Ratings and Reviews by Andrew Schultz

View this member's profile

Show reviews only | ratings only
View this member's reviews by tag: 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 EctoComp 2025 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 ifcomp 2025 Neo Twiny Jam ParserComp 2021 ParserComp 2022 ParserComp 2023 ParserComp 2025 post comp PunyJam 2021 ShuffleComp song SpeedIF DNA Tribute SpeedIF Jacket Spring Thing Spring Thing 2022 Spring Thing 2023 TALP 2021 TALP 2022 TALP 2023 talp2024 talp2025
Previous | 71–80 of 499 | Next | Show All


Machine of Death, by Hulk Handsome
1 of 1 people found the following review helpful:
I wouldn't want to know. I think., September 7, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2013

We've all read a story about someone who was told how they were going to die, took steps to avoid it, and had it happen anyway. Or that someone they loved would die a certain way. Years ago Ryan North built on this to say, what if there was a machine that could tell anyone how they were going to die? It spawned a short-story collection I read and enjoyed. One I didn't find out about until I played Machine of Death. I don't remember any of the stories, but I remember MoD, maybe mostly because it was part of IFComp, and so naturally I read what others had to say about it, and I remembered details.

But I think MoD's interactivity allows us to remember certain things. Anyone who got a card from the machine would wonder about all the details and start what-iffing. It must feel awful to know the walls are closing in, and you aren't even near. So should you? Well, in MoD, you're hanging out near a machine, wondering just that. Or maybe you'll just engage in Deathspotting, a wonderfully evocative word MoD uses that I don't think I need to define. You even chat with someone who got a card. It all seems impossible, even in this enlightened day and age where we can evaluate risk factors for a certain sort of cancer or whatever. But the moral and emotional import is pretty clear. We'd change what we do and who we are. It would be on our mind. Knowledge would not bring power.

So yeah there's a way to sneak out of the mall and say "nope nope nope." You can still learn a lot in the process. You can waste your remaining $5 at a fast food restaurant that gives discounts to people with certain death cards. There's a story of a famous person who did well by embracing his cause of death and another who lied about theirs.

But what if you choose a card? Well, then, there are three scenarios. I don't want to spoil them, because they're quite different and worth seeing, and with something like your own cause of death, it's a surprise. The game lets you restart from the beginning of the death scenario, or you can go back to the machine, where you can loop to the next choice. It doesn't directly allow undos, which might feel artificial given the theme, but this feels about right, since we all do trace through the past and think "could I have done better" and sometimes even hope for verification we did as well as we seemed to.

Suffice it to say one is pedestrian, one is absurd, and one contains a corporate slogan of sorts that can mean anything. This variety allows MoD to poke at certain tropes or obvious considerations without beating on them too much. For instance, if you're in a normally life-threatening situation, you can be risky because, well, you can't die THAT way.

I found the absurdist one to be the least effective, though it gave me the most laughs on the surface. There's some celebrity doppelganger stuff in there, which only goes so far, and because the cause of death is so specific, you really do try to do everything you can to avoid it, which weirds some people out. But hey, it wouldn't be weird if they KNEW. Still, there are ways out.

The corporate slogan is a bit different--you have a boss at work who knows their cause of death, and they let you know "I know my cause of death and I'm not letting it stop me! So I don't want to hear any whining." It's like "there's no I in team," but far, far worse for underlings. One of the main dramas here is getting to work on time. The bad end is lampshaded quite effectively, but the good ending blindsided me a bit and yet still made sense. The author, of course, wrote a lot of stuff to just make people laugh, but I appreciated the twist here, after skewering awful corporate types, to take some sting out of them abusing a catch phrase.

The pedestrian scenario makes a few things obvious, but the thing is--you know you aren't going to die violently! At least you're pretty sure. So everything's okay, right? But then you have a chance to look at someone else's death card. There are some implications there of what you might have to do. But one neat bit is that if you think you can do or avoid something because you're invincible, you only sort of get away with it. You aren't told what state of mind you'll die in, and that's something you have control over, for better or worse, with certain drastic actions.

The author is good at stringing juvenile jokes together without being cruel, and here he's a bit more profound than in In a Manor of Speaking. I can't say which entry is better, but I appreciate them both a lot, and it's neat to see the author have two drastically different successes from one IFComp to the next. MoD contains a lot of deep thoughts and worries under the jokes. It'd be ideal if we didn't need that to explore serious matters, but we often do. Replaying MoD almost ten years after its original release, I felt relief I hadn't found any stupid ways to die. I remembered the ways I worried I might die, instilled by teachers or peers or whomever because I was too careless or conservative. But I do think MoD is one of those things that help you worry less about dying so that you can, you know, pack more life in. And the whole concept of the Machine of Death turns out to have been prescient--ten years ago, we knew that machines knew a lot about you, but with political campaigns and so forth, knowledge of microtargeting and such has expanded to where it seems like machines can figure everything except how we're going to die. MoD lets us join in the fight against that sort of fatalism, or at least imagine how to, which would be worthy even if it weren't well-written.

