Reviews by Andrew Schultz

IFcomp 2021

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The Last Night of Alexisgrad, by Milo van Mesdag
3 of 4 people found the following review helpful:
Can be played by yourself, but we need more 2-player games like this, December 17, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Okay, so the cat was out of the bag pretty early that this was intended as a two-player game, and in retrospect, it was signposted pretty clearly by the author's comments, the introduction and, yes, the title, that this wasn't a strategy game, but I ignored these signposts. And I'm pretty glad I did, so there was that surprise. I've had enough neat surprises spoiled. But even if I'd paid full attention, I think I would have enjoyed the experience.

Because I expected an apocalyptic war, something far more fantastic, maybe two ancient kingdoms both pointing to a prophecy that said, well, on this night in Alexisgrad all will be decided, and each is sure the prophecy upholds THEM as the winner. And I'd certainly play something like that by this author. But the actual scenario is far less fantastical: there is the General of the Kingdom's Army and the Dictator of the Republic. You may play as either. If you think "Dictator" is a bit odd, you're right. But also, the king's army outnumbers and has more firepower than the army of a sovereign democracy of sorts, one that broke away from the Kingdom. With feuding factions (Republican and Socialist) that dissolved their government years ago. A look into the mind of the Dictator reveal someone who is power-seeking in her own way. The story certainly looks at certain paradoxes. Did the Dictator really become a dictator to save democracy? It also leaves things largely unsaid, like how Ivanov, the Dictator's rival, may have had better political instincts and thus committed suicide, knowing things were hopeless. And how, with some choices, the Dictator is revealed as selfish, as people who chase power can be, in a monarchy or democracy. Yet the Dictator seems as aware things have gone wrong internally as the General, who notes the inequality despite the republican/socialist aims. She gives the old "we have to try it" line, one I've certainly believed about liberal democracy. But it rings hollow when she says it.

On replay the opening feels like the strongest bit, and in fact that's where the main decisions are made, where maybe even Alexisgrad can be saved. I'm not spoiling this, but I didn't see this and just assumed inevitability and how and why the loss of Alexisgrad was bound to happen. (Note: even if the Republic pushes the kingdom back, they're still obviously always under the gun, long-term.) I feel silly not trying as much as I should've, but I'm grateful for the author mentioning different endings than most reviewers found, and I enjoyed reading the branches in the source to say: oh, yes, that's how this worked, or that worked, and I thought I tried it, but I didn't. Oh, and of course (choice redacted) was, indeed, very silly for one of the characters. There's one negotiation scene that's particularly interesting, where the General suspects or even knows their victory was hollow, because it should've been bigger, or the Dictator's followers are grateful that they only surrendered THAT much. Of course, the Dictator can negotiate badly, too, if she even manages to get where she can negotiate!

At first I found the General and Dictator, for all their power, seem pretty much fixed to behave a certain way, outside of what seem to be a few irrational choices. So I thought LNoA worked well as a "your choices are futile" game (The Dictator can escape with her life or semi-betray the people she serves/rules,) which I've seen before, but obviously there were more choices, which raised it in my estimatin. Even so, it usually starts with big plans which devolve into the General and Dictator facing each other, and you expect 15 years from now, the General and Dictator would be seen in the same light regardless what paths they chose and whether the Dictator was shot on the spot or sent to the King's mercies. And on replay, it seems the Colonel is more formidable than the General, and the Secretary of War/Defense is similarly tougher than the Dictator she advises. Seeing more of them would've been interesting, but the Dictator and General definitely have more interesting dilemmas, and LNoA already gave us a lot.

This sort of thing could get people playing more interactive fiction, because I think it's what interactive fiction can and should be. I say this as someone who prefers the label "text adventure" for most of my stuff. LNoA isn't too stuffy or preachy or high-minded. It takes a cool concept an executes it well. I played by myself but can picture people are interacting as they make choices, both with the story itself, to find the passages through, and with each other. There's a bit of strategizing, and some potential prisoner's-dilemma type strategy (you don't know how aggressively your opponent will bargain,) working together to see if you missed anything. It took me several plays to beat this story into the ground by myself, and I in fact missed a few things. Like the old Zork games before the internet, I could see people playing this poking at their friend to say hey, come on, you can figure out what to do so the Dictator comes out okay.

It's interesting to see who's in charge of things (one side is, more than the other,) and I really liked having to fit the story together in a non-conventional way. Looking back, I got close the first time to a stalemate of sorts. There's an overwhelming feeling of the powerful not only staying powerful but also being able to make it look like they worked hard to earn and keep their power (You are sort of ruthless, if that counts.) But that's a bit simplistic. LNoA seems to have avoided commenting on any important Political Issues of the Day, and I was glad of that, because too often they leave me grumpy whether or not I agree with them. It really does stand out more as something that breaks new ground rather than any sort of political statement, and I'd be glad to play knockoffs if they appeared in 2022.

Final note: A basic (frameset cols="*,*") with two (frame src="main.htm") tags worked very nicely for me to keep track of things on my own. But obviously the experience is better if you don't see everything right away.

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Goat Game, by Kathryn Li
2 of 2 people found the following review helpful:
Cheery illustrations with a replayable Your Lousy Job (sort of) game, December 16, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Goat Game advertises itself as taking two hours, which I think is an overestimation. The first few times may seem tricky, but once you see the main branches, subsequent playthroughs go fast. You'll see the story and what roughly happens if you make certain choices. The main thing then may be to see how to get all the endings efficiently. There's some risk of repeating endings, even if you figure which choices fully matter. There are three stats on the bottom: work, opportunity, and social, and twiddling them correctly gives different endings. This sounds a bit dry, and it neglects the actual story and the neat illustrations which play well with the story. Though after a few times through, you may be more focused on which combination of choices makes a legitimately new ending. It's very logical but with a neat curveball.

