Ratings and Reviews by Jim Kaplan

View this member's profile

Show reviews only | ratings only
View this member's reviews by tag: aaron a. reed adam cadre admiral jota alan deniro andrew plotkin atmospheric C. E. J. Pacian callico harrison cha holland charlie the spiffy chris conley cpuguy89 craig dutton dan schmidt daniel ravipinto david welbourn duncan bowsman dylan o'donnell emily short fanfiction fantasy gareth rees graham nelson horror humor ian haberkorn IF whispers jacqueline a. lott joey jones jon ingold Juhana Leinonen lucian p. smith marius muller michael gentry mid-length mystery nom3rcy one-room parody paul lee porpentine poster puzzleless rob noyes ronkimmons s. john ross sam kabo ashwell sci-fi sean barrett short speed IF star foster stephen granade taylor vaughan tom blawgus tom mchenry victor gjisbers yoon ha lee zarf zork
Previous | 101–110 of 112 | Next | Show All


Curses, by Graham Nelson
Jim Kaplan's Rating:

The Act of Misdirection, by Callico Harrison
10 of 10 people found the following review helpful:
A Diamond in the Rough, March 24, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: callico harrison, fantasy

Play this game if: you like your IF short and simple, or you want to play through one of the more memorable set-pieces in the genre.

Don't play this game if: you're easily put off by linear and nearly puzzle-free gameplay.

The Act of Misdirection opens with a wonderful scene in which the player must perform a magic act without knowing the choreography beforehand. Fortunately, the protagonist does know, which puts the player in the interesting position of being one step ahead of the audience (as the narrative voice provides clues to the tricks) and one step behind the protagonist. The writing is very strong here, and the game effectively builds the player's sense of entertainment and anticipation as the player does the same thing to the in-game audience. It's thrilling stuff, the kind of set-piece which would make for an excellent Inform tutorial.

The rest of the game pales a little in comparison. This is not to denigrate Harrison's achievements: from a purely technical standpoint there's still a fair amount to appreciate, such as some solid NPC interactions and a setting that has the population density of character and detail just right. But the writing and atmosphere just don't harmonize with these aspects of the game the way they do in the first act (no wordplay intended?).

Beyond the opening scene, the writing is probably the chief attraction. Harrison isn't afraid to use some flowery prose, but more importantly establishes a good couple of narrative voices. (Spoiler - click to show)The contrast between the narrator's voice for the magic act and the rest of the game is a good touch, with the dramatic and confident narration in the beginning emphasizing Meldellevo's power and skill, and the following imagined diatribes from Sally highlighting how insecure a character Sarah really is. This adds somewhat to the Faustian conflict at play. The settings are easy to picture as a result of the good descriptive text, rendering progress that much more comfortable, and some tense moments have genuine punch. (Spoiler - click to show)Consider the excellent use of the single-sentence paragraph at the climax of the magic routine, as well as the "normal" ending's final sentence. There are, however, some rough patches - syntax and word usage errors not due to technical issues. They aren't really numerous enough to destroy your enjoyment of the game or anything, but together with a sense that a premise this creative could have supported a bigger story, they add to the feeling of the whole package as a little unpolished.

This is also one of the more linear stories I've encountered in IF - as the author notes, it's impossible to put the game into an unwinnable state. However, the alternate ending - and yes, there is one - relies on a sufficiently unfair puzzle that getting it is more of an exercise for a second playthrough than a genuine opportunity for the first-time player. It also means that the nearly puzzle-less environment consists largely of "guess the verb" mini-games, though these aren't particularly unfair.

Overall, this is a story with strong promise - and even as a diamond in the rough (emphasizing the "diamond"), it's worth your time. Were Ms Harrison to expand this into a larger narrative - which I would argue, is a worthwhile pursuit - I'd suggest maintaining (where possible) the information asymmetry between player and protagonist, as well as getting one (or maybe one more) friendly eye to proofread and test-play.

Good job!

