Ratings and Reviews by Jim Kaplan

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The Weapon, by Sean Barrett
2 of 2 people found the following review helpful:
An Entertaining One-Room Story, March 20, 2012*
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: sean barrett, one-room, sci-fi

Play the game if: you like your IF compact, your challenges fair, and a little bit of narrative color around your puzzles.

Don't play the game if: you want a genuinely tough game, strong emotional investment, or a setting that provokes a sense of wonder or discovery.

The Weapon is probably a good introductory game for those who are new to IF. The one-room geography won't tax your memory, the straightforward command system won't offend your linguistic sensibilities, and neither the game itself nor the puzzles are particularly brutal or unfair.

The story resembles an escape scenario. You play something of a Hannibal Lecter figure, a criminal genius who is being brought in to investigate an alien artifact of great power.

What I like about this is that most of the puzzles have two layers: your objective is to learn about and activate the artifact, but you must do so in a way that will not alert your captors. This adds significant pizzazz and an extra challenge to what would otherwise be fairly light puzzles (though they're not straightforward).

The puzzles generally take the form of just requiring you to be observant: you'll need to consider the possible uses of pretty much everything in the room in order to progress. I must admit to having a soft spot for escape scenarios (having been brought up on Doctor Who), so this kind of challenge - improvising ways to evade your captors - is one of my favorites.

If The Weapon has any weakness, it's that it deserved to be part of a larger narrative. The backstory, while not uninteresting, can never come to life because it's more or less superfluous, and so comes across as a tweaked version of the backstory to Ender's Game. While the characterization and setting are well-written, certain events lose emotional impact because it's been too soon since we were introduced to the context. It's a shame because, without being specific, this isn't really the kind of game that begs for a sequel, and it seems doubtful that we'll see much more of this world.

Nevertheless, it's an enjoyable distraction that probably won't take you more than a couple of hours to complete, and for a distraction, it's rather well-written. The puzzles are genuinely engaging as the player needs to make a genuine effort to understand the particulars of how the story's technologies work (Spoiler - click to show)(as with trying to mask the transmission or read information on the viewscreen without Cheryl noticing).

Overall, if you have an evening when you have nothing to do and just want to relax, The Weapon would easily give you something fun to do - the equivalent of watching a light movie or re-reading an old book.

* This review was last edited on March 21, 2012
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Shade, by Andrew Plotkin
4 of 5 people found the following review helpful:
A Solid Four-Star Game, March 20, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: andrew plotkin, one-room, short

Play the game if: you simply want to enjoy a competent and in some places innovative work of interactive fiction without getting bogged down in complex intellectual challenges.

Don't play the game if: you want to be dazzled with narrative brilliance, or if you want more out of IF than good prose and atmosphere.

Shade is a work of interactive fiction that could easily have doubled as a script for The Twilight Zone. In fact, certain very apt comparisons could be made to (Spoiler - click to show)Ambrose Bierce's "An Occurrence at Owl Creek Bridge", a film adaptation of which was shown on The Twilight Zone.

The bare mechanics of Shade work rather well. In fact, the very question of "difficulty" doesn't even seem to exist in this game. Plotkin's writing is sharp enough that when the rules begin to change, the differences will leap out at you even though they're rather subtle - details such as (Spoiler - click to show)The protagonist's vacuum suddenly being full of sand, or the apartment's plant changing species.

The apartment setting is implemented with convenience in mind, the game allowing for multiple locations in a single-room setting without forcing the player to resort to constant commands of "enter" and "exit". My favorite games in IF focus on synchronizing the kind of decision-making underlying in-game actions with the player's own mind. Such games, and in this case Shade, impart a sense of intuitive control and completeness that can help the game transcend itself in the Turing-esque sense that IF has always striven to accomplish.

There is only so much one can discuss in the story itself without referring to heavy spoilers. The fact that there even exist heavy spoilers is in and of itself something of a spoiler, which poses something of a problem. Nevertheless, for the sake of completeness, the attempt must be made.

An undeniable strength of the story is the atmosphere. The one-room setting achieved the right balance of comprehensibility and potential to explore; the pacing of your introductory searches around the room is good enough to introduce all the important elements at play and keep them in your mind at all times.

Perhaps because I've seen this particular brand of story before, Shade's actual narrative doesn't come across as particularly fresh or new for me. This is likely more a subjective nitpick than an objective criticism, but there you go. What might be called the second act (Spoiler - click to show)(specifically, the process of turning all of your apartment to sand) was for me a rather laborious process of carrying out the obvious, even though I understood more or less where this story was going to end. Even before getting to this stage I'd more or less guessed the ending - showing that while subtle details will leap out at you, there's an added risk of too much foreshadowing.

The result was that I wasn't as gripped by Shade as I might have been - the two moments of genuine excitement being the realization of what was actually going on (turning out to be something I'd seen before), and the epilogue of sorts, which is written rather well.

Still, this is, if not a great work, at least a very good one; the implementation of the setting, the comfortable command system, and the prose are by themselves enough to make this game worth your time.

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