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.
For such a potentially sweet-sounding title, this sure gets rough fast. It's the story of a pilgrimage gone wrong or, more likely, that could never go right. You've taken leave from a faraway diocese in northern Scandinavia (or so I guess from the name Isjfall) for three months to visit His Holiness. And nothing about the trek is holy.
It starts with your companion on the ride to the Vatican. I'm struck with how his lack of dignity is an instant turn-off, while the cruel people in charge that you meet later are less immediately disgusting. You have plenty of chances to ignore the True Believer, as the game calls him, but you'll probably eventually give in to curiosity. He's carrying a casket, and it's never clear what's in there. You have ... a cat who can spout Bible verses. And the cat spouts the goriest ones! The Pope seems to want to see your cat, not you, but hey. You take what you can get.
Just one problem with your cat: there's a Papal edict that cats are all tied to witches. So they are being shoved into burlap sacks and burnt all over Rome. You get to see the results of this destruction: lots of smoke and lots of rats. Parallels with modern, uh, issues are pretty clear here: some politicians currently blame everything but the virus for COVID, and "religious exemptions/beliefs" are listed as a reason/excuse not to get vaccinated.
Of course it gets worse. The Pope is below ground, and in a pretty clear parallel to Dante's Inferno, you keep descending and keep finding worse and more powerful people. Until you make it. Your True Believer friend makes it, too. And the meeting with the Pope is certainly underwhelming. For you and the True Believer, but for different reasons.
This is deliberate, I think, because it calls into question if the Pope has any real power at all, and the unsavory people you've met along the way are doing the real heavy lifting, and they have as much contempt for the Pope as for any deity. The end feels like a bit like a cop-out, but not quite on the "it was all a dream" scale, but it does bring questions. It's been six months since the Pope sent the letter. Did the Pope forget about you? Did he ever care? Did he just like feeling important, having people spend so much time coming to visit? One also gets the feeling that the people who wave you by when you show the summons know you are no threat to what they see as real power. They don't exactly help you find whom you need to when you're exploring 10 or 15 or 20 levels below the surface. Because part of having power over people is making or letting them struggle when they don't need to, and that's true regardless of if there's any actual debauchery or bribery going on.
There was almost too much for me. Because we ought to have scorn for those who corrupt religion and morality and so forth. We need reminders that those who yell the loudest often yell to distract you from their bad sides. And we need to 1) not be the True Believer and 2) reject True Believers' arguments. But this work left little else. It was effective, and it's still relevant today. We see popular mass-preachers coming up with new lies, from Joel Osteen's fake sunniness to Franklin Graham's more wrathful approach. They blame rock music, nonconformists, or whatever is convenient, somehow convincing people they weren't in it for wealth and power, but gosh, good things happen to good people!
I don't think Church Cat is trying to look for a way forward, either. It shouldn't have to, but if you're reading reviews before playing, you may want to know this. I prefer a way forward, however small, and sometimes I fool myself it's there when it isn't. Church Cat left me no such outlet. So I'm left stuck a bit, but I probably would be, either way. Seeing ruthlessness in describing horrible people helps, until it doesn't. But on the other hand, putting in a sliver of hope after some of the passages would feel as hypocritical as a preacher switching from "God is love" to describing how and whom you, who are not God, should hate. Church Cat definitely crosses lines, not necessarily lines of taste, but beyond which any further observation or choice leds to more horror and chaos.
This didn't stop me from playing again to see if there was anything I'd missed, for better or worse.
(Disclaimer: I tested AvtH prior to IFComp 2021.)
So I was wrong about AvtH in two ways. First, I assumed it would place much higher than it did. Second, I assumed the author's adolescence was much more "I hate high school" than it was. AvtH grabbed my attention with what I thought was an easy target, and then it proceeded to hit others and provide some good laughs along the way. It's supposed to be more than a bit silly, but it has enough of the wisdom of looking back mixed in, so the silliness is not just for its own sake. It's sympathetic to its own characters without getting overwrought, and perhaps people didn't notice all the wisdom, since it was very gentle. Well, for a zombie apocalypse.
