contest such as IFComp. I feel like a goon playing gatekeeper and saying "IFComp isn't the right place for this game" because, after all, I did enjoy it. But all the same, given that the author has ambitions to put the game on Steam, I suspect the game's placing will be outweighed by the utility of any bugs judges find and report. I've learned a lot about the whole RPG creation process. And at any rate, it's really cool to be able to say I sincerely enjoyed my time testing both the first- and last-placed games in IFComp 2021, albeit for different reasons.
Recon has maybe the coolest stand-alone puzzle in the whole comp: the bookcases that clue you to a computer's password. It's a funny moment for me, and yet, it doesn't feel quite right in something with the plot of Recon--how you're a rebel leader who plans to meet up with his girlfriend at a bar in a dystopian Baltimore, but she is missing. Cue warnings that the police, or rather the restrictors under the control of a large conglomerate called Faro, know about the meeting followed by a chase through the city and up to an earthscraper, in order to find allies and information to see where and, eventually, why your mate disappeared. Along the way you-the-player also learn why you are so motivated to take down Faro.
There are plenty of ways to die, and quite frankly, they're interesting and fill in a part of the plot that playing through can't. There's a real choice between disguising yourself fully and getting a bionic arm. Each gives different puzzles, which feel a bit like the author showing off technical prowess, but they're also effective, and many give a sense that you need to hurry. While a torture scene felt a bit clumsy and was thankfully not explicit, there was certainly the expectation you had to abuse your captive just right, balancing threats and violence, which was a bit unpalatable but certainly created tension.
We don't get to see a whole lot of dystopian Baltimore, but there's certainly enough: checkpoints, smuggling and the like. The main reveal is inside a biological/cyborg-ish research facility. While it explained why your girlfriend X was missing, I really didn't grasp the whole story until I played through a few times and did some proofreading for the author. Meeting X, your girlfriend, felt a bit flat, too. People's reactions to traumatic and irreversible incidents don't feel right. But the thing is: there is, in fact, a happiest ending, with a surprise at the end if you survive. Check that: two surprise endings. One is about your pet/friend Blanco, and it always shows up. The other can be happy or sad.
And I think one thing originally off-putting about the game was that I shoehorned myself into final choice where neither really made me happy. It does have a save feature, but all the same, I thought this was The Ending. Some of this may be since things get lost in translation ("thanks for your time" after a dramatic ending is polite, but Recon is not a polite game) and the blurb and game mention too much about the "social and economic gap," which isn't the way to keep things fast-paced. Recon does better when it shows this, via a flare-up at a city border checkpoint. There might be a bit too much "Hey, here's where we go next" dialogue as well. And in some cases, the tries at quick "let's hurry" dialogue fell flat to me, like when you leave a tied-up captive behind. But we have pretty clear cases of betrayal among family and friends, and that's a good foundation for a story. And there are a lot of ways to die, which feels appropriate, given the high stakes and the dystopian feel I assume the author wants to give. These ways added color to the Baltimore the author envisioned, and so if some felt a bit out of the blue, I was glad for the detour (you get bumped back to the chapter's beginning) and the explanation that, yes, Faro's power is pretty stifling! The part where you contact another rebel leader, Olga, felt very good too. There's a third character that adds drama and tension.
I have to admit I wasn't clear on if Blanco, your companion, was an actual cat, or more like Red Dwarf's cat, or something in-between. I may have missed it. In fact, I did miss something critical about Blanco the first time through. But Blanco is a trusty sidekick in fights and makes for an interesting character I'd have liked to see more of. Perhaps Recon's too-puzzly puzzles made me miss out on a few details, or perhaps I was tired when I played it. I needed a re-read to understand things, but on the other hand, it was fast-paced enough that it was no problem, and if you enjoyed either disguising yourself or accepting a bionic arm, you have a ready-made path through with the other option. So that should work out well.
Every year in IFComp there are a couple games with great ambition and obvious promise that have techincal errors, so things never shine through. Unfortunate is such a game this year. Without the bugs, it would be neat and bold, but with them, unfortunately, there's an additional puzzle of working out the right order to do things in so the story isn't dead-ended. With more testing it could've been quite interesting, and I'd have been more eager to try different endings. It's sad the author wasn't able to find testers.
In Unfortunate, you're at a party with 7 other people you give fortunes to. Once you do, things start happening. Someone drops a salsa jar. People make romantic plays for each other. There's almost a breakup. Then things wind down with a short timed puzzle at the end. Sadly, this timed puzzle can be started at the beginning, which hosed the causality for everything else. But as Unfortunate isn't very long, it's not bad to restart and try again and make sure that people don't disappear before they have their resolution. As things turned out, I was exploring and experimenting so much that I forgot to do a few simple nice things for people. The party bombed, and all my predictions (I spammed 1's, which seemed the most dire) came true. I scored 7 of 7 points! So I both totally won and totally didn't. This charmed me. Unforunate had several different ways through, clearly.
