AMIHP is a short and purposeful game about, well, aliens discovering things in humans' pockets and guessing what they're for. It's labeled as a class project in the "about" text, and it does feel like a first work of sorts. But though it's very rough, I liked the humor a lot. Often these are not very successful in IFComp, and this wasn't. I'm not sure they need to be, for students' goals. They are often jumping off the deep end and trying something new. Teams of students have run into headwinds, too, submitting stuff to IFComp. In AMIHP the proofreading is certainly uneven (this may be a case of the author just not knowing where to look for help.) So it had a few strikes against it.
Plus people have probably seen the general conceit before. I was exposed to Horace Miner's "Body Ritual among the Nacirema" back in my freshman year of high school, and it left an impression on me. I know it's been done before, but it's a good template for someone who wants to write something creative without getting too crazy. It's a theme you can riff on without getting burned or seeming too dull. And AMIHP largely does that. There are some minor puzzles, too, such as getting someone to fetch a box or getting by a maintenance person or mixing fizzy drinks in the cafeteria to make an appropriate substrate. The last one felt speculative, but I suppose constant "humans are backwards and odd" riffs might've grated.
There's enough humor and insight in here that I had no problem seeing things to the end. And I'm glad the author didn't beat the joke into the ground. I hope this doesn't come off as "they don't have the talent to go on for an hour," because the story felt wrapped up well, and often I'd like to see more shorter entries that don't feel like they have to transcend everything. You can tick it off and move on and recoup from the bigger ones. I had no problems sticking with AMIHP until the end, despite the distractions with grammar and style. There are about seven locations to visit, so there's not much to hold in your head. I think I'd have been quite happy to write something like on this level in college and to have the opportunity to share it with the world. I wish I'd tried more back then.
The first two games with the Perplexity engine, Kidney Kwest and Baby on Board, were ... well, a bit different from this. Those were quiet domestic affairs. And while taking your medication for kidney disease is important, the stakes are raised in Headlights. Here, you're out in the wilderness and injured. What are you doing here? And why?
You may be able to guess, especially with the clues the game gives. The detective work is more about just looking around and finding items. The world's a bit surreal. For instance, there's dark liquid dripping from the ceiling of a cave, and when you taste it, it's awful. Guessing the liquid provides a clue. There are also minor puzzles where you need to find a way to make light or gain strength. It feels like standard cartoon or comic book logic, which again is an effective indication you aren't in the real world. But for the most part, you look around and find things based on the room's description, and the verbs you have to guess are very standard.
So it felt technically smooth, much smoother than the previous games. They certainly had their charm, but you had to wait a long time for the next move. You can probably guess what has happened to the mangled deer. Everything's pretty tidy. Though I'm still not convinced that, as-is, the Perplexity engine has any special advantages over a standard Inform parser. I like the drop-down box that appears to fill in a command, e.g at one point, you may try to PUSH BOULDER, which fails, and once you think you can, you can autofill after typing P. That's not related to syntax parsing, and I'm still not big on the debug messages that correct your grammar if you type "PUSH BOULDER" instead of PUSH THE BOULDER. But the tutorial was neat and helpful and the engine appeared faster than I remembered from Kidney Kwest.
The writer does have a good concept of design, but unfortunately the dream world introduces a lot of puzzling for puzzling's sake. If you know the conventions, there's not much to worry about, but the problem is, without much to worry about, the big reveal doesn't have a lot of oomph. It feels like implementing Perplexity for text adventures has overall been positive, and it resulted in a clean, sensible game, but I can't help the chat-style interface worked better in Thanatophobia, and the creativity of both authors (Jordan White and Eric Zinda) would be better served using something that's already there. So far I even think all three of the games would look great in Adventuron (sadly absent from this year's comp.) But it's obvious that progress is being made with Perplexity as a text adventure platform
This one's really short by IFComp standards. I mean, it's shorter than The Lift, which I like to point out as something someone slapped together because IFComp seemed neat to enter at the time, and also to win the game you have to do something kind of hilariously skeevy. The author had other creative pursuits which, on Googling, seemed to go well, and they probably thought, what the heck. It happens. And with 4E, the concept had so much you could do with it, but there's no other way to say it: you bounce around and check out a few coworkers named Edit(h) and Niki and choose one to go on a date with. None work. Thankfully, it's got more than the most minimal on IFDB. I remember the author's name, but it'd be mean to share them. The game simply asked "Do you want to win this game?" Well, it kept the IFDB front page busy for a bit. Even when the author made points I agreed with, it made points so clunkily that I just groaned.
