Ratings and Reviews by Jim Kaplan

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Danse Nocturne, by Joey Jones
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I-0, by Anonymous
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Aisle, by Sam Barlow
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Varicella, by Adam Cadre
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Building, by Poster
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Pick Up the Phone Booth and Aisle, by David Dyte, Steve Bernard, Dan Shiovitz, Iain Merrick, Liza Daly, John Cater, Ola Sverre Bauge, J. Robinson Wheeler, Jon Blask, Dan Schmidt, Stephen Granade, Rob Noyes, and Emily Short
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For a Change, by Dan Schmidt
7 of 7 people found the following review helpful:
Evocative and imaginative setting, June 8, 2013*
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: dan schmidt

Play it if: you're in the mood for a short, light, memorable story which follows intuitive, dreamlike connections rather than logic-based ones.

Don't play it if: you prefer logic-based rather than intuitive puzzles, are looking for a longer story which emphasizes plot or characterization, or are easily frustrated by decoding descriptions.

For a Change was apparently Dan Schmidt's first completed work, and I have to say it's pretty impressive. It doesn't succeed so much in terms of puzzles, plot, or characters so much as it does in worming its way into your head and making itself easily remembered.

The most distinctive thing about the story is of course the language in which it is narrated to the player. It doesn't go out of its way to invent an entirely new vocabulary like The Gostak, but the game shows a strong preference for describing things in metaphor and generalizations. The player character is "faded and silent". A bed is called a "resting". Occasionally the language will reverse intuitive causalities: "the High Wall looms above the shade, creating it". A lot of the joy in playing the game comes from unpicking the games Schmidt plays in his construction of the descriptions and action, and you can tell he had a lot of fun writing them.

The world itself is also bizarrely engrossing. The style of narration (assuming the player character has knowledge of the world), the oblique language, and the small scale of the game necessarily results in a rather minimalist and vague approach to the description of the world. But unlike situations, where this would simply be hallmark of flawed writing, here the poetry of the game's language succeeds in letting the player's imagination fill in the gaps. While I wasn't particularly invested in any emotional sense, I was intensely curious about the nature of the setting, and those questions are still bumping around in my head. Is the model simply an enchanted object, or is it the world itself (as in, a recursive universe that contains itself)? Is the player character just a manifestation of the world, or is it the world's caretaker? I didn't get the impression that Schmidt was writing with a specific allegorical or thematic goal in mind, but Change nevertheless succeeded in engaging my interest on a mythological level.

In a gameplay sense, Change is a little more straightforward and a little more problematic. A couple of red herrings, including in the hints, make the game perhaps a little more complicated than it needed to be.(Spoiler - click to show)I would also say that the puzzle requiring the lie-opener depends on a rather unfair definition of "lie"; after all, it is true that gravity is working oddly in that room and so not technically a lie. It's also unfair considering that how gravity works in our world is not a reliable reference for how it would work here.

At the same time, the final puzzle, while straightforward and appreciated for its connection to the cube puzzle, suffers a little from a lack of synonyms. I would have appreciated "flip" or "turn x upside down" as alternatives, especially given the extremely limited time the player is given to enact the solution.


Still, I don't think these are major concerns in a game which clearly emphasizes setting and atmosphere above everything else. On its own terms, as a brief romp in a surreal, alien world of dream-logic, For a Change succeeds.

* This review was last edited on June 11, 2013
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De Baron, by Victor Gijsbers
11 of 11 people found the following review helpful:
A brave, engaging work, June 7, 2013
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: victor gjisbers

Play it if: you're interested in spending half an hour with a courageous, if flawed, moral allegory with overtones of Nietzsche.

Don't play it if: you were looking for a game, or have little to no tolerance for some grim realities in your IF.

Reviewing The Baron demands a kind of scrupulousness not common to the medium. This is fundamentally a work which is not about gameplay or puzzle-solving, nor even necessarily about character, but about theme and allegory. In this respect it's sort of the Der Himmel über Berlin of IF - though tonally the subject matter is in almost diametric opposition.

The Baron's main strength lies, I think, in its ability to draw you into responding emotionally to the character, whether it be sympathy or revulsion. The means by which it does this is interesting and worthy of a degree of analysis. In essence, the story is driving at a question about human nature, a question we might summarize as "Do we bear responsibility for our animal desires?" The question experiences four major iterations in the story: the wolf, the gargoyle, the baron, and finally the PC himself.

