Reviews by OtisTDog

View this member's profile

Show ratings only | both reviews and ratings
Previous | 61–70 of 146 | Next | Show All


Plundered Hearts, by Amy Briggs
8 of 8 people found the following review helpful:
An Arrow in the Sand, October 4, 2023*

>SHOOT THE PIRATE

This is the first line of Plundered Hearts. It is not a player command, but it looks like one. I don't know of any other earlier interactive fiction that begins this way. The text that follows looks like a response from the game, which is followed by a pause captioned with "[Press RETURN or ENTER to begin.]" After that, the game proper commences. The opening paragraphs give every appearance of being an in media res beginning, but they are not -- another actual beginning, also in media res, supplants it after the game's banner is displayed.

Whence that opening interlude? It is never explained within Plundered Hearts, and the scene portrayed, which is clearly not in the same continuity as the rest of the game, is most likely quickly forgotten by the average player. The game comes full circle at the climax moment, however, at which point this very command is the winning move leading to the "best" ending.

My first thoughts were about its similarity to the start of Wishbringer, which opens with the player character's daydream about fighting a dragon. Later, I considered that it might be an extended transition from the instruction booklet's sample transcript, perhaps doubling as hyper-abbreviated tutorial for those who had skipped reading it. Still later, I speculated that it was an excerpt from an alternate version of the scene depicting the player character's first encounter with her love interest, written earlier in the game's development.

According to the game's Invisiclues, the segment's origin is more prosaic: "You are asleep, dreaming this when the pirates attack.", "It's a preview of things to come.", "It's a sample of the writing style of PLUNDERED HEARTS.", and -- perhaps most importantly -- "Romance novels always have teasers of this sort." These are four answers, suggesting four separate purposes. In some ways it seems an echo of the Dreamtime of romance novel genre conventions, deliberately and skillfully inserted straight into the player's subconscious by Briggs (who has studied both psychology and narrative). Based on the Invisiclues answers (which evidence suggests were prepared by Briggs herself), it seems like an attempt to simultaneously reassure the player while preparing them for something different. For the player already familiar with text adventures, a sketch of the protagonist's relatively strong characterization and the game's atypical subject matter. For the player well-versed in romance novels, an illustration of the alien but essential interaction with the parser.

Plundered Hearts is commonly known as Infocom's first (and last) interactive romance novel. Released as the company was leaving its best days behind, it suffered disappointing sales and was widely panned in contemporaneous reviews. Although the marketing department had hoped it would be the bridge to a new market of women players, it sold only about half as well as a typical game. Author Amy Briggs, in an interview with Jason Scott, is blunt in relating that at the time she considered the game to be a failed experiment.

... and yet, here it is in 2023, three and a half decades later, and Plundered Hearts suddenly makes a strong showing on the Interactive Fiction Top 50, placing (alongside others) at a respectable 18th place, where it outshines even Trinity, which was long considered by the community to be Infocom's apex. The game has not changed at all in those years -- so what has?

I can point to Aaron Reed's 2021 analysis of the game as a possible contributor, but I note that Jimmy Maher's broadly similar treatment from 2015 produced no comparable shift in public opinion. Is it just that there's something in the air this year about nautical themes?

Let's look a little more deeply.

Plundered Hearts is remarkably different from most earlier Infocom games. Another review describes it as "story-forward," a useful term to differentiate it from both "puzzleless" and "puzzle" games. There are puzzles here, but they are lightweight by Infocom standards. Every puzzle is eminently fair. Solutions are rooted in the reality of the story world and standard genre tropes -- there is no "moon logic" here, nor anything that comes off more as riddle than as cause-and-effect. In short, these puzzles are not designed to stump; they are designed to engage. Although it is possible to get into an unwinnable state, it is not very likely if even the slightest prudence is exercised. The style of play is very close to the modern norm in which it is simply not possible to become stuck.

Almost shockingly in the context of an Infocom game, several of the significant puzzles have multiple solutions, and by this I mean genuinely viable and effective alternate options for surpassing obstacles. In some previous Infocom games there are false solutions which allow limited progress but will ultimately require restoring or restarting to win (or at least to achieve the maximum score) -- in effect, what looks like an alternate solution turns out to be only a promising-looking dead end, because the story structure takes the form of a maze with only one correct path. Here there is much less of a maze, and the available choices send the player character on separate but equal paths through the story space, enabling different players, using different methods, to finish the story in their own style.

