AIMBK is a relatively short Texture entry that seems a bit too linear to take full advantage of the medium. Nonetheless, the dynamic parts of Texture that don't have you move the mouse around everywhere are effective. You, Sara, have a sister named Sofia. She's been distant her whole life, in and out, and it's not clear what's wrong. The usual, well-trod problem (alcoholism/drug use) isn't the cause, here. Or if it is, it isn't explicitly stated. Unsurprising, as this is a horror game.
So what has gotten her? It's never clear, and that's intentional and more than acceptable. We're left with some ambiguity as to how the supernatural monster chased Sofia, or why. But we're left with the portrait of a narrator who realize they haven't done enough for Sofia, and Sofia has done a lot for them: listening, etc. Sara's provided material comfort for her back, but she can't help her with what's really bothering Sofia. It also seems implied that the narrator doesn't fully realize how Sofia sacrificed mentally to help her. The title itself suggests a feeling of "I've done enough--do I HAVE to do more?"
At least, that's what I'm guessing. I confess I pulled the text from the source, the same as I did for To Persist. And I put things together. I think I enjoyed it more that way. Perhaps this entry would shine more in Twine–as it is, Texture breaks up the flow a lot, though I still got enough out of it. Things got bogged down when turning a page becomes a matter of learning to drag-and-drop from the right place, to the right place. Perhaps this is less of a problem to people more comfortable with Texture.
That said, it's a nice touch to have your answer to the text's question change to a further question when it hovers over the highlighted text it needs to, but the payoff is too little for a story you can't undo, which feels to me like a weakness of Texture. There are three choices at one end, along with a semi-obvious "dud ending" branch early on.
This seems a bit harsh, because clearly AIMBK is well above a "look what I can do, I did something" entry. The writing puts it well above that. There are no Great Evil Proclamations, and I found several interesting revelatory moments. A lot of the ambiguity works. But I don't know if the author used the right tool for the job, and perhaps if they had, I'd have been able to see the author's vision of Sofia's world and trials more cleanly.
I knew this was going to be a horror story when I started, which isn't my thing, so I was pleasantly surprised by the first bit: you have a choice to applaud or not. The lecturer notices whether or not you do. This sort of thing invariably charms me, exposing people's passive-aggressions and leaving you helpless without melodrama, and it bought a lot of good will going forward. Because The Pool does feel a bit chaotic. Part of that is the author's intent–aquatic monsters have been created at a biological research institute, and you will want to figure out why. Oh, and survive, too. It becomes pretty clear that something has gone wrong with the experiment, but it also becomes clear that your definition of "wrong" may be others' of "right." The Pool is also a bit low on polish at the micro level, but I'm impressed with the branches where you can get yourself killed.
I managed to escape, and I felt a genuine relief beyond the trivial snark of "ha ha ha I can move on to the next entry, and that's good, because I'm behind schedule for reviewing everything in IFComp anyway." I'd reached a sort of operational base for my explorations into other branches, and I was interested in not only the ways I could get killed but what they meant. The instadeaths seemed a little less insta. So the organization is impressive. There are a lot of behind-the-scenes moving parts I didn't cop to in my first forays where I did stuff, undid, and looked around. My character felt like a bit of a cipher in the process, someone who wished they could do more, and even at the end where I eventually survived after a lot of trial and error, this didn't seem to be resolved.
This is okay if you're trying to make an AFGNCAAP, but here, you sort of wonder how someone so insignificant and malleable got a job at such a place. This is compounded slightly by going too far to the other extreme with, say, "Ask XXX who would like to attack first, but secretly hope XXX says yes." This is a bit on the nose, and it's not the only one. It does feel like a lot of dialogue could be cut down, and it would've given me endurance to look through even more branches to see the full backstory. Because I'd like to.
The Pool reminded me a lot of early Choose Your Own Adventures but was a heck of a lot darker and didn't have the totally random endings that sometimes got sprinkled in, the sort that seemed like a brilliant reversal when I was twelve but seem totally unrealistic now. There's still the sense of getting shot unexpectedly or dying other ways, and these do make sense the more you explore. So there's general creepiness and intrigue here, and it certainly reminded me of people I thought were my friends, but it turned out they weren't. (Don't worry! Nobody got killed there!)
