Reviews by Jim Kaplan

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Balances, by Graham Nelson

2 of 2 people found the following review helpful:
Good Introductory IF, March 29, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: graham nelson, fantasy

Play it if: you're new to IF, or if you're in the mood for some light amusement and fairly easy puzzles.

Avoid it if: you prefer a bit more bite in your IF, or you've a hair trigger for cruelty or unfairness, for while not particularly challenging, this game has a soupçon of both.

While more of a showpiece to display some of Inform's capabilities than a true game, Balances is nevertheless an enjoyable enough experience in its own right to recommend it to the novice player.

The game, drawing upon the Enchanter trilogy's magic system, offers several good puzzles - many of which revolve around the player's ability to reverse spell effects. This creates some fun possibilities (Spoiler - click to show)(including the need to die at least once to win). There was an alternative solution to the lottery puzzle, however, which I would have loved to see implemented(Spoiler - click to show) - specifically, reversing the "caskly" spell to turn the first-prize ticket into the last-prize ticket, though that would have required re-tooling of the elephant puzzle.

There are, unfortunately, a couple of puzzles which would qualify as cruel or unfair (Spoiler - click to show)(specifically, the lottery puzzle). Nevertheless, I only had to resort to a walkthrough only once - and given my flair for puzzle-solving, if that isn't a sign of low difficulty, I don't what is.

Ultimately, Balances is a light and loose distraction. It's probably most suited to newcomers to interactive fiction given its small scope and relatively straightforward gameplay. The magic system and its implementation may also give aspiring IF writers some pointers on basic puzzle construction.

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Burn the Koran and Die, by Poster

16 of 17 people found the following review helpful:
Tedious, March 28, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: poster, one-room, short

Play it if: your understanding of the nuances of the Muslim world has the depth of a dessert spoon, and you enjoy reveling in this fact by playing one-note nonsense like this.

Don't play it if: you have a soft spot for troll-feeding, because a game this irritating is sure to provoke more people like me into writing unnecessarily long reviews.

I might not have bothered with this review had I only played the game.

I mean, yes, the satire is one-note (only Muslims will kill you for criticizing them in public, apparently). I mean, yes, the premise is unrealistic to the point of utter absurdity (a college student decides to take five tomes and burn them for no clear reason). I mean, yes, the overall tone of the game is one of self-aggrandizement, attributing free speech to the author's personal deity (Jesus, apparently) and a specific military subsection of a national identity (American soldiers), in spite of the fact that modern democratic ideas have their roots in, among others, philosophers (not soldiers) of revolutionary France as well as the (non-Christian) Hellenic world of antiquity.

No, what finally motivated me to actually review this game was the help file.

Firstly, the author gives thanks to Jesus for "a spiritual empire not dependent upon theft, slavery, lust, or murder". Rather bizarre, given the theft of land, enslavement of Africans and Native Americans, and mass murder that helped build the United States (I'm not sure how lust figures into U.S. history).

Secondly, the author describes the game as "a hard-edged satire". In a word: no. Hard-edged satire presents novel constructs that force its audience to re-think their perspectives. This offers caricature that will appeal only to those already in agreement with the author's views. It's not even as hard as the "Draw a Picture of Muhammad Day" exercise, which in and of itself was nothing more than a brief irritant as far as political activism goes.

Finally, and perhaps most insultingly, is the claim that the game was inspired in part by "a concern for the First Amendment". I don't doubt the author's support for the First Amendment. But censorship is only one of two ways to undermine it. The second is to destroy the integrity of communication. A considered attempt to respect the First Amendment would have resulted in a more complex game, and moreover, one which at least attempted to forge some basis in researched fact rather than general opinion. I don't mean to say that the underlying sentiment - that Islam is uniquely intolerant of criticism and has created a double standard for itself in Western society - is necessarily baseless in reality. In some areas, it is; in others, it isn't. But the game itself makes no attempt to acknowledge this.

The author writes, "My thanks also go out to those who understand and defend this right, no matter whatever else your politics." The irony is that the author has done something worse than not defending this right: the author has defended this right poorly, by offering subjective and simplistic propaganda - yes, propaganda - in place of the kind of considered and enlightening discussion that the First Amendment is ultimately intended to promote.

Had the author designed "Burn the Koran and Die" in mind with actually making a subtle point and substantiating it, I would gladly have called it a success, whether or not I particularly agreed with the point being made. As it is, I can't even call it that. Non-American, irreligious, and non-conservative as I am, I have to say that American conservatives deserve better material than this in the public forum.

