Ratings and Reviews by Andrew Schultz

View this member's profile

Show reviews only | ratings only
View this member's reviews by tag: 2021 Text Adventure Literacy Jam 2023 Single Choice Jam Adventuron 2019 CaveJam Adventuron 2019 Halloween Jam Adventuron 2020 Christmas Comp Adventuron Treasure Hunt Jam EctoComp EctoComp 2012 EctoComp 2020 EctoComp 2021 EctoComp 2022 gimmick IF Comp 2011 IF Comp 2012 IF Comp 2014 IFComp 2010 IFComp 2012 IFComp 2013 IFComp 2014 IFComp 2015 IFComp 2015 Reviews IFComp 2017 IFComp 2019 IFComp 2020 IFComp 2021 IFComp 2021 extras IFComp 2022 IFComp 2023 Neo Twiny Jam ParserComp 2021 ParserComp 2022 ParserComp 2023 post comp PunyJam 2021 ShuffleComp song SpeedIF DNA Tribute SpeedIF Jacket Spring Thing Spring Thing 2022 Spring Thing 2023 TALP 2022 TALP 2023
Previous | 71–80 of 467 | Next | Show All


The House at the End of Rosewood Street, by Michael Thomét
2 of 2 people found the following review helpful:
Fooled me, I missed the "good" ending first time through, September 2, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2013

The House at the End of Rosewood Street stuck with me over the years, not due to any hugely lush detail, or due to being one of the most impressive entries in IFComp 2013, but due to its oddness. You play as a handyman who helps with odd jobs and drops off newspapers for your neighbors in a neighborhood not very conducive to easy text adventure navigation. Your main job, in fact, will be giving newspapers. It's a bit of a fishbowl, but nobody's leaning over you.

This is all pretty easy, what with a well-organized street, though it's a bit odd to have left- and right-hand sides implemented. Fortunately it's a minimalist game, and it's orderly, and using the up-arrow helps speed through the repetitive tasks.

Then there is that weird mansion at the north edge. For whatever reason, you need to go north twice there, too, after visiting Janice or Glenn -- and going east or west brings you back to them. Glenn's a bit of a grouch who says "Don't trample my grass." In fact everyone is painted relatively quickly. Lottie confuses a toaster with a stove. If you give the wrong person an item they wanted fixed (a toaster, a kettle) the responses are rather funny. And of course it's fun to ask people about specific neighbors.

There is some pain with the parser, as after each knock you need to type in a new key for conversation. This all feels like routine, though, fixing whatever one of your neighbors asks you to end the day, until there are ten newspapers in the stack instead of nine. There is a definite mystery here!

The characters remind me of Di Bianca NPCs (though his first IFComp entry came a year after,) albeit with far far fewer abstract puzzles. The parser errors, too, have that something. "What would the neighbors think?" It might be annoying in a more complex and realistic game, but it's a bit charming here. There's also an odd bug--I suppose a well-crafted game can get away with one such bug that make things more topsy-turvy. Each game gets one, and here, if you walk away from a house and come back after talking to someone, that's when the owner waves and goes back inside. Unintentional, unless I am really missing something. But it adds to the atmosphere.

The only reason I came back to THERS instead of other IFComp 2013 entries that placed higher was, well, I didn't solve it, after getting the ending where you loop around back to Monday. So people looking for history or value may be better served by playing Olly Olly Oxen Free or Robin and Orchid first. Nevertheless there's something special about sort-of recovering something, an alternate ending you never quite saw but hoped for, even if it wasn't quite clued enough. (It wasn't. No big deal.)

And even with those top placers, the thing is, I remember them better, their flow and so forth, and it would be like visiting an old friend. They follow all the good rules of strong game design and break certain too-stiff ones to give them originality. THERS is more that odd cafe nearby that left me both worried and intrigued, or maybe it is that friend that occasionally pissed you off but had some legitimately good points and you wish you'd been able to listen to them a bit more. It has a weird chaotic energy buried in its minimalism, one that encourages me to maybe do things wrong, maybe not on purpose, but to have faith that looking around these odd corners may turn up something interesting and valuable. I'm quite glad I revisited it. But all the same I hope to write a walkthrough so the next person who's curious doesn't have to stumble through that much. I hope they're out there.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

The Body, by Sean Barrett
Down out by the river, WAY down WAY out by the river, September 2, 2023
by Andrew Schultz (Chicago)
Related reviews: SpeedIF Jacket

This Speed-IF jacket game certainly got a few odd assignments--it goes from being "west of house" to meeting Norse deities and even roughly corresponds to a Stephen King novel which was made into a movie of a different title (Stand By Me). There's some tongue-in-cheek conformism with some of the odder jacket blurbs, with NPCs called D'Teddy and E'Vern, and there's a "bad" ending before the good one, which is decidedly antisocial and again clued by the credits.

