Reviews by Jim Kaplan

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Savoir-Faire, by Emily Short
8 of 9 people found the following review helpful:
Short Makes Writing a Masterpiece Look Easy, March 24, 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 loved everything about old-school IF other than its cruel gameplay and frequently illogical puzzles; if you want to see Emily Short's talents for innovative gameplay in a more traditional framework; if you're a sucker for prose that is both elegant and vividly detailed.

Don't play it if: Come on, just play it.

In almost every sense of the term, Savoir-Faire is a masterpiece, and in my opinion the best of Emily Short's longer games.

The chief technical innovation is the magic system, which allows the protagonist to blend the properties of different objects and create interesting cause-and-effect relationships. This system is not merely for show: the puzzling possibilities of this game mechanic are explored very fully - you need to use this skill to acquire items, reach areas, observe rooms, and more. The gameplay never feels repetitive as each puzzle involves a different use of these skills, and this is one of those games where you want to take a week to give yourself time to stew over all the possibilities. Another less visible but no less wonderful detail is the fluid dynamics (allowing you to have containers with different amounts of water, to pour them on the gruond, to have the resulting puddles evaporate gradually).

If this is an impressive achievement - and make no mistake, the Lavori d'Aracne is implemented in all sorts of interesting ways - what makes it even more brilliant is the quality of writing to hold it up. Because links can only be forged between objects that are similar in meaningful ways (form, function, or appearance), it becomes necessary to examine objects closely to look for possible links. Accordingly, the aristocratic mansion setting is brought to life with amazing levels of detail; you can examine details that are minute almost to the point of absurdity, sometimes discovering some lovely anecdotes (the reason for the family's cups and plates all being metal made me laugh out loud).

These aspects by themselves would be enough to make Savoir-Faire a great game. But added to this is a back-story that becomes something of a fore-story - the tale of the protagonist's origins and the possible fate of his family. You get a glimpse into the kind of conflict fans of Wuthering Heights or Pride and Prejudice would love, involving aristocracy, intrigue, and class identity.

If I had to sum up Savoir-Faire in one image, it would have to be a tapestry. The magic system is intricately linked to the puzzles, and the puzzles' raisons d'ĂȘtre are linked to both the magic system and the backstory. The result is that you have a game with a medium-sized setting (a mansion) but which feels incredibly tight. There's an almost effortless sense of completeness at work here.

This is perhaps the game's ultimate triumph, for if there was anything we tended not to associate with old-school IF, it was writing this strong. Games like Zork may have had interesting settings and great humor, but they tended to be much looser, with puzzles rarely subscribing to some overarching puzzle or story. In this sense Savoir-Faire is the culmination of an entire genre of interactive fiction, recreating the wonder of exploring a mysterious setting while tying it into an intricately interwoven plot and puzzle system.

The one real flaw in the game is almost absurdly minor: there doesn't feel like much of an overall difficulty progression (Spoiler - click to show)(for instance, the solution to the rat-hole problem seems almost absurdly simple in comparison to navigating the maze, or helping Marie escape D'Envers) which is probably due to the fact that the puzzles themselves don't really have to be done in a specific order. But in a story which has an abundance of fascinating puzzles to offer already, and which is admittedly emulating the exploratory style of early IF, this isn't really something to raise much complaint about.

In sum, this is a game pretty much everyone should play. Newcomers to IF might find it a bit much to take in when you throw in the Lavori d'Aracne, but somehow I think they'll be fine with it.

A definite masterpiece.

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Damnatio Memoriae, by Emily Short
5 of 5 people found the following review helpful:
Short and Sweet, March 21, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: emily short, fantasy, short

Play the game if: you're a fan of Emily Short's trademark attention to detail and creative command systems, or if you want a short, not-too-challenging puzzler which will nevertheless excite your curiosity.

Don't play the game if: you wished this was comparable in scale to Savoir-Faire, or if you're looking for a story that is emotionally gripping.

Damnatio Memoriae is a flawless game, by which I mean that it hits all the marks it's aiming for. It adapts the magic system from Savoir-Faire into a novel setting and a more constrained story, the premise here being that you have to find a way of effecting a room escape and the destruction of certain objects at the same time.

The difficulty level on this one is quite low, which is understandable given the constrained environment that allows for brute-force solutions; it is, however, tricky to get the most desirable ending on a first attempt, though not impossible. Even without prior knowledge of how linking, reverse linking and enslaving work, it shouldn't take more than a few playthroughs to get the hang of things. A minor flaw here is that the help file is perhaps a tad bit too vague for the newcomer as to the magic system: I hadn't played Savoir-Faire when I first tried this one out, and as a result my initial attempts were perhaps more clumsy than they needed to be. In the event of an updated version or future installments in the series, I'd recommend an inclusion of some basic example scenarios to get across the points - as certain help files will so often do for the basic command system.

The setting is a rather cool mix of ideas - Imperial Roman political intrigue mixed with a crime story mixed with fantasy. The environment was given sufficient detail and verisimilitude that I wouldn't be averse to a future game exploring some side of Agrippa's family history. In some ways, though, that's the great gift and curse of complete short stories: they can stir up such curiosity about the world, rather than making it feel mundane by actually showing it.

Although I can't really fault the story for anything, it gets a four-star rating from me just because, apart from being entertaining and interesting, it won't occupy much of a place in my memory next to more complex or emotionally engaging works, many of which were authored by Ms Short herself. Sometimes perfection and inspiration just aren't the same thing.

(But there are worse things than a perfect game!)

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The Act of Misdirection, by Callico Harrison
10 of 10 people found the following review helpful:
A Diamond in the Rough, March 21, 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!

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The Weapon, by Sean Barrett
2 of 2 people found the following review helpful:
An Entertaining One-Room Story, March 21, 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.

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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.

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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.

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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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