You play as a goat researcher who will soon have the decision of signing a new lease or moving on with your life. While sticklers might say nothing in Goat Game relies on you being a goat, there are some nice touches like talking about horn enhancement and banging your horns under a desk when searching for something. Part of me wonders if more could've been made of your goatness, but maybe I'm being greedy here. It's creativity, and if it's for its own sake, it doesn't feel misplaced. It also helps soften some of the more serious themes.

Goat Game takes you through a workday or two and exposes you to the personal consequences of your action. It details your research at Yobel Labs, how you get there, how you interact with people. It asks how you like the job, or where you live. Later some co-workers offer to tell you about an ancient secret. The underground workhouses are a bit sobering even with the whimsical pictures. There are standard themes of worker exploitation. Soon after this tour (which you can decline,) something happens! An explosion. Tobias, the CEO of Yobel Labs, gives standard corporate-speak reassurances, and he's a bit of a jerk. Based on your earlier choices, you can confide with people you know. You're accosted by some protestors as you go to work, and then you have a chance to leave or stay. The protestor bit stuck with me because, no matter how you respond, they accuse you of Being With the Man. Not quite as awful as Tobias, but still annoying.

Each possible ending feels like it really branches out, which is creative on the one hand but a bit unpredictable and sometimes unrealistic on the other. They don't all fit together logically. Aaron, your colleague with a rebellious streak (he's the one who tries to get you to sign a petition after taking you belowground) swings from being very successful to nearly losing it. This seems incongruous on the face of it. You can't really affect someone else's life that much. But given the final ending, and the sort-of cutscenes (with some self-flagellation) after you achieve a certain number of different endings(Spoiler - click to show) (mostly dream-logic stuff or at least you worrying what could happen) it does make a bit more sense.

I saw the paths through as perhaps regretting what didn't happen or worrying what you'd turn into, and (Spoiler - click to show)the 15th ending only appears once you got through all 14 paths, a more universal message about people being different, etc. yet being able to work towards their goals as a consequence. You saw everything and were able to bring together people with different levels of dedication to their work or confidence they'd make a difference. The dream sequences seem to indicate there may be some woolgathering on the protagonist's part. There's always something wrong. Perhaps you feel lazy and layabout, or perhaps ditching Yobel for the startup made you a different kind of ruthless.

So this is definitely an interesting experiment. For having the endings branch out a bit too much, it's pretty tidy. However, I found that by the tenth or so playthrough, I was focused more on clicking through quickly (note: to save time and energy, choose the bottom options and work up, so the unfolding text doesn't push the options down.) And I also stumbled over something that confused me that, whether deliberate or not, provided an additional interesting wrinkle. I do think the number of endings was about right. An explanation of endings is below the spoiler--you may not wish to fight with things.

(Spoiler - click to show)Sometimes an action that seems like it should increase a stat doesn't. That's because the game gives a score of 0-3 for each stat, and 0 is low, 1-2 are mid, and 3 is high. So jumping from 1 to 2 gives nothing. But what the game really tracks is if you have any of each of the three stats (8 possibilities, discounting having zero in all three,) and then there is a yes or no question at the end.

Goat Game feels very well done, then, on balance. The final ending, while not super-profound, brought everything together well, so I'm glad I spent the couple extra minutes writing out what choices to make, when, to see everything. The small abstract exercise didn't dent my emotional enjoyment, and it shouldn't dent yours.

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Grandma Bethlinda's Remarkable Egg, by Arthur DiBianca
2 of 2 people found the following review helpful:
It's like your usual DiBianca game, except different, in all the good ways, December 15, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

After several years, you may think you know what you're going to get from a DiBianca game, but maybe not. I say this as someone who's enjoyed beta testing his games before. They're already in quite good shape by the time I get them. I like the surrealism with more than enough backstory to allow for a nice variety of puzzles. And I like being able to get through the basic ending, then the more-fun full ending. There will be challenges, but I don't have to do everything the first time through. I know I saved GBRE for later after completing the easy part first. And, for the author's usual efforts, it is unexpectedly easy to get the basic end. But then again the author also leaves much tougher puzzles out there for those who want to stretch themselves.

You've managed to handcuff yourself without a key, but fortunately Grandma Bethlinda's Egg has just about everything you could expect from a mechanical egg, including lockpicks ... if you can figure how to open it. The egg, however, needs you to run diagnostics. Not too many, but enough to keep you busy. Each one opens up new commands, which may or may not be necessary for your immediate needs. A small puzzle with 3 variable letters in a 7-letter word is one example I'll focus on. There are a few ways to do it: one is to write a program that spits out all the combinations and compares it to my words file. Another is to write a script that grinds through all the possibilities with the commands. An example would be:

* change slot 1 3 times
* change slot 2 once
* steps 1, 2, 1, 2, 1
* change slot 3
* steps 3, 4, 3, 4, 3

Or, of course, you can just have fun with trial and error. There's a balance here. Too much brute force, or too many programs, is no fun. I tend to get a good blend of regular problem-solving and coding tries. I enjoy the meta-game of balancin things. There's also another puzzle where the egg is dirty and needs cleaning. But you need the right temperature of steam. So you VENT or WAIT for several turns, which heats things up or cools things down. It's an arithmetic problem, really, as VENT cuts the temperature in half. But it's a fun one, and I wound up getting the right temperature a mve early, which wasn't good enough. Figuring out what I missed was rewarding. It feels like it should be busy work, but it never quite is, and the author has a good intuitive feel for mixing things up, for starting with received knowledge and moving on to trickier things, and also talking effectively to the reader.