Sometimes it feels the pace is too much, and the "help bad person X" choices are too scattershot, and it even seems a bit too bland, until you realize something genuinely disturbing is happening in the background, or you get shot, calling the integrity of another character into play. This more than saves The Pool as a solid work to me, and though I recognize it's not perfect, I legitimately enjoyed it, and if parts left me confused, there were bits I was glad to patch up and realized I'd just missed.
The Staycation listed itself as taking two hours, but for me it wasn't close to that long. However, the time suggestion and content warnings (which seem almost apoligetic) pushed it back in my IFComp backlog. It's more a sprinkling of discomfort than anything intense–a brief Texture effort about spending a few nights at home, or trying to. Claudia and Xavier, your two flatmates, are on vacation for a bit. It's not clear if they're actually dating, or if you are upset about this, but they mention you are welcome to come along. You don't. You're sort of glad they're gone, you say. But then night comes, and you either poke at a book you don't process or a phone, where you see Claudia and Xavier on social media.
There aren't many choices here, but that's part of the intended creepiness. You realize you may not want to be around your flatmates, but you don't want to be away from them, either. The main choice is whether to face your demons inside or not. You have two or three nights of this. My first ending was, apparently, seeing my own blood on my arm and not realizing why or how it happened. Another? Well, it seemed the story got frozen, which was creepy in its own way. You have two options to drag-and-drop, but you have no words to drop them on. The text say "you choose (X)" and the implication is, you can't choose.
I looked at the source, as I wondered if this was intentional.I don't think so, because there's a final ending, where you have a nervous breakdown. Whether or not it is, it's effective enough. I've had times I thought I made a decision and didn't really, because I would flip back and forth. Or I'd choose to face a horrible truth but only after this next go through social media I didn't care about. Perhaps if and when texture becomes more mature, people will know this trick and say it's been done and can we find something new? But I found the jolt effective.
The Staycation mirrored a high-placed game several years ago in IFComp written in Inform that forgot to include an "instead" at the end, and the result was that excessive text bled into the game, but it was surprisingly effective. Here, if the hang was unintentional, it was effective–it gave the prospect of an endless loop of nights, or a fear of an endless loop.
Sadly there isn't enough here. It's a bit light on character sketching, and I think too much is left to the imagination, so it falls short of the well-done cover art. Obviously filling in all the whys would be unsubtle. But there were missed possibilities to play to Texture's strengths by, say, looking at items around your flat.
Side note: this is the first Texture entry I played on my phone, because I looked for ways around the apparent bug and thought it might be the browser. The interface made me wonder if I should revisit my earlier reviews–it makes a big difference!
So, a game in GrueScript! If Robin Johnson isn't in IFComp this year, it's good to see his engine makes an appearance, which is the next best thing. I've been curious about GrueScript for a while–sometimes it feels like it could capture everything I want out of a parser, except maybe for gag commands like XYZZY or SING or profanity to be coyly rejected. I dabbled in USE X ON Y, hoping to make guess-the-verb less of the puzzle, and I may go back to that. But I realize how efficient GrueScript can be!
LatM is a bit of an odd game. There's no real market, officially, and I was waiting for one to show up, but it never did. It's more about your dreams as a musician and how you go about finding them. It felt a bit surreal to me, which given my stuff, I can't complain about, but it took a while to realize surrealism was the intended effect. You just need to find things to rig so that you can escape from various situations, some of which feel very odd. For instance, you are locked in a bathroom, but you have enough tools to make a hole and get out by trial and error. In another place, it turns out you're just in a dream, and you have to find a way to destroy that dream. Orr you talk with an old man who may or may not be your future self before doing something odd and symbolic ... but it makes sense in retrospect.
Your ultimate goal is to make it to a concert, though there are other endings that provide failure. In one, you avoid the stage and open an envelope, and you decide not to go on with things. It feels like the author had some metaphysical recollections they need to include, but they didn't, and they're leaving a bit too much hidden. And unfortunately this seems due to unintentional omissions. There are a couple bugs where you search scenery X and an item appears in the room. But if you search X again, the item reappears, even if it's in your inventory. This is particularly odd with a wardrobe after you've worn your costume to go on stage, which probably isn't the dreamlike effect the author wanted.