The oddness of the map helps with the tension, as you walk away from your house to find something very extraordinary indeed. There's a surprise twist at the end, too, beyond the expected one to defeat the bad guys who are much, much bigger than you could ever hope to be. I found it funny. For two hours' worth of programming, it's quite good.

The SpeedIF Jacket 2003 works were all relatively entertaining, and if they aren't necessarily lasting, it's fun to see odd creative jolts can and do work, and The Body feels like a good example of it. Perhaps it won't last in my memory. Perhaps the author half-forgot they wrote it, too. But it's a reminder to stick two ideas together and go with them, why not?

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

The House on Sycamore Lane, by Paul Michael Winters
3 of 3 people found the following review helpful:
Great story, lacks technical polish, September 2, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2019

I remember testing the Author's 2020 IFComp entry, Alone. It did a lot right. I forget if the author told me they had entered in 2019 (COVID was weird) but I did feel like they knew what they were doing, and the stuff I found was easily fixable, and the overall story was strong. Later I wasn't surprised to see they wrote other stuff people liked.

However, I was surprised to see an entry of theirs in 2019 IFComp, when I didn't really pay attention to the other entries. (I should have. I'm still catching up. There were some good ones!) It's a classic story of a haunted house, and it starts as a bully and his Rottweiler waylay you, then chase you once you give them the slip. All this feels very real for a ten-year-old, and then as you hide out in the abandoned house, the bully puts a rock against the door. So you're stuck.

And it's not just a matter of getting out. Yes, you need to get out, but there's a mystery that unfolds along the way. Finding certain items gives you brief visions of why the house is haunted. The reason is violent and standard. You find various items (a useful bottle of poison) with chests to open, and there is a journal describing certain events. There's a fire, too, which you need to douse.

I found the end escape sequence once you find the secret nice and dramatic. It's very indulgent in terms of giving you time to get out, but I found it quite satisfying to perform certain actions before I fled, and yes, there's a neat creepy ending if you just wait around.

So the story is very good indeed, but there are a lot of the sorts of beginner mistakes that judges may frown on. For instance, there's a journal under a bed, and there's still something under the bed after you take it. Something's in the journal, and if you read the journal twice, it's blank. Some verbs need exact input. All this seems fixable, but it can blindside an author working alone, and it did, and it seems the only reason something like this would've placed so low. It appealed to me, maybe mostly because of the "kid chased into haunted house" angle, and I'm not really a horror fan.

I'd love to see the author clean up a few things and make a post-comp release. I bet it would be easy for them to do so, especially with a few transcripts. Their comments in Brian Rushton's review suggested they just weren't aware of certain things like getting more testing, etc., and for all that's lacking, I'm still impressed. The author got the hard parts right. But with 77 games, it's easy to get impatient and give something like this a low score.

David Welbourn has a walkthrough out now, and that ameliorates any fears people may have of poking at it. It's a well-conceived story with a lot of tension and spooky items to find and a mystery that slowly opens. Perhaps this ruins the puzzling aspect of it a bit, but I was able to enjoy the design without too many struggles with the parser. (Small voice) I actually liked the story better than the author's 2020 entry Alone--probably that's just because it was my style. And I also recommend The Lookout. This is quite good, too, with bumpers in place.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Mental Entertainment, by Thomas Hvizdos
1 of 1 people found the following review helpful:
Oh look! AI is even more worrying in 2023 than 2019!, September 1, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2019

Mental Entertainment doesn't present you with lush backgrounds or anything like that. Object descriptions are cursory. Your ultimate decisions don't matter, and in fact, you come to them quickly. But ME is more about painting a mood and bringing up some really tough dilemmas it's hard to shake. You sort of hope they will be abstract for a while. But progress has other views, it seems. It deals with addiction, a common theme with many twine games, which are generally more about unhealthy relationships.

Here, society is messed up, and it's spawning addictions. You are a case worker who must check on whether people who show patterns of addiction to virtual reality actually are addicted, and if it is dangerous. One is a police officer who spends time as a Sheriff in the old west. One is a woman who is on UBI (universal basic income) which, it turns out, hasn't even close to solved all our problems, but at least it prevented stuff from getting worse, as you learn if you chat around. She just wants some park that reminds us of nature as it was, and she can't help notice that AI makes giraffes purple, and so forth. A third is someone who is disillusioned with academia.