I got a basic good ending, which was enough. I knew there was obviously more. I was unable to print out the manual, which the game lampshades pretty early on. You don't have any paper to feed the egg, you see. But there are other things: a racecar that doesn't want to fall off a table and a mechanical dog that ... well, it seems fun. There are 21 or so bonus endings and more than 50 verbs to use or find. That sets the stage for a lot of experimentation. I admit I was a bit short of time, so on replay, I looked at some of the tricker puzzles. While the author's shown humor before in his puzzles, it's more explicit here, and you can't just sit down and calculate everything. There are timing puzzles, as well as puzzles for taking the right things out of the egg (too many, and it says you need to bring some back in.) There's even a survey you can (again!) brute-force, and I really liked the puzzle to get the egg to 100% commands. You control a microbot going up it, and the microbot can only describe the items blocking its way. From that, you have to order the egg to expel certain things, so the microbot can move forward. There's more lateral thinking than usual here, because GBRE gives you all the achievements' names, and you have to guess the right verb(s) or, more often, the combination of egg commands to get stuff done. Some experiments don't quite work, and that's kind of funny too.

Usually I tackle a Grandma Bethlinda game 100% right away, but then I didn't usually want to try to complete all IFComp games. GBRE isn't the first entry where you know you've missed something and you can put it off until later, but you do know roughly what you've missed, and it's easiest to play around with in your head, because all the pieces are there. And one other note: before looking at it, I flipped back through old issues of the New Zork Times. The author mentioned he'd gotten a letter published. It was about how A Mind Forever Voyaging was nice but light on the puzzles he'd come to expect, compared to Zork, etc. Perhaps someone may feel GBRE goes off in a different branch as well, one it shouldn't, one they didn't expect, and history will show that yes, GBRE offers something neat Arthur DiBianca's other games don't. I enjoyed the different humor after first saying, wait, there's a bit more lateral thinking and a lot less number/logic crunching than I expected. But whether the next Grandma Bethlinda related game is heavy on pure logic or lateral thinking or, more likely, has a neat balance of both, I'm looking forward to it.

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Mermaids of Ganymede, by Seth Paxton
2 of 2 people found the following review helpful:
Sci-fi that works, even for non-sci-fi fans, December 14, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

It's rare that finding a hang in a game helps you appreciate it more, but that's what happened in Mermaids. Certainly there was enough to appreciate beforehand, in this high-production-value science-fiction tale where you take a crew to one of Jupiter's moons, crash, and meed mermaids and mer-sharks. It's not just about the technology. As a captain of a research spaceship, you have ways of escaping (relatively lax) imprisonment, a chase through or under an iceberg, and ultimately some moral choices to make at the end.

So where was the hang? It was in the iceberg maze, in chapter 4 of 5. Mer-shark ambushes were too frequent, and I couldn't figure clues of when they were close by. I somehow missed the "survey" command that pinged where to go next. So I got a bit frustrated and hit F5 to restart and play chapter 5. MoG let me choose how I'd behaved, since I didn't save my game. Now this had also been done in At King Arthur's Christmas Feast, but there, the choices varied less, in order to remain faithful to the source material. Here, it acted as a nice hint of things to retry without spoiling too much. I'm the sort of person who enjoys picking apart all the story lines, so I was glad MoG recovered so well from the hang. Robustness in programming is a good thing.

Pacing is also good. The "action" chapters are 2 and 4, with dialogue in the odd-numbered chapters. In chapter 2, you have a very hands-off house arrest. Talking repeatedly to the warden turned up empty threats of actual imprisonment, and it couldn't have been by accident. That combined with the choices on starting chapter 5 makes for something to poke at on replay. Though the dialogue (chapters 1-3) felt up and down to me. Your crew consists of V.C, a pilot who felt nondescript, Emmett, who is not very likeable and knows it, but more importantly, knows his stuff ("the geyser guy,") and Hyun Jae, whose mother is on one of the research flights that vanished. Hyun Jae knows her mother is (was?) a better researcher than she is, and that makes her the most interesting of your crew. Later there's Cixatli, a mermaid guide who moves the story along by being there, but I felt she could have done more. But it all feels quite well thought out and worth following, even if some of the prose and dialogue feels flabby. Being able to fiddle with the different endings in chapter 5 made up for that. You have big choices of whether to stay and leave at some point, and you learn what happened to Hyun Jae's mother.

I felt like things fit very well in MoG even if they didn't totally shine. Part of that is maybe because I'm not really a science fiction fan. But it did feel consistently well-organized in the big picture. The graphics and music felt appropriate without being intrusive. The world building is there, and replayability is built into it. It feels like an entry that may not be anyone's utter favorite, but I'd have been shocked to see it in the bottom half. The effort put into it by the authors is clear, and I enjoyed it, but my thoughts tended toward "Yes, I see the authors put in a lot of good effort" instead of the fully immersive "wow, this is just neat! You have to play this now!" Still, if you are playing through the IFComp 2021 entries, it's worth more than a drive-by look.

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Ghosts Within, by Kyriakos Athanasopoulos
4 of 4 people found the following review helpful:
Too long for IFComp without a walkthrough, but lots for horror fans to like, December 13, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

GW is a big game, much too big to tackle without a walkthrough, and as a result, when I saw a rather large hint thread for how to get through it on the forums, I sort of ran away from it. It was the last entry I looked at in IFComp 2021. And boy, did I get off to a rough start. It was move 600 before I got a point, mostly because I wanted to take time to map things out. Perhaps TADS's technical boosts Inform lacks were such a crutch I enjoyed tinkering with them and forgot lateral thinking. The module to forgive bad spelling, which I always forget until the next TADS game appears, is quite nice. And in-game, the ASK and TELL were well-organized. There was already a map on the forums, but the thing is--there are three people you can start as, based on the direction you go to start. So the map seemed off, and I didn't know why. This was all overwhelming, but as it turns out, GW is a pretty good game overall.