There are two ends, one where you give up on your dreams and one where you don't. You have a choice whether to sing a pop song enough. It feels like something the author could've explored more, and on balance, a lot of what seem to be philosophical statements feel a bit overgeneral. Nevertheless, LatM felt complete, though quite possibly the scope of its ambition was cut short by the IFComp deadline. It was a good technical demonstration of what GrueScript can do in the hands of someone other than its creator. I hope we have more.
The fears of some about parser games, especially custom parsers, are fully warranted for Jungle Adventure. It has all the usual faults. But it manages to be fun. I like the ASCII graphics, the whimsicality, the not-too-big maze. And, I admit, I enjoyed peeking in the source code. I'm still not good with classes in Python. Paul Barter is much better than me with them. If JA is whimsical (describing your game as "rip roaring" certainly is bold,) his organization is not, and I learned a lot from it. Hats off to him for that!
The game part is chaotic, though. The parser, first. There're simple verbs that outright clash. You don't want to type just "exit." That exits the game without warning. But "exit plane" leaves your plane, which you need to do. Similarly, LOAD GAME and SAVE GAME are necessary, not just LOAD and SAVE. Some items are implicit in the charming ASCII art or the item description, which is clever until something is forgotten, and you're looking for something that's not there. More seriously, you know your radio must have batteries, because it works, but this is not explicitly described in-game. Then the batteries form part of a neat puzzle. And seeing "oh, hey, this is the part of the ASCII drawing that's not in the text" is neat, but it comes at too high of a price.
The game itself isn't too arduous--well, if you cheat a bit. While there's some guess-the-verb or guess the item, once you get a puzzle, items are swapped and you move on. If something is broken, it's pretty clear you must fix it and how. The maze near the end is not too painful, and the main map is not huge. You'll know what to do. A lot of times you may need to get killed to know what to do, but you'll know. There's humor to keep your spirits up as well. Maybe not Mitch Hedberg or George Carlin, but it's there, and it helped me through some parser-wrangling.
So even if the puzzles take on some additional weight due to you missing the right verbs or nouns (pro-tip: read main.py and scenes/*.py in a text editor) and you have to save-and-restore the fights in the maze (if you get killed while button-bashing, you may be kicked out from the "restore or quit" dialogue, too) it's not too bad. As BJ Best said, there's a certain joy of discovery in Jungle Adventure which more advanced games won't have, and we can lose that if we're not careful. That doesn't make up for serious technical flaws, but for those of us who like writing or playing parser games, it heartens us to try neat new stuff and take on a bit more than we might have felt comfortable with before.
Too many JA style games in IFComp and we might have less patience with the parser. But for me a small handful is always nice, as they never seem to deal with heavy issues, and too often I do not want to deal with heavy issues, even if such efforts are well-written. With JA, there's that genuine joy that, gosh, you can DO something like this, and it succeeds at its goal. And to me it's clear these games are better than they were five or ten years ago, where we have to dig deep to find what the writer was saying, and it's a bit unsatisfactory. JA has a walkthrough now, so IFComp completionists, if you're out there, will hopefully be able to enjoy things more easily. There are frustrations, and a lot of them, but they're (relatively) forgivable. So if you are an IFComp completionist late to the show, you can notice and understand the holes in JA and not feel impeded by them, and the fun I suspect the author had putting JA together will be far less filtered.
Perhaps for a sequel, in addition to a more robust parser, the author will use the colorama package which allows a programmer to specify text color. Then, maybe, the important items could have color in them, while the background is just background. Colorama's something neat I use for my own Python programs to tell when stuff goes wrong, or when a test passes. I think JA shows a lot of potential. With the author's knowledge of Python (I imagine this could expand to learning a testing module as well,) a game design book or two could make something really special, whether for IFComp or elsewhere.