Talking to them gives an idea of how we got here, and they make compelling cases both for the sanity of losing oneself in Virtual Reality and for how society as-is is built to, well, drive most people crazy. This sort of thing could easily be melodramatic, but the author foregoes twisty prose. The simple descriptions maybe indicate that AI only sees stuff on the surface, as expected. The cop relates how his wife continually gets promoted at the drug company (Irony here! There's no good way to know if AIs determine getting people addicted to drugs is worth a tradeoff!) The woman at the nature park knows soy is no replacement for real food and worries what other nutrients scientists will find we're missing. The academic realizes how easy it can be to make money with no conscience, both in the tech sector and the "public service" sector. (There's an interesting backstory about public and private police forces.)

This is one of those entries that place in the bottom half of IFComp that really do turn out to be quite good. There seem to be several every year. Playing something like this I worry about the other stuff I may have missed. Perhaps it placed so low because it didn't just ask unsettling questions, but it asked ones that would leave us unsettled and not immediately say "Hey! It's cool to ask unsettling questions!" Without any bold massive "Oh it's so ahead of our time" assertions, the author has shown a lot of foresight, and he's painted some quick and deft pictures of existential problems that exist and are only going to get worse. This left me relieved I 1) was not the only person scared of progress and 2) wasn't the only one pretending to be scared of it for a quick buck. It's not the first entry to pretty much say, okay, here things are, it's what you make of it, read as little or as much of it as you want. But I was pulled in, almost glad someone else had considered disturbing angles I hadn't. And, well, I was glad there were text adventures to help alert us to the dangers of AI, and to remind us we don't need that complicated stuff.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

The Best Man, by Stephen Bond
8 of 8 people found the following review helpful:
Emotionally brutal on many levels but (for me) ultimately rewarding, September 1, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

With Rameses and The Cabal and now The Best Man, Stephen Bond is now a resounding three-for-three in the "be very, very harsh on the player character" department. It's not slapstick stuff, no physical wounds or financial ruin. Just brutal existential despair and failure and helpless and pointing out how the main character misses the point. The Best Man helped me revisit certain unfortunate relationships with better perspective, but on the other hand, I'm sort of glad I don't know Stephen Bond very well/at all, because I'd be absolutely frightened of any character portrait he might make of me.

You see, I really wanted to believe Aiden, the main character, sees a way through the abuse he received by the end, that his final statement he's put stuff behind him is true. I hoped and believed, and in my mind, it was so. I didn't want to reread _The Best Man_ to disprove this. Once I did, though, I had to change my opinion. I'd simply blocked out the worst parts, because I wasn't in the mood to cringe at the time. Surely Aiden had learned from these experiences? I'd had a few, wher I idealized people and I realized they weren't so great. And to me, Aiden was not as outwardly horrible as the social circle he was sucked into. But that's not much. He's the nicest guy around, and the nicest guy he knows, and it's good enough for him, and it isn't. I felt icky saying "boy, I sort of identify with Aiden there" or "I've seen that/been there before." It was a rough experience. It left me feeling I wished I'd stood up to a few people who were as outwardly respectable as Aiden's clique, people long gone. But it also made me realize how hard that sort of thing is. Dryly speaking, we're all prone to a sunk-cost fallacy. Most of us stop sinking, though. With Aiden, though, I wondered if perhaps he were a bit autistic--I'm not a doctor, but his treatment at the hands of his acquaintances reminded me of seeing some other people on a long-ago message board "just teasing" someone who was. So perhaps this story could be read not about Aiden but about human cruelty. It's important to recognize that Aiden is a very flawed individual, but the author does make it pretty clear that his so-called friends are worse, just more polished.

And he appears to have nailed things down, starting with the cover art. A white suit is unusual for a best man, and along with the title, it immediately brought to mind Philip Larkin's "Sympathy in White Major." This poem calls into question what selflessness and likability really are. The critical line is (Spoiler - click to show)"Here's to the whitest man I know, though white is not my favorite color." And, in fact, white isn't Aiden's favorite color, deep down, but he has no choice. I wondered if this would be another story about a repressed good-guy, or someone trying to be a good guy. It is, and the only question is if he breaks away from that. We've all done good deeds and not puffed our chest out. We've all felt a bit self-righteous at times. We've all been pinned down by compliments and unable to say "Not this time" and made unreasonable requests of our own, or we've had to pick and choose our fights. But Aiden seems in an active cycle of doing the technically right thing and feeling more miserable. He's unable to walk away, until he has to run way.