I admit, though, I had to decompile the game to see some of the text. As-is, the game offers helpful advice for compass-direction exits but doesn't mention two places where you need to go IN. So this threw me off one trail. Then I found a record in a closet and played it, but it was meant to bring two people back together--two that had disappeared. However, once I knew what scenery was relevant, things made sense. There are a lot of details that are well-observed but may not work well for parser fiction, or they might even be better with twine, e.g. you could highlight important items or closets with a link. Some nooks are important and some, like the shower in the bathroom, aren't. There's a lot of meaningful care given to certain details, which leads me to believe the author didn't know quite what to look for or where to ask for guidance, and they did the best they could, and that's not a backhanded compliment. But it's not enough to make Unfortunate playable without serious aid.
You see, there are games where I shrug and say "oh I guess they wanted to do that, that makes sense" and others where I'm genuinely disappointed for the author they didn't make things smooth enough, yet. And this falls in the second category. I obviously stumbled on an odd way to do things, going out of order because I just poked around to make a map, and I finally got my bearings in the bedroom, which was meant for later in the game. But Murphy's Law is cruel that way.
There's a thread on the intfiction.org forums of what order you need to do stuff in so Unfortunate doesn't go belly-up. It's worthwhile. And most of what you need to do is something that feels natural--but there are so many things, you may wind up forgetting something, leaving you with nothing to do. Unfortunate could use an update then, even post-comp, and I'm sad the author may've looked at the placing and decided this sort of thing wasn't for them. But if you have the patience to tiptoe around a few game-breaking bugs or learn from where others fell, there's a good experience to be had.
I imagine a lot of us have heard of Cliff's Notes, those dreary little pamphlets that helpfully summarize plays and novels and poems assigned in English class. They seem to give you a good idea of what's going on in a tough piece of literature without any risk of actually feeling immersed.
"Don't read the Cliff's Notes! You're only ripping yourself off! Teachers will know if you do!" was the adults' battle cry. Oh, plagiarism was bad too. And yes, plagiarism is still bad, but these warnings didn't really teach us how to balance legitimate learning you can't do on your own with our own thoughts, and I think a sadly high percentage of kids knew what the teachers wanted. Stuff that would show the teachers they thought for themselves, because it worked last year for other students they knew.
But I wanted more. I wanted something that would illuminate. It felt greedy. I remember playing some not very good Narnia choice-games on the Apple. Some had minimal dice-rolling. One had an action game at the end that actually required effort to lose. I recognized, even at a young age, what a money-grab it was, but I still wanted more, and later when I found the Asimov archive, I still played the Narnia game I'd missed.
And we have them now. Some are interactive, but some aren't. I remember finding an Internet comic that summarized Ulysses. Obviously, it missed a few finer points, but it helped a lot. I needed the help.
And I think works like AKACF do that, and well. I've read Gawain and the Green Knight--Tolkien's version, at least--but it was so long ago I forgot most of it. And part of me felt uneasy that he was a bit too much of a Good Guy. AKACF gives him the option to behave poorly, replete with nagging noblemen and ladies who tempt him to. It doesn't drag on, but certainly it gives me a feel for the "why not just give in and get on with it" that we sometimes feel before making a bad choice, and yes, that is part of morality. Curiosity for the wrong things is universal, as is saying "Oh, I know what I'm supposed to do, but it seems so boring," and how do we resist that? Yet, even if you act terribly, Gawain never comes off too badly. That'd be too much authorial interpretation. However, when he strays from the path, different things happen than in the original poem, and I think the branches are both fair and interesting. The author is still pretty much faithful to what would've happened, but just asks "what if Gawain gives in a little?"
As for the story: a mysterious green knight appears on Christmas day. He tells King Arthur, hey, cut my head off, but Arthur can't bring himself to. Gawain offers to and does. The price is: within a year and a day, Gawain must find the knight and accept a similar blow. He has no clue where to look. But with time running out, he manages to find a castle where the lord takes him in. The lord's wife attempts to seduce Gawain, and here I'll draw a spoiler veil to mention the choice between behaving better or worse than Gawain is pretty clear. You can even utterly ignore the lady of the castle. The lord knows where the Green Knight is, and yes, Gawain finds him and faces his fate.
Being able to do walk through Gawain's choices leaves me with much more of a feeling than "good guys gonna good-guy," so it was a success on that alone. I largely glossed over the bits that the author put in a content warning for. That's my style in general. At least, the first time. But once I'd gotten through, I appreciated being able to look through things by chapter, again, and even change the critical choices you made in, say, chapter 5 before trying chapter 6. It's nice to be able to lawnmower alternate story lines or pick them off a la carte, and while AKACF is worth re-reading, I'm glad it's very not-thirsty about it all. I've left so many games I meant to look at again because the effort to start up would be too much. While it's obviously nontrivial to draw this up as an author, it gives accessibility without ruining any surprises, so I encourage it. Here, you will probably want to tweak how well Gawain behaves without having to re-pay your dues.
I really wish I'd had this sort of thing for tougher literary works when I was a kid, and I hope other people follow the author's example and make something interactive like this. While gutenberg.org is all well and good for the latest classical work I want to read but never got around to, it seems like there's a lot of fertile ground for other works. In addition, ChoiceScript seems well-suited to changing these options--this is dryly stated, but in a nutshell, this is what happens. And it sounds trivial to write until you sit down and do it and have familiarity with the source text. Still, providing these what-if options seems like an achievable goal for many potentially tricky classical works, and I hope to see more works interpreted in this way, whether for IFComp or general consumption.