Python? Well, it feels like Python has possibilities for a simple-stupid parser that people can figure easily. With its "split" function (divides a string into an array with spaces) and so forth, it avoids the pitfalls of a lot of homebrew parsers in C or whatever. You see the verb, and you see the object, and you know what to do with each. You don't have to worry about Inform's custom verbs. (And hey, I wrote one last year because it fit what I was trying to do. Someone pointed out JavaScript would've worked better. They were right. But I don't know JavaScript.) With my own Inform games, Python might work better, because I really abuse the regex matching, which slows Inform. The potential is there. Unfortunately, Traveller's Log (TL) doesn't do much with parsing or plot.
It's a relatively small Python game. It's a bit confusing at first in that it asks if you want to read a file, and either way, it then asks for a 3-digit code, which affects what you start as. Looking at the source, there are several options, and I only wish we'd had some nudges as to how to start. I don't mind the randomization per se, but I was flying a bit blind. Perhaps on ending, if I were given some clues how to proceed and replay, I could and would.
You're given commands to type (e.g. walk, trade, exit or warp) with the goals of either gain money to live comfortably or find a king to ally with to live happily. There are some fights, but nothing too stressful, as dying resurrects you quickly. You also get random gold for staying at inns which pop up randomly, which is counterintuitive. The main goal is just to TRADE enough for the best weapons, then kill enemies as needed.
The writing and mechanics are don't have much to distinguish them. The game's title feels a bit generic. It's technically sound in terms of gameplay, though I'd have liked "y" and "yes" to be synonyms along with "n" and "no." Nevertheless, there's a good deal of effort put into the entry, as I can see from all the possible characters you could play as, and I enjoyed looking at the source because I tend to skimp on programming classes, and after some play time, I had a much better feel for them. They're something I've used more and more as I try to to script-testing of my Inform games, and I had a few aha moments.
It's good to see people are trying to use Python. There was one game in particular I meant to look at from 2016 that also placed last, though Chandler Groover said "Hey, there's a lot here." And there are advantages to Python--less worry about failing to implement default verbs and so forth. Everything is laid out well enough in Traveller's Log, but there's not much to do and not much reward for the grind, so it misses the mark. I'd like to see more Python efforts. TL doesn't do anything to change my views on this, from a functional perspective, even if the story and imagination are lacking.
A woman has vanished, well, sort of. Her husband's a bit confused. There's no foul play, really. You're a researcher, maybe an investigator, maybe a combination. That's an early choice, but your title doesn't matter. Your task is to find out what has happened, where did she go, and why.
Everything seems in order in not just the house by also the story and the technical layout. The layout feels appropriate–black and white sketched pictures, unintrusive but effective music, and a small local map in the bottom left where you click on where to go. So big-picture navigation is easy. The calculated sparseness gives us a good feeling that something is wrong. We're seeing enough details, right? But we aren't.
Asking her husband gives you additional questions to ask in general. Some things seem out of place. The light is wrong. You can have up to five questions to ask, and the right one in the right place offers clues, leaving Miriam Lane closer to visible. Ones you don't need any more are discarded. While brute force works, things are generally well-clued, and you should be able to find some clear places to ask the right questions before the last observation or two needs guesswork.
Once you become adjusted to the light, you have an idea of how or why she is gone. Here there's the only thing that really broke immersion for me, but the rest of the game is so well-done, I may be missing something: you-the- character need to find her name, which her husband never tells you, but you-the-player know it's Miriam, and based on the puzzles in the rest of the game, "M. Lane" would seem suitable. It's minor, but the rest of the game is so strong, I want to leave the possibility open I was missing something.
Once she's visible, you can start collecting items. Some of them have special meaning to her, for better or for worse. An average reader should discern pretty easily what makes her happy and what doesn't. Also, the stuff that makes her happy is hidden, and most hidden items are similar to something unhappy in clear view, and yes, this Means Something. The more positive items you collect and show her, the more optimistic the ending is, though once you know her name, describing what you've found of her also helps her return to her normal self. This threw me off slightly, too. There was a status bar at the bottom, and it increased when you gave her something nice, but I was under the impression you had to make it go all the way. You don't. But perhaps I should have known.
You see, there's a moment in AoML where it clicks that the author knows what they're doing. This is the only other time AoML slightly broke immersion for me, and that was more due to me appreciating the technical and design work, because I was looking for it when writing a review. There's a book of flowers and a flower bed. The book describes several flowers. Each flower has about five descriptions. When you pick a flower, you're asked to choose from about twenty descriptions. But you don't need all five! I can't recall this convenience before and, well, it just makes sense.
