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The Djinni Chronicles, by J. D. Berry
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Earth and Sky 2: Another Earth, Another Sky, by Paul O'Brian

1 of 1 people found the following review helpful:
A "bridge" episode that doesn't stand on its own, October 31, 2023

Another Earth, Another Sky, the second installment of the popular Earth and Sky series, is a significant step up from its predecessor in terms of technical sophistication. Object implementation is complete but not very deep, matching a relatively spare descriptive style for locations. What stands out most is the "situational implementation" -- the game's bug-free logic is prepared for a wide variety of actions that the player character (Earth) might take, or might ask the key NPC (Sky) to do.

This attention to scenario detail was atypical at the time, and the game was exceptionally well-received. Not only did it win the 2002 IF Comp, it received 2nd place in the comp's Miss Congeniality rankings and was later nominated for five XYZZY awards (winning only Best Use of Medium). This last is almost certainly due to the use of comic-book style graphical elements (title cards and onomatopoeia-based "sound effects"), an affordance of the Glulx virtual machine that was still little-used at the time.

Unlike the first installment, which sweeps the player along quite quickly, this episode has a slower and more contemplative pace. The bulk of the action occurs in three parts: (Spoiler - click to show)a short investigation at an abandoned cabin, a much longer investigation on an unusual artificial planetoid, and a brief climax and denouement. The second portion will take up the bulk of the playtime, consisting of one long puzzle about gaining access to the endgame. The scenario is designed such that you must explore the entire area to find the pieces that you need, creating a "travelogue" type of experience that encourages you experience the sights, sounds and smells of the various geographical sections. Sprinkled through this are various optional discoveries that let the thorough player unravel the mystery that serves as a plot, but a full explanation will be provided before the cliffhanger ending in any case.

The game does not stand very well on its own, since the plot continues the events of the first game and seems largely designed to supply backstory for the third episode. The climax encounter with a new NPC is disappointingly short, especially when contrasted with the earlier interaction with the PC's superhero sibling. Rather than attempt this as standalone entertainment, it is probably best enjoyed as part of the series.

One minor item of interest is that the startup menu allows the player to optionally specify details of the resolution of key events that occurred during his or her playthrough of the first episode. The answers have a small impact on the introductory text, but I did not notice any other consequence.

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The Act of Misdirection, by Callico Harrison

3 of 3 people found the following review helpful:
If at all possible, know nothing about this game before starting, October 25, 2023

I downloaded An Act of Misdirection many years ago, having seen it mentioned in passing in a positive way. The only thing that I remembered about it when I loaded it up this morning was that you play the part of a stage magician, and that you had to figure out the steps of the performance.

"Well, this should be interesting," I thought after reading the run-up to the first command prompt. Imagine my delight as I found that the way had been carefully prepared for my bumbling first attempts, that hints and nudges were craftily placed within every turn of phrase of the interaction. These hints began small and subtle but escalated to large and glaring when needed to get my attention, and rapidly taught me both to follow their lead and to take advantage of the breaks in the action to "work the crowd" for a response.

I have noted in the past about certain games' ability to follow the player until the player can learn to follow them. This is accomplished so expertly here that it seems effortless. The only point where I got stalled too long was a place where a little thinking about the logic of performances of this type would have sufficed. (Spoiler - click to show)Specifically, having used a blunt instrument for its intended purpose, it makes sense that it can be disposed of thereafter. (Spoiler - click to show)A hint from your assistance about which item he expects to catch would have smoothed the way here; if there was one, I missed it. The correct move was apparent enough when I stopped to consider it... it just took me a while to do so because I was swept up in the urgency of keeping the show going. The author, Callico Harrison, should truly take a bow for this achievement; not many games manage to instill this sense of immediacy.

Having come to this game mostly "cold," I wasn't even aware that there was a horror component to it. I would imagine that this situation has been relatively rare since the game's initial release -- this IFDB page, for example, clearly labels it as such -- but knowing about it is a massive spoiler! If you have already played the game you can imagine my own shock, echoing that of the fictional audience, as the performance reaches its culmination. The first act had been an Act of Misdirection, indeed.