You can log in to rate this review, mute this user, or add a comment.

A boat ride., by Unexpected_Dreams
2 of 2 people found the following review helpful:
Ah, so THAT's what's REALLY funny about the whole situation..., September 7, 2023
by Andrew Schultz (Chicago)
Related reviews: Neo Twiny Jam

At the start this just looks like another story about meeting a shade rowing a boat on a river. The river and the shade's identity will be obvious to anyone with a passing knowledge of mythology. Yes, it looks like you've died, and there's not much left, except the entrance/exit interview.

It's something the ferryman has clearly done a lot of, playing Death's good cop, letting you know your possessions don't really matter any more where you are going, and that's really okay. There are two pretty clear paths here. I found the path of resistance clever.

You see, you can keep asking "What?" This causes a number to go up on the screen. That number is, in fact, the ferryman's word count. He has a certain plan to small-talk you into submission, and it usually works, and in fact the direct "it can't be me, this can't be happening" approach is shut down quickly. There's the whole cliched bit about seeing the light, and so forth. It's been heard and done before.

But playing dumb and making him speak eventually makes him mad. You start with four candles, and each hundred words the ferryman speaks wipes one out. This plays along nicely with the concept of a 500-word jam, but it still falls within its bounds, since the conversation can cycle. (It's okay to reuse words/passages.)

The small talk on the boat reminded me of when I'd heard small talk that ostensibly was to put me at ease but really it was to stop me thinking, hey, wait, something's off here. And it is, if you pay attention and poke around. You may need several cycles through. The third solution, between meekly accepting your fate and getting zapped by the ferryman, is clever and satisfying.

It also raised a ton of questions for me. Was the ferryman just bored of their job? How did they feel about the people they helped across?
and how death is inevitable, etc. You don't seem to have much choice in the matter. Or do you? There are a couple of clues that may help you figure what is going on, or after a few times poking around randomly, you may figure out the mechanics. Either way, the third ending is rewarding, and you will feel accomplishment at finding it. I'm not spoiling it!

This was the sort of neat puzzle I'd originally hoped to see in Neo Twiny Jam. It took a while to uncover, and in the meantime there was other writing I found and enjoyed. It would be hard to recreate in a parser setting, which might give too many red herrings with standard verbs, and it also plays quite nicely on the jam's theme. So, well done to the author.

You can log in to rate this review, mute this user, or add a comment.

Eidolon, by A.D. Jansen
Andrew Schultz's Rating:

The Hours, by Robert Patten
Andrew Schultz's Rating:

Sentencing Mr Liddell, by Anonymous
Andrew Schultz's Rating:

It, by Emily Boegheim
Andrew Schultz's Rating:

Tenth Plague, by Lynnea Glasser (as Lynnea Dally)
Andrew Schultz's Rating:

Kerkerkruip, by Victor Gijsbers
Andrew Schultz's Rating:

Escape From Santaland, by Jason Ermer
Andrew Schultz's Rating:

Yak Shaving for Kicks and Giggles!, by J. J. Guest
2 of 2 people found the following review helpful:
Not a Ren and Stimpy tribute, but plenty absurd, September 6, 2023
by Andrew Schultz (Chicago)

I'd have played Yak Shaving sooner, but for whatever reason, I fixated on that Ren and Stimpy episode I remembered that wasn't one of my favorites. I did not need to read that in text form.

What I didn't realize was that yak shaving had become a general term for the distracting stuff you need to do just to get through life that gets in the way of the big stuff you want to do. And the author relied more on that, and it's more a satire of, well, all sorts of things. There's a yeti and a yak and a corrupt Dada Lama. With a description like "A more or less matching pair of yak's wool socks, size 90," it's pretty clear things aren't at any great risk of going basso-profundo.

YS has two versions, Adrift and Inform, and I preferred the Inform version, being bigger, though it clocked in only at eight rooms. The author had promised some new locations, but some entirely different ones popped up instead. This only adds to the surrealism, of course.

It starts as a tongue-in-cheek quest for enlightenment. An acolyte tells you you can't see the Dada Lama while carrying any possessions. You, in a way, pass the Lama's "knowledge" to the acolyte. Helping the yak helps you unfreeze a yeti. Some items have the sort of uses you'd expect in a silly game. The end is of the "I learned I learned nothing at all, and nobody can" variety. Though it was surprisingly uplifting. Along the way, of course, you bash some zen tropes that have been done to death, but they're rather fun to kick a bit further.

For some reason I built YS up to be more than it was, even though the author generally goes in for shorter stuff (Excalibur excepted.) So it was nice to get around to it. Ironically I may have done a lot of yak-shaving (to use a new term I was enlightened with) instead of playing YSKG, and what's more, I recognized YSKG as a sort of yak-shaving for my own goals of writing text adventures, which have become yak-shaving for writing actual literature. This made me feel dumb and small until I looked through the jokes again. Then I felt better.

You can log in to rate this review, mute this user, or add a comment.


Previous | 71–80 of 499 | Next | Show All