This was an immense relief but also in line with the game: you don't need to know every detail about why things happened to Miriam, or how she got to be the way she is. Although in some cases, items you find may make her upset. Several that seem happy aren't, which you can deduce if you have been paying attention, thus putting AoML that much further above your average fetch-quest. That's how empathy works in general, beyond an "oh, you like this, right? Well, you seemed to enjoy it. Whatever." Miriam doesn't need that complete understanding, yet you feel she needs it, and her husband seems to want a complete explanation. None is necessary from her, and none is necessary in-game. So when we ask for people to understand us completely, perhaps we would really just be happy with people who understood enough to block out others who tell us, with bad intentions or not, "Gosh, I just can't understand this about you." For Miriam, it's her husband not really caring about her impractical or "childish" desires and ignoring her sacrifices. While that may be a truism, AoML pushes it forward nicely.
There's one more criticism that's quite high-level. I'd like it to be easier to tab through the options. There's a lot of mouse movement, and certainly AoML is more ambitious and intricate than your average Twine effort, so there needs to be, with pop-up screens when you want to think or take an item. This is detailed GUI stuff, and it's the sort of request I only make when it's clear the author knows what they're doing and then some and, well, I wanted to see everything in-game before rifling through the source. I think with something as high-level as AoML is, it leaves you asking for more--especially because the main NPC, Miriam, never did, and look what happened to her! That's what being sympathetic gets you, game.
This is minor, though. AoML offers a wide variety of emotions and choices. You can play very badly or well. The second time through, when I knew there were things to be remembered (the more you remember and find, the more you recover of Miriam) I felt bad forgetting stuff I should have known. It occurred to me that there were people I found forgettable whom I cared about more than noisier people who grabbed my attention, and perhaps I was on the other side of that.
One more thing: AoML made more than enough sense the first time through, but it made a lot more sense when I replayed the introduction and poked around and also re-read the content warning. So much is well-hinted. It leaves you feeling you missed something, and that is your fault and not its, and that's an eerie feeling. I wound up remembering times I'd been ignored in my past, as well as people I ignored. There was no rage. But I remembered certain items people felt should give me joy and didn't, and I had an explanation. So that was a boost.
AoML and Elvish for Good-Bye were my top two rated entries in IFComp and may be more similar than you think. Both talk of unspoken desires. In AoML, they're more realistic, stuff you can't say you want, or stuff that can be easily crushed. EfG is more fantastic, more optimistic, a knowing there's something out there you can't imagine one day. Each feels necessary to give life color in its own way.
With the author's games, you have stuff you know you should expect and a whole bunch you don't, and both are pleasing. You know you're going to have a lot of whimsy, and some puzzles that should be basic but aren't, but they are fair. And you have limited verbs that say, okay, this is the puzzle. You'll have to combine them in some ways, and there aren't many commands, but there are enough that brute force just isn't going to happen. So come use process of elimination and a bit of intuition and solve it.
The subject matter is something else entirely. There will be something new, nothing you have to think too much about. That's saved for the puzzles. Here you're a robot in some high-tech area that's out of power. I assumed it was a spaceship, maybe because of "Sector (HIGH NUMBER,)" but the author noted that nothing made this the case in the text. He is correct.
Your official name is Exter-17, and you'd better do a good job here, or you'll be relegated to the boring stuff. You only have a few commands (COM to communicate and ZAP to zap) to start. The main spaceship doors are all shut, and without power, they're not going up. And all the other robots are out of power, so ZAP it is. This one's hard to bungle, and that's how introductory puzzles should be.
As power comes back on, you gain another abillity/command. You can interact with crystals, which (among other things) open doors. You'll gain a few more commands, so you can even be able to pick up items you find lying around, eventually! This is of course an amusing inversion of how TAKE is one of the first commands a player learns or uses, and TAKE ALL is an accepted early way to get your bearings. I won't spoil the actual command names, because they're nice small amusing surprises, as are the robot name abbreviations of the NPCs. These presented small puzzles to figure out (what do the first three or four letters expand to?) when I got stuck with the main puzzles. This is totally optional, of course, but it helps prevent you from feeling dumb or frustrated.