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The People's Glorious Revolutionary Text Adventure Game, by Taylor Vaughan

4 of 4 people found the following review helpful:
Utterly Charming, March 27, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: taylor vaughan, humor

Play it if: you're in the mood for some distraction and a bit of light humor that plays off some lovely caricatures of communism and capitalism.

Don't play it if: you're in the mood for intellectual challenge or satire that's actually razor-sharp instead of soft, warm, and fluffy.

The People's Glorious Revolutionary Text Adventure Game can only be encapsulated in the word "charming". The whole game is filled with a kind of whimsy you can find in the old Monkey Island puzzle-solving games: some light satire, a bit of caricature, and a young, plucky would-be hero.

There are really three levels to the humor here. The first is the caricatured viewpoint of the main character (appropriately named Karl). It's great fun to read the verbose and melodramatic descriptions given to vile dens of capitalism (e.g. a coffee joint) and glorious artifacts of the Revolution (e.g. your hat). The second is the ridiculously simplistic tools and methods you're expected to use to overcome capitalism - among them the Ventriloquator, a device which forces its target to spout Marxist slogans. The third level is the fact that the world actually bears out the logic of these methods. The capitalist world is just as surreal as Karl's mind, from the government bureaucrat's behavior to the bizarrely simple steps which will supposedly collapse the government and implode the economy to achieve Revolution.

The only real complaint I have about the game is its lack of ambition. For all its charm, the game feels a bit too short, and one gets the feeling that The People's Glorious Revolutionary Text Adventure Game could have taken its cues from the previously-mentioned LucasArts puzzle-solving games to expand the setting and the story a little.

Still, The People's Glorious Revolutionary Text Adventure Game (boy, am I getting tired of typing that out) is a solid game with no discernible gameplay hitches. This would make a good easy distraction and an excellent beginner's introduction to interactive fiction.

P.S. Oh, and the soundtrack on the author's website is brill. Good touch, Taylor!

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Paranoia, by cpuguy89

0 of 1 people found the following review helpful:
The Shortest Waste of Time in IF, March 27, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: cpuguy89, one-room, short

Play it if: you thought Asylum was the bottom of the barrel, and you want to prove yourself wrong.

Don't play it if: you were hoping for more of the hysterical mis-coding that characterized Asylum, for while this game is undoubtedly fatally flawed, it has even less of the unintentional entertainment value.

Set in a mysterious toyroom, Paranoia is in fact both vastly easier and vastly shorter than the author's earlier work, Asylum. There is a little less in the way of (unintentionally?) hilarious coding errors,(Spoiler - click to show) (though this could be thought of as a one-move game - try going east!) there's still some clunky writing here. The parser won't recognize any substitutes for "jack-in-the-box", for instance, and a certain object(Spoiler - click to show) apparently hidden inside the jack-in-the-box that seems to be vital to completing the game(Spoiler - click to show), barring your one-move victory option, is not implemented!

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Conan Kill Everything, by Ian Haberkorn

5 of 5 people found the following review helpful:
Funny Enough, March 27, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: ian haberkorn, one-room, short

Play it if: you've got a few minutes to kill and a few brain cells to waste.

Don't play it if: you want a bit more ambition in your IF than - well, almost nothing - and if you are easily enraged by the dumbing-down of the character of Conan as portrayed in external works.

A seemingly one-note joke of a game that actually does have a few puzzles, I'm not sure whether to praise Conan Kill Everything for keeping its admittedly simple premise brief, or wonder if a longer pastiche of the (now ubiquitous) dim-witted caricature of the character is in order.

But I won't be too picky. This is a fairly funny game, and the point of the joke is made. There are even some minor puzzles and a number of nice touches like Conan's reactions to kissing or cutting things. In sum, it's an OK time-waster.

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Metamorphoses, by Emily Short

2 of 4 people found the following review helpful:
Technically Innovative and Narratively Intriguing, March 27, 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...

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Anchorhead, by Michael Gentry

7 of 10 people found the following review helpful:
Transcends the Genre, March 27, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: michael gentry, horror, fantasy

Play it if: you've always wanted to think of interactive fiction as a true literary genre, for this is a terrifying and emotional tale worthy of its Lovecraftian origins.

Don't play it if: you have an allergy to great storytelling and demand complex puzzles instead, for this game undoubtedly focuses on narrative rather than intellectual challenge - not that this is a bad thing.

Wow. I'd heard this was good, but...wow.

Anchorhead simply blew me away, and I'll tell you why:

Because it scared me.