I confess I decompiled the game to get as far as I did. I wound up having to ask for something slightly outside the box, and once I saw what I missed, I realized I could've typed ABOUT. But these are the risks of a big game, especially one that forces you to do so much concrete preparation to get your bearings. So I never considered asking for materials I needed to make certain areas accessible, namely, oil for the lantern I'd found. Once I did, I got clued/pushed to the right person. In the context of a game being a game where you find stuff and combine it to make new stuff, I should have remembered this. Though, as a person who's new to a village and probably better-off than the villagers, it felt weird to ask them for anything. Maybe that was too far outside the box.

But once that block was gone, I felt more comfortable/less uncomfortable, if slightly less immersed, asking around for what I needed. The story had fit together nicely even in the one-point-out-of-fifty state. I'd started off with a new job at FARMA who, apparently, did research on fog (and where better to do so than at the outskirts of a town called Foghelm?) but also with some injuries from a surprise attack. There was an odd man in a hut that villagers didn't like to talk about, an eerily simple twentysomething daughter of the mayor, a cloying gas station/hotel owner, and a captain and smith who both seemed to want to help me. Some places, it was signposted I couldn't do anything without the right item. For instance, there were rusty chains blocking me from an entrance, and elsewhere, someone offered to loan me a hammer, if I fed them, which was (again) a bit odd. The big mystery unfolding had to do with a ship crashing on the rocks, with a fatality, and whose fault it was: the lighthouse keeper, or a young lover?

So the story was set well, and the main block seemed to be finding the right nooks to find stuff in. I wasn't quite able to do this. GW suggested look and search were different (ugh,) and I wound up remembering this some of the time, which left a lot of ground to cover. I confess (again) I peeked at how you scored points, and that gave me a boost. I probably went past two hours. But I liked what was there, even/especially the directions I couldn't quite go in, and why. Once I understood different starting paths blocked off different paths in the town, I was glad to know the game-world was bounded. But this, in addition to everything you had to do to gather in-world evidence, was tough to fit into a two-hour comp judging period. Which is too bad--once it clicked that different directions made you a different person, and it all seemed sensible, I took time to be impressed at how well it was organized.

However, I still feel a bit odd asking for the things I needed to ask for: "Hey! can I borrow the gloves you're wearing?" or "Mind if I use your stove?" It felt slightly invasive towards others. I mean, yes, interactable NPCs are a good thing, but I never quite shook this off, so GW provided the wrong sort of creepy at times, not illegal creepy, but just violating people's boundaries. Nevertheless, I was entertained, because there's a lot to like, and reading about the different paths through felt proper. It's neat to see different stories GW has to tell. The author has been great with help on the forums and accepting that, okay, people might mark GW down a bit, and they should be proud of what they've offered us. But I have to draw the line. I've seen two of the endings, and I don't want to get stuck on any one game. I may play through the full ending, but I found the world and map vivid enough to recall, and I know where I spun out. So I'll be able to process the full story, so I can move from "hey, this looks and feels right" to something more rigorous.

Overall, there is a lot to like and look forward to, but unless you're a horror fan, I don't really recommend diving into GW and trying to find everything without serious guidance. I read someone on the forums say "I got all 50 points! What a great game!" and I believe them. And I hope that's not an "oh sure some people will like this." I'm going to wait until a full walkthrough is posted. I know there are four endings: one is a quick failure where it's strongly hinted beforehand that you're begging for trouble, two are qualified successes, and one is the "true ending." I'd love to see the differences between paths through. I know from experience that different villagers can react more positively depending on whom you start as, though most of the core puzzles stay the same. I'm not really sold on one of the three directions, as it seems a bit improbable, but I do want to look for it.

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A Papal Summons, or The Church Cat, by Bitter Karella
3 of 3 people found the following review helpful:
Garfield, this ain't, December 12, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

For such a potentially sweet-sounding title, this sure gets rough fast. It's the story of a pilgrimage gone wrong or, more likely, that could never go right. You've taken leave from a faraway diocese in northern Scandinavia (or so I guess from the name Isjfall) for three months to visit His Holiness. And nothing about the trek is holy.

It starts with your companion on the ride to the Vatican. I'm struck with how his lack of dignity is an instant turn-off, while the cruel people in charge that you meet later are less immediately disgusting. You have plenty of chances to ignore the True Believer, as the game calls him, but you'll probably eventually give in to curiosity. He's carrying a casket, and it's never clear what's in there. You have ... a cat who can spout Bible verses. And the cat spouts the goriest ones! The Pope seems to want to see your cat, not you, but hey. You take what you can get.

Just one problem with your cat: there's a Papal edict that cats are all tied to witches. So they are being shoved into burlap sacks and burnt all over Rome. You get to see the results of this destruction: lots of smoke and lots of rats. Parallels with modern, uh, issues are pretty clear here: some politicians currently blame everything but the virus for COVID, and "religious exemptions/beliefs" are listed as a reason/excuse not to get vaccinated.

Of course it gets worse. The Pope is below ground, and in a pretty clear parallel to Dante's Inferno, you keep descending and keep finding worse and more powerful people. Until you make it. Your True Believer friend makes it, too. And the meeting with the Pope is certainly underwhelming. For you and the True Believer, but for different reasons.