You play AvtH in different perspectives, as members of a high school band. Not the one with fuzzy busbies and uniforms–oh no. Much less conformist than that. You have no school spirit, remember! You play four different members of a very loud and earnest grunge band as you go through a story of oppression from the popular kids and corporate types trying to appeal to you. Many dramatic incidents center around a Gas'N'Stuff, which is a great name whether an actual Gas'N'Stuff franchise exists or not. (It does, indeed, seem to. But not where I lived. I suppose it has that mystery about it, like the Circle K in Bill and Ted or Ralph's in The Big Lebowski. I figured both couldn't possibly exist.) One winds up feeling quite sorry for the poor chap behind the counter after all this. Dealing with the band members is not so bad, but, well ... if he's the owner, I hope he had insurance. If he's not, poor guy having to explain all this to the owner.
AvtH is presented as a series of flashbacks from when the first band member, Jenny, stumbles to the garage where you all practice, up to the present time. Something weird has happened to you, and you know something weirder will happen shortly! Your bandmates, well, they need to verify your story, as you're incapacitated. They find one small clue as to how to reverse the damage, which provides a running gag, too.
Once Jenny is subdued, there's a flashback to earlier in the day: a school assembly where a company was promoting the new soft drink, Hype! Now I remember as a kid Jolt! cola came out, but ... it was marketed a bit differently. The pandering was there, but it was less tone-deaf. Also, maybe I wasn't old enough to be cynical yet. As Jenny, you go through the humiliating actions of screaming loudest for free (and ugly) clothing (there's a point to WEARING it) and make the mistake of drinking Hype! She doesn't drink much, so it takes time to turn her into a zombie. But it still happens.
Armed with what they know, your friends start following leads. Amanda goes to the Gas'N'Stuff to buy stuff. What stuff? Um, stuff you could get for free in college. You need condoms, because the zombies have latex allergies, and balloons aren't available. The illicitness behind stealing them for Completely Different Reasons works for me. Sneaking out of the gas station with them may be slightly amoral, but it contains good stock jokes about the sort of yucky things you buy at convenience stores when you're desperate. Stuff you swear you'd never buy, especially at THAT price.
Another, Lewis, needs a tape of your greatest hits. There's no time for a performance, so he remembers one he gave to a girl he liked. He's not getting in the front door (the jock guarding it is well described) so he has to sneak in through a window, which would be creepy under normal circumstances, but when everyone's a zombie, it's not so bad. The party is, well, unusual. Lewis has a few revelations about how she's ignored him, but there are some bright spots. Maybe. More importantly, he gets the tape. With another involuntary assist of sorts again from the Gas'N'Stuff. Lewis's distraction is also bad for upkeep, but hey, the fate of the world could be at stake.
Finally, Paul needs a plot to get his brother's car. This involves a rather mean tip to the police, but one suspects Paul's brother sort of deserves it. Here I got sidetracked by the three food wrappers you have when the scene starts as a way to distract the hungry squirrel, and I should have figured where to get a quarter for a pay phone, but I should have realized what a focal point the Gas'N'Stuff was and gone that direction.
I believe I played this the same way through both when testing and seeing the comp version, so I didn't see anything different. I'd like to go back and switch the order, since the game lets you–it seems either one puzzle clues others, or you'll need an alternate solution. And the final scene ties it all together–your music will help free people's minds! The balloons will help keep you safe! The walkthrough has a neat misdirection here. It lists a hard way, but the easy way is more intellectually rewarding and in tune with the game's general humor.
There are a lot of good lines if you examine people and such, too, so again, if you just go through with the walkthrough (which has its own fourth-wall jokes) you'll miss out on a bit. Any one joke feels like it could've been dashed off and you could laugh and move on and say "oh, I was crazy when I was a teen," but they fit together well. The author mentioned he may've sat on the game for too long, but on the other hand, the jokes feel well-organized, and their sum is more than the parts. It was worth the wait. A lot of times I said, oh, that's maybe where the author got this joke, or this observation, and I'd seen it before. But the thing was, AVtH never relied too much on one canonical late 80s/90s reference, and it wasn't the WHOLE joke. I realized afterwards I'd missed a lot of references, and that seems like a good batting average: some of them, the reader will pick up on, but others will be from stuff they hadn't seen or had even forgotten and meant to watch again. Indeed, in the credits, the author mentions the state the game was in before testing, but I also think they deserve credit for building together a story that would've fallen apart with less thought. It's not a simple one.
AvtH is a very ambitious game despite its silly high-school-angst feel, and while the author uses some modules very well (especially the dialogue module) for pacing and for keeping things relatively simple for the player, there's some parser-fighting involved with its more advanced features. I felt bad maybe explaining to the author "Yeah, I bet you'll fix those nuisances, but a few more will pop up, because parser games gonna parser, and don't worry." That's the risk of ambition. Things won't be perfect. But AvtH covers bases more than well enough, with a hint system that picked things up nicely when I was floundering. It's a bit snarky, which may not work for some, but AvtH won't be their thing anyway. I chose to disassemble the blorb afterwards just to pick off the hints, because that sort of thing is too hard to track in-game, and I was rewarded.