Moving on from there, Ms. Harrison demonstrates a surprisingly rich and deep command of language in painting the scenes of the protagonist's origin story. Many people seem to find this second section to be inferior to the first; I did not. The same craft and skill is used to keep the action moving with clues, now less blatant in their prompting of the right command. The parser is fairly free in its interpretation of your input at this point, redirecting your intent when you are "close enough" in order to keep the scene moving briskly. Call it "railroaded" if you like, but I prefer to think of it as the game urgently requesting your cooperation to play along so as not to ruin the intended pacing. I found myself eager to catch up as the game led me through a chaotic situation, glancing this way and that at glimpses of Victorian life before being tugged along to a more contemplative setting where the horror begins in earnest.

Here Ms. Harrison shows that her command of the psychology of horror is as great as that of her command of language -- indeed, I found this section to be a master class of the technique for "showing, not telling" in the context of interactive fiction. I expect to spend much time scrutinizing the writing here to better understand how she so expertly conveys key knowledge indirectly; important realizations suddenly appear in your mind at the center of a flourish of well-chosen connotations. A second bow in encore is called for here.

If there is anything to criticize about this work, it is that it is over too quickly, and that certain details of the scenario are not clear after a first playing. I am glad to see that other reviewers almost universally recommend a second playthrough, and I look forward to doing so... preferably with other players who don't know what to expect.

As a final note, I want to point out that this game was written in Inform 6, and it is a remarkable feat to achieve such a level of polish with that toolset. Very few games of the era are its equal in this respect, though nowadays Inform 7 makes it easier (if not exactly easy) to build scenarios of comparable quality.

Ms. Harrison does not seem to have ever produced another standalone work of IF (though she did contribute to Cragne Manor), but if she does she will find me among those waiting "in anticipation of something magical" to try her next work.

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Back To Life... Unfortunately, by David Whyld

1 of 1 people found the following review helpful:
Fun but sometimes frustrating, October 25, 2023

Back to Life... Unfortunately is an entertaining but significantly buggy game. I played version 3, obtained from the IF Archive. (At least, I think it was version 3. The game banner claims to be version 2, but the response to the command >BUGS implies otherwise.)

As noted by another reviewer, the game's humor starts well but doesn't hold up for long; there are really only so many ways to tell the same joke. However, by the time the humor has worn off, you are likely to have achieved several "successes," so you will be well-motivated to finish the game on the basis of wanting to complete the remaining puzzles. Regrettably, you are likely to run into trouble while doing so.

Many of the issues stem from the use of ADRIFT to write the game. As I've noted elsewhere, the most frustrating thing about ADRIFT as a player is that it lacks a proper parser and does not differentiate well between errors that are caused by failure to understand the arrangement of words vs. the failure to understand the words themselves. The game's gravest errors are where it provides inaccurate feedback, giving the player the perception that certain required commands would have no effect or would be unrecognized. I got hung up for quite a while on the syntax required to mark boxes on a form; since the need to do this is immediate and obvious, it is no spoiler to relay that the correct syntax is of the form >TICK BOX 1. (Just >TICK BOX is treated as a totally unrecognized command -- a disambiguation message would have helped tremendously here.) The worst offender of this class was (Spoiler - click to show)(see numbered hint 3 below). Attempting to use any other direct object results in a message instructing the player to say which of several indirect objects is intended. Specifying the correct indirect object in the command via its typical adventurese abbreviation (i.e. color only) will not work and falsely claim that there is no effect.

There is a built-in hint system, but it is not very extensive and does not help with guess-the-* problems. (Even here there is a significant inconsistency: While >HINT works as a command, the response to >HINTS claims there are no hints in the game.) (Spoiler - click to show)If you get really frustrated, there is a command >CLUES that will point the way to 100% spoilage. Since the game is enjoyable and worth playing, I offer the following hints:

1. Handling an intruder: (Spoiler - click to show)After exploring a bit, you will hear the sound of an intruder in your chambers. (Spoiler - click to show)You should immediately >LISTEN as soon as you are notified of this. Should you fail to do so, it will seem as though the noise was a false alarm. Go back to the Throne Room and >LISTEN to trigger the next part of the sequence. (Spoiler - click to show)An assassin! Oh, no!... but wait a minute, don't you want to die? (Spoiler - click to show)As the game hints, you don't want to die at the hands of this particular person -- once was enough.(Spoiler - click to show)You can't handle the intruder alone. He will kill you.(Spoiler - click to show)The guards can help here. (Spoiler - click to show)You have to call them -- but it only works correctly from the Laboratory. (Spoiler - click to show)If you don't do things this way, you will miss two opportunities to die.