Aiden certainly has his fantasies about people realizing what a good guy he is. He's not even the first choice for best man at the wedding of Laura, a girl he had a crush on, a girl who likely used him as a social crutch and yes-man until she found someone she could live with. The groom-to-be is John, who, as we read more of the story, is really a male version of Laura. Aiden doesn't see this, and it didn't really hit me until later. Of course what Aiden sees as bad in John, he sees as joie de vivre in Laura. And on re-reading I think John and Laura kept Aiden in reserve for the sort of drudgeworthy tasks a hungover best man would not want to perform. Aiden wears white to be "on team Laura," as if weddings are competitive. And he's foolish enough to think he's running these errands just for Laura.

But it turns out Colm, John's main best man, has worse than a hangover. He suffered a very avoidable accident after Aiden left the stag party early. It was Colm's fault, and perhaps the best man also has a few last-minute errands to run, but hey, John and Laura were thinking of Aiden! They go looking to Aiden for aidin', we begin the flashbacks. Aiden meets Laura in college, waiting for a bus. She tries to "get him to live," as she "gently" reminded him of the ways he may be a bit silly. (Note: getting him to live didn't mean helping him live as he wanted, or well, just bringing excitement.) One of Aiden's attempts at spontaneity results in a pathetic act of littering. His choices of dialogue range from passive-aggressive to snarky, but the results are the same. Aiden's certainly self-absorbed, and he looks up to self-absorbed people like Laura who seem more absorbed than he is. John swoops by two years later, and he's a better match for Laura. She respects him a lot more. Perhaps she's been able to use Aiden. She knows that small things like a touch matter a lot to him--too much, perhaps. She gets him to like a teal-colored scarf. But a man like that won't stay interesting.

And Aiden also ascribes virtues to her that aren't there. At one point there's a buildup to "she gave me my agency," which, nuh-uh. None of his choices matter. And her laughing at him? Well, it feels nice, because it feels nicer than when guys do. It feels like life. "She created this world of ours, this was her world, and she chose not to live in it," Aiden says, unaware of how easy it was to create such a world and how empty it was and even how she tried to expand it, but he said no. Aiden seems in love with the idea of love. Later when Laura suggests he get to know Ash, a girl in her circle, better, Aiden says, well, he couldn't love Ash as well as he loved Laura. Truth, of a sort. So another member of the bachelor party, Nick, winds up dating her. It didn't work out, but Nick does seem better adjusted. Aiden's "Before I learned — before she forced me to learn — what it is to care about another human being" rings hollow because, well, you can't force someone to learn that sort of thing. And indeed, it's not clear what Aiden's learned, and in the scene Nick narrates, Nick picks things apart more meaningfully than Aiden does. He's cynical (weddings are a racket so stock up on "free" food, the stag party bored him) but sees Aiden as better than the lackeys and with some hope, because the difference between errand-boy and "person reciprocally actively encouraging bad behavior" is significant.

But that didn't stop me from thinking, geez, Aiden's really a sucker, isn't he? "I had to find that love within me. I had to find the energy to be there for you ... even at my own cost." But did it really cost him if his main goal was to be around Laura? I remembered people I looked up to or had crushes on, but I wasn't that bad, right? Stephen Bond is more eloquent. But there are passages interspersed, of the people Aiden meets. The people preparing the organ music for the wedding see him wandering around. Their lives may not be full, and they have faults, but they are self-aware. The couple selling the roses grumbles about things, but they at least account for others' behavior (each alternately forgives and lambastes the bad behavior of various wedding parties) and try to respond to each other's complaints. There's no hierarchy.

But Aiden still sees one: "Our group of friends, now pruned down to the classic 'gang of five' (the two of us, Aisling, Deirdre and Orla), held court every night in a different venue; we pronounced on topics far and wide; we praised the worthy and dealt justice to the deserving." One wonders how much pronouncing Aiden did, and how much he was there just to be someone to talk at. One even wonders how much he listened to said topics. Just before the wedding, he thinks "Orla, but sometimes you can go too far, sometimes you can be hurtful. Laura somehow is able to temper your worst excesses." Laura, who encouraged him to "live" and be snarky. As he himself says, bouncing from nostalgia to bitterness: "You started hanging out together once and you hang out together now and maybe later you'll hang out again and that's it. That's your story." He does a lot of that, based on his mood.