In another review, Pavel Soukenik comments that the conversation with the gargoyle is slightly undermined because there was another dialogue that made it feel repetitive. I would respond to this with two points. Firstly, repetition is an intentional element of this story - I mean, the gargoyle outright says the phrase "eternal recurrence". The repetition of old habits, old battles, is not just tacked onto the story, but also an important motif in discussion of these taboos.

Secondly, there is a progression in these four iterations, though it may take a bit of thought to see it. The four iterations do re-state the question, yes, but they begin from a point of distance from the player character and become more personalized. It's easy not to blame, even to sympathize with a wolf for fearing and attacking humans; this is after all what a wolf does. The gargoyle frames the question in sharper and accessible terms: both by introducing spoken language and by explicitly referencing specific emotions like joy and lust. The baron gives these emotions human immediacy because he is the first time we are coming face-to-face with the human consequences of acting out one's animal desires. The specific nature of the act, if not obvious beforehand, is made explicit here. And the final iteration, that of the player character's own response to Maartje, brings the point home by asking the player to do more than judge and respond to others, but apply the morality to himself.

The secondary point being made by the story is thus that it's a lot easier to agree to or sympathize with an idea when it is presented in general terms, but often becomes a lot more difficult or complicated as it gains focus, specificity, and a human dimension.

When still ignorant of this structure, I found myself playing out the PC's inner conflicts at different stages of the game. My first response to the wolf was to talk to it and howl at the moon to share its grief. I told the gargoyle that he could only receive forgiveness from his victims, but that there was always hope he could break the cycle. But when I got to the baron and heard his excuses for his actions, I got irritated with him and responded with hostility. This is not to say that there's anything wrong with responding one way to an idea in principle and another to the idea in practice, but it was in my conversation with the baron that I realized the game had made me play out that discontinuity: that I had given different visceral reactions to what is basically the same philosophical question, merely because the environment framed that question in different terms (generalisms about emotion and freedom versus the "real" consequences of an actual crime).

And of course in the end I found myself driving the player character towards the most positive outcome I could imagine, essentially in total opposition to my instinctive sympathy for the devil at the story's outset.

Just as we have a high regard for puzzles that engage the player's intuition, for elements that seem to anticipate what the naive player would do, I have a high opinion of The Baron for its rather shrewd understanding of how I would react and modify my reactions to the scenarios it poses. I do have a couple of notes, though.

(Spoiler - click to show)If there is a weak point to this allegory, it would have to be the final sequence between the player character and Maartje. Firstly because, as Maartje doesn't respond to anything the character says, the scene is just a way of literalizing the work's ideas, which I thought had more weight when they remained implicit. "I learned X was wrong today" doesn't feel like an ending worthy of allegory with this sort of depth. An attentive reader - even a fairly inattentive one - will have formed their opinions on their own. With no way of affecting the game world, there's no real reason to make them say them outright.

Second is the degree of choice the player is given, and here I mean two specific choices: the choice of repeating your crime (or not), and the choice of breaking the cycle (or not). In both cases I don't think this should have been left up to the player. The instinctive choice of most all players would be simply to have the player character not rape Maartje and break his cycle of lust. The problem is that this is too easy to be true to the realities of child abuse. The kinds of deep-seated psychological factors that lead to this sort of behavior do not resolve themselves due to dreams, and aren't overcome by anything so simplistic as "choosing not to". That final scene gives the player a get-out-of-jail-free card which has not been earned - and I would argue, cannot be earned.

My alternative to that scene would simply be ending the game with the player character entering Maartje's bedroom, and leaving it up to the player to decide how the character as played would act. That to me feels like the most "honest" ending.


Another issue is with the mapping. I feel The Baron would have benefited from more conviction in how it chose to shape the player's navigation. There is a degree of free movement in that the player can seek out details not necessary to advancing the story, but at the same time the goals to be hit are ostensibly linear in progression. The two coexist a little awkwardly here for my taste. Making the geography more linear while having the player cross the path of those details might have served the flow of the story better (though I must admit that it isn't immediately obvious to me how I'd go about doing it).

The English translation of the work is good, with only a couple distinctive typos betraying its previous life as a Dutch-language work. The narrative voice does a good job of complementing the dreamlike nature of the setting without making it too obvious.