This all feels very simple, like learning very basic machine language commands (as with many DiBianca games) but there are production effects, as well. The first is what happens with text art that happens with power back on. I won't spoil it, but if you play for five minutes, you can't miss it. You also have an option of which background to choose, so that's very cool. I ran through all the options more than once.
Restoring power is the easy part. Destroying bugs is next, and it's tougher. Well, the first bug is out in the open. Then the next two are in rooms you need to solve relatively trivial puzzles to gain access to. Then, if you try to ZAP a bug, it evades you! There are thirteen total, and while no puzzle is too complex, you have to pay attention to your surroundings, or to rooms that seem like dead ends. Pretty much everything is useful, and you have to figure how.
You can win without exploring all the rooms in S471. This is a DiBianca staple: enough challenges to make you happy you got through it, then a hint you're missing something. In this case, there are a few rooms in the center that are unexplored. It seems two squares are pretty obviously needed to preserve symmetry. You get a small bonus on killing the last bug, and it's up to you how to use it that to poke around even more. Given the square map, you can figure where you need to look. There are also locked doors, or ones that won't stay open. There's even a robot that imitates you around a locked door, so toggling the door is out.
I enjoyed Sector 471 a lot. While I don't like rating it as opposed to other games by the author, I just would like to compare it to books of brain teasers as a kid, mathematical or otherwise. DiBianca's stuff seems to last a bit better. With the books, at first it was fun to say "Hey! I know how to do that!" but they got less fun when I knew all the tricks and realized I was only getting answers from what I already knew. I felt ripped off. I hoped for more out there. And I wanted more than problems. For instance, it's fun to solve "Two mathematicians were talking. One said the product of his kids' ages was 36. Then he told the other mathematician the sum of his kids' ages. It wasn't enough for the other one to decide their ages. Then he mentioned his oldest just had a birthday." It's fun to work through again after you've forgotten it for a while. But it is such a bummer when reading a puzzle book and getting a bunch of these not-new puzzles but you're aware these are rehashes. And I still remember the day I realized logic puzzles didn't have the satisfaction they used to, and I was probably avoiding mistakes more than trying or enjoying anything new. With the author's complete works, I don't feel that way.
S471 definitely has its own personality, and the general brevity works well -- the robot dialogue is odd and whimsical the right way, because robots shouldn't talk much like humans, and you can and should have a good laugh about it. It continues a nice string of works I'd have enjoyed as a kid, ones that would've boosted my confidence when the Zorks, no matter how much I loved them, left me baffled. As much as I enjoyed abstract problems, I wanted more, and I didn't know what. (I preferred this stuff to dirty jokes at 13, which did not make me at all popular.) These tastes feel less weird now I've played many such games and know others like to, too. While I don't need them any more, and the Internet provides other ways to explore my mind, I'm glad there's a repository for neat puzzles consistently blended with a fun story.
Big picture stuff first: PPD (I'll neglect the O, as otherwise I'm reminded of Naughty by Nature's hit which seems, um, incongruous with the title) makes me want to play Not Just an Ordinary Ballerina. It's maybe on the long side, slightly, to fit into my plans, and I'd have missed it outside of IFComp. I admit I appreciated the walkthrough greatly. I don't know how much I can kvetch about tricky puzzles, or even if I have an ethos of one, but it's the sort of thing I wish I have bandwidth for, even if I don't. Still, it's a lot of fun, with a lot of variety, and it's old-school in many ways. I mean, malls are dying, and it's extremely expansive, and you need a big map. There's a big word puzzle, too. I'd have absolutely loved it back in the Infocom days, before there were so many other games to grab my attention. I've had paid for the InvisiClues. Thankfully, during IFComp, I needed to buy neither PPD or its cluebook. Technology!