2. Dealing with the problems of the kingdom: (Spoiler - click to show)You don't want to rule anymore. That's someone else's job. Someone specific. (Spoiler - click to show)Your High Chancellor is very... effective, shall we say, but he can't do the job alone. (Spoiler - click to show)Your layabout son is the proper ruler at this point. You will need to "encourage" him. (Spoiler - click to show)Did you know that you can >CALL GUARDS from the Throne Room? (Spoiler - click to show)They will provide you with a ring allowing telepathic communication. Pay attention to its introduction. (Spoiler - click to show)Examine it carefully before putting it on. (Spoiler - click to show)Your son isn't eager to take up his duties, but he is eager to avoid any displeasure. (Spoiler - click to show)Especially pain. (Spoiler - click to show)>SMASH RING -- but only while wearing it in the Throne Room, for inexplicable reasons. That will get his attention. (Spoiler - click to show)Then >TALK TO TOROMIN again -- but only somewhere other than the Throne Room, for inexplicable reasons.

3. An optional death: (Spoiler - click to show)If you have handled the intruder correctly, you will get two items that he was carrying. (Spoiler - click to show)One is easily applied to your goal. The other requires some work to use. (Spoiler - click to show)The leaf has an odor that reminds you of something. (Spoiler - click to show)Your lab has something that can help. (Spoiler - click to show)You want to heat it up. Which potion is best for this? (Spoiler - click to show)For inexplicable reasons, >PUT LEAF IN PURPLE won't work (and falsely claim that nothing happened), but >PUT LEAF IN POTION or >PUT LEAF IN PURPLE POTION will have a result.

4. A required death: (Spoiler - click to show)As you have discovered, your minions are quite adept at bringing you back to life. How can you stop them? (Spoiler - click to show)You need to be not just killed but obliterated. (Spoiler - click to show)Earthly methods are insufficient here; you need divine intervention. (Spoiler - click to show)Divine is not the same as infernal! (Spoiler - click to show)You probably found a scroll discussing "words of power" in the Laboratory. (Spoiler - click to show)Oh, darn -- the words are missing. But this was your scroll, supposedly, so maybe you already know them? (Spoiler - click to show)You can just say >WORDS OF POWER to use them -- in the right place. (Spoiler - click to show)The right place being someplace open to the sky. (Spoiler - click to show)No, not the balcony. (Spoiler - click to show)The Throne Room needs to be prepared before it will work. So do you. The scroll is specific about this. (Spoiler - click to show)Holy water is the tool for the job. (Spoiler - click to show)You can drink some to prepare yourself, but you need a way to get some to the Throne Room. (Spoiler - click to show)The only container that can be used for this must be ordered using the mouldy scroll (obtained via >CALL GUARDS in the Throne Room). (Spoiler - click to show)The genie in a bottle is a red herring. (Spoiler - click to show)The fiery potion won't kill you but does provide you with a container. (Spoiler - click to show)You can >FILL VIAL in the Laboratory and >SPRINKLE WATER in the Throne Room.

Although the goal is to reach a score of 10, the way to achieve this best score is, unexpectedly, to forego one of the opportunities (Spoiler - click to show)(see numbered clue 1 above). Doing so provides the PC with needed items that can't be obtained any other (legitimate) way. Sharp-eyed players will note that the score (measured in "successful suicide attempts") goes up even when the PC chooses not to die here, and that this mysterious extra death is needed to get to 10. The reason for this is not clear; it seems to be a bug.

The least bothersome issues encountered in the course of play were several misspellings that looked like the result of depending on a spellchecker instead of human proofreading. Of particular note were two phrases: "the semi-literature Toromin" (instead of "semi-literate") and "full extent of the water" (presumably instead of "of the law"?) -- the remainder were sound-alike errors that are easier to miss.

The problems were frequent and severe enough to sharply reduce my opinion of the gameplay experience, which is why I've given it two stars. However, I did like this game, and I encourage people to try it out. Its premise is solid, and the writing is above-average. It ended up being the first of a series, followed by two sequels that received respectable rankings within the competitions in which they were entered. With some corrections in place, this game would definitely warrant three stars. Until that happens, don't hesitate to use the clues above as a way of smoothing out the roughest parts.

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Wisher, Theurgist, Fatalist, by Xavid

2 of 2 people found the following review helpful:
... the entire universe was nothing more than a rhetorical device..., October 24, 2023

Wisher, Theurgist, Fatalist is a short game with an unusually ambitious scope. It is intended as an homage (self-described as "fanfic" in the game's banner) of an RPG system proposed by Jenna Moran (the outdated URL for which is also shown in the game's banner; the Wayback Machine has an archived version).