This is deliberate, I think, because it calls into question if the Pope has any real power at all, and the unsavory people you've met along the way are doing the real heavy lifting, and they have as much contempt for the Pope as for any deity. The end feels like a bit like a cop-out, but not quite on the "it was all a dream" scale, but it does bring questions. It's been six months since the Pope sent the letter. Did the Pope forget about you? Did he ever care? Did he just like feeling important, having people spend so much time coming to visit? One also gets the feeling that the people who wave you by when you show the summons know you are no threat to what they see as real power. They don't exactly help you find whom you need to when you're exploring 10 or 15 or 20 levels below the surface. Because part of having power over people is making or letting them struggle when they don't need to, and that's true regardless of if there's any actual debauchery or bribery going on.

There was almost too much for me. Because we ought to have scorn for those who corrupt religion and morality and so forth. We need reminders that those who yell the loudest often yell to distract you from their bad sides. And we need to 1) not be the True Believer and 2) reject True Believers' arguments. But this work left little else. It was effective, and it's still relevant today. We see popular mass-preachers coming up with new lies, from Joel Osteen's fake sunniness to Franklin Graham's more wrathful approach. They blame rock music, nonconformists, or whatever is convenient, somehow convincing people they weren't in it for wealth and power, but gosh, good things happen to good people!

I don't think Church Cat is trying to look for a way forward, either. It shouldn't have to, but if you're reading reviews before playing, you may want to know this. I prefer a way forward, however small, and sometimes I fool myself it's there when it isn't. Church Cat left me no such outlet. So I'm left stuck a bit, but I probably would be, either way. Seeing ruthlessness in describing horrible people helps, until it doesn't. But on the other hand, putting in a sliver of hope after some of the passages would feel as hypocritical as a preacher switching from "God is love" to describing how and whom you, who are not God, should hate. Church Cat definitely crosses lines, not necessarily lines of taste, but beyond which any further observation or choice leds to more horror and chaos.

This didn't stop me from playing again to see if there was anything I'd missed, for better or worse.

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AardVarK Versus the Hype, by Truthcraze
4 of 4 people found the following review helpful:
High school angst and (oops) a corporate-induced zombie apocalypse, December 11, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

(Disclaimer: I tested AvtH prior to IFComp 2021.)

So I was wrong about AvtH in two ways. First, I assumed it would place much higher than it did. Second, I assumed the author's adolescence was much more "I hate high school" than it was. AvtH grabbed my attention with what I thought was an easy target, and then it proceeded to hit others and provide some good laughs along the way. It's supposed to be more than a bit silly, but it has enough of the wisdom of looking back mixed in, so the silliness is not just for its own sake. It's sympathetic to its own characters without getting overwrought, and perhaps people didn't notice all the wisdom, since it was very gentle. Well, for a zombie apocalypse.

You play AvtH in different perspectives, as members of a high school band. Not the one with fuzzy busbies and uniforms–oh no. Much less conformist than that. You have no school spirit, remember! You play four different members of a very loud and earnest grunge band as you go through a story of oppression from the popular kids and corporate types trying to appeal to you. Many dramatic incidents center around a Gas'N'Stuff, which is a great name whether an actual Gas'N'Stuff franchise exists or not. (It does, indeed, seem to. But not where I lived. I suppose it has that mystery about it, like the Circle K in Bill and Ted or Ralph's in The Big Lebowski. I figured both couldn't possibly exist.) One winds up feeling quite sorry for the poor chap behind the counter after all this. Dealing with the band members is not so bad, but, well ... if he's the owner, I hope he had insurance. If he's not, poor guy having to explain all this to the owner.

AvtH is presented as a series of flashbacks from when the first band member, Jenny, stumbles to the garage where you all practice, up to the present time. Something weird has happened to you, and you know something weirder will happen shortly! Your bandmates, well, they need to verify your story, as you're incapacitated. They find one small clue as to how to reverse the damage, which provides a running gag, too.

Once Jenny is subdued, there's a flashback to earlier in the day: a school assembly where a company was promoting the new soft drink, Hype! Now I remember as a kid Jolt! cola came out, but ... it was marketed a bit differently. The pandering was there, but it was less tone-deaf. Also, maybe I wasn't old enough to be cynical yet. As Jenny, you go through the humiliating actions of screaming loudest for free (and ugly) clothing (there's a point to WEARING it) and make the mistake of drinking Hype! She doesn't drink much, so it takes time to turn her into a zombie. But it still happens.

Armed with what they know, your friends start following leads. Amanda goes to the Gas'N'Stuff to buy stuff. What stuff? Um, stuff you could get for free in college. You need condoms, because the zombies have latex allergies, and balloons aren't available. The illicitness behind stealing them for Completely Different Reasons works for me. Sneaking out of the gas station with them may be slightly amoral, but it contains good stock jokes about the sort of yucky things you buy at convenience stores when you're desperate. Stuff you swear you'd never buy, especially at THAT price.

Another, Lewis, needs a tape of your greatest hits. There's no time for a performance, so he remembers one he gave to a girl he liked. He's not getting in the front door (the jock guarding it is well described) so he has to sneak in through a window, which would be creepy under normal circumstances, but when everyone's a zombie, it's not so bad. The party is, well, unusual. Lewis has a few revelations about how she's ignored him, but there are some bright spots. Maybe. More importantly, he gets the tape. With another involuntary assist of sorts again from the Gas'N'Stuff. Lewis's distraction is also bad for upkeep, but hey, the fate of the world could be at stake.

Finally, Paul needs a plot to get his brother's car. This involves a rather mean tip to the police, but one suspects Paul's brother sort of deserves it. Here I got sidetracked by the three food wrappers you have when the scene starts as a way to distract the hungry squirrel, and I should have figured where to get a quarter for a pay phone, but I should have realized what a focal point the Gas'N'Stuff was and gone that direction.