The author also mentioned an ingenious shortcut in the forum that skips one of the areas. It's not obvious, but once he explained it, several people said "oh, of course." There's a lot of that in AvtH, which feels simplistic in some places, or we've heard this joke ... but AvtH does it better, and consistently, and you realize you're not hearing the stock jokes that get laughs in average sitcoms. I hope it's not insulting to say AvtH's like the best of Cheech and Chong. It doesn't seem super-clever because it doesn't try to be cleverer than you or shove its newness in your face, but all the same, there's nothing stale.
Oh. There's also an epilogue. It felt well-timed, like the credits at the end of a half-hour sitcom, when one last loose end is tied up, and the laugh track plays one final time. And yes, it works! I've seen other epilogues, but never one this short. More games should do this -- I really like having this sort of denouement.
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.
Hercules! raised some warning flags that I'm happy to say were just flags. First, it drew heavily from mythology, not the first IFComp game to do so. Second, it promised yucks, specifically yucks with a main character who's less than cool (eczema, asthma, lack of strength in general, perhaps mild OCD that is used to help Hercules know which task on the list is next.) Third, I was worried it might play a bit too dumb about Hercules or make the twelve tasks trivial. There's also the general possibility it would either force you to know too much mythology, or it would imagine all the wrong thing.
However, overall, knowing a bit of mythology helps the puzzles go down easier. And Hercules may be more brain than brawn, but not in the "look at all the weird stuff you know, you dork you" sort of way. He uses his wit to solve impossible-seeming tasks given to him by his cruel cousin, Eurystheus. Twelve total, just as in the mythology. Yes, the list says ten, but if you remember your mythology, you'll know why this is faithful, and it may even provide a hint. (Spoiler - click to show)Hercules got dinged for enlisting help on two of the original ten. So that was well-played. And while some of the puzzles feel like a stretch, the game's supposed to be the clever side of silly, and overall it works. The payoff in laughs is more than good enough. However, since there are twelve diverse puzzles that really all should work, there's a good chance one could be a stopper. So don't feel guilty consulting a walkthrough to keep the fun going.
Hercules is the sort of game that could fall apart at any time, because it's a farce, and "wait, it got TOO corny" is always a step away. But then I looked back once done and it never did. There's some suspension of disbelief I am a-okay with. Trick guns did not exist B.C., and neither did asthma inhalers. So if you're the sort of person who thinks a clever obvious anachronism invalidates a piece of work, well, you will miss out. Also, I like how Hercules, so bad at physical stuff, bounces from isle to isle. It reminds me of The Adventures of the President of the United States, an IFComp entry from way back when, where you were the President and did very silly things as you traveled to rooms labeled Canada and Mexico and whatever. That game's jokes landed but never quite came together. Hercules does better. The puzzles are a bit deeper, and they were a lot more fun than the times I was assigned mythology for an English class. I felt undedicated because I had trouble moving up from D'Aulaires. I wanted it still to be fun! Well, now I've had some fun mythology. That showed those adults from my distant past whose names I don't even remember!
The first quest with the lion establishes the sorts of jokes you're going to see: your cousin gives you a gun to shoot the lion, but it's a stage prop. You want to cut the lion's fur, but you're allergic. And so on. You enlist the help of your troublemaker nephew Iolaus for another task. Some areas are closed, because you panic if you do tasks out of order, and you don't want to visit certain scary places without a good reason. This is a creative way to help the player not wander too much, and certainly my big-picture fear starting out was "what if I go on completely the wrong tangent when discovering where to go?" While this whole ordering-the-tasks restriction may leave you stuck, overall I think it helps prevent sprawl. Though really, the game's not very big. At twenty room-countries, with at most one thing to do in each, you can cross them off and move on. But if you don't know your ancient Greek geography, it's a bit hard to envision, so I appreciated all the bumpers I could get.