With 4E there's more, and the premise of sorting out similarly-named people is ripe for comedy. I was ready with a sheet of paper to evaluate pluses and minuses. I was about to start writing. Then I chose someone, just to see what happened. 4E ended. I undid and tried again. Same thing. I learned who Niklos Fenyo was, which is something.
The final observations are sparse, with a sentence or two describing your remaining life together, which may be a long relationship or not. It's arbitrarily chosen and can't be changed. So there is not a ton to see here, and given the game mentions it was for Twiny Jam, with some details added, I could have done with more. Well, better a bad date than a bad drawn-out relationship! It felt a bit more like getting free samples of the only thing left at the store, and it's nice, but you're not going to buy it as-is and you know why it was left last. My guess is that the author misjudged the scope of IFComp, and if they'd known it was for potentially longer works, they could and would have done more.
I'll start by discussing a comment I saw on a forum about Matthews and Linehan and how I don't want to be that sort of person. M&L were the folks who created Father Ted, a universal character we probably wouldn't like in person but who showed our faults so well and let us laugh at them. The commenter said "Well, M&L never got close to that afterwards." Someone pointed out that The IT Crowd was very, very, good indeed, and the commenter said "Well, fair enough, but it's still not quite Father Ted."
Whether or not FT is better than IT Crowd, or however BPH's (I hope that's not too familiar. I know I hate, for instance, being abbreviated to Schultz. But I find Hennessy as misspellable as most people find Schultz, as my brain WILL insert that third E) works stack up to M&L, I want to relate this story: Small Child in Woods felt dang-near perfect to me. It had universal appeal and weird humor and made many people laugh. Someone had to do it, and I'm glad they did it well. Cow Farming Activities on the Former West, the second part of You Will Select a Decision, was almost as good. And the rest of the author's stuff? Well, it doesn't hit the sweet spot of SCiW for me, and he shouldn't try to, and when I make time for his stuff, it's always worth it. But I wouldn't want him to deliberately try for another flashy thunderbolt like SCiW. He owes me nothing.
Also, I'm hacked off he didn't publish the "promised" sequel It Is Good To Be Skateboarding Champion of the World. I had an idea that was just a bit of verbal gymnastics to make the reader laugh, and it still does, but each work of his reminds me I would love to read that apocryphal book some day. Curse the author for following their own vision, said the guy who knows his own stuff is probably more niche-y!
All this was no excuse for whiffing on Birdland, Known Unknowns, and BOAT PROM. And GUDA is one of many IFComp entries already that make me say, hey, I need to check stuff from this author's past, too. It may be the only one with a link in the introduction giving a brief overview, which I appreciated. But it was also sort of shocking to think, wait, did he really write Bell Park: Youth Detective that long ago? Wow.
Yes, it was nine years ago, and Bell is nine years older. She's a private detective now. I didn't recognize Cassidy, who's come to Bell with a missing persons report. More specifically, her fiance has gone missing. Checking back at BPYD, she doesn't get a ton of billing there. Drifting away from best friends is like that, I suppose, and with GUDA, it's pretty inevitable they would've broken up, as they show themselves to be very different people. Eventually you grow, and you realize how you were sorted into social groups at 12 was just a good guess, or it was the least awful of the available options, and you get to see what (hopefully) works even better.
All this navel-gazing aside, what sticks out about the start is: there is banging from inside of a locker in Bell's office. Is it an animal? How does Cassidy pretend it's not there? Is Bell some sort of criminal? You make allowances for friends' eccentricities of course, especially if you spent time being weird or outcast together, but, um, well, if it gets too obvious...
No, it's just that Bell is hiding her nine-years-ago self in that locker and doesn't want to have to explain things. And she doesn't, immediately, but it's tough to cover things up forever, and this is one of the many humorous threads that recur throughout the story. There are some leads in finding Cassidy's fiance, and you follow them all across a neat map of Toronto. Below the map are names, and a red arrow appears where they are on the map. This apparently was a big hit for people with an attachment to Toronto, and while it stirred up no memories in me, it's really well done and gives me some idea of how big the city is, and I was able to compare it to, say, a similar map of Chicago. I also like how the current characters in the scene have head shots–Bell-21 and Bell-12 on the left, and the person or people they're talking to on the right. The transitions worked technically, and the pictures are well imagined and drawn.