And he never admits that, well, he is at the bottom of the hierarchy. His neediness shows just before the wedding reception when he asks for a good-bye individually from each of the bridesmaids, which is maybe appropriate if you are twelve. He also has two tasks before the wedding, and he checks off with Laura to say he's got the first part of her requests done, and she blows him off beyond what he deserves for rambling on a bit. You suspect she'd have said "Oh, I was WORRIED about you, it was so senseless not to check in" if he hadn't called. And John gets in on the act, too. Colm returns miraculously (?) for a speech and a roast of John, but next it's Aiden who's roasted for his white suit. His speech as Best Man is, on the surface, decent, though it does contain a passive-aggressive slap at Nick, who deserves it the least. It gets scattered applause, where Colm gets roaring laughter. And this is tricky: you want to do the right thing, despite it all, but with Aiden, perhaps the right thing is to recognize when your good efforts aren't making anyone happy and say "enough." And he never can.

Aiden doesn't realize the no-win situations he's in. There's one brief scene where he calls Laura to say, yes, I got the flowers and I'm going to get the ring, and she lets him know she's busy and he'd better not call unless he has to and that's awkward, and my immediate reaction was, if he didn't, Laura would tell him it was awkward not to check up briefly. Then you/Aiden hang on for a bit for some empty chatter, to drive home Aiden's need for approval. He's pushed around by John's creepy cousin who hits on someone well below his age. The bridesmaids chide him for eating desserts left for the guests, then finish what he took a bite of. John gets gum on his expensive shoes and somehow still manages to embarrass Aiden a bit. Neither set of parents even recognized Aiden--no, Laura either didn't have a picture of him or take time to show one or even mention the white suit.

Even Laura and John's wedding march, Deep Blue Something's "Breakfast at Tiffany's," may be a joke at Aiden's expense. The church staff mention it is an inside joke, but it's never explained.

And I said, "What about Breakfast at Tiffany's?" / She said, "I think I remember the film" / And as I recall I think we both kind of liked it / And I said, "Well, that's the one thing we've got"

Aiden is saying this in his mind to Laura, even as they have drifted apart. And yet, Laura may be leaving him hanging, and perhaps she enjoys it, and she can use it to get him to do something. She knows she can point to the one thing they've got, in order to get him to do something. (Note: I still hate the song, even after I see its purpose here, because it's always felt too whiny. It's very apt here, though. Especially when the characters confuse it with other 90s songs I realize could be confused together. It's as if he could easily write something uplifting and lighthearted, but why bother?)

But the greatest humiliation may be internal. Aiden, of course, would love to blow up the wedding, and he has many choices at the moment where he hands over the rings, but each way he's foiled, often by someone different, and people forget about it. If you try to pocket the rings, someone grabs them effortlessly. If you wear John's ring, for instance, it's way too big for you and falls off, and to me that captured how John was just more imposing, physically and mentally, than Aiden. The worst you get is a sardonic "he had one job," which reminds me of how the Hitch-Hiker's Guide to the Galaxy changed its entry on Earth from "Harmless" to "Mostly Harmless." The least awful option is just to seethe and hand over the rings.

I'm not sure which hurts worse, being blown off or actively mocked, but Aiden certainly gets both. And I know I have. The first time I realized it was when someone younger than me in high school had the temerity to do so. There were episodes like where people told me I needed to swear more and not be a prude, and then I did and they laughed and they said I didn't do it right. But I recognized this--I think. I found ways forward, things to study, and so forth, so my time focusing on myself wasn't focusing on the approval of someone louder. Aiden doesn't seem to have that. He simply can't bring himself to say: these people are at fault, full stop. He'll kvetch about how they bug people, but he never says, "well, here's what I can do better." His looks inward are about him and Laura and climax with a scene in the bookstore five years later--no, he says, two--and which go off the rails as he nails down how best to imagine a meeting with Laura, now divorced from John. While the marriage doesn't seem like it will be happy, because Laura and John are fundamentally unhappy people, Aiden's constant revisions make it pretty clear he's going beyond the occasional daydreams about someone that got away. This registered with me the first time through, but I didn't process how bad it was. Perhaps it's because I've dealt with people like Aiden and learned to zone them out for survival's sake. It wasn't until I reread the game and noticed how Aiden would adjust and edit text that already appeared, that I saw -- this isn't a daydream, it's meant to be a habit. And the proofreading he does is never "well, I might not be making sense here." It's florid stuff like "(Reifying the symbolism of the incident with the crisp bag.)"

