Ratings and Reviews by Jim Kaplan

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Counterfeit Monkey, by Emily Short
13 of 14 people found the following review helpful:
Excellent technical accomplishment and a great sense of fun, June 6, 2013
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: emily short, humor

Play it if: you want a lengthy and engrossing puzzle-solving experience and a healthy dollop of satirical humor to occupy you for a day or two.

Don't play it if: you're in the mood for something that more heavily emphasizes atmosphere or depth of characterization.

Boy, did I like Counterfeit Monkey. It had me grinning like a maniac within five minutes of starting, and that grin never let up. Even when my face got sore after the first few hours.

The most consistent tonal impression I got from Counterfeit Monkey was that of a high-quality Monkey Island game. Surreal plot devices, anachronistic histories, a coastal setting, a light-hearted story with streaks of darkness...it's all there. Oddly enough it also reminds me of The People's Glorious Revolutionary Text Adventure Game in its tone and charm, though I prefer Monkey for its outstanding gameplay and depth of setting. There's even a hint of Planescape: Torment lurking in there somewhere (a detailed setting where belief and opinion have physical power).

In gameplay terms, Monkey combines a feeling of casual puzzle-solving fun with a profound degree of technical effort. In that respect it feels like a sort of leveled-up crossword, which is appropriate because almost all of the puzzles here are navigated through some form of wordplay. I spent a chunk of the first half of the game a little concerned that the gameplay wouldn't significantly change. The letter-removals were great, but they also felt fairly straightforward, more so than what I think I'm used to in the early stages of a longer Emily Short game. But then the story starts to throw in some fun alternative powers, and remains fairly dynamic from there. Mixing it up with some memory exploration and the ongoing plotline, and you have a story which is fairly excellently paced.

It's difficult to overstate how much effort it must have taken (at least form the perspective of a novice like me) to have implemented the wordplay. A lot of my enjoyment came out of trying some more obscure ideas and realizing just how thorough the research was - how delighted I was to find that the author had taken the time to implement a cad, complete with "smouldering gaze"!

Definitely worth your time. Entertaining and impressive.

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The Crescent City at the Edge of Disaster, by Emily Short
Jim Kaplan's Rating:

Banana Apocalypse and the Rocket Pants of Destiny, by Emily Short
3 of 4 people found the following review helpful:
Quirky with some funny moments, June 5, 2013
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: emily short, humor, speed IF

No one comes up with a work of genius with two hours' worth of coding, but Emily Short still gives us a wacky and offbeat vignette to match the wacky and offbeat prompt. The IF equivalent of a decent two-minute YouTube video: fun, light, harmless.

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The Path to the Forbidden Fortress, by fisherjosh27
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Slouching Towards Bedlam, by Star Foster and Daniel Ravipinto
10 of 11 people found the following review helpful:
Could have been so much more, June 5, 2013
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: daniel ravipinto, star foster, mystery

Play it if: you want a competently written, not-too-challenging bit of bite-sized IF which dips a toe into steampunk and utopian tropes.

Don't play it if: you prefer your high-concept stories to have a sense of follow-through, your puzzles to feel varied and necessary to the story, or your IF to have broad scope in any meaning of the term.

Slouching Towards Bedlam is a well-written piece of IF, though I hesitate to call it "great". True, there is appropriate descriptive depth and a good feel for the atmosphere of the piece, and there is a good mix of ideas driving the setting and plot - Lovecraftian insanity, burgeoning conspiracies, steampunk technologies and Bentham-style social progressivism.

And yet something about it doesn't click for me. As an aspiring writer of IF I have to be appreciative of any work that does what it does this well. But holding this up next to Anchorhead, which I feel to be a fair comparative exercise as the two are broadly trying to hit the same notes, really just makes me feel that this is a four-star work at best.

Where Bedlam largely fails and Anchorhead largely succeeds is in the tying together of the story's disparate elements. The puzzles in Bedlam are largely superfluous to the story. The "challenges" are just ways of making information that should be fairly accessible a bit inconvenient to reach. For all the backstory about secrets and conspiracies, there is never any sense that someone is trying to prevent you from learning the things you need to learn. I could have just given the rod to James and asked him to go exploring and he'd have accomplished basically the same things.