I've read a lot of horror fiction and played a lot of horror-themed video games, but this is the first game to truly frighten me. Gentry's writing is nothing short of astounding in this game, showing top-notch effort and a deft hand in bringing all the necessary elements of a good horror story to life: an atmospheric setting, a dark secret from the past, the confrontation of the unknown...with a dash of some Lovecraft trademarks thrown in for good measure. And finally, of course, the fact that you actually care about what's happening.

Oh yes. I cared a lot more about what was going on in Anchorhead than I did in, say, Adam Cadre's Photopia (which seems to be considered a standard tear-jerker among readers). The stroke of genius employed here is that Gentry creates a chain of cause and effect linking the mundane to the supernatural. In the beginning, the story builds the player's investment in the heroine through vivid descriptions of the unfriendly weather and the unwelcoming environment - we don't want to get into a sewer pipe, or get wet in the rain, or drink that awful cold coffee. We want to meet up with Mike, we want to make a phone call, et cetera. These basic needs form the basis of the more complex and fantastic impulses to investigate and explore, and ultimately the story's climax feels like a moment of genuine crisis, because having walked so thoroughly in the heroine's shoes, you care as much as she does about thwarting the evil that threatens Anchorhead.

It's really kind of beautiful: for the first time in my experience with IF, I found myself wanting to win out of simply wanting Michael and myself to survive our ordeal.

The game is full of excellently-written horror scenes that use IF's cinematic potentials well. (Spoiler - click to show)Particularly well-written scenes include the slaughterhouse sequence - including the possible deaths - the asylum chase, Doctor Rebis's testimony, and various possibly insanity-inducing events like reading the black tome or observing the comet. The descriptive writing is also very good, being not only thoroughly-implemented but also evocatively described.

Also of note are the numerous reading materials the player encounters in the course of the game: diaries, journals, newsletters, courthouse archives and clippings that aren't always vital to complete the game, but which cumulatively form a picture of Anchorhead's horrific past. These give the game a real sense of wonder and discovery as the player uncovers mysteries layer by layer - the kind of curiosity very few games can truly evoke.

Let's discuss some technical details. The game is generally well-coded considering some of the more finicky mechanics Gentry chose to include. Minor flaws include some amusing syntax errors when taking inventory, trying to let go of a certain rope when in the dark, and occasional difficulties with adding keys to the keyring. But these are easily ignored in the face of the game's overwhelming quality. While not the most challenging of games, Anchorhead's puzzles are almost totally free of "guess-the-verb" games (Spoiler - click to show)(the one major exception being releasing Jeffrey - somehow the command "free boy" didn't feel intuitive to me). There's enough challenge here that a decent player need never resort to a walkthrough, but may still want to spend a few days to a week poring over the possibilities.

In a way, it was almost a relief to see a game this large and complex managing to tell its story and pose some good obstacles without having to create too much in the way of extra vocabulary. In spite of the almost sprawling nature of the setting, the economy of important objects and required actions helps maintain the player's sense of perspective, and you're never really in danger of getting lost in the town. (Being able to write a realistic yet intuitively navigable system of streets is no mean feat!)

In sum, Michael S. Gentry writes that Anchorhead "doesn't even live up to my own standards about how a REALLY good game should be designed." If so, his standards must be astronomically high, for in spite of the odd glitch, this is one of the greatest works of IF ever written - one which I would be proud to show a beginner as an example of how IF can aspire to tell stories as moving and creative as those of literature and film. As with Watchmen, Star Wars, and Final Fantasy VI in their time, this is a work which leaps beyond the misconceptions and old assumptions about its original genre and could be truly considered a self-contained work of art.

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Pick Up The Phone Booth And Die, by Rob Noyes

3 of 6 people found the following review helpful:
Other Games Do It Better, March 25, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: rob noyes, one-room, short

Play it if: you have fairly low standards for joke IF.

Don't play it if: you prefer a bit more elegance in your parodies.

In brief, Pick Up The Phone Booth And Die is a punchline game, where the whole point of the thing is just one big joke. This doesn't have to make it bad, but while games such as Adam Cadre's 9:05 and even Ian Haberkorn's Conan Kill Everything accomplish this with some degree of elegance, Pick Up The Phone Booth And Die has basically no replay value - because its joke is one-note. A funnier and thus more effective game might have resulted if the objective had been to avoid picking up the phone booth at all costs, in spite of various incentives to do so.

There's not much to say about a game that has so little to recommend it and so little to damn it. It's too insubstantial to even be considered a waste of time, but that's not really a good reason to play it, is it?

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Asylum, by cpuguy89

2 of 2 people found the following review helpful:
Thankfully Short, March 25, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: cpuguy89, one-room, short

Play it if: you're looking (with all due respect to the author) for the kind of example game not to show beginners to IF, or if you have a strong sado-masochistic streak.