The gags (and in-game hints) all held up well enough to get me through the maze on Crete (of course there's one! Every big text adventure that pokes at conventions needs a maze and a few cool ways to subvert it.) There were a few joke solutions, a few trivial solutions, and a few slightly odd ones, like what to do with a frozen ham. I admit to using the walkthrough a bit, but everything was sensible enough that on playing again in a few weeks to revisit the fun, I was able to logic everything out. The backstory with how Hera hates you is amusing, too. I forgot why this is the case in actual mythology until I googled afterwords, but I like how it's covered here. Hercules genuinely has no clue why Hera hates him or could hate him. He assumes it's because he's just clumsy and such. It reminds me of adults I was probably smarter than, hiding stuff from me as a kid, and not figuring the secrets is less shameful now. Hercules doesn't think of that sort of thing--and, as a side point, I'm glad the game doesn't play the "HA HA HERCULES IS BAD WITH GIRLS" angle, which would've made me cringe.
So Hercules! does a good job of playing slightly dumb without veering off into stupid territory or abusing its protagonist. Its easy targets are about silly laughs, which may seem unambitious, but it just hits so many of them. It reminded me of an Internet study done where people seemed to think mean people knew more. Hercules is definitely not a mean game, whether to its main character or you, the player who may not remember their mythology. It doesn't seem to know much, because it doesn't force anything in your face. There are enough jokes to distract you along the way that you never feel lectured to. Maybe it's the amusing ranks you gain for each quest you solve. Or perhaps it reminds you of your own physical or emotional weaknesses without cutting you down. It had a lot more heart than I thought it would, and the jokes that made me roll my eyes also made me smile.
It also reminds me of the quote from Amadeus where Mozart asks "Come on now, be honest! Which one of you wouldn't rather listen to his hairdresser than Hercules? Or Horatius, or Orpheus?" Well, here, we are Hercules, and we'd rather be him than the other mythological characters who sit on thrones or what-have you.
Oh, and on the self-indulgent side, I was thrilled to see someone with a last name of "Weinreb" enter IFComp. I considered Bernie Weinreb as a pen name for Ailihphilia, but I went with N.Y. Llewellyn and, in the second version, Sir Apollo Paris (mythology tie-in, sort of!) I commented on this and wasn't surprised the author himself was aware of, and enjoyed, that sort of speculation.
ICM was a bit intimidating for me to start, and not just because of the title. The introduction didn't say so, but I pictured being told "You'd better contain some seriously meaningful multitudes if you want to keep up with this game, kid." And I don't think wasting time on several very different websites every day counts a lot. The first moves, too, promise challenge and variety. There seems like a lot to do early on. You're Chandra Fitz, a junior engineer on a ship, and you're tasked with finding who murdered the Bishop of Elmee, one of the passengers. On the first move, you see a bunch of masks you can wear, and once you leave, there are all sorts of exits. So certainly I got the impression that this game will be very, very big. That, coupled with the captain saying "you have an hour to do things," left me worried I'd have to do a lot of mental calculus, and fast. I steeled myself for an initial mapping run before actually getting things done.
The reality wasn't so weighty. There was certainly more than enough, with interesting characters of noble birth, as well as the gruff captain and helpful ship's mate. Masks are only used for a few puzzles, though when they are, it's quite satisfying. They help give the fetch quests a bit of weight. This is reductionist, because the fetch quests do have a bit of dialogue and push the story forward, and the noblemen and women (and a chanteuse and a slightly mad doctor) who push you around, replete with appropriate highfalutin names and highfalutin dialogue, just can't be bothered to do things themselves. Too many, and the game might start to wear. But there are enough. If you please them, they may give you a key to their suite. And as you help them, you learn more about them. And the ship. It's not powered by the usual sources.
The nobles' needs certainly seem trivial. And each is a bit odd in their own way, and yet, they know something is wrong. Someone has film to be developed that they lost. Another person needs medicine or something resembling it. Another person wants you to sing with them. If you behave well enough, they may invite you to their room in the passenger's quarters, briefly. However, fetch quests aren't really the way to bring out the multitudes in you. And sometimes there's a bit of a fight to search promising locations that look likely to hide something. For instance, I had to SEARCH CABINET instead of X CABINET. Here's where the usually helpful Quest interface backfired. It will generally highlight things that are clearly important, but halfway through the game I got a bit lazy and relied on highlights to tell me what to do. Between that and a parser slightly less sophisticated than Inform's, I got slowed down a bit. These faults are likely not in the author's bucket.