Anchorhead approaches this in what I consider to be the more correct sense. There are similar puzzles or obstacles requiring simple research, but the difference is that you are meaningfully synthesizing that information into something higher. Going through the birth and death records is an exercise in deductive reasoning as well as information-gathering (whereas two or three documents in Bedlam will telegraph more or less everything important about the backstory). And the sense of fear and oppression is enhanced by the fact that there are people trying to protect the secrets of the town, whether they be the current inhabitants or long-dead members of the Verlac family. The slower pacing allows for a more genuine "putting-the-pieces-together" feel. I didn't care much for Triage, who switches between adding a bit of character to the descriptions and functioning as a magic-wand solution to a couple of the puzzles. It makes sense in a game of this length, but I'd have liked some way for the player to do the legwork by themselves.

The pacing is really the other major issue. Bedlam bumps up against some pretty high stakes and some very esoteric concepts, but it's content to resolve them (sort of) in the narrative equivalent of about a paragraph. I understand that the nature of the threat inherently limits the kind of scope the story can realistically take(Spoiler - click to show) - if the Logos is verbally transmitted, it's practically impossible to create a fair and winnable scenario in a London-based story that occurs over more than a very short period of time. Nevertheless, the climax of the story occurs much too soon for my tastes - and really, the best conspiracy fiction allows the reader to simmer on the edge of plausibility for a decent while before diving right into the weird stuff. The sense of choice in the endgame is not a bad touch, but it lacks meaning when you have little in the way of actual character or moral dimensions with which to grapple.

Ultimately, I think that I wanted out of Bedlam was a little more ambition and willingness to develop its ideas. It comes in a neat little package, but it never stops and takes the time to develop what it has. Big concepts worthy of games in and of themselves are made to play sidekick to a truncated and not outstandingly deep story - in a narrative or gameplay sense - and that disappoints me.

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The Dreamhold, by Andrew Plotkin
Jim Kaplan's Rating:

when i was shot by elephants, by no m3rcy
13 of 15 people found the following review helpful:
Can I Truly Emphasize The Word "Troll" Enough?, April 10, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: nom3rcy

Mistakes. We all make them.

As a matter of common courtesy, my original review is at the bottom of this one; but I find I must add to it.

It's been pointed out to me that my tone in writing this review was too hostile, or at the very least too quick to label the author a troll. Now while my impression of the game remains that it was very likely an intentional waste of a potential player's time - and hence characteristic of trolling behavior - I must emphasize that this is a purely personal feeling. In situations like these, one can never objectively determine whether or not someone is a troll, since you can't read the mind of the person in question. You can only make guesses - educated, but subjective - as to what is going on behind the scenes.

So my apologies to the author for an unnecessary accusation without a strong foundation.

Now a word to the author directly.

Please don't think this changes my opinion of the game. The game is, basically, not good. There's one move and there's one joke - the (thin) humor of which is dependent on the game having turned out to be a deliberate and instant anti-climax. Generally speaking, this is the kind of game I'd expect people to write as a sort of prank played on another friend familiar with IF. Which, in and of itself, is fine.

IFDB, however, is not meant to be a dumping-ground for games like this. The people who visit the site regularly, even daily, aren't looking for three-second entertainment. They want interesting and creative games made by people who care about making interesting and creative games.

This game is neither particularly interesting nor particularly creative, but those are forgivable - there's no hard quality standard an entry needs too have to be on this site.

But it's that "care" bit that gets to me. When i was shot by elephants - the length, the joke, the grammar - it all smacks of laziness. It feels like nothing went into making this game. And I do think that on some level you're aware of that.

So please, please: have some concern for the people who want to play games born out of effort, and have some pride in the material you write.

The original review is printed below:

Play it if, once the heat death of the universe has reduced all matter and energy to a fine dust spread out across fathomless reaches of cold, dead space, you have absolutely nothing left to do but torture your disembodied psyche.

Don't play it if: you have more interesting things to do, such as breathing.

There's almost nothing to say. This is a one-move non-game that literally cannot present you with a sentence without mangling its grammar and punctuation. This author is a troll, a bounder, and a cad of the first degree.

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One Game in Search of a Story, by NOM3RCY
Jim Kaplan's Rating:

The Minimalist Game 2, by NOM3RCY
Jim Kaplan's Rating:

The Garlic Cage, Episode I, by Taro for writing , NOM3RCY for programing
Jim Kaplan's Rating:


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