Ratings and Reviews by OtisTDog

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The Ghost Train, by Paul T. Johnson
4 of 4 people found the following review helpful:
The Creature from the Black Lagoon vs. "Cabbage Man", October 5, 2012*

Maybe it's because Halloween is coming up, or maybe it's because I just read Jimmy Maher's analysis of Transylvania at The Digital Antiquarian, but when I saw the announcement on IFDB that release 7 of this game was available, I decided to give it a try.

According to the author's own description of the game's origin, it was inspired in large part by a carnival ride of the same name. My own experience with such rides is very limited, but the ones I've encountered all seem to suffer from at least two common failings. First: In their quest to create a suitably "scary" setting, the makers heap image upon image until they have far overshot the mark, resulting in a panoply more bewildering than frightening. Second: The production quality is usually so low that suspension of disbelief is impossible for anyone but very small children. Unfortunately, Ghost Train seems to reflect both of these qualities, leaving the player with sense of having run into something that had the potential to be terrifying but didn't quite pull it off -- an encounter with Cabbage Man instead of the Creature from the Black Lagoon.

Although I give this work 2 stars, it does show some promising elements. The thing that impressed most me was the author's attempt, for at least the first half of the story, to keep the setting alive and vibrant through the use of transitory events and details happening "in the background". This isn't easy to do well, and it shows a dedication to polishing the player experience that is very much to the author's credit.

However, this level of polish is not consistent, and it is most noticeably absent in some key scenes(Spoiler - click to show): as an example, the encounter with "The Demon" that opens the final act. Here, the challenge is not pulling the player's attention to the background to give the illusion of a broader world, but focusing the player's attention on the foreground and (ostensibly, at least) forcing a plot-critical choice. It's quite odd that the player can dither about for as many turns as he or she likes while the antagonist waits patiently for a keyword.

Coding quality was, in general, good enough, though there is definitely room for improvement in those cases where the author feels compelled to clumsily spell out the correct grammar to achieve certain actions. The only thing that looked like a true bug to me ended up helping instead of hurting(Spoiler - click to show), when 'x parchments' was interpreted as referring to an object named parchment due to Inform's word length limit.

This game would benefit significantly from additional attention to proofreading and editing. It is rife with errors in spelling, punctuation, capitalization, and other aspects of grammar, and it suffers from an irritating tendency to repeat the same adjective, phrasing, or information multiple times in quick succession. In some cases this is probably not desired by the author (as when an object is mentioned both in the location's description text and via default room description rules(Spoiler - click to show), e.g. the clock in the abandoned station), but in other cases it appears to be the result of simply not re-reading what was written(Spoiler - click to show) (e.g., in the opening sequence: "On silver moonlit track it races clear" followed shortly by "The steam engine 'Bluebell,' races fast and clear").

As I've said elsewhere, horror is an exceptionally difficult genre within interactive fiction, and this piece is another example in support of that claim. I would expect most players would find it about as entertaining and diverting as the carnival ride that was its namesake -- amusing enough if you're in the right mood for it. Outside of those rare occasions, its main value is in challenging the aspiring author to ponder how one might improve on the original.

On that note, I point the reader to Michael Coyne's list of First-Timer Foibles as an evaluation guide for this work. I spotted #2, #4, #8, #10(Spoiler - click to show) (most bothersome in situations where multiple locations are used when one would suffice, such as the signal booth area), #12, and #13(Spoiler - click to show) (e.g. the spelled-out instructions for certain actions, the prompt encouragements like 'Tell me what to do.' that aren't set off as being separate from normal story text).

* This review was last edited on January 26, 2018
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Damnatio Memoriae, by Emily Short
OtisTDog's Rating:

9:05, by Adam Cadre
OtisTDog's Rating:

Lost Pig, by Admiral Jota
OtisTDog's Rating:

Common Ground, by Stephen Granade
OtisTDog's Rating:

Kids Shouldn't Have to Save The World, by Marnie Parker
5 of 7 people found the following review helpful:
IF equivalent of a doodle, February 23, 2011*

Produced in response to the challenge of Speed-IF 6, this lightweight entry is competently coded and can be completed in short order, but is poorly designed both as a story (the premise and micro-story seem somewhat forced) and as a game (the single puzzle isn't even clearly presented as a puzzle). This speed IF had a particularly odd assortment of seed ideas; it will be interesting to see if any of the other submissions do better.

The deficiencies of this piece are hardly unusual for speed IF, and my one-star rating is typical for the mode. The apparent quality of the coding (written in Inform 6, where haste can easily make waste) leads me to suspect that the author's other works (some of which have good ratings from small groups of players) are worth exploring.

You might need the walkthrough to discover the winning moves, but the game universe is small enough that you will likely find them through brute force with a little patience.

* This review was last edited on February 24, 2011
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The Argument, by Harvey Smith
OtisTDog's Rating:

A Spot of Bother, by David Whyld
5 of 5 people found the following review helpful:
Self-proclaimed "puzzlefest", February 2, 2011*

The only reason I started this piece was because I came across The Warlord, The Princess & The Bulldog here on IFDB. I liked the introduction to that so much that, when I discovered it was a sequel, I decided to play the first installment of the series before continuing.

