Mike Gentry is a terrific writer, and specifically a terrific writer for IF: his descriptions are evocative without being longwinded, and his viewpoint character gets plenty of attitude. He is also good at getting the player go to along with actions that seem more and more likely to lead to bad places, just because the curiosity to find out what is going on is so strong.
Little Blue Men shows off all these things to advantage. Unfortunately, it also has a couple of things going against it. One is the puzzle design: this game is genuinely cruel on the zarfian scale, and I had to restart three or four times in order to make sure I had everything I turned out to need in the end game. A few actions aren't clued as well as they could be, either. There are some hints, but they don't go all the way to providing specific instructions if you get stuck, and they're not enough to save you from losing objects you're going to turn out to need. In some games this might not matter so much, but I found the disruptions and replaying annoying precisely because I was so interested to find out what was going to happen next. But then, I tend to think that making the player replay from scratch (except in games specifically designed to be understood this way, such as Varicella or Rematch) is a great way to screw up the pacing of an otherwise gripping piece of IF.
My other complaint is a little more subjective: there's lots of creepiness going on here, and sometimes I start to think that I understand the intended reality, only to have that understanding ripple and become mysterious again. I do not absolutely demand that my stories tie everything up with a nice neat bow, but LBM leaves things a bit more confused than I would have liked.
For all that, though, it's definitely worth playing, especially for horror fans.
This is one of those games, like YOU HAVE TO BURN THE ROPE or Pick up the Phone Booth and Die, where the title could double as the walkthrough. Killing everything does entail a few very minor puzzles, but essentially you just do what it says on the box. Thoroughness is rewarded.
So it's not very ambitious. Is it fun? Yeah, more or less, but I found that the implementation wasn't quite smooth enough and I actually got hung up on stupid things midway through the game. You have to kill things in a specific order, and if you try to deviate from this order, the game won't let you go forward; since I had completely the wrong idea about how to solve one of the puzzles, this left me stuck for longer than the game really deserved.
Then, too, the humor wasn't quite to my taste. It's supposed to be broad, I realize, but the one-note joke had worn out well before the game ended.
The first scene of this game is a favorite of mine: the player is called on to do a magic trick in front of an audience, though (of course) as player he does not know how the trick is done. But there's more to the scene than simply getting the trick right and solving the puzzle: on a replay, it's possible to turn the scene into a real performance, by hamming things up, tantalizing the audience, and making the most out of each stage. This allows for expressive play -- getting into the character of the PC and making the most of it -- to a degree I have seen in few other games.
When I first played, I found the pacing broke down a bit in the later scenes, and the writing became more overwrought. Replaying later, I found the later pieces of the game much more successful. I'm not sure whether this is because I was playing a later version of the game (these notes are based on version 6) or whether I was just luckier with my subsequent play-through. But on review, this piece impressed me quite a bit more than it did the first time around.
Snowblind Aces is a game of conversation between two long-time opponents who meet at last under survival circumstances. It plays with the idea that your enemies often understand you more completely than your friends, a theme I've always found rather fascinating.
I waver over whether to give this three stars or four. If I were rating it purely on how much I enjoyed it, four would be in order: romances are rare in IF, I tend to have fun with them, and this one is no exception. I like the setting, too -- an alternate history full of zeppelins and mountain-top retreats, with plenty of 1910s/20s style. It's no mistake that the game implements the aviator scarf and goggles, even though they're not strictly needed for anything; this is partly costume drama, and the game gives the player a chance to dress up and enjoy the part. And the main NPC is spunky and sassy and while this sort of flirty, defiant adventure heroine is a bit of a cliché... well, again, I thought she was fun.
On the other hand, there are some issues of construction and pacing that make me knock it down a star again. The characters will easily repeat entire swathes of dialogue verbatim, and while that might be less problematic in a different kind of game, it does a bit of a disservice in one which is primarily about conversation. There are also spots where it's hard to trigger the appropriate conversation topic, because sensible synonyms for the conversation aren't implemented. In particular, sometimes the conversation prompt is named something like "show you are interested", but "show I am interested" is not accepted when the player types it; one has to type literally "show you are interested". (This exact example is invented, but the principle applies.)
It's possible for sections of the work to drag a little longer than quite makes sense, too. While I found it easy to talk for quite a while, I didn't find the trigger to make the game *end* until I looked at the hints. That's partly because I forgot about the TOPICS command, but I think it would have been better if the game moved itself towards a conclusion once the player seemed to have run out of things to say, or if there were at the very least some hints toward getting a move on. Otherwise, the momentum of the conversation peters out and then the player spends a little while tinkering around to figure out how to make the game conclude, which is perhaps not the most effective way to pace this story.
Finally, on the characterization side: I wouldn't have minded there being just a little more of a challenge to getting Imelda to open up to me. And while I enjoyed the endings I saw, if you make the right choices, it's possible to get quite a long string of cut-scenes as the conclusion -- more than the game needs.
So the game could have been a little tauter, better polished, and more disciplined in a couple of respects. On the other hand, considering it was written in two weeks, this is hardly a poor showing. It's also an entry in a nearly-unpopulated genre, with quite a bit of charm. Between this and Gun Mute, I am looking forward very much to more work from Pacian.