I had never heard of this RPG, and a cursory review of its rules suggests that it was proposed as a game mostly in jest. Rules are frequently written in a joking manner, such as the following passage: "Don't play WTF when operating heavy machinery. Use caution when playing WTF while tired, drunk, or punchy, as it may increase the chance that the shadow lurking beyond the edge of the world shall immure you all in timeless misery. If you are or think you might be pregnant, talk to your doctor about playing WTF." Even the RPG's acronym (WTF) implies that it is not intended to be taken seriously.

However, the author of the RPG has published other commercial role-playing games, and the part of the WTF rules that are not in jest describes a collaborative story-building RPG system. That system as described appears to be at least 90% satire. I don't have enough experience with this type of game to comment on WTF's playability, but I assume that it is possible with the right set of participants. (A word of warning: The rules' example of play, from which the title of this review was drawn, might give you pause.)

The remaining 10% of the non-jest portion appears to be an outline of the RPG author's philosophy and/or methodology for creating fantasy stories (and/or possibly for living), which is interesting but is not the point of this review. The only part that is relevant is the prescribed gross structure of a game of the RPG, which begins in the the Civilized Lands. (Per the prescribed outline, the story is intended to progress from there to the Savage People and the Fairies, then on to the Ur-Toads -- optionally first attempting to reach the Dragons of the Deeps -- and thence to the Conclusion. Understand that these segments of the journey and their names are in some sense composed of mythic archetypes, and would seem to be highly fluid in their execution. The only requirement is that certain types of narrative challenge are overcome at each step.)

Xavid, the author of the work of interactive fiction which is the point of this review, seems to have been inspired by the RPG's more poetic sections to create a parser game rooted in the RPG ruleset. This is a goal that on the face of it seems manifestly impossible, as the ruleset is unapologetic about its massive ambiguities, and computer programs don't do ambiguity well. As a consequence, many (indeed, most) of the mechanics of the RPG are simply ignored by the IF. Perhaps unexpectedly, what remains seems, in fact, to be a pretty good adaptation of the intended play experience to the parser medium.

The human player takes the role of the player character, who is the Wisher, and indirectly takes the roles of the Theurgist and Fatalist, who are both non-player characters that become obedient to PC commands after minor puzzles are solved. Each of these roles has the ability to influence certain in-game objects by injecting those objects with a quality that is associated with the role. For Wishers, this is "valence," the relevance of that thing to the narrative. For Fatalists, this is truth (as judged within the story world). For Theurgists, this is "mechanical support," ostensibly referring to RPG game mechanics (but rather significantly re-defined in the IF).

Each of these qualities will be discovered in the course of play and can be used by the appropriate character to invest objects with supernatural influence for the purpose of solving the IF's puzzles, all of which offer multiple solutions. In addition, the Wisher and Theurgist characters have a limited ability to use other special influence, by affecting the thoughts of creatures and physical qualities of things respectively. (In the RPG, the Fatalist's special power is the ability to declare what is true about the history of the world. It would be difficult to implement in a meaningful way, so in the IF this character is largely reduced to the source of in-game lore.)

The events of the game cover the characters' travails in the first part (i.e. the Civilized Lands segment) of an RPG game, in which they must obtain the (vampire) queen's blessing to set out on their quest for the Jewel of All Desiring. This portion is very sparsely implemented, largely composed of single-sentence room descriptions and "You can't see any such thing." parser errors. However, mechanically the game performs very well, implementing some relatively tricky things without any noteworthy bugs. The built-in hint system is available if needed, which goes a long way toward keeping player interest from getting derailed by guess-the-verb and/or guess-the-noun frustration. The writing, limited though it is, is well-focused on what is necessary to create a minimum of atmosphere and adequate context for the game's puzzles.

The conclusion of the game is quite unexpected... and very thought-provoking. (Spoiler - click to show)Having reached the object of the quest, the player must wish the world into existence. (Spoiler - click to show)(In accordance with the rules of the RPG, this will be the world that the characters experienced -- yes, it's very meta that way.) The game asks a series of questions about the actions taken by the characters, soliciting your -- as in you, the player's -- input on the matter. Questions are phrased such that they ask whether or not you agree that aspect of the story. At the end of the ten questions, your score is given, and the maximum score accords with answering yes -- answering yes honestly -- to all questions. If the player does not like their score, they are implicitly invited to play again to find other solutions to the puzzles.