I didn't see a lot of this the first time through. Then, when I re-read, I realized how grateful I was for the non-Aiden scenes. With the excitement of initial discovery gone, I found Aiden's constant choices between passive-aggression and aggression exhausting. I sort of assumed "Oh, Aiden meant to say that but just forgot. He was too busy at the time. There was a wedding, and so forth." But all the same, we are getting Aiden's story, and that's what he chose to discuss, and when he digressed, it wasn't about what he learned, it was just about his next immediate problem. And his ruminations are "I will find the right words to make everything okay"--common magical thinking in many unhealthy relationships and, of course, in The Best Man, none of Aiden's choices turn out to be the right words to make anything okay.

The Best Man was a difficult read for me, but a good one. It can be hard to deal with times you thought were good and now realize weren't. Or times you thought you were being the best you could, but you really needed to stop pouring emotional energy down a drain. Or to have friends/acquaintances who tell you you'd better not embarrass anyone, because you're sort of prone to that, and then have these people embarrass you, because just being decent is boring. Or to see that people who were "just joking" were really being kind of mean and, more importantly, to find a way to deal with it.

Aiden does so with platitudes. Some are pretty black-and-white, such as when he talks about "the good guys." Others feel transparent, talking about faith or "I had to find that love within me." Or he talks about having to do good deeds and bury it -- but boy, does he remind you how you buried it! Since Aiden has an engaging sort of self-absorption, it's possible he has indeed, as he said at the end, done some good, more good for people than, say, if they'd made friends with John. Ameliorating nastiness isn't great, but it's better than nothing. People who don't know him very well might actually learn something, in the same way a fortune teller can accidentally remind you of something you want to do. But I can't see this as a basis for a healthy relationship. It may be a long relationship, if the recipient is as naive as Aiden, but not healthy. And it's sad that this is the best some people can do or be.

The ending, where Aiden talks about darkness, reminded me of friends, or nominal friends, who treated me as a second option, yet I still enjoyed how they were "opening me up to life" until I realized the truth later. Then I realized they were sort of mean, and much later I realized I hadn't thought about them for a few years and I was over them, though they were good "don't fall into that trap again" reference points. Man, high school sucked. Aiden, however, is a college graduate.

And I certainly think that believing others can improve, even if it isn't likely, helps me improve. But Aiden the unreliable narrator, looking to change his story beyond the standard "Oops, I meant..." seems to hide actively from changing himself. Perhaps, with the social circle he claims at the end, he has taken over John's role despite saying "that darkness is behind me now." Or perhaps he is not quite as insufferable as John, but he can buttonhole you for ten minutes. Maybe he's easier to blow off or admit you're tired of him. I'd like to believe he's become a better person, but I suspect on meeting Aiden I'd be very interested at first, and then things would fall off quickly and I'd look for any excuse to duck further conversation.

All the same, though, I'm left feeling how tragic it is Aiden found people who gave him bad life advice, not out of evil, but out of their own selfishness, a more exciting self-absorption than his, and he tried to learn from that. How much that leaves him off the hook for his long-term cluelessness, I can't answer. I do know Aiden failed to strike a balance between lashing out when someone goes overboard and soft-pedaling the "hey, ease up there, huh?" He certainly chooses his battles wrong. And so do I. I've had my share of Walter Mitty fantasies about standing up to people or maybe telling them, I saw what you did twenty years ago. The Best Man brought a lot of that back. But I also think they prepared me to actually stand up, and my fantasies of "what I really want to say" have a lot less anger. Whether or not Aiden became a good person, I see his potential pitfalls as my own, and I certainly want to make sure I didn't react or dwell as badly as Aiden did.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Limerick Quest, by Pace Smith
5 of 5 people found the following review helpful:
In 2019, IFComp / Had one game that promised this romp *, September 1, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

The third Pace Smith game to entail
All limericks: pass, or a fail?
Though Limerick Heist
Quite greatly enticed
Such rhyming can quickly go stale.

Rejoice! There is no need for bile.
On playing there is no denial
The meter is sharp
And no one could carp
About lack of humor or style.

Two characters drawn from part one
Seek further enrichment and fun
So Russia's the place
Where they soon embrace
A dangerous underground run

Some bits in fact you may find neater.
So practical, too, for the reader:
The list of stuff carried
Throughout is quite varied
But it always goes with the meter.

There's puzzles where you will be spurred
To fill in the right-sounding word.
At first they seem clear
But later oh dear
they're tricky, but never absurd.

The best one to mess with your head:
A tomb, with a hundred count thread
Which number to pick?
The reasoning's slick.
You'll need to yoink three from the dead.