PPD is the story of a woman who wants to get her daughter the perfect prom dress. It tackles no great social issues (okay, there's a bad rich person who gets comeuppance, and we can never have too many of that.) But it's not just pure entertainment, as there's some nice family stuff in there. Your daughter sends slightly pleading texts that double as shallow hints, and one of the main puzzles includes a love story on its own. There are absurdist laughs along the way and a bit of criminal mischief. You lock someone in a closet, but it's revenge, because what they did violated a memory of something nice from Ballerina. You may have started them smoking again, too, though they likely didn't have the discipline to stay away) and I do enjoy the cringey puns in the store names.
I hope my review gives you a big-picture idea of what was a fun experience for me, even though I abridged it. This is a game where even looking at the walkthrough will make you laugh. But sometimes we don't have the time. Compared to other long efforts, I got a lot more. This has obviously been planned and tested well. And the author admits they don't expect anyone to solve it within the IFComp time limits. They hope it will last. Perhaps it's a great game for when it's cold outside and your Internet is flaky.
A word on malls. Even a closed mall brings back memories for me. Malls were bigger when I was a kid--part of it was, I was smaller, so they seemed bigger. There was a mix of awe and fear, and I figured the future held even wider and taller shopping malls, because everything would be bigger and better in the future! They amazed me–all the stores I wanted to look in but parents wouldn't let me, because we wouldn't buy anything. Then, of course, malls started closing, and I realized I never had a look in store X. Sometimes I still see a store name today where I wonder "what did they sell?" (Thanks for answering, Google!) And I feel like I'm doing the next best thing to sneaking away from my parents looking in. PPD captures that sense of being lost in a way a swashbuckler can't, but not really, because if a mall were an actual maze, it would be very, very bad for business. It has to be practically laid out, and there are no dungeon rooms or whatever (government regulations!) but there's still a chance for hijinx. And though I've been in few malls with elevators (Schaumburg, Water Tower Place--they're there for aesthetic value,) just having that elevator in PPD helped me imagine an impossible mall, or one I expected would be build by now and wasn't. It turns out, there's some reason why the mall and its elevator are laid out the way they are, too. Nice planning by the architect.
As for the puzzles? I thought the item-based ones were the strongest, and the more abstract ones felt forced. In one, you push a bunch of buttons in a certain order to cause security screens to go blank. This is neat on its own, but picturing the security guards you suckered away from it actually figuring out how to operate this seemed far-fetched. If they could, they'd have a much better job than security guard. Perhaps I'm a stickler for this, given the puzzles I like to write. I can't express my full theories, but sometimes an abstract puzzle at the wrong time feels like it's just there, and here it can break up the relative fun of doing odd things with everyday items.
These puzzles make for a very pleasant escapism, and when you do punk an NPC, there's that brief moment of worry PPD's going to get mean, then it doesn't. It could really have gone wrong with the homeless man (he seems to have delusions, but he doesn't,) but you actually enjoy some significant cooperation. And there's general retro mischief like smoking indoors, which we wouldn't tolerate today! It's not full retro, though, as a cell phone you have provides you with occasional love-bombs from a well-meaning daughter and also the ability to take photographs. I remember reading how so many horror plots from years past could've been subverted if even one person in a party had had a working phone, but here it's not possible. OPPD has the phone, but you never need to use it, and in fact you probably want less technology.
PPD also does well enough keeping the relevant focus areas small. You eventually need to distract the security guards, but until you do, they have movie cameras centered on most stores. You have a catch-all for unnecessary items, and the various stores with their crazy names (bad pun alert! Of course, I was sad when the bad puns were over) are emptied quickly enough. So OPPD is comfortable despite its intimidating size. It doesn't make any great philosophical statements, but I'm often glad when a work doesn't state that up front, and I don't think they all should need to.
I can see myself going through PPD with a walkthrough before I play through Ballerina. Jim Aikin is one author I'd always managed to look into, and I just haven't found the right excuse, yet. It really is a fun, long story, and although I ran out of energy because I had other comp games I wanted to look at, I enjoyed getting turned around a bit and having that sense of wonder I felt so long ago, when Internet one-click shopping made everything easier.
I feel like I failed to a certain extent getting through this and trying to evaluate it. There's a lot to grasp, but on the bright side, what I was able to grasp lasted. I'm just finding it hard to build the courage to try again. You see, it's a two-player game, and I only played one side, which gave me so much to think about. I may choose to update this later once I've gotten through both sides. But this is enough. So I hope this is, at least, an endorsement even just to play on one side.