The boat isn't a very huge place. Once you've pleased all the nobles, you find out there's something sinister happening in the engine, to which you have a one-way passage. I admit to poking through the source post-comp and having several a-ha moments. It's not quite spiritual possession--but the boat doesn't exactly run on high-octane gasoline or anything scientific. You do just need to be prepared. Here a choice of mask matters. There's a bit of retcon for certain masks. For instance, for one mask, you realize (Spoiler - click to show)you were the one that committed the murder. This conflicts with someone completely different planning the murder if you take the straight-up no-mask ending, where you get something about generally learning to be your own person, etc. That's all well and good, but it's a bit plain compared to the others. Stuff can get macabre. Perhaps the most interesting thing is the "where are they now" at the ending: choices you made during a dialogue can, for instance, cause a lovesick nobleman to enter or avoid a duel depending on how flowery a love note you ghost-write for him is.
ICM may have buried all this, and I don't think it gave an adequate technical carrot-on-a-stick to go look back--perhaps even a "you should try" option at the end. Though it does signpost that you should save before you visit the engine. So if you're reading this, save before you reach the engine, and take all the masks. It should be rewarding.
But given that, the concept of a ship powered by what it was powered by, and the end revelations (yes, the captain has a reason not to hire an actual detective,) makes for a good sort of creepy story that feels like time well spent. Certainly the final moves add a good deal of tension and some explanation. The biographies at the end add a lot of closure and explanation and, yes, a carrot-on-a-stick to say "what if I'd X instead?" I just felt I had a lot of adjusting to do after first impressions, and it wasn't until I replayed and looked at the source code that I realized who in the story got to say "I Contain Multitudes." It's only shown in one ending, perhaps the trickiest to get to, and one only hinted in the walkthrough that comes with the game. I don't blame the author for giving you the "plain good" ending in the walkthrough, though--discovering new endings, even cheating by looking at the source code, gave me a deeper appreciation of what ICM was doing.
I was worried this was going to be about supernatural stuff, so I put it to the side. Too heavy for me, can't think about that, and so forth, even at a half-hour per playthrough. Might disturb me enough I have to think of other things before getting back to business. Well, there's no supernatural stuff (perhaps I saw the author's last name and Witch and thought Blair Witch, too,) but I needed to have a good think and clear my head after it. It was emotionally effective for me. But the "witch trial" is figurative.
You are a new investigator with a firm, and the boss has given you a case of his that got away. How you react to it will indicate whether you're a good long-term fit for the firm, though any discussions of that are outside the scope of this entry.
The case is one of alleged child abuse and whether an administrator showed criminal negligence in deeming it NFA (no further action.) Sarah Teller, a teacher, sees there's clearly something wrong with a student, Emma-Mai Morgan. The obvious signs are there (bruises and so forth) along with some creative writing that seems above Emma-Mai's level, and it's pretty dark stuff. It gets even darker: something serious happens, and Foster-Clyde, the case worker, is on trial for criminal negligence for ignoring her warnings.
Through the story, you click to open emails tangent to the case and exhibits offered in court. It's quickly obvious that, as the main characters say, Foster-Clyde is a bit of a prick (okay, maybe I'm biased against the name,) and Mr. Morgan, the father, is far worse. Andy Etteridge, the boss of the firm and prosecutor on the years-past case, sends emails to Sarah Teller to say, keep strong. Foster-Clyde seems to say the right things about not being too hasty and only so much that can be done legally, and yet he doesn't cc: Sarah Teller when explaining his NFA. He throws in a token "this may be important to you, but we're overwhelmed." He does tell Mr. Morgan to cool it, in person, but he doesn't do much more–like, for instance, noting Morgan's behavior is pretty classic DARVO (though that acronym might not have been so widely-known back whenever this trial occurred--we're not told.) And, of course, he has a very expensive, observant, biting lawyer who finds a flaw in Sarah Teller's personal history. It's saved for last. She's discredited before the jury but not in the court of popular opinion. I can't comment on whether this would be acceptable in court, in he UK or US, but putting myself in Sarah Teller's shoes and fearing a blindside like this can be crippling even if it doesn't happen.
This is tough for me. I've had times when things were far less critical than in the Morgan household and I heard "we can't do anything" or "there are more important things for you/society to worry about." Sometimes even with flowery words and a quick smile. Sometimes it was people who could've taken time to say something nice but didn't. But there was one time where, legitimately, someone said there was not enough actionable evidence. In this case, it was about an abusive schoolteacher ("but he made people laugh!") and four years later, that schoolteacher was pushed out the door. So it gives me some hope the form letters I receive are more than that, but it's also awful that the Foster-Clydes of the world hide behind them. One wonders why Foster-Clyde took the job he did, and one suspects there are many Foster-Clydes who just had the good fortune never to have a case they turned down blow up so spectacularly.