A Spot of Bother has a funny premise, and I liked the humor in the introductory backstory. The absurdist tone fits perfectly with absurdist version of the universe presented in a typical "text adventure." However, the joke started to wear off pretty quickly, because the style of humor in the writing (spoofy one-liners at a brisk pace) is entirely mismatched with the structure of the game (really, really oblique puzzles that bring the action to a grinding halt, and lots of them).

Some puzzles can be bypassed by taking a hit on your lives (you get 5 to start), but others must be solved to make any progress. The limited space to explore in the game between required solutions -- often allowing progress to only one additional room -- means that there's nothing but frustration to be had if you get stuck.

To make progress, sometimes it's necessary to examine things in great detail. The lopsided object implementation -- from items mentioned in room descriptions but not "there" to items with 4 levels of detail description available -- makes this requirement particularly cruel. Couple this with an irksome tendency to require performing the same action multiple times, and any sense of fairness to the player evaporates.(Spoiler - click to show) The final insult is the pure capriciousness of exchanges like this:

> examine metal bar
This looks like a javelin of some kind, although quite why Mrs Moog had it lying around her front garden you can’t imagine.

> throw metal bar at window
You don’t see any reason to go throwing things around.

> x spike
The spike is about an inch wide and an inch tall and has the look of a good poking device to you.

> throw spike at camera
You take aim and throw. The spike hits the bars and bounces back, falling onto the ground at your feet.

So there's no reason to go throwing things around, especially not hard metal javelin-like things, when a softer wooden spike described as a poking device is so much better for the job.

There are several other examples in the same vein, unfortunately.


And believe me, stuck you will be. I have a hard time agreeing that this game is a "puzzlefest" because it doesn't seem to have very many genuine puzzles. If you accept Nick Montfort's argument that a good IF puzzle is like a riddle, the kind of riddles in this work are a lot like Bilbo's "What have I got in my pocket?" in The Hobbit -- patently unfair and likely to drive the one trying to solve them crazy.

It's hard to believe that anyone could have possibly finished this game without resorting to a walkthrough or a decompiler. There are built-in hints, but I found them to be singularly useless -- either referring to puzzles I wasn't aware of yet or confirming the existence of puzzles I was aware of already, and offering no actual hints (i.e. a nudge in the right direction without spoiling the puzzle entirely) in either case.

The game also suffers with respect to quality of implementation. There are guess-the-verb challenges of the most elemental kind. In the first room, a key item offers different responses depending on whether you use "get" or "take." In another place, "examine sign" works but "read sign" doesn't. For one obstacle, "flick switch" but not "flip" or "change" or "toggle" or "turn" or "use" or "press" or "pull" or "push" or any of the others I tried before resorting to the walkthrough. There's even a game-critical NPC that you can't examine but can talk to.

As a side note, I think I like ADRIFT less every time I run into it. What it makes me realize is that the quality of the parser creates a fundamental difference in the quality of the player experience. ADRIFT's parser appears fairly primitive, with the most irritating aspect being that it is often not apparent to a newcomer whether a word has been understood or not -- in other words, one can't differentiate parser failure from referring to an unimplemented object.

All of the above said, producing this piece took a significant effort, and with a higher-quality implementation, I'm sure I would have had a much more favorable reaction to it. I really do like the writing and even found just reading the walkthrough to be an enjoyable experience once I gave up hope of actually working through the game on my own. Perhaps if every puzzle could have been bypassed with an amusing near-death sequence, allowing the story to be completed with few points quickly, reaching the end would have been much more enjoyable, and I would have been more motivated to figure out how to get the highest score.

I still plan on playing the sequel to this piece, but it may be a while before I'm ready to risk that much frustration again.

* This review was last edited on February 3, 2011
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The Green Mountains, by Clark Radwin
7 of 8 people found the following review helpful:
Wait for the v2 release., January 30, 2011*

What this game lacks in plot, puzzles, and punctuation, it makes up with a simple earnestness and a fortuitous brevity. Navigating the simple linear path through 8 or so rooms nearly devoid of implemented objects is an exercise in perseverance and a relatively lightweight one at that.

There doesn't seem to be much here; figuring out the directions linking rooms together seems to be the biggest challenge on your way to the end location. You'll find a few letters of encouragement and an apparently unnecessary lantern on the way, but there are no obstacles to overcome or reasons to care about getting there.

This is an Inform 7 6G60 release, so I'm guessing this is a first time effort by someone who has read the opening chapters of "Writing with Inform." I encourage the author to read the rest of the Inform 7 manual as well as Coyne's First-Timer Foibles, because it's clear that the imaginative seeds of something much grander are already on display here. All that's needed is more patience and polish to produce something worth playing.

* This review was last edited on January 31, 2011
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Annoyotron, by Ben Parrish
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