I played as the officer in an army that was occupying a much smaller country. My father was a prominent oligarch, but somehow I'd never made as much of my family connections as I should have. But I had a position of some authority, of breaking up fights between privates, and so forth. There was a good deal of pushing them around as I kept them in line. I guess that's war, whether you're the good guys or bad guys. It reached a new level because I had something called the Throne that I put prisoners of war in. The Throne couldn't read minds, but it did know what questions to ask. Which, ostensibly made my job easier, except it sort of didn't. I-the-player realized I-the-character would be responsible for my actions and judged in the same way. So I sort of hedged. How much should I let prisoners go? I'd say, from my own chair where war is assuredly bad but at least not happening to me, "Well, of course I'd let them go." But on the other hand, I wondered how much my decisions would reflect of my playing partner. Would they wonder what the heck I was doing? Would I ruin the experience for them? Would I be too self-contradictory? And this was well apart from even the human considerations! Certainly there are some oppressors we wish we could put in a throne, but of course, oppressors being oppressors, they'd seize access to the throne and use it.
And that's what happened here. And I-the-player wound up sympathizing very much with the people in the thrones. I enjoyed their arguments to try to get out of the AI style questioning, and it reminded me of stuff I wished to say when I was being interrogated (nothing warlike, of course! Just entitled jerks! Now's not the time for details, much as I want to spill them.) But being able to rebel and speak out like that, well, I like examples like that, wherever I can find it, so I wound up wanting to see more of how they defied me and the Throne AI. Each such session seemed woven in with some happenings in the barracks where fellow soldiers had beefs. It often seemed my character was madder at his cohorts than with the people he captured. Or maybe I was just more interested in the dissident writer and his crazy-sounding books I'd totally have read. Or maybe I was just remembering all the times I'd been interrogated by someone who was just looking out for my own good, you know, and if they didn't get to interrogate me, someone meaner would years down the road, and I wouldn't be prepared. It sure as heck felt like they had a Throne to put me in so they'd ask just the right question to drive me semi-crazy. (That wasn't the case. It just felt this way. And people know how to play tricks. So the thought of something being REALLY accurate and asking the questions I really fear does, in fact, scare me as no amount of blood could.)
I found myself hedging a lot to the authorities I figured were in the game–I had a feeling they would strike me down as wrong no matter what I said. Many thoughts went through my mind, from "hey I respect this guy" to "oh god he'll just get captured anyway and probably killed, maybe I should keep him for his own good." Where of course his own good wasn't very good.
I sat back and wondered what power the other person had over me, if they had any at all, waiting for punishment that never quite came, beyond frequent debriefings by my direct superior. I suspected anything I did would not be good enough. ACR wouldn't be the first game to pull this trick, but being on both ends of someone being told they are not good enough is harrowing, and I remembered times where someone said that to me and probably had someone above them saying the same thing. I found it hard to have sympathy for them. I still do, even after my experience with ACR, but I see the whys and hows a bit more clearly now.
This is a lot, yet I walked away from ACR pretty sure I missed a big chunk of what it was about. The verbal sparring with the prisoners interested me immensely, and the big themes, not so much. I'd meant to play through as Caroline, but I couldn't help but feel I'd been lucky enough to choose the side that interested me more. It made me think about things entirely unrelated to war, but to persuasion and manipulation in general.
It was uniquely disturbing to me, not in the "look at all my content warnings" sort of way, but in that I was put in a position to make really sticky decisions I did not want to, and in this I think it was superior to Alexisgrad, the author's entry from last year, where so much seemed a foregone conclusion. I felt trapped here, but the tough questions and issues felt more personalized. The prisoners felt more real than the Dictator, and the privates I had to keep in line felt more real than the higher-ranking generals. There were big ideas in each work, but I felt like I could access them a bit more, so I feel more than okay acknowledging I must've missed a heck of a lot, and I think I need a lot of help from other reviewers to ask the sort of questions that ACR wants me to ask, if I really want to get the full experience. Because it does seem to want the reader to ask them, without forcing anything, and they are important questions without being drenched in importancy.