I also kind of froze for a while considering that the weakness the prosecutor found in Sarah Teller might be the reason why she saw something in Emma-Mai. Sarah Teller, too, knew unhappiness and family disappointment (her reaction to her father's death has a lot of anger, and it's unclear whether (Spoiler - click to show)her drinking was a suicide attempt) and despite being smart enough to be a teacher, acted in ways she didn't understand and hid certain things and wound up looking bad for it. Perhaps someone without that experience would've asked Emma-Mai "are you okay" and tried to help and that would be it, but what else can they do? They would not have pressed.
Perhaps you-the-character's opinion on the case is too much of a litmus test for whether you're right for the job, too, and that's meant to reflect on Andy Etteridge. I mean, yes, Morgan was a bad man, and Foster-Clyde slipped badly. I was a bit unnerved by how the boss wound up marrying the teacher who was subjected to cross-examination, so it wasn't just a case near to his heart. At the beginning, your coworker Cerys tells you "some people read it and decide it's not for them" and gives a general "oh yeah, THAT case" vibe. But it also feels weird and roundabout that you got the file on the anniversary of the court date and not, say, a few months after being hired. It suggests that Andy's frustration is more about him wanting good-fit employees who'll stay in line if he himself gets shouty than employees seeing if they are a good fit. Which, okay, you could Google him and find out his case, but something sat wrong with me.
It's minor compared to Morgan and Foster-Clyde, of course, but it's there. And it puts "Andy just wants to do right" in perspective. Sure, you want subordinates you're on the same page with. But this feels underhanded, and it's disappointing that a crusader against child abuse–especially one who got changes brought–would use his power in this way. And I can't quite shake it, and I suspect the author meant that. Certainly I've had experience seeing Political Crusaders being revealed as abusive jerks, usually ones who originally left me feeling I didn't have the passion they did, before their passion was shown as ... not for the best. Andy felt potentially that way to me.
This is a very tough piece to read for being so short. Certainly there are times I wanted to ask others if things were okay, or I wanted to be asked. But it's chilling to think that doing the right thing and asking may result in even worse, and the people who push for doing right are, in fact, motivated more by narcissism and not general altruism. Perhaps Sarah Teller even felt guilt for maybe escalating Morgan's anger.
All this also brings up the question: who is the witch? I assumed Mr. Morgan at first, as falsely accused, but of course, Sarah Teller gets her own witch-trial in the course of public opinion.
And one other thing that seems like a detail: the comp version skipped from exhibit H to J. There was plenty of interesting stuff to look through. But I'm still hoping to find exhibit I to maybe put one more piece in place. This speaks to how involved I was in the story even though it unsettled me.
I don't think you're supposed to get what's going on right away, here. It seems like just an escape-the-spaceship puzzle with other terrain thrown in later. We've sort of seen the puzzles on offer, too, but in a different context. Each has enough of a twist to make Starbreakers a much bigger game even before the big reveal.
Certainly, when the authors throw a Zebra Puzzle/Einstein's Logic type puzzle at you, along with other puzzles (filling and emptying buckets) you hope there's a bit more. The authors themselves are experienced enough. The writing is good. So you feel there should be. And there is. The mystery unravels as you become privy to instant messages around you that don't seem to be relevant. And as someone who's just trying to get through all the IFComp entries I didn't write, I cut corners and missed a few clues I didn't see until I hit the game's end, where it helpfully recaps said messages, and you see how they fit. For the record, I recommend going with the flow of puzzles you've seen before. There's a strong enough story to complement the puzzles. Let's just say after playing this, I'm definitely interested in the authors' other collaboration(s), as well. I hope that's enough of an endorsement.
Part of the twist is that it'd be wrong for you the character NOT to be oblivious, though you the reader may see something clearly up. Fatal and non-fatal mistakes are punished in roughly the same way, with the game cycling back to the last point you were safe. The game asks you for your name with "You should probably report in too. You search for the words; your mind feels terribly foggy. Your name is... it's..." Typing in actual words is then reserved only for specific puzzles, such as breaking a code, which is less intimidating than it sounds. First, you get an easy one, then you get a variation on the theme. For others, such as Towers of Hanoi or the Zebra-style puzzle or even shifting water between buckets, clicking works and works well. Apparently, there's hard mode, but I didn't want to risk messing up and having to restart. I made enough mistakes in the name of expedience (I'll call it expedience and not mental limitations) and the "oops you died" message should have provided me with more clues.