This game left me with mixed feelings. On the one hand, the concept behind it is compelling, and the implementation reflects insightful and inventive design in adapting the more ephemeral aspects of the RPG as written. On the other hand, everything about the game's text and interaction is so bare-bones that on the whole it feels flat and empty -- in stark contrast with the tidbits of evocative and compelling text pulled from the ruleset and delivered via the Fatalist. Ultimately, I decided that this flatness is what would matter most from the perspective of the average player, which is why I've given this work only two stars.

I remind the reader that, in my book, two stars is not a bad rating. I certainly think that this game is worth experiencing and contemplating -- it doesn't take long. Perhaps Xavid will return to this project and expand it to the point where it better fulfills its potential. If not... well, perhaps someone else will come along to take another shot at realizing the vision shimmering in the distance here.

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The Wizard's Apprentice, by Alex Freeman
OtisTDog's Rating:

Treasures of a Slaver's Kingdom, by S. John Ross
OtisTDog's Rating:

Anchorhead, by Michael Gentry

13 of 16 people found the following review helpful:
Long-standing champion in the IF Horror genre, January 7, 2023

(Note: Would-be players are well-served by other reviews; this one is for would-be authors.)

There aren't really that many works of horror IF. Well-known works are fewer. Award-winning works pretty much come down to a handful, with Anchorhead being the first and only for at least a decade.

What makes it so hard to write horror IF? My usual argument is that it comes down to the problem of controlling pacing, which is critical to building the player's mood, and which is extraordinarily difficult to manage with the toolkit of interactive fiction. Control it too much, and the player is likely to feel "railroaded" and thus cheated of the promise of interaction. Control it too little, and the player will inevitably dawdle and poke about in the world you've built, which has the effect of constantly draining away the tension that you're trying so hard to keep on the rise. The player may enjoy bits and pieces of the experience but will not come away with the whole you envisioned.

Mr. Gentry seems to have very consciously grasped the challenge here and created a number of subtle innovations that go a long way towards overcoming both it and other obstacles to translating the methods of horror into IF. It is well worth examining these innovations in detail to try to understand what they solve, how they work and how they might be improved.

Anchorhead is patterned after the works of H. P. Lovecraft, which typically feature a protagonist who, beginning in a relatively humdrum setting, discovers previously-unsuspected horrors and subsequently struggles (often unsuccessfully) to retain his sanity as he grapples with the redefinition of his reality. In following this formula, it is first necessary to establish a starting point of normality, and Mr. Gentry clearly went to great lengths to do so. The "normal" presented in this work differs significantly from what is typically found in interactive fiction -- it's closer to actual reality in several ways.

First, as Emily Short notes, Gentry's prose offers players a multidimensional sensory experience that is far above-average in its quality, and which is delivered with amazing grace and economy. Not just sight, but sound, smell, touch are all intertwined throughout the room and object descriptions. The work that went into all of this writing was enormous, but with it Gentry achieves an important goal: As a player, you feel much more immersed in the environment than you would in most games.

Second, there are nuances of interaction that faithfully mimic the mechanics of reality in ways surprising to long-time players. Most notable here is the implementation of a model of the PC's hands -- the game keeps track of how she's holding her inventory and interacting with objects, causing failure of some actions when neither hand is free. While this level of realism has the potential to be a major annoyance, Gentry's coding skills ensure that, for the most part, you won't have to worry about it, as the PC will automatically shift things around on your behalf. The mimesis is somewhat broken here by the presence of a "holdall" object with unrealistically large carrying capacity, but since inventory limits are anathema to most players, this is an acceptable tradeoff. From time to time, the lack of free hands or pockets asserts itself in a realistic manner, once again reinforcing an underlying normality that brings you another step "into" the game world.

Third, again surprising, is the implementation of the weather. The game's storms are almost as annoying in Anchorhead as they would be in real life, prone to interfering with your inventory in ways which, though not hyper-realistic, manage to catch the essentials of the situation(Spoiler - click to show). That hurricane lamp you just walked outside with? It's out. That box of papers you had? Well, you still have the box. A well-implemented umbrella, working in conjunction with your hands, deals with most of the hassle, but Gentry has cleverly managed to make it just real enough that you have to worry about it as a player, elevating it above mere background description and again forcing you deeper into the PC's situation.