In conclusion, The Baron is very much worth your time, though more as an exercise in allegory and theme-centric narrative than as an intellectual exercise. I can see it not being for everyone in the way 2001: A Space Odyssey is not for everyone (I personally find 2001 bloated and meandering as hell), but it deserves at least a playthrough - by those willing to engage with a couple of admittedly difficult concepts.

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Leonard Robinson and the Quest for the Gift, by samyuol
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Lost Pig, by Admiral Jota
6 of 6 people found the following review helpful:
Pig maybe smart, but Grunk catch pig. So that mean Grunk more smart, June 6, 2013
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: admiral jota, humor

Play it if: you want simple, accessible puzzles and a short, sweet family-friendly game that's big on humor and character interaction.

Don't play it if: you're in the mood for something long, challenging, or particularly serious.

It's difficult to say something particularly new about a game like this. With its small scope and broad appeal, a lot of the obvious things have been already stated. But I'll go ahead and try to unpick what I like about this game anyway.

The appeal of Lost Pig all about its main character. Grunk is ostensibly the narrator of this tale, so his attitudes towards things colors the player's entire experience. I find Grunk's fairly simplistic descriptions of things interesting because they are reflective of the archetypal IF player's experience. Like Grunk, we put ourselves into a situation where we're confronted with machines and mechanisms we don't really understand, and we're made to figure out how to use them for our purposes. Grunk describes the world with the naivete of a child, and more importantly the naivete of a first-time player. And like the player, Grunk overcomes that naivete with cunning and shrewdness. Sure, he's not great with auxiliary verbs, tenses, or writing, but he does figure out all the steps needed to get the pig back. And with the addition of the gnome, Grunk can even display a fairly deep level of curiosity by learning about advanced principles of chemistry.

So Grunk's traits are those most IF players wish to cultivate in themselves: intelligence (in solving puzzles) and curiosity (in talking with the gnome).

Add to this his sense of humor. I've always held a soft spot in my heart for those throwaway pieces of coding, like Zork's patronising response to jumping for no reason ("Wheee!" "Very good. Now you can go to the second grade"). Little bits that added some personality to the game world and gently steered you away from the game's inability to let you do absolutely everything. Lost Pig almost feels like a game that's composed of that stuff. A lot of the joy in the game comes from having Grunk try stupid or outrageous things just to see his responses. And because the game is so thorough in implementing the things Grunk can try or do, it gets you to sympathize with him even more. Grunk lets the player act out the more childlike side of their sense of humor, because his willingness to try anything mirror's the player's willingness to make him do anything. Take the act of Grunk taking off his pants in front of the gnome. By itself, it's not particularly funny. But the fact that we're complicit in that act does make it funny. While playing this game, I found myself laughing at stuff I haven't been able to laugh at since the fourth grade.

That may not sound like a compliment per se, and I suppose it isn't if you're looking for something a little more literary. But I think the point that this game has constructed a uniquely sympathetic and charming main character stands.

So what about the secondary aspects of the game? Well, there are no obvious holes in the implementation of the setting. The gnome and pig are lovely characters in and of themselves - the pig for his variety of emotions and reactions (including intellectual disdain for Grunk!), and the gnome for the breadth (if not depth) of conversation you can achieve with him. I liked immensely the fact that the gnome is not immediately hostile towards Grunk - I mean, Grunk could realistically eat the guy - nor is he dismissive towards this comparatively dim and uneducated protagonist. Rather, he's willing to talk in basic terms about most any topic Grunk can think of and a few more besides that. For that he becomes a likable character and his relationship with Grunk, small in scope as it is, compelling.

The puzzles are few and simple, but they rely on intuition rather than method (intentionally so, as the maze demonstrates) and so they give you the pleasure of experiencing those little "eureka" moments every puzzle designer strives to cultivate in a player.

If I had something I'd change about this game, it would simply be the length. The core magical mechanism feels productive for more diverse and complex puzzles than what Lost Pig gives us, and even putting that aside I would have loved to have seen a game where the rather simple initial quest gets this young orc embroiled in something a lot bigger. Failing that, I think Grunk is easily a rich enough character for future adventures.

But that quibble aside, Lost Pig really is a gloriously fun and engrossing way to spend an hour or two.

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