Because you're trying to figure who the traitor is who sabotaged the spaceship, and weird things happen. Someone else dies and pops up again. There's subtler stuff, like the companion named Andrew who got too crossed up in various logic puzzles instead of actually doing something. (Err, no comment there! The authors assured me this wasn't intentional.) Everyone else seems to have their hang-ups, too. You seemed to be the one really doing stuff, figuring stuff out. All the while you were being watched by others. The game does some fourth-wall stuff like "this sure is a weird way to unlock a chest" but things probably won't be clear until the game's over, and you can read what's happening outside your spaceship.
As I mentioned above, the logic puzzles aren't just "look what I can code." The bucket-balancing one where you had seven total units of water to throw around required 3-2-2 distributions in buckets of size 7, 4 and 3. This is a nice twist that doesn't drown the players in complexities. For the Zebra logic puzzle, the clues are less brute-force than "person X was not in room Y" without getting too conditional. The first letter-replacement cryptogram--well, a solution can be written quickly in Python. What is all this leading to, though? And why are certain details not quite right?
Even without the twist ending I would have tipped my hat to the successful efforts to give old logic problems new life in unexpected ways. And I in fact misunderstood the plot and had a laugh, then another one when the authors said "this is what we meant." I was pretty close, and I won't spoil it fully, but it made me laugh because (Spoiler - click to show)a coffee machine is part of why everything goes haywire, and as someone who does not like coffee, coffee machines, people talking about how they need coffee in the morning, or people talking about what coffee is good coffee and bad coffee, or people who have had their morning coffee and suddenly switched to "why can't you be as perky as me" mode, or seeing coffee beans in a filter in the wastebasket, I was glad to see it as a quasi-villain. (Okay, I don't hate the stuff THAT much. But I sure have fun hating it. As hates go, I hope it's harmless. And my apologies to the authors if they actually like, well, that.)
If an entry in IFComp is going to have one word (articles don't count,) then "Library" has to be up there near the top for me. I enjoy searching libraries, hanging out in them, or just finding a new city library branch to visit when, okay, I could've pulled an intralibrary loan, but I wanted some minimal adventure. And I wasn't disappointed. It's quite a fun game, and the writing is smooth, no small feat when English is not the writer's first language.
After meeting with an odd librarian and given a red pill (don't worry, here a pill is just a pill,) you're sent into a maze of twelve rooms, each named after a famed author, to rescue Edmond Dantes. Yes, a maze of twelve rooms–each has three others adjacent, and instead of compass directions, you can go back, left and right. Left (or right) then back from one room always leads you to that room.
TLDR for the comp release: the map is the trickiest part of the game, and I want to mention it up front, because it's well worth having a map by your side to subvert this, so the actual fun bits flow. Don't map it yourself, unless you really enjoy that sort of thing. Crib off someone else so the story doesn't get buried. The author originally meant to have 20 rooms in a Hunt the Wumpus sort of dodecahedron structure but cut it to twelve, leaving a few odd loops. The numbers just don't work out to make things symmetrical. Left and right looping in the first room gives two tidy pentagons, but then the map gets stickier. However, for the post-comp release, everything may be more symmetrical.
That said, the interface overall provides a good deal of innovative convenience. It's text at the top, and you can click on the important things to examine them. Books are the big one. In each library room, clicking on a book opens it, where you open it to enter the book itself. Then you find a bookmark to read the relevant passage that helps you understand what to do. Then you can drag and drop one item onto another to see if they work together. You can, of course, escape with no penalty if you're missing an item from another book. So the game has a parser feel without, well, fighting the parser.
So it helps to make a relatively smooth game once you enter the book in the actual room. Which is pretty cool, because though the idea of book crossovers has been done before, often in other books, having twelve to choose from is quite a task! In a linear book, it might be a bit messy, but here, there's a lot of fun. It may be tough to figure what to do first, as there's a lot of randomness involved, and there's no really logical way to say "Hey, I have to read this book first." It's not chronological. But I really enjoyed how some items linked up. You need to use Alice's cake to make someone grow. You need a way to kill Dracula. Dr. Frankenstein repairs someone's body with surgery. Edmond Dantes gets swallowed by the whale as in Pinocchio, with a crossover to Moby Dick. The connections are whimsical and quickly make sense most of the time. For me it was a bit odd to see Ulysses do something to get himself killed, until I realized, given the authors, where the action would lead. This all was a bit of a stretch–taking one step back to take two forward–but it was still entertaining.
