Some smart-aleck was eventually going to riff on the IF trope in the title name, and I'm glad it was someone clever. GtV isn't a long game--the central joke would grow old--and it's not tough, but you can extend the experience by examining everything and rifling through hints of problems you've solved. I haven't seen anything this odd that actually worked in text adventures since _Nord and Bert_.
As an 11-year-old lost at a fair, you find a robot named Lalrry who will let you Guess the Verb for a shiny quarter. You have a dull one, and there's a useless quarter-shining machine nearby. Cue the twisted meta-humor to manipulate the genuinely creepy, though harmless, Lalrry. Each verb you guess sends you to a scenarios featuring an evil wizard, a mad scientist, a dwarf, a spaceship and the author himself, in a particularly metafictional computer lab. The last one actually works.
You're not really guessing the verb in these. You just need to find where to use it. You even help some poor souls who can't quite guess their own verbs or solve a puzzle while your nemeses guess theirs.
Given how small the areas are, the puzzles can only have so many solutions, so there's a ceiling to trial and error, unlike true verb-guessing. Still, GtV's effortless surrealism makes the game feel much bigger than its solution, and it may help you laugh off stress in the next game that requires actual verb-guessing.
So on the surface this game is a 9-question interview where you are graded on your answers. Survive, and you're graded on teamwork, leadership and technical skills, and you get a salary, too.
It's not entirely that simple, though. XYZZY gives background--too much--and gives pages of ideas what the author was trying to do.
While (Spoiler - click to show)one easy "win" is >3's all the way through, the game gets interesting when you twiddle one answer to see what happens. And it's pretty clear that if you're too lousy in one area, they'll thank you for an excellent interview and "the phone never ring."
Unfortunately there's no cluing from the interviewers if you're in trouble or doing well. You're left reverse engineering the answers. Change one and see what happens with your grades, and soon you can figure which answer doesn't just trade one grade for another. It's a cute learning exercise but, like crazy IF mazes, more technical than imaginative. Some answer swaps show scorched-earth approaches are penalized, and computer industry people who look into it may find heart and a touch of irony.
They won't find a good game, though. It could be an interesting side puzzle, and if he had put some of the energy from the XYZZY response into describing the interviewers and cluing when you are in trouble, it would be more than an elimination puzzle. As it is, I got all A's and $100k a year after spending two five-minute sessions that felt much longer.
This game may have inspired me to write my own multiple-choice vignette as a sort of therapy. Perhaps I will suggest such an activity to the next ranting co-worker. But the playing experience also made clear that something like this is not seriously publishable as a stand-alone work.
The idea behind the game is wonderful--the President escapes from his boring job in the White House and visits various countries. Only the big ones, plus Finland and Sweden, get a room. The puzzles are apolitical and silly, and they are generally funny once you figure them out. APUS also gives many funny default responses and "You can't go that way" replacements.
Unfortunately, it's not big enough ("South America's not interesting,") and it neve builds on the gags. The few puzzles that veer from recognizing gently amusing stereotypes are poorly cued. While there's no guess-the-verb, there's plenty of trivial commands semi-logically changing the environment, or the effect of other trivial commands.
There's such a contrast between what you do to leave the White House (nothing unclean, but imagining ANY recent President doing this makes me giggle) and explaining that the White House is pretty boring, and you're bored, except for some generic details, that the game feels grossly unpolished.
This is too bad, because I don't think an American could make a game like this, with such a neat title, and stay apolitical. And yet, the author couldn't be expected to know that a West Wing would make the opening puzzle a lot better.
So, more countries and better descriptions--the potential's there, as I enjoyed many quips and default command responses--would've made this game memorable for more than the title and opportunities missed. Not that I regret playing it. I enjoyed filling in the details I wished the game had, but others may just get exasperated.