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

Metamorphoses, by Emily Short
3 of 5 people found the following review helpful:
Technically Innovative and Narratively Intriguing, March 23, 2012*
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: emily short, fantasy

Play it if: you have a thing for fairy tales, ancient Greek philosophy, non-linear puzzle-solving, or general weirdness.

Don't play it if: you want truly difficult puzzles or a backstory that completely wins your heart.

Metamorphoses has many of the traits I like the most about Emily Short's best work: a fascination with the past, a fairy-tale atmosphere, and innovative game mechanics - traits which can be found to various extents in works like Galatea, Savoir-Faire, and Bronze.

In this game, it is the mechanics which come to the foreground, with your ability to resize objects as well as change their chemical composition. It's absurdly tempting to lose sight of the game altogether and just spend time looking for different configurations you can achieve with random objects in the setting.

True to form, the puzzles in this story have multiple solutions - courtesy of the above-mentioned game mechanics - and while this substantially reduces the overall difficulty of the game in some ways, it in no way detracts from the fun. In fact, a couple of puzzles may even be harder, since you are forced to consider the uses of not only the normal objects in your inventory, but also the potential objects. In this sense the game is nothing short of mind-expanding in terms of how interactive fiction can model worlds.

The rest of the game, while solid, is more textbook. As you solve puzzles you learn more and more of the protagonist's backstory and understand something of her role in this world. It's good stuff and quite intriguing, but by itself it won't really hook you or haunt you afterwards. Which is fine - a game can't be everything at once - but it does mean that you'll be more likely to find the game itself impressive than the story.

Nevertheless, this is a work that is definitely worth your time: a quirky setting, an interesting story, fun non-linear puzzles, and most of all some fascinating game mechanics.

P.S. Personally, I was curious as to whether or not living objects could be modified. Shame that I couldn't find an animal or something to try it out on...

* This review was last edited on March 27, 2012
You can log in to rate this review, mute this user, or add a comment.

Galatea, by Emily Short
Jim Kaplan's Rating:

Zork III, by Dave Lebling, Marc Blank
Jim Kaplan's Rating:

Zork II, by Dave Lebling, Marc Blank
Jim Kaplan's Rating:

Zork I, by Marc Blank and Dave Lebling
Jim Kaplan's Rating:

A Day for Fresh Sushi, by Emily Short
2 of 3 people found the following review helpful:
A Fun Distraction and A Good Introduction To IF, March 20, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: emily short, fantasy, one-room, short

Play this game if: You have a fondness for witty banter and a craving for short and easy games.

Don't play this game if: Just play the darn thing.

Something akin to a slice out of a fantasy/soap/comedy webcomic, A Day for Fresh Sushi is short, simple, and fun.

The main reason you'd want to play this - other than as a basic introduction to IF - is of course the fish, the feeding of whom is the objective of the game. It's an objective you may want to put off, though, because the fish's commentary on what you're doing in the meantime is hilarious enough that you may find yourself just trying to get him to react more.

Certainly not the kind of game one plays for a challenge,(Spoiler - click to show)since after all you can win in three turns, A Day for Fresh Sushi is instead an entertaining five-minute distraction.

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

Planetfall, by Steve Meretzky
Jim Kaplan's Rating:

9:05, by Adam Cadre
3 of 5 people found the following review helpful:
Great Fun!, March 20, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: adam cadre, humor

Play it if: you have a sense of humor.

Don't play it if: you're under the impression that your time is too precious to bother with a game that isn't long, complex, or challenging.

I don't think a game has made me laugh that hard in ages!

There's only so much one can say about a game like this, because it has a very specific, fairly spoiler-iffic aim in mind. Discussing difficulty, the command system, and technical innovation would have no point. Suffice to say that it accomplishes its goal. It has some significant replay value: it's only on a second playthrough, observing the seemingly mundane yet rather precise way in which everything is described and reported, that you realize how tight the writing really is.

This is my first experience with Adam Cadre's work, and on the strength of this one alone I'm going to go check out some of his other stuff.

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


Previous | 101–110 of 112 | Next | Show All