I believe I played this the same way through both when testing and seeing the comp version, so I didn't see anything different. I'd like to go back and switch the order, since the game lets you–it seems either one puzzle clues others, or you'll need an alternate solution. And the final scene ties it all together–your music will help free people's minds! The balloons will help keep you safe! The walkthrough has a neat misdirection here. It lists a hard way, but the easy way is more intellectually rewarding and in tune with the game's general humor.

There are a lot of good lines if you examine people and such, too, so again, if you just go through with the walkthrough (which has its own fourth-wall jokes) you'll miss out on a bit. Any one joke feels like it could've been dashed off and you could laugh and move on and say "oh, I was crazy when I was a teen," but they fit together well. The author mentioned he may've sat on the game for too long, but on the other hand, the jokes feel well-organized, and their sum is more than the parts. It was worth the wait. A lot of times I said, oh, that's maybe where the author got this joke, or this observation, and I'd seen it before. But the thing was, AVtH never relied too much on one canonical late 80s/90s reference, and it wasn't the WHOLE joke. I realized afterwards I'd missed a lot of references, and that seems like a good batting average: some of them, the reader will pick up on, but others will be from stuff they hadn't seen or had even forgotten and meant to watch again. Indeed, in the credits, the author mentions the state the game was in before testing, but I also think they deserve credit for building together a story that would've fallen apart with less thought. It's not a simple one.

AvtH is a very ambitious game despite its silly high-school-angst feel, and while the author uses some modules very well (especially the dialogue module) for pacing and for keeping things relatively simple for the player, there's some parser-fighting involved with its more advanced features. I felt bad maybe explaining to the author "Yeah, I bet you'll fix those nuisances, but a few more will pop up, because parser games gonna parser, and don't worry." That's the risk of ambition. Things won't be perfect. But AvtH covers bases more than well enough, with a hint system that picked things up nicely when I was floundering. It's a bit snarky, which may not work for some, but AvtH won't be their thing anyway. I chose to disassemble the blorb afterwards just to pick off the hints, because that sort of thing is too hard to track in-game, and I was rewarded.

The author also mentioned an ingenious shortcut in the forum that skips one of the areas. It's not obvious, but once he explained it, several people said "oh, of course." There's a lot of that in AvtH, which feels simplistic in some places, or we've heard this joke ... but AvtH does it better, and consistently, and you realize you're not hearing the stock jokes that get laughs in average sitcoms. I hope it's not insulting to say AvtH's like the best of Cheech and Chong. It doesn't seem super-clever because it doesn't try to be cleverer than you or shove its newness in your face, but all the same, there's nothing stale.

Oh. There's also an epilogue. It felt well-timed, like the credits at the end of a half-hour sitcom, when one last loose end is tied up, and the laugh track plays one final time. And yes, it works! I've seen other epilogues, but never one this short. More games should do this -- I really like having this sort of denouement.

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Second Wind, by Matthew Warner
1 of 1 people found the following review helpful:
Non-cheery Adventuron games can still be entertaining, December 10, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

So I got something entirely different than I expected in Second Wind. Seeing what I wanted to see, I noticed the skillful cover art and the italics noting Second Wind was in Adventuron. The least cheery Adventuron game I'd played up until this point had been Snowhaven, which claimed the title by default, because it had normal, serious and dark mode, and I only played on normal mode, which was very nice, and it had warnings plastered abut serious and dark mode. And given the cover art and how Adventuron gives you a picture for each room, I thought we might be treated to something whimsical artistic. However, I only noticed the art quality and what it meant.

I was then disabused quickly of the notion Second Wind was just another cheery Adventuron game, perhaps where you finally have the courage to complete that marathon in a new record time, or you give a friend another chance. But I was also surprised the graphics were utilitarian. It seems like a chance missed, as if the author wanted to make sure they got the technical bits down. Maybe they felt more obligation than they should have to get things technically straight. And they did. They put together a pretty stirring story, too. But I'm left saying "Hey, for post-comp, why not put in an option to see more creative instead of practical pictures, for those who want to replay?" This is my greedy side. I know how tough it is to put it all together and to shift between the technical side and the graphical side. But certainly if the author writes another game in Adventuron, I'd be there just for the pictures, happy story or no.

Saying SW is a timed puzzle does bury what the puzzle is. You're in a fallout shelter. It protects you from werewolves. If they bite you, you change into one, and they're everywhere. Your wife is pregnant, but there are complications. She will give birth in six hours, but if she does, she and the baby will die. You need someone with more experience delivering babies than the nearby midwife, who knows she is over her head. The only person nearby that you can reach in the time frame is your ex-wife. She is your ex-wife because you were cheating on her with your current wife. So your task is to trek across miles of desert from Shelter 4 to Shelter 5. Yes, mass depopulation has occurred, thus making every newborn baby that much more critical. It'd be easy for her to say no. So even a "good" ending will be extremely awkward, even without the whole werewolf apocalypse thing still in progress.

This is a powerful plot, and the title suggests there are obstacles (there are!) Some might just be neighbors who are sick of you, or it might be the hoverbike that's a bit run down, and you have to fix it. But there are also fiddly bits, like opening the airlock properly. The thing about airlocks: I don't mind opening and closing them, but if I have to do so too often in a game or story in the course of a week, it's a bit exhausting, even when it's well-implemented in all instances. And it would be wrong not to acknowledge that, yes, this is a necessary precaution. But I had an "oh no, not again" moment that doesn't seem to be this game's fault. Once you have played X games with airlocks, they all blend together, and if the next one is unrealistic, it can break mimesis, and if it doesn't, you say "Oh no, not again."