The Bells go to various places, visiting and revisiting them, and they meet casts of weird characters, even Bridget, whom Bell has broken up with. As someone not acquainted with Birdland, I didn't know Bridget in any way, but I still found her effective as a character. It's pretty obvious something is up, and I enjoyed Bell-12's reactions to a grownup she knew (Cassidy) and one she didn't (Bridget). Naturally Bell-12 starts bugging Bell-21 as to why they broke up. Through this all I had an occasional worry: is the time paradox going to blow up in our faces and make this whole story unbelievable?
Well, I don't know if it's ever resolved fully satisfactorily, but up until then there's a lot of fun to keep things going. Bell-12 has a lot of questions, which Bell-21 avoids, until Bell-12 keeps on asking. You have some agency in how much you tell Bell-12. But this certainly brought back how I would discuss things with Andrew-12 or Andrew-22. There's a lot to unpack, and I forgot how much there is to unpack even in the last ten years! It can blur together a bit. Bell-12 is decidedly more caustic than Andrew-12, asking the sort of questions I wished I'd asked, and having a mentor in Bell-21 who gave more good-faith answers than many people older than me.
The interesting characters about Toronto didn't land so well. I'm the sort of person who's not particularly interested in interesting characters, or if I think they are getting too obtrusive, I'm inclined to think "Stop showing off, already!" I can only take so much per day. Nevertheless, there's some good stuff in there with Bell-21 and a woman dressed like a cat, who seems like a potential villain, and having to return to the place that serves wings (Bell-12 and Bell-21 both hate to be caught dead there, for different reasons) provides character development. Bell-12 bugging Bell-21 about why Bell-21 broke up with Bridget is well done, even if the "aha, you're remembering what you liked about them" angle seemed a bit forced. A lot of good jokes and observations come out of this, well beyond narrative threads funneled into "Look! Bell realised that adults are weird and insecure and annoying but they have a good reason to be and are worth putting up with, even the obnoxious ones! And, um, yeah, humor, too!"
So it's a good sign that what to me were the less interesting parts turned out to be worthwhile, and I think the author had a strong idea of pacing–there's a shaggy dog story here, but it doesn't get too shaggy, although the reason for the fiance's disappearance didn't resonate with me. You have to deal with people you don't like, and it's tricky to pay attention to them the right amount without being fully transactional, which Bell-12 doesn't understand. Then you have to be annoying sometimes to get what you want, too, and Bell-12 encourages that (with Bell-21 ceding a few points) without getting too in-your-face. There's a lot to work with, telling one's younger self everything's not black and white, but also hearing your younger self remind you that intuition matters--presumably, you have more data to check your intuition at 21 than 12. There's knowing we can veer from certain big questions as we get older because focusing on some side issues is very interesting indeed, and if we can't do everything, we don't have to. And there's also poking oneself to realize, yes, there are definite dark and light greys where it's best to put nuances aside temporarily so, ahem, You Will Select a Decision to push ahead expediently and meaningfully.
I can't say I've run into an Andrew-12, but I did finally join my high school's graduating class's Facebook group, and it was like I was speaking to my old self, with things I remembered and people I remembered and may or may not have wanted to deal with. It was awkward, but I settled some things. GUDA brought back that, and new ways to look at things, and people and ideas and fears I'd forgotten, and I'm glad I was at least somewhat prepared for that.
Perhaps I'll be more prepared to replay GUDA once I've read the BPH works I've missed, especially Birdland. But I definitely found Birdland et. al aren't critical to appreciating GUDA, though, and even if GUDA didn't hit all the notes for me, it feels like it should hit a lot of really good ones for others who may or may not be familiar with BPH's works.
Some self-indulgence, first: last year, while I was playing A Paradox Between Worlds (the author's 2021 entry,) it just so happened that it tied in very nicely with what I was doing at the moment. I was paying attention to an Internet community that was much more stable than what was described in PBW. It was run by adults, 4 adults, and in a way, about adults, but it was about adults younger than all of us. There was no focal point of the whole community. There were American college football teams, and golly there were a lot of them. Under the SBNation umbrella, people pretty much stay in line with basic decency, and if the founder wound up being a jerk, we could move on. Yet still I found a ton of parallels and a ton to be grateful for. Purdue was playing at Nebraska in American football and won a game fans from both sides, at http://offtackleempire.com, verified was very dumb. So, being a fan with superstitions, I decided to look through AatR while Purdue played Nebraska. The game was even more exciting than last year's, but of course we all thought it was very dumb. Both teams forgot to play defense, but fortunately, Nebraska forgot a bit more. And I forgot to, well, tune into this. I was still wrestling with AatR. Whether it's better than PBW, I can't say. It brought up entirely different issues, and I felt a lot less immediate personal involvement. So I'd definitely welcome a third entry that swerves in yet another direction, because I now have an established silly superstition.