The only thing I disliked about the interface was how left/back/right, for navigation, seemed to change order arbitrarily, making the maze even trickier. So when I wanted to try to loop to the left, or to the right, I had to pay more attention. And sometimes the page-turning special-effect, while a nice surprise in the introduction, wasn't what I wanted when I was trying to figure a puzzle. The author knows of this, and they were really receptive to feedback in-comp, so if there is a post-comp version, this may not be a problem for you.
But the puzzles are fun, and you really only need a passing familiarity with any of the books in the game. We all know the story of Gulliver being the giant, or Ulysses and the cyclops, and The Library weaves them together quite well. It kept me entertained and then some.
Sticklers will point to the map, or how some of the book scenarios are a bit off. Or how you have to take one step backwards to take two forward, e.g. by getting Ulysses killed. This may not be peak narrative and puzzles, but it's more than good enough, and it's still a lot of fun. If the rest of the game weren't very smooth, this wouldn't have stood out. Because combining books isn't a shoo-in. For instance, Edward Eager's children's stories are quite fun, as they go poking into other books, but there's a bit too much fourth-wall stuff and overt self-awareness and "ooh what a mess we made," and not enough getting on with it. Sierra's Mixed Up Mother Goose had its own simplistic charm, but it was mostly a fetch quest that just made sure younger gamers knew heir nursery rhymes, some of which made me cringe even when I was young.
The Library throws stuff together without saying "Ha ha, oops, I'm a bit disorganized, and that's part of the joke." While I think there's work worth doing for a post-comp release, it certainly made my gaming side assume a crossover among my favorite books would be easy. My programming and designing side knows better, and I'm glad The Library made it in, and I think if The Library 2 appeared in a future IFComp, I'd bump it up in the random order the website gave me.
Brave Bear is a short and sweet little game about a teddy bear who senses their owner's terror. It's not perfect, and in fact, there do seem to be cracks in the world-logic. But I ignored them the first time through, and it wasn't until I read some other reviews that I said "Yeah, I noticed that, but..." So I'll save the faults until the end, because it's a nice game to just enjoy and not worry about its imperfections. Also, I'm assuming this is the same John Evans whose previous entries in the comp wree more sci-fi style, so it was really neat to see the change of focus, which I think overall was successful.
There are phantoms to fight through, which you can handle on your own at first. But then you need the help of other toys. They're strewn around the house, and in some cases, you need to figure how to use them. The descriptions are deliberately opaque in certain cases, because part of the fun is figuring what the toy-friend really is. For instance, there's a frog reporter, which people who know the cultural context will figure immediately. Near the end, you take a trip outside to face the final darkness. It's never quite revealed what your owner fears, and it's possible I missed clues, but it seems as though (Spoiler - click to show)your owner's family is moving, and most of your friends are packed away, and your owner is scared, and apparently your owner's parents are apprehensive, too. At least that's what I was moving towards, though the actual few sentences just reference magic in general.
The house isn't very big, and the puzzles aren't very hard. The verbs are generally pretty old-school, and you have a score counter and everything. The trickiest bit at the end was getting the doll. I kept trying to get the transforming robot to transform, and that didn't work, so that was a bit of a loose end, but not really enough to affect my enjoyment.
The comparison game is always a dangerous one, but this brings to mind David Dyte's Bear's Day Out which worked even better for me. I'm still quite happy to have spent a bit of time here, in a sort of escapism without, well, childishness. I could play games like this all day, and if there are a few holes in the narration, they're fun to fill in with your own imagination. I had to suspend my disbelief in parts where I wasn't completely inmmersed, but a game like Brave Bear is a can't-miss effort if the writer shows a decent amount of skill, and that's definitely on display here. So ... stop reading and play the game right now if you're sold. Nitpicks are below.
(Spoiler - click to show)Probably the biggest confusion I had was with the first verb: ATTACK PHANTOM. Teddy bears aren't violent! Perhaps SCARE would've been better, as in "you are a teddy bear, so you can be scary if you have to, but do it too often and you get exhausted." I also wish you'd have used your friends a bit more to do things, beyond just having enough of them to attack a later phantom. And, well, the phantoms aren't really explained at the end. So these are loose strings. When touching this review up I had notes saying "loose strings" and I almost didn't want to go back to replay to check them out, but they're there. They shouldn't ruin the experience, though.