Other fiddly bits were how you got the codes you needed to punch in to unlock certain areas. Sometimes this had a bit of emotional resonance and sometimes it relied on pop culture (e.g. a phone number ending in 09–when seeing how googleable it would be, I was surprised another number had gotten higher on the charts in the past few years.) Punching in keypads definitely disrupts the emotional flow of the game, but then again, there has to be some security. I did like how if you type the wrong number, you were locked out for a few game-minutes without having to wait in real life. There's also some fiddling with putting on your protective suit–after the first time you should just be able to REMOVE ALL or WEAR ALL. This is all an occasional nuisance, and it may, in fact, bury the lede that the game's mechanic of allowing variable time per typed move preserve a realistic accounting of in-game time without slapping the player around.

Second Wind is weakest when it gets hung up on minutae--perhaps the author felt they had to offer this detail or things wouldn't be nailed down technically. But it also makes an effort to get around them and explains what will cost you time and so forth. And, of course, in an apocalyptic future, precautions must be taken! It makes an effort to be fair as a timed puzzle, with checkpoints established and maps of the shelters with a "you are here" dot. So I think it works well, even though my suspicions are that the author didn't play well to their strengths. I hope this isn't backhanded praise, because my overall feelings were, they went out of their comfort zone to do this, and they should be pleased with the result. I am, and I think it bodes well for their next effort that may play to their strengths more fully.

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I Contain Multitudes, by Wonaglot
3 of 3 people found the following review helpful:
Wherein mask wearing leaves you vulnerable to (redacted), December 8, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

ICM was a bit intimidating for me to start, and not just because of the title. The introduction didn't say so, but I pictured being told "You'd better contain some seriously meaningful multitudes if you want to keep up with this game, kid." And I don't think wasting time on several very different websites every day counts a lot. The first moves, too, promise challenge and variety. There seems like a lot to do early on. You're Chandra Fitz, a junior engineer on a ship, and you're tasked with finding who murdered the Bishop of Elmee, one of the passengers. On the first move, you see a bunch of masks you can wear, and once you leave, there are all sorts of exits. So certainly I got the impression that this game will be very, very big. That, coupled with the captain saying "you have an hour to do things," left me worried I'd have to do a lot of mental calculus, and fast. I steeled myself for an initial mapping run before actually getting things done.

The reality wasn't so weighty. There was certainly more than enough, with interesting characters of noble birth, as well as the gruff captain and helpful ship's mate. Masks are only used for a few puzzles, though when they are, it's quite satisfying. They help give the fetch quests a bit of weight. This is reductionist, because the fetch quests do have a bit of dialogue and push the story forward, and the noblemen and women (and a chanteuse and a slightly mad doctor) who push you around, replete with appropriate highfalutin names and highfalutin dialogue, just can't be bothered to do things themselves. Too many, and the game might start to wear. But there are enough. If you please them, they may give you a key to their suite. And as you help them, you learn more about them. And the ship. It's not powered by the usual sources.

The nobles' needs certainly seem trivial. And each is a bit odd in their own way, and yet, they know something is wrong. Someone has film to be developed that they lost. Another person needs medicine or something resembling it. Another person wants you to sing with them. If you behave well enough, they may invite you to their room in the passenger's quarters, briefly. However, fetch quests aren't really the way to bring out the multitudes in you. And sometimes there's a bit of a fight to search promising locations that look likely to hide something. For instance, I had to SEARCH CABINET instead of X CABINET. Here's where the usually helpful Quest interface backfired. It will generally highlight things that are clearly important, but halfway through the game I got a bit lazy and relied on highlights to tell me what to do. Between that and a parser slightly less sophisticated than Inform's, I got slowed down a bit. These faults are likely not in the author's bucket.

The boat isn't a very huge place. Once you've pleased all the nobles, you find out there's something sinister happening in the engine, to which you have a one-way passage. I admit to poking through the source post-comp and having several a-ha moments. It's not quite spiritual possession--but the boat doesn't exactly run on high-octane gasoline or anything scientific. You do just need to be prepared. Here a choice of mask matters. There's a bit of retcon for certain masks. For instance, for one mask, you realize (Spoiler - click to show)you were the one that committed the murder. This conflicts with someone completely different planning the murder if you take the straight-up no-mask ending, where you get something about generally learning to be your own person, etc. That's all well and good, but it's a bit plain compared to the others. Stuff can get macabre. Perhaps the most interesting thing is the "where are they now" at the ending: choices you made during a dialogue can, for instance, cause a lovesick nobleman to enter or avoid a duel depending on how flowery a love note you ghost-write for him is.

ICM may have buried all this, and I don't think it gave an adequate technical carrot-on-a-stick to go look back--perhaps even a "you should try" option at the end. Though it does signpost that you should save before you visit the engine. So if you're reading this, save before you reach the engine, and take all the masks. It should be rewarding.

But given that, the concept of a ship powered by what it was powered by, and the end revelations (yes, the captain has a reason not to hire an actual detective,) makes for a good sort of creepy story that feels like time well spent. Certainly the final moves add a good deal of tension and some explanation. The biographies at the end add a lot of closure and explanation and, yes, a carrot-on-a-stick to say "what if I'd X instead?" I just felt I had a lot of adjusting to do after first impressions, and it wasn't until I replayed and looked at the source code that I realized who in the story got to say "I Contain Multitudes." It's only shown in one ending, perhaps the trickiest to get to, and one only hinted in the walkthrough that comes with the game. I don't blame the author for giving you the "plain good" ending in the walkthrough, though--discovering new endings, even cheating by looking at the source code, gave me a deeper appreciation of what ICM was doing.