This all may be a long and tedious joke, but the TLDR is that though I'm clearly not the intended audience for the author's works, I get a lot out of them. And seriously, it's this sort of thing that distracts me from watching football games I don't want to waste time with. I may not be Mr. Busy, but I value stuff that makes me look for better ways to use my time, or think big ideas, or whatever. And the author's IFComp entries are two-for-two in that department. I wound up falling asleep soon after playing, and when I woke up, I didn't check the late-night football scores. I poked at the alternate paths through.
So what makes AatR good? For starters, combines a few things that could be (and have been) beaten into the ground if done wrong: a job that pays and uses your skills a lot less than it should, money problems, relationship problems, and oh yes, being ostracized for being different. It'd be painful if an author focused too much on any one of these and of course it could get unwieldy if they're not mixed together right. The money angle seems intended to be frustrating. You're too tired to do your job (within the first five minutes, a polite email assures you you've just been reallocated, not demoted,) due to chronic fatigue syndrome and, well, other stuff. So you can never make as much money as you want, and a bit of quick mental math after my day's first pay showed me the pay was inadequate. But this is more than an argument for living wage. You find out you're an undesirable person (AatR discusses being trans and what it means or can mean–even going out for food is a bit dramatic) and perhaps your company is trying to push you out. The rent jumps exponentially, along with the late fees and so forth. And through it all, the archives you search through (your job) have a bunch of things you want to read and a bunch you're paid to file. I've read a lot of treatments of mean employers all "YOU COULD DO THE WORK IF YOU'D JUST BE NORMAL," and I've had times I was unable to work after "normal" conversations that excited everyone else and drained me, but this provided a new angle without the "hey, others have it worse than you, feel for them before moving on."
Because your job is not hard, at least technically. Emotionally? Perhaps--knowing you can and should do better, and sometimes you can't even do your job, must take a toll. To prevent the plot going too slowly, AatR may make it trivial on purpose, perhaps, once you get what to do. The file names tip off how to sort them, if you're paying attention, though it's not obvious at first glance. But given who you are, well, it feels almost like a lie to settle into something normal, or if you do settle into such a routine, you might let something else slip, and then society's out for you. This is captured in CityNet's messages about horrible "righteous" punishments for "men who impersonate women." Forgive the quotes. The news is obviously slanted and meant to attract the "what the hell is wrong with the victims?" responses found on in-game message boards. You admit it's exhausting to read CityNet, but you also can't avoid it. (Plus ca change, eh?) There's that plague going on, too, and wearing a mask, normally a common-sense pro-health thing, is seen as maybe disguising yourself further.
And of course the additional fees that crop up just for existing make it pretty clear you're not going to make it. Fortunately, you have old friends, exes in fact, you can lean on. Though it's hard. These choices are frequently blocked out, to show you're not up for it yet, or the fear of asking an ex is still stronger than the fear of eviction. Certainly I've faced this in much less dire circumstances–maybe it's just having the fear of an IFComp bug slip through versus the fear of "geez, how didn't you see how to code this?" on the message board, and if these fears are neither fully rational nor critical to my well-being, they're there.
I missed a lot the first time through, and I know it. In some ways there seems no path for me to really sympathize with the main character. Works where exes still care about each other are tough for me, given the sort of marriages in my family. (People stayed together and sniped.) But I appreciate a believable scenario where, yes, this is the case, and no matter how horrible the government is, people are willing to take risks for people they still care about, if not as intensely as usual. And that's uplifting, as is ending one, which I don't want to spoil because I may not fully have a handle on it. It's just that there's a weird feeling certain sorted messages are for you, and it's even weirder when you realize how justified that feeling is and reach that certain ending.
I spent a lot of time trying to poke through the different messages after downloading the source. I felt too mentally exhausted to play through again, but I wanted to find out more about the archivist's world, just as they wanted to find out about, well, mine. I remembered the times I wanted to go out and didn't, and the times I felt forced to go out but didn't want to, and the times I went out late just to avoid people to talk to. I think I'm missing the main point, and I'll need to read other reviews. But I got a lot out of it. Looking at the endings, I realized how tough it would be to actually play through the ones where you accept the friendship and help of someone you broke up with. It's something that would be effective in a dystopia or a normal world.