Your treasure, alas, can get crushed.
Choose wrong nearby, your fortune's flushed.
Each way your escape
Is a narrow scrape:
Timed finish-the-poem, not too rushed.

If this leaves you feeling disturbed
"A choice game left me guess-the-verbed"
Some letters get filled
While precious time's killed
And thus extreme tension is curbed.

To recap the things I just said, it's
Quite clearly in no need of edits.
The meta-text, too
Will make you go "ooh:"
Slick endings list, options and credits.

* the title box bars
stuff past 80 chars.
I feel so repressed now, womp womp.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Into That Good Night, by Iain Merrick
2 of 2 people found the following review helpful:
Wish I'd seen this back in 2001, but there's really no bad time to, September 1, 2023
by Andrew Schultz (Chicago)
Related reviews: SpeedIF DNA Tribute

When Douglas Adams died, I remember the printed tributes, of course. I forget if I found out on the front page of GameFAQs or on Yahoo! Mail at first (I had an sbcglobal address) but the news hit hard. I re-read his stuff and played through H2G2 again and even looked for copies of the binaries of Inform titles I hadn't played, because mourning is a great excuse to break copyright laws that protect ... the profits of a defunct, well-loved company who wanted their work to live on. I think I went and bought Starship Titanic, too. And I heard tell of a story Adams wrote that might be floating around the Internet, called Young Zaphod Plays it Safe. I tracked it down, eventually! It was neat to have more Adams. Up until then I'd really only been tipped off to Last Chance to See and enjoyed it--it made me realize, contrary to what Very Serious Adults said, you could care deeply about humanity and be frustrated and still have a good laugh, e.g. not in the "everyone's an idiot but me" sense.

I didn't know much about the post-Infocom community for text games beyond, well, there were languages like Alan and Inform 6 I didn't have the stamina to learn. But I felt there should be more tributes than "The Hitch-Hiker's Guide trilogy was really great!!!" Or even, among the people I knew, the consensus that H2G2 clearly beat out most computer games these days. But it seemed like the whole community was well beyond me, and I stayed away for a long while. Which was a mistake.

Fast-forward past a movie and Eoin Colfer writing a new book in the series and a Dirk Gently television series and so forth, and me discovering the text adventure community and realizing ... hey, these things still exist! I was bound, eventually, to stumble on the SpeedIF collection of Douglas Adams tributes. And I think this is the best of them. Perhaps the only reason I discovered them was that I randomly searched for Milliways after someone mentioned they'd made their own game.

There's no bad tribute to Douglas Adams, of course. Many of the games are faithful to the subject matter of H2G2 or Dirk Gently, focusing on one scene where you know what to do and need moderate imagination. They bring back good laughs and sad memories, and none of them are too obscure. They remind me of the laughs I had, when I heard that there were really smarter or more important or hefty books out there, when I as a kid just knew the Trilogy made me laugh more than sitcoms ever could, and I was still probably missing stuff. (Nobody told me Douglas Adams went to Cambridge or was the Sixth Python.)

ITGN focuses on Dirk Gently. More specifically, Dirk Gently has turned up in the afterlife on what may be his final case. There's someone he owes money to that he must avoid. It's all a bit tricky, especially with a cell phone that may go off at an inopportune moment. The descriptions are droll, mentioning that you have no cigarettes, and there's an anchovy to eat, if you want, and of course if you've ascertained it has no effect on the fundamental interconnectedness of all things.

The funniest part for me was at the end, where a clerk asks people their religious beliefs and they say "free-market capitalism" (we joke to deal with obvious reality sometimes) or other not-quite-religions. It's well worth it to wait around and not do the obvious thing that moves the story forward, for all the possibilities. You want to linger there, just as you wish DNA would have hung around a bit longer. But of course you can't. There's a sort of choice at the end, which has an Adams-esque twist. It addresses something Adams never discussed in his books but surely thought about deeply.

ITGN is pretty compact and sensible without a lot of distractions, and when I read in the author notes that the game took too long for a speed-IF (it, like Douglas Adams, blew past the original deadline) I'm glad it was included, because it felt like the very best of the tributes. Years later it doesn't feel like cheating to have given the author the extra time, and after all, it wasn't really a competition. They did have a lot to say!