Fourth is the implementation of NPCs. I agree with Peter Pears that this is an exceptional example of the potential of the ask/tell system in the hands of a good writer, which makes talking to people feel like real interaction. The topic depth here is again evidence of hard work done with great skill; NPCs respond to topics that many players might not think to ask, if they haven't been paying attention to all of the minor details presented elsewhere in the game. This has a positive feedback effect for you as the player in that you are rewarded for making these connections in a way that does not affect the game's playability but once again draws you further "in". (Incidentally, this is a great variation of the "show, don't tell" technique for confirming the player's understanding of the situation, as such connections are rarely noted by the PC.)

Last but not least, the handling of the PC strikes an excellent balance, leaving enough AFGNCAAP-like interaction to allow anyone to project themselves into the lead role while retaining a narrative voice that colors the whole experience in a meaningful way. From time to time, the PC's mentality injects itself unobtrusively into the game, always in a way that reinforces immersion and enhances the player/PC connection(Spoiler - click to show). I am especially fond of the PC's unwillingness to go to sleep with the doors unlocked the first night in the house. Though it means having to get back up, put your clothes on, go downstairs and deal with it, it also makes sense that the PC would be too agitated about the situation to go to sleep without doing so, and I love how it's presented as though you simply forgot to do this -- even though wandering around leaving doors open is perfectly normal behavior in most IF. Again, this is a very restrained and subtle reinforcement of the game world as "real" that is amazingly precise in that it doesn't quite annoy you as a player.

These efforts to enhance reality don't really affect the gameplay very much, but they do affect your experience as a reader. After investing a lot of work to align the player's perceptions and mindset into an expectation of realism, Gentry is able to start introducing the surrealism that is the backbone of Lovecraftian horror. Gentry's success in this effort springs from the insight that underlies the Lovecraft quote which opens the game: "The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."

Mr. Gentry's first key perception was understanding that the right place to develop tension is in the mind of the player, not the mind of the PC. Despite the trials of the experience portrayed, the PC has almost no observable emotional reaction -- if there is an emotional reaction, it comes from you, and it's achieved because the player/PC identity alignment has been so carefully managed. As the situation becomes more desperate, the PC becomes willing to do things that either explicitly or implicitly would have been balked at normally(Spoiler - click to show). Examples: stealing her husband's faculty card, spying on her husband, "hacking" his computer, stealing the mechanic's key, crawling through sewer pipes. Since many of these actions are necessary to advance the plot, in effect, the way the PC's reactions are modified to suit the mood that has been targeted almost acts as an emotional puzzle structure that ensures you feel the way Gentry wanted you to at each point(Spoiler - click to show). I say "almost" because not all of these actions are necessary to "win" (though they are to achieve maximum points).

Gentry's second vital intuition was in understanding that the way to keep the tension from dissipating is, unintuitively, to build it very slowly. Since no number of exclamation points is sufficient to induce a surprise reaction in the player, Gentry instead uses the technique of scattering numerous small clues to the central mystery throughout the game world. As Peter Pears phrased it you build your understanding "piece by piece" from these brilliantly interlocking clues in a way that makes your uncomfortable comprehension seem to well up from the dark recesses of your own subconscious instead of being handed down from above(Spoiler - click to show). I particularly like how this technique interacts with some of the "red herring" ideas introduced during the library research portion. As a player, you're not sure which to expect to materialize in-game. Notably, there are multiple clues for key information, making these realizations easier to achieve for the player and reinforcing the realism style. Even more notable is Gentry's craft in writing some of them. The "visual" clues (Spoiler - click to show)(i.e. the paintings in the gallery) are so well-written that I can recall them to my memory as though I had seen an actual image.

Overlaid onto the plot is a well-formed "scene" structure that divides the game world both chronologically and geographically. While the division of time into day and evening cycles is a bit too crude to be completely believable(Spoiler - click to show)(see Brian Uri's Augmented Fourth for a similar but more granular and thus more effective treatment), large portions of the game world are only accessible during certain times, giving a very dynamic feel to the story compared to games that depend solely on spatial barriers to enforce the plot structure.