IFComp has a bunch of works that subvert expectations, some in-your-face, some trying it under the hood. January is one of the latest ones, more under the hood, more highbrow, and the mechanics work, though they may be a bit exhausting. There've been plenty of discussions of linearity, friendly or not, and my main takeaway is that I'd prefer not to have too many passages where you just click ahead for its own sake, and it feels like the work is tugging on your sleeve not to leave just now, because it has so much to say, honest it does, and you'll miss some of the deeper meaning if you do leave. So if someone wants to write something linear and give the player a fixed ending, while still giving them a chance to say "hey, what about that" or 'hey, what about this," how do they go about it?
January provides some good pointers. It's innovative, to me at least, and it forces the player to re-read without being too intrusive. It's illustrated, too. The illustrations provide a practical focal point, as it turns out, the way the story is organized.
It's a zombie survival story but a bit more than that. You can safely assume the narrator doesn't die right away, because after the first passage, you're presented a calendar. Something is ahead, likely dread. There's a moderate but not overkill amount of content warnings. A date early in January is circled. You can click on any circled date, and once you're through, there's an X. This was an interesting and relatively simple wrinkle to me, and it worked very well. I've been shocked by jumps before in a book, and even seeing "Three months later, X was still thinking about the incident" feels a bit clunky. It provides a bit of shock protection, I guess. Chapters end with a picture, which re-appears if a date goes from X'd out to red-circled, and then the picture reappears again. I liked the pictures, and I sort of needed them, after the rather bleak content.
I don't know much about visual novels, so I have no clue how much is the author's own innovation and how much they are pulling from general knowledge, but either way it's effective. The text changes dramatically, fading from old words to new ones to provide a different perspective, and my only complaint is that I can't (or I missed the way to) go back, because a lot of times I realized a detail was important, and I wanted to see more.
The work itself is more about loneliness than outright horror. Your family is infected with the zombie virus, and one infects someone else accidentally, or cluelessly. You find a cat to take care of, which I thought was one of the strongest focal points (I can only take so many details about survivalism,) and you realize there is a lot you don't know about, well, survival and life and how other people are getting along, but they must be out there. There's one passage where the warning for suicide kicks in, and it's not some stale old "woe is me, I have no friends." It's something I don't quite want to spoil. But I was certainly engaged in the story of the main character protecting the cat, even against the bodies of zombies they formerly knew.
I'm a bit disappointed I couldn't go back and revisit stuff I realized I skimmed over a bit. Perhaps that's a user error, but I still hope for something relatively linear and long to allow you to do so, because things get missed, especially when it drags you to re-read, then bam! No, you can't re-re-read to make sure of things. My usual refrain of "but I can look at the source" was mentally countered by "No, it's not the same thing, it's missing something." The ending bit where you can mouse over images to show different ones felt like end credits in a TV show, and they brought up a lot of memories. Maybe on point it hoped to bring up was there is a lot of stuff you forget when just in survival mode, whether that be with zombies, or people around you at a job you can't stand, or a horrible high school. There's also a twist there that other people found effective but didn't work for me. This is sort of harping on the weaknesses. I thought the strongest bits were the part that went beyond ZOMBIE PLAGUE and dealt with the "what if I get infected" and "maybe it's better if I do." Sometimes it felt like it didn't get out of its own way, but that's how legitimately experimental works feel. Overall, I'm glad it staked out new territory in the potentially tooth-grinding genre of zombie survival.
Prism was the last of the IFComp entries I played. There was a mix of anticipation and fear. I believe it was the last of the IFComp entries to get any review, and playing it, that was more people having a lot to digest than "hey, let's keep away from this weird mess." Looking at the review list near the end of IFComp, it had caught up, and I can see how the people who liked it would want to explore several branches before pronouncing a final opinion. We know we're going to miss something.
And we don't want to typing a mere "I liked this bit/this bit surprised me/this bit confused me." Maybe this review does that, in disguise. But Prism is a real wild card, one that half makes you feel guilty for giving something more conventional a high score. It's sophisticated and complex enough that blanket "gee this is cool you should try it" statements make me feel like a bit of a goober. It's like that tough class other people tell you to fear, but you wind up enjoying it, and you worry people might pound you for admitting that--until you find other people who like it.
Or, maybe, another way to put it is: you may be worried Prism isn't your thing. And maybe it isn't. But I think you will get a lot out of it, anyway, which is impressive, because it's not super-long. This sort of thing is more likely to happen with fifteen-minute games where you say, okay, they knew when to end the quirky joke and left me time and energy to enjoy the next one. But even in my sped-up mode, pressing to get through the final IFComp game, I realized I'd have a day to write a review for Prism, and my instinctive reaction was, I wished it'd be longer. Fortunately, there was an entirely different branch worth replaying!