In the world of linear game design, it would hard to get much more linear than this: your travel options are limited to f (forward) and b (back), as you follow a path to your appointment with destiny. At each stage, you confront those who would stand in your way, which usually means relying on your six shooter.
I would expect Gun Mute to appeal to people who enjoyed the recent combat-puzzle games Slap That Fish or Attack of the Yeti Robot Zombies, but I think it is a bit better-designed than either of those. The puzzles generally seemed fairer than the ones in Slap That Fish, and it's clearer from the outset what the player is supposed to be doing. Meanwhile, the environment is more richly imagined than AotYRZ, not only because the player is allowed to look around and examine objects, but also because some care has been put into developing a coherent setting. This is a strange vision of a post-nuclear society which has gone back to old-west manners and mores, except with a somewhat more modern view on acceptable romantic pairings. There's also more of an overarching plot: nothing very complicated, but satisfying for the size of game this is.
It's not a long game (and the gameplay premise would probably wear thin if it were), but I found Gun Mute novel and enjoyable.
Deadline Enchanter falls into an unusual category: it is a work I found frustrating, flawed, and incomplete -- one which I nearly didn't finish myself -- but which I nevertheless would recommend more people play.
DE deservedly received mixed reviews and ratings in the IF Competition. The environment is sketchy; many objects are unimplemented and don't respond to investigation; the plot is mysterious and takes some time to unfold; the writing is highly stylized and may annoy or put off some players; and there is very little by way of puzzle, except perhaps for the meta-puzzle of understanding what is going on and why this work is interesting in the first place.
On the other hand, DE also features many strange and memorable images and a genuinely novel setting; it plays new and interesting games with the relationship between the player and the work; it does ultimately have a good reason to be interactive fiction rather than a story on the printed page (however long it may take you to understand this point); and the oddities of writing eventually prove to be part of a strong characterization within the work. What's more, the final state of the work is surprisingly moving and even beautiful, I thought.
So: absolutely not everyone's cup of tea, but a piece well worth exploring, especially for people who are interested in the boundaries of interactive fiction.
Plundered Hearts is an almost pitch-perfect interactive romance novel, complete with pirates, swordfights, disguises, dances, swinging from ropes, and more. There are moments when it seems to tip over into the realm of parody; some of the lyrical descriptions of the player's feelings for her romantic interest are, well, a bit silly, and perhaps more conscious of their silliness than the equivalent passages of a romance novel. Perhaps this is an attempt to solve one of the fundamental challenges of IF romance: how do you make the player have romantic feelings for a character? Plundered Hearts doesn't entirely try; instead, it provides slightly distancing, slightly self-aware cut scenes, sketching the hero as a romantic figure without forcing the player to act out too many steps of a romantic attachment she might not really be feeling. It's in the adventure portions -- the plotting and sneaking around, the dressing up and the blowing things to bits -- that the game comes into its own.
Even setting aside my guilty fondness for the pirates-and-ballrooms setting, Plundered Hearts has plenty else to make it a real favorite. A few of the puzzles are difficult or unfair by modern standards; especially at the beginning, it can be hard to beat the timing of the game. But many of the rest are not only fair and intuitive but dramatically powerful: the moments where your character uses her pluck and ingenuity to overcome the villain are especially gratifying.
Plundered Hearts also has a lot more plot than most other Infocom games, and often feels surprisingly modern, more like the product of late 90s design than of the late 80s. The landscape is not mysteriously empty, but crowded with characters, many of whom have lively personalities. And some flexibility about the ending is available, as well.
PH is a remarkable bit of interactive storytelling for its time, and there are still some techniques worth our reviewing and learning from now. And if, like me, you read a lot of Georgette Heyer, Baroness Orczy, and Rafael Sabatini at an impressionable age, you'll probably love it.
Hollywood Hijinx is not one of Infocom's best games on any of several counts: the setting is comparatively mundane, the puzzles are mostly very implausible, and the plot is thin. It's also considerably shorter to play than some of the old standards.
Despite all of which, it remains a solidly entertaining entry in the basic genre of Treasure Hunt in a Relative's Weird, Puzzle-trapped House. (See also: Finding Martin, Letters from Home, The Mulldoon Legacy, Mystery House, etc.) There are a couple of very ingenious set piece puzzles that are worth playing the game for all by themselves; and the tone is upbeat and engaging throughout.
An ambitious but seriously flawed experiment with NPC behavior, using a primitive early version of Inform 7. It's mostly interesting (if in fact it's interesting at all) for technical reasons: the other characters wander around the house, looking under things and destroying objects in their quest for the family jewels, while one of them systematically commits murders and leaves clues behind. Because of the amount of randomization involved, not all playthroughs are equally fair.
The puzzles in Sting of the Wasp vary in fairness, and none of the major characters are really sympathetic: this is dark comedy, with a scheming, cheating social climber as its protagonist. For general awfulness she falls somewhere between Varicella and the Bastard Operator from Hell.
The modern country-club setting is a refreshing change from the usual, the writing has some high points, and the game plays with a certain self-assurance.