Don't play it if: you want to play a game with any real level of thought or creative input.

I'm going to go ahead and disagree with the author: this is very much not the kind of game to show IF beginners, and here's why.

First, the game has little to entertain beginners enough to get them interested in more IF. The descriptive text is Spartan at best (the room description consisting of a list of objects, for instance), and there is no story or atmosphere besides a basic need to get out of a room.

Second, there's no fair challenge in the game. Most of the "puzzles" require either a brute-force approach to opening containers and trying keys out in differenet locks, or guess-the-verb minigames. Neither of these are a genuine test of intellect, and as a result neither are rewarding; any prospective IF player is likely to feel frustrated with this work.

Finally, the game's underlying logic is almost non-existent. One has to wonder what kind of asylum would put its patients in a room chock-full of keys or hire staff who ruin your plans for escape on the basis of a clock's alarm. The corners of the desk are sanded off to prevent you from hurting yourself, and yet the room contains (Spoiler - click to show)a fragile glass object, a heavy hammer, and a chisel capable of penetrating a wall, among other things! Not to mention the time limit - (Spoiler - click to show)if there are no doors described in the room, how do the asylum staff get in to "ruin your plans"? Dearie me. An unintentionally hilarious coding error - and one that could have been fixed with a marginally thorough beta-test - is the error message that pops up whenever the player tries to off himself (the kind of response games of this caliber inspire in me, I'm afraid). The "remove player from play" error, in case you were wondering...which is odd considering that the author successfully wrote in a defeat condition!

Hopefully the author's subsequent work will have more in the way of invested effort.

P.S. Perhaps the most bizarre thing about this game is that the author voted for it in a list of Best Short Games. I don't mean to sound...well, mean, but...really?

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Photopia, by Adam Cadre

10 of 11 people found the following review helpful:
A Curiosity, But Perhaps Not A Masterpiece, March 24, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: adam cadre, fantasy

Play it if: you have a thing for IF that treats itself as a linear story rather than a game, for this is by its very conception one of the least interactive entries into the genre; and if you're big on "emotional" stories in your IF.

Don't play it if: if the line between drama and melodrama is just too fine for you, because Photopia is chock-full of whimsy, abrupt tone shifts, and strongly communicated emotion.

There's very little one can meaningfully say about Photopia that hasn't already been said. This has to be one of the least interactive works of IF in existence - the format is actually used more as a way to give cinematic effects to literature. Most of the time you're doing the equivalent of tapping the SPACE key and moving things along.

What takes the place of interactivity is the weight of narrative: the emphasis is firmly on the "fiction" aspect here, presenting a number of interrelated scenarios revolving around a single subject.

While the concept is interestingly done - and as has been said before, has some historically groundbreaking traits - Photopia leaves me a little cold because the writing, the aspect of this work that's supposed to take up the slack from the interactivity, feels decidedly average.

Don't get me wrong: Cadre's writing is fairly decent, and he can evoke images quite well in his description of things. (Spoiler - click to show)The way the car crash is described from the driver's point of view has details that give the experience a bit of visceral punch. The description of the crystalline maze was also evocative. The problem is that the subject of the narrative (Spoiler - click to show)(Alley) seems to have very little in the way of a genuine arc (Spoiler - click to show)besides just growing up, which reduces the subject's depth and makes the story as a whole feel less fulfilling. (Spoiler - click to show)Of course these things happen, and it's tremendously sad when they do, but it is the work of the storyteller to find solace in lending meaning to these kinds of tragedies. That Alley's death is the kind of awful twist that could happen to any of us is true enough, but as far as meaning goes it's rather mundane. There are also several passages where the writing is at risk of becoming overwrought (Spoiler - click to show)with the passage where Jon asks Alley out feeling overwritten, and the treatment of her curiosity and intelligence making her feel a bit like a Mary Sue character. In particular, the fact that the game wanted me to believe Alley's monologue on Freudian psychology to be a sign of genuine intellectual curiosity - when Freud's model was largely shelved a while before this game was written - really stuck out as an example of Alley being written simply as "smart". The view of the subject is also rather one-sided (Spoiler - click to show)Alley is given little in the way of flaws and as a result does come across as "too perfect".

I can understand why this story made certain readers cry, and I'm not calling them idiots for responding that way. It's just that for me personally, this story won't really stick with me on an emotional level due to the above issues. Ultimately, Photopia is better served by being upheld as an innovation on the IF concept than as a profoundly-written story - but it's still worth your time to play through it, as it offers insight into how IF tools can be used to lend cinematic effect to literature and to tinker with narrative structure.

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