So with the usual "I probably missed branches and themes" caveat I'm satisfied I got enough. If it's hokey to say "be glad the glass is half full and you like what's there," it's a lesson I still have to learn after trying to get through all the IFComp games. I've put off potentially rewarding experiences before, and the clues were there. But I'll be thinking of Prism when I balk at my next challenge or reading goal or whatever.
Prism is part of a whole phalanx of Ink entries which acquitted themselves very well in IFComp, in my opinion. In particular, it's a splendid complement to Elvish for Goodbye. Both are about an imaginary city and secrets you can't quite express, maybe even ones that would be ruined if you described them fully. In EfG, they're related second-hand, and that somehow makes them bigger. In Prism, you're in the middle of it, yet with your courier's job, you sense there must be even more than you're able to see, or you'd like to be able to see stuff even quicker.
Your friend, Karae, is partially to blame for this. You're pretty close, but she has holes in her life story, ones that should have been filled by now, the more time you spend together. She's missing an arm, but that's part of why she has power. You've seen a lot as a courier, but you know she's seen even more. You know the city you live in, Conduin, has grown from what was once pure desert, and it is growing, and you want to grow with it. There's a question of what new suburbs reveal the most.
I played through twice. Each time I had contraband to deliver, but it was radically different. My journey both times led me to people who talked unusually but logically, then out of the city, where I had to outsmart guards. I'd have felt rather helpless doing so if I were a newcomer instead of a courier--there was some knowledge assumed about which way to flee, so the choices didn't seem too zany. Each way it was pretty clear there was no way back, but the first time, it was about rebellion, and the second was more about finding my own way. Both entities I found outside the city suffered their own persecution. I saw my friend Karae in two entirely different lights.
It feels like there must be so much more than what I saw. The branching to two very different but believable escape scenarios is really impressive. Conduin feels even more sprawling after the second time than the first, and I want to explore even more. This feels like something that must have taken a good time to get straight, and the author also took some big risks that people might go "Huh? What?" And maybe I did sometimes, but I was fairly sure early on that this question would be answered. There's a whole assortment of mystics and criminals, and Prism feels like that food you can maybe order once a year, that you do and don't want to eat too quickly, and you're quite glad if you forgot about it for a couple months (I mean, assuming it keeps,) because you'll find the right other thing to enjoy it with. I suspect I'll find another game that will remind me I want to replay Prism with a new perspective, and enough will be forgotten that I won't sleepwalk through any choices.
I've talked a good deal about my impressions of Prism, because after two play-throughs, I'm left pondering a lot of possibilities for who might be the good guys and who might be the bad guys. This isn't due to vagueness on the author's part but rather that there's so much intrigue and nuance it'd be a pity if anything was too straightforward.
Oh, one final note: shout out to the author for noting where to save so you could see a bunch of options. This didn't apply in the second work-through, but by then, I had a pretty good idea where the bottlenecks were. On the one hand, this can seem like authors nudging players to the good part, but on the other hand, it can be more effective than a blurb for helping us know what to expect. There are that fewer save states to juggle.
I used to have a ton of Dover Thrift edition books. They were $1 at a mom-and-pop-ish bookstore. I bought up whatever I could. There were ones I knew, like A Shropshire Lad, and ones I didn't, like The Thirty Nine Steps. The physical book is gone, but an e-copy is on gutenberg.org, which sort of has everything–well, before a certain date. I didn't remember it very well, and I think that's the best choice for a project like this (or Dorian Passer's refiguring of The Lottery Ticket by Chekhov!) Too well-known, and it feels like a rehash no matter what you do. Yes, there's a movie by the same title, so it's known, but it's not overdone.
And I think the project works well. You wake up to notice Scudder, an acquaintance, has been murdered. How to escape and maybe figure out the who and why? This sort of thing lends itself to immediate choices. Whenever I read a book like TNS, I'd think "boy, I'd be too dumb or unobervant to make this choice, or I'd cop out." And though I gave the book a brief re-glance at Gutenberg, I couldn't really track how much was the original source and how much was needed to put parts of the original book into believable branches. Whatever the ratio is, it works. I noted some obvious changes: the cipher key is different in this work than the original book, which makes for a nice small puzzle without having to bang your head.
TNS is pretty up-front about the choices you can make. They're mostly classified into Open, Bold or Clever. There are no wrong ones, and you get the bad guys no matter what. But there's still a lot of tension. The music is effective and not distracting. And I wound up trying to play through while going heavy on each option, and I enjoyed the flavor.