It's rare to me to see a tribute that goes beyond the source material or compiling it into something new. Perhaps I am just not as familiar with the Dirk Gently books as H2G2 (certainly, rereading Dirk years later, I understood a lot more, while I missed far less in H2G2 as a teen,) so I missed some obvious parallels. But if so I'm glad I did. It gave me a bit more Adams years later, and of course I felt frustrated I hadn't joined the community sooner, but at the same time, well--something like this is a great look back, once H2G2 the game has been dissected, or the unfinished Milliways source code was published, and so forth. It's a reminder I was right to wish for more. There may be other tributes that are longer and more detailed, but this tribute would feel fresh even if it wasn't written just after DNA left us.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

A Night at Milliways, by Graeme Pletscher
1 of 1 people found the following review helpful:
I wanted to eat at the Restaurant as a kid, too, September 1, 2023
by Andrew Schultz (Chicago)
Related reviews: SpeedIF DNA Tribute

ANaM is one of the text-adventure tributes to Douglas Adams collected on the wake of his death in 2001, and while I haven't reviewed them all, that's more because some are very short indeed and I can't write a full review of them. It's more just, yeah, I remember that, too. It and Into That Good Night and How Many Roads Must a Man Walk Down? are the three most evocative entries. This one features popular NPCs and well-known items that even casual H2G2 fans will know what to do with. (Spoiler - click to show)It's a lot easier to get a Babel Fish in this game than H2G2! It's not surprising someone went the "story of the end of the universe in one of the author's books" route for a tribute.

There are really only two puzzles, and neither is particularly difficult. You must get into the restaurant, only to find you have a third-class seat, which doesn't give you a very good view. So you need to find a way to finagle ID that will get you to the first-class lounge.

This final puzzle isn't very tricky, and anyone who has read the books will figure what to do, but it is something poor confused Arthur Dent never quite managed to do. (I won't spoil it!) Reaching the first-class lounge gives a gratifying ending as well. I don't know how much the author wondered their work would last, but it's still moving to me, all these years later.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

How Many Roads Must a Man Walk Down?, by Tom Waddington
1 of 1 people found the following review helpful:
His name is not John Watson, September 1, 2023
by Andrew Schultz (Chicago)
Related reviews: SpeedIF DNA Tribute

I felt slightly guilty I didn't really get So Long and Thanks for All the Fish as a kid. I do remember Douglas Adams taking forever to release it and wondering what the holdup was. He had high standards, of course, and the H2G2 trilogy was hard to live up to. I figured once you wrote something like H2G2, the floodgates just opened and you kept getting cool cosmic ideas. Of course, it doesn't work like that. Which is sort of a relief, because if it did, the rest of us would have nothing new to write about.

That said, SLaTfAtF grew on me. And reading a tribute about it instead of stuff in the H2G2 game canon or three main books reminded me, yet again, there was so much more to Adams than his jokes that challenged basic perceptions or clever wordplay.

The scene roughly replicates when Arthur goes to visit Wonko the Sane outside the Asylum, except you are not Arthur, and the person inside is a very tall man. He has a card you must trade for. It's not a very hard puzzle.

The ending has a finality about it that almost seems unfair. Most of the time, a game ending so abruptly wouldn't work, because it should last longer. (We could argue all good games end too soon, which is better than too late, but this ends way too soon!) Here, though, it works, because Adams indeed left us way too soon. The calculated silliness of the final scene mitigates the sense of loss a bit. But I found it a neat way to say good-bye, even though Adams has been gone over twenty years.

This and Into That Good Night and A Night at Milliways may be the most robust of all the DNA tributes, but all are worth your time. They capture the sadness beneath the big laughs Adams gave us and how we wish he'd given us more of both.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Being the Little Guy, by Adam Biltcliffe
1 of 1 people found the following review helpful:
SpeedIF where you can win with 0 out of 40 points!, August 31, 2023
by Andrew Schultz (Chicago)
Related reviews: SpeedIF Jacket

The SpeedIF Jacket competitions weren't supposed to be very high art, and this certainly isn't. But it is entertaining! It has throwbacks to Infocom games with the footnotes (with the appropriate meta-humor, of course,) and it has a relatively nonsensical point-scoring system that gives points for, as far as I can see, paying attention to the quotes given to inspire the game.

As it's Speed-IF, it has a relatively quick solution, and in this case it's rather sensible if you think about it, though you may have to see what a few items do and get killed a few times, as you look to kill the Ogre King who assigns you a quest to kill some other people who don't seem too evil. There's also a unicorn friend who deserts you early on.

I generally like games that do odd things with scoring and weird meta-humor, and while it might feel forced in a longer more serious work, it works pretty well here. There's a bad guy you can kill, anchronisms, checks to make sure you read the instructions, and even a way to make a hash of everything.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 


Previous | 71–80 of 467 | Next | Show All