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The Corsham Witch Trial, by JC Blair
1 of 2 people found the following review helpful:
Nothing supernatural but still thoughtfully unnerving, December 7, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

I was worried this was going to be about supernatural stuff, so I put it to the side. Too heavy for me, can't think about that, and so forth, even at a half-hour per playthrough. Might disturb me enough I have to think of other things before getting back to business. Well, there's no supernatural stuff (perhaps I saw the author's last name and Witch and thought Blair Witch, too,) but I needed to have a good think and clear my head after it. It was emotionally effective for me. But the "witch trial" is figurative.

You are a new investigator with a firm, and the boss has given you a case of his that got away. How you react to it will indicate whether you're a good long-term fit for the firm, though any discussions of that are outside the scope of this entry.

The case is one of alleged child abuse and whether an administrator showed criminal negligence in deeming it NFA (no further action.) Sarah Teller, a teacher, sees there's clearly something wrong with a student, Emma-Mai Morgan. The obvious signs are there (bruises and so forth) along with some creative writing that seems above Emma-Mai's level, and it's pretty dark stuff. It gets even darker: something serious happens, and Foster-Clyde, the case worker, is on trial for criminal negligence for ignoring her warnings.

Through the story, you click to open emails tangent to the case and exhibits offered in court. It's quickly obvious that, as the main characters say, Foster-Clyde is a bit of a prick (okay, maybe I'm biased against the name,) and Mr. Morgan, the father, is far worse. Andy Etteridge, the boss of the firm and prosecutor on the years-past case, sends emails to Sarah Teller to say, keep strong. Foster-Clyde seems to say the right things about not being too hasty and only so much that can be done legally, and yet he doesn't cc: Sarah Teller when explaining his NFA. He throws in a token "this may be important to you, but we're overwhelmed." He does tell Mr. Morgan to cool it, in person, but he doesn't do much more–like, for instance, noting Morgan's behavior is pretty classic DARVO (though that acronym might not have been so widely-known back whenever this trial occurred--we're not told.) And, of course, he has a very expensive, observant, biting lawyer who finds a flaw in Sarah Teller's personal history. It's saved for last. She's discredited before the jury but not in the court of popular opinion. I can't comment on whether this would be acceptable in court, in he UK or US, but putting myself in Sarah Teller's shoes and fearing a blindside like this can be crippling even if it doesn't happen.

This is tough for me. I've had times when things were far less critical than in the Morgan household and I heard "we can't do anything" or "there are more important things for you/society to worry about." Sometimes even with flowery words and a quick smile. Sometimes it was people who could've taken time to say something nice but didn't. But there was one time where, legitimately, someone said there was not enough actionable evidence. In this case, it was about an abusive schoolteacher ("but he made people laugh!") and four years later, that schoolteacher was pushed out the door. So it gives me some hope the form letters I receive are more than that, but it's also awful that the Foster-Clydes of the world hide behind them. One wonders why Foster-Clyde took the job he did, and one suspects there are many Foster-Clydes who just had the good fortune never to have a case they turned down blow up so spectacularly.

I also kind of froze for a while considering that the weakness the prosecutor found in Sarah Teller might be the reason why she saw something in Emma-Mai. Sarah Teller, too, knew unhappiness and family disappointment (her reaction to her father's death has a lot of anger, and it's unclear whether (Spoiler - click to show)her drinking was a suicide attempt) and despite being smart enough to be a teacher, acted in ways she didn't understand and hid certain things and wound up looking bad for it. Perhaps someone without that experience would've asked Emma-Mai "are you okay" and tried to help and that would be it, but what else can they do? They would not have pressed.

Perhaps you-the-character's opinion on the case is too much of a litmus test for whether you're right for the job, too, and that's meant to reflect on Andy Etteridge. I mean, yes, Morgan was a bad man, and Foster-Clyde slipped badly. I was a bit unnerved by how the boss wound up marrying the teacher who was subjected to cross-examination, so it wasn't just a case near to his heart. At the beginning, your coworker Cerys tells you "some people read it and decide it's not for them" and gives a general "oh yeah, THAT case" vibe. But it also feels weird and roundabout that you got the file on the anniversary of the court date and not, say, a few months after being hired. It suggests that Andy's frustration is more about him wanting good-fit employees who'll stay in line if he himself gets shouty than employees seeing if they are a good fit. Which, okay, you could Google him and find out his case, but something sat wrong with me.

It's minor compared to Morgan and Foster-Clyde, of course, but it's there. And it puts "Andy just wants to do right" in perspective. Sure, you want subordinates you're on the same page with. But this feels underhanded, and it's disappointing that a crusader against child abuse–especially one who got changes brought–would use his power in this way. And I can't quite shake it, and I suspect the author meant that. Certainly I've had experience seeing Political Crusaders being revealed as abusive jerks, usually ones who originally left me feeling I didn't have the passion they did, before their passion was shown as ... not for the best. Andy felt potentially that way to me.

This is a very tough piece to read for being so short. Certainly there are times I wanted to ask others if things were okay, or I wanted to be asked. But it's chilling to think that doing the right thing and asking may result in even worse, and the people who push for doing right are, in fact, motivated more by narcissism and not general altruism. Perhaps Sarah Teller even felt guilt for maybe escalating Morgan's anger.

All this also brings up the question: who is the witch? I assumed Mr. Morgan at first, as falsely accused, but of course, Sarah Teller gets her own witch-trial in the course of public opinion.

And one other thing that seems like a detail: the comp version skipped from exhibit H to J. There was plenty of interesting stuff to look through. But I'm still hoping to find exhibit I to maybe put one more piece in place. This speaks to how involved I was in the story even though it unsettled me.

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