In addition, there are a few timed or "action" sequences sprinkled throughout the game to add variety to the pacing. With respect to these, I found very effective Gentry's technique of giving the player the opportunity to explore certain spaces in advance of action sequences that would take place in them. The first time you are in an area, your exploration (unrestricted by time) advances your understanding of the plot. The second time there, the application of timing restrictions seems perfectly fair, as you've had a chance to develop the knowledge needed to "survive" them and your attention is not diverted by the need to explore the environment(Spoiler - click to show). My personal favorite example is the slaughterhouse scene, in which the two modes occur back-to-back in the same area. It is a vividly cinematic sequence, though it is marred by the rather ludicrous (if effective) presence of the crayon drawing and inconsistent use of the verb "hide".

As a last note of praise, I admired the way that the author found a couple of interesting ways to discomfort long-time players via subtle manipulation of expectations(Spoiler - click to show). Example: The fly in the real estate agent's office is a persistent presence in the prose, but can't be interacted with as an object. It's irritating and disquieting since generally for IF prominence in the text equates to prominence in the object structure. Example: The inability to explore the house due to darkness on the first night. A touch of pseudo-realism that doesn't quite fit in the typical IF experience -- having gained entry to the house you, as a player, expect to get to check it out. I think it is small details such as this that left me not quite knowing what to expect from the rest of the story while still feeling grounded within it. This slight disorientation is the mark of encountering something new (which is very, very rare for long-time players), and that, more than anything else, is what makes this work stand out in my mind.

All of the above is not to say that Anchorhead is perfect. I actually felt that the introduction (pre-arrival at the house) was quite poorly done. I had tried this game before and put it aside after 50 moves a couple of times, but this time I gritted my teeth and powered through it -- and I'm very glad I did. In addition, there are quite a few small bugs and places where the polish wears off towards the end of the game(Spoiler - click to show). For the nitpickers interested in a tour of these inconsistencies in the otherwise very high implementation quality:

* There seems to be an unintentional "last lousy point" issue due to a sensitivity to the order-of-events between researching birth and death dates and reading about the Verlach family in the library book. If you read the dates first, you make a connection and gain a point when you read the book, but not the other way around.

* Messages about flute resonance can sometimes call both columns the "right-hand column" in the mound.

* The madman in the asylum mimicking your voice doesn't seem to work correctly. I got garbled text that I am fairly sure should have been repeating back what I had typed.

* The way the magic word "ialdabaoloth" is handled is problematic; quotes don't work and the failure of commands like "say ialdabaoloth" and "door, ialdabaoloth" make it an unintentional guess-the-syntax puzzle.

* Examining the lighthouse after it is destroyed shows it still "there" from multiple vantage points.

* Trying to push William off the bridge gives a default politeness-based refusal that definitely does not fit with the situation.

* The bum's corpse still seems to be treated as animate after his death; you get default NPC responses for many interactions.

* Michael's corpose seems to be absent as an object.

* The luggage default message stays the same no matter how crazy the situation gets. So does taking a bath.

* Automatic key logic doesn't take into account keys not on the keychain -- very noticeable in the madman chase scene.

* There are a few disambiguation issues in conversation topics, e.g. "the book" or "the professor".

Beyond these, there are some places where design choices seem antiquated today even though they are closer to the norm for 1998:

* gratuitous mazes, though small and at least one can be bypassed

* darkness in the hallway during the madman scene; this turned into an annoyance for me and screwed up the pacing of the scene because I didn't have a light source, though this doesn't seem like an intentional "puzzle"

* the torn square of canvas being semi-hidden though it would clearly have been visible to the PC is strange and requires a careful search in a sequence otherwise oriented around a fast escape

* the climactic puzzle with the mirrors has many problematic details (Spoiler - click to show)(Why can you only mess up a replacement? Why doesn't Michael/Verlach notice the label on the replacement mirror? Why can't you "touch mirror" with an oily finger to get the same sabotage effect?) and definitely took a walkthrough for me

. Most likely, this is due to the scale of the work being so large that a) Gentry's skills in writing and coding improved over the course of its development and b) playtesting to perfection would take more hours than were available from volunteers. Space constraints may also have been a factor -- this work was developed pre-Glulx and must have stretched the limits of the z8 format.

Perhaps the greatest criticism I can muster is that Anchorhead very nearly succumbs to the pacing problem that kills so many attempts at IF horror. This is most obvious during Day Three, where I wanted STORY, not puzzles, and my patience for them was wearing thin enough to start consulting the walkthrough.

My natural rating for this work would have been 4 stars, or "exceptional" by my scale. I'm compelled to give it 5, however, because, in my experience, it is the king of the genre, far surpassing its Infocom-produced cousin, The Lurking Horror.

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