Since you get vindicated in any case, you might then ask, what's the point of going through? Well, the more you observe correctly, the more of a story you get. You get out what you put in. With a bunch of bad or careless choices, I wound up saying "okay, yes, action, good." But when I made an effort to look around, things popped up. This might not work in a standard Twine story, but given that it's a spy story where there's supposed to be pacing, and the start is "someone is dead in your house and you don't know why," this makes a lot of sense–you can stumble through and be glad you're safe and have no clue what's going on, and the action in the meantime is breathless and branched enough that you can have completely different stories despite the core text being there.
So I thought this was a neat trick, though really it's more than a trick. There's enough to piece together that you have a story, but not so much you're confused. It's never self-indulgent, and I don't mean this as a pat on the head and a cookie for people or works that "can't be exciting" or "are efficient, at least." Flashy effects or embellishing critical passages would ruin the mood of the original book, since only the text is modernized and not the in-story environs. I enjoyed both the immersion and the realization that helpful technology would make a lot of the protagonist's concerns moot today (for instance, the cryptogram could be googled, as the hints point out.) True, more technology would make it easier for your pursuers, but it's really good to have a reminder that that's not needed for a good thriller. I retained a lot more images from this than from gaudier works. Perhaps that's because I read the original so many years ago, but I also think, beyond being a good story, TNS is a very neat and successful experiment in seeing how the writer or reader leaving certain things out can expand a work.
Does anyone really like Applebee's? It's a pretty easy target. Maybe it deserves to be. Nobody likes working there. The food isn't great. But it seems convenient enough and not as unhealthy as McDonald's. You could do better. But you could do worse. You could say Applebee's is as easy a target as airline food was. It seems like a good target for someone like the author, who's so consistent about putting out an adventure gaming newsletter, and for light-hearted humor, it does well. It also goes beyond "Applebee's, amirite?" The main thing it hits is advertising. I mean, nobody really likes advertising. Many advertisers probably don't enjoy their jobs or the ethical implications. But over the years I've found ways to be able to zone it out, and I feel that's an achievement. Probably the trickiest was blocking the ads for stuff I didn't need between songs I didn't like at the athletic club. It's the sort of thing they don't teach you in school. But of course, advertisers are always looking for another way to horn in on your life, preferably without you feeling violated enough to push back.
One they haven't gotten around to in the real world is the protagonist's main power, which is being able to see in people's minds and also plant a thought there occasionally. So, yeah, you're getting quickly into "creepily overstepping boundaries" territory. And here I originally assumed the game would be about parlor tricks where the crowd paid money if you were particularly clever! (Of course, if some people just wanted to sit and eat and didn't know you'd be there, that's invasive in its own way.) There's a certain violation of childhood dreams for me, too--mind reading seemed like something really cool, but of course powermongers will ruin it. It's treated as an asset by corporate management, and not just an asset. One you'd better use to their advantage and maximize, or the lack of initiative goes on your performance review. But -- but! The ad agency you work for has ethics. Well, sort of. You'd better not mind-read more than once, or they'd be in legal trouble, and you can't do that to a place with such an innovative business model that helps you make the most of your abilities!
This is of course bad on many levels: one, that your psychic ability is for more ambitious and "big-thinking" people than you to enjoy, and two, that the legal branch of the whole corporate empire has considered all the angles here to provide loopholes if things go wrong, and they've probably cross-communicated with the number-crunchers, and even the lawyers who would sue you for violating other people's space are probably plenty sleazy. And so forth.
This is the scary bit. Fortunately there are funny bits. First, you work for Schtupmeister beer. The world can never have too many parody beer brands--these certainly do more for me than actual alcohol. The four people whose minds you want to invade are, well, imperfect in their own way. There is a cryptocurrency trader. This was written three months before Sam Bankman-Fried and FTX went belly-up, and now that happened, I'm actually sort of disappointed more wasn't written earlier about Cryptocurrency, and, well, it's a bit too easy of a target now. Cryptocurrency, like advertising, drains resources in ways most people aren't aware, and of course, there are some smug, slick types pushing it. But dang if the story doesn't roll out another side quickly!
There's also a somewhat lonely old man, and a waitress upset with her lot in life (I couldn't help but think Schtupmeister would both fire someone for drinking on the job and for, well, not getting enough people like her to start drinking on the job, or right after their job) and a kid who turns out to be exactly the wrong sort of special. Let's just say selling alcohol to minors isn't the worst thing going on here.
You have a small number of turns to try to get each to try your special brand of syrupy beer before Applebee's closes. Do so at the wrong time, and they ignore the instincts you planted in their brain. And this right time isn't obvious for all targets until you've played through UYPPA several times and read everyone's mind. Since it's not too long of a game, this is no burden, and I'm disturbed how nosy I got and how fast.
Once Applebee's is closed for business (my not just saying "closes" may be a minor spoiler) you can catch up with your targets to see if, indeed, your psychic invasions got them to buy Schtupmeister. The indications of whether they drank your specific brand of beer are amusing. For instance, one person has Schtupmeister beer spilled on their shirt instead of what they were drinking, and this pleases you greatly. In all cases, the fallout from people drinking Schtupmeister far outweighs any profits you redirect towards Schtupmeister.
Though you the player already have a pretty good idea, the performance review at the end hammers things home, both how well you did and how awful the Schtupmeister corporate culture must be. You get a combination of rah-rah and condescension from your sales manager no matter how many people you got hooked on Schtupmeister. UYPPA combines a lot of this sort of small horror into a big one.
Criticisms would be that UYPPA hits some low-hanging fruit, though it knows not to beat said fruit into a pulp. It's low-key terrifying, too, and I'm not surprised that an author who has a newsletter of short games understands balance. UYPPA reminded me of all the times I'd been accosted by salesmen, and how hard it was to turn them down, and the effort it took to be polite, because I knew it was their job, even though I knew part of their job was leveraging guilt and hesitation. These four decidedly imperfect souls of targets? Well, for the most part, I sympathize with them. The kid, no. His mother, yes. So this was definitely a successful entry, to me.
This is the author's third effort with a custom parser, and if you've played the previous two, you probably have a feel for what it is. The parser is very old-school and attempts to recapture the good bits and cut out the most useless bits. It pretty clearly succeeds. And with each game, Older Timer's work has made technical and creative strides.
But I also saw the potential to hit a wall. It's one I fear I have, too, for what I write, but in a different way. We write about different things. But it's OUR different thing, and we care about it, and we're willing to take a risk that people say "yeah, yeah, I get it" and move on. And we don't try for a huge emotional effect. And I see those sorts of similarities which could be comfortable for those in the know, and a formula that works for enjoyment for the people who like this sort of thing, but then that comfort formula will eventually run out. That time may be a long way away, but it's still there, and it certainly lurks in the back of my mind. However, being able to enjoy efforts like this consistently reminds me that, yes, there are ideas ahead, ones I should work on, even if they pull from previous works, or you realize you've seen that general twist before.
You start off getting a letter from one Ezekiel Throgmeister, who has left you to do your own thing–and if you do it well enough, you'll gain his approval and see many neat things. The ultimate goal is to find a bunch of reagents to make an alchemical spell that, well, completes his experiment. So you know you're getting an adventure game with this all, and if this is not your thing, that's okay. It is mine.
The most entertaining part of the game is a device that renews items. There aren't very many to renew, because even though The Alchemist is long, it doesn't flood you with items. But it's useful in some fun and unusual ways. Alchemy almost feels second to restoring a document or being able to refill a weightlessness or strength elixir endlessly, but then again, if alchemists exists, this is the sort of thing they would ultimately develop. And it's handy in-game, as if you make a mistake with where to use one of your elixirs, you get a small but not insurmountable penalty.
Another focal point of The Alchemist is a mirror that you walk through to visit new weird areas–fantasy staples such as a chapel. You find something new to do there, then move on. It's hard to hate on mirrors that transport you somewhere else, but having this magic contrast with seven-digit codes found on documents laying about didn't fully sit well with me. I wound up more with the feeling of accomplishment I got when I got a microwave or VCR working instead of "hey, I'm exploring a cool fantasy world." Especially since the game has you PRESS 1111111 and then PRESS ENTER–making the magic mirror feel more mechanical and less magical. There are some adherences to old- school parser that don't quite work for me. It's big and involving enough that this sort of busy work drains me a bit. Another nuisance was TAKE ALL/EVERYTHING FROM X, when a one-word verb like, say, CULL would be more convenient. But these are the sorts of things the author sanded down over time.
Sometimes The Alchemist feels a bit color-by-numbers, if you're an experienced player. And if you're not, it won't be for you. But it's fun for all that, and the author has craft. There are no great social insights to be had. It has a relatively low ceiling but also a high floor. It seems that, for non-parser players, just sitting down and going through the walkthrough could help someone familiarize themselves with how parsers work, both strengths and weaknesses. It seems universal but at other times a bit generic, with the various mirror codes. It clearly fell more on the "fun to play" side for me, though. And efforts like this probably will for a while.