The most direct consequence of this player-friendly design is a total play time on the order of 2 to 4 hours. This is extremely short by Infocom standards, and it seems that many players and reviewers mistook kindness for weakness -- complaints that the game provided too little entertainment for the money were prominent. But in an interview from the Winter 1987 issue of Infocom's marketing publication "The Status Line" (cited by Aaron Reed), Briggs is clear that she designed "a game that [she] wanted to play" -- the kind of experience that Infocom's marketing had been promising to the world on every box with the claim that their games were "like waking up inside a story." Jimmy Maher sums up her success in this endeavor well: "Plundered Hearts might just be the best expression — ever — of the Infocom *ideal* of interactive fiction... There’s a plot thrust — a narrative urgency — that’s largely missing elsewhere in the Infocom canon, coupled with many more of the sorts of things the uninitiated might actually think of when they hear the term 'interactive fiction.'... Amy Briggs took interactive fiction as Infocom preferred to describe it and made her best good-faith effort to live up to that ideal."

There are four "winning" endings to the game. Each of them yields the full total of 25 possible points, but three of the endings inform the player that "There are other, perhaps more satisfying, conclusions." I can't help but draw the parallel to Inform 7's "end the story" vs. "end the story finally" statements; what is standard convention now was something unheard of in 1987. This was an arrow in the sand, pointing the way to a broader definition of interactive fiction. Even Steve Meretzsky's boundary-breaking A Mind Forever Voyaging doesn't escape the straitjacket of convention calling for an endgame puzzle with a single solution, but Plundered Hearts takes a big step into new territory by granting all four endings equal scores, regardless of the outcome of the climax scene.

The game would fit very well in this year's IFComp if it weren't somewhat underimplemented by modern standards. I hasten to point out that the "under" part of that statement is rooted in a perspective influenced by 35 years of evolution of the form (and its supporting technology) since the game's publication, and that the reduced level of implementation is almost certainly entirely a consequence of 1980s technical limitations. The game file is 126K, which is at the absolute limit of size for Infocom's Z3 games. In the same interview with Jason Scott, Briggs describes the need to edit the original version of the game down to a size that would fit on the microcomputers of the era and says that it took months to accomplish. Despite the implication of drastic editing, production notes show that at its most expansive the compiled game was only about 2.5K larger than its final size. Briggs may be referring to cuts to the design on paper, ideas that never made it to code in the first place.

The decision to stick with Z3 (which in particular seemed intended to preserve access to the Commodore 64 market) meant that Briggs had very definite constraints on the realization of her vision. Perhaps the central challenge in designing this work was that by its nature it calls for extensive characterization and character interaction. According to Briggs, Meretzky warned her not to try this story as her first attempt -- while she does not say what specific challenges were anticipated, the most obvious stem from the difficulties inherent in developing characters. Undeterred, she plowed ahead, placing herself into a position where necessity became the mother of invention (mayhap following a brief dalliance with desperation).

Briggs partially solved the problem through the use of cliche. I do not say this as criticism, because I do not think that significant characterization for so many different characters is achievable within the limits of Z3 except through heavy use of cliche. (If you want a character to be different, you have to illustrate the difference, and that takes text.)

The plot is similarly a collection of standard tropes and beats, but I note that the use of cliche does not preclude effective entertainment. Many of the same elements are present in that other famous pirate adventure game of the era: The Secret of Monkey Island. (In a twist of fate that sounds too good to be true, it turns out that Amy Briggs used to babysit Ron Gilbert, the lead designer of Monkey Island, when she was a young lady. See the video interview of Gilbert cited on Briggs' Wikipedia page.)

Conversation was exceptionally dangerous territory; it was always weak in Infocom games due to the ASK/TELL model. The Achilles heel of ASK/TELL is that the frequency distribution of possible topics has a long tail. An NPC with just a few significant responses seems less like a person and more like the virtual automaton that it is. It takes scores of responses to make a suitably "lifelike" NPC (even assuming that responses to a given topic do not vary), and while some players will delight in an NPC that has a wide range of responses, most players will give up quickly after drawing a few generic replies in a row.

Although later non-commercial works such as Galatea, Anchorhead or Lost Pig show that ASK/TELL can work reasonably well, they also show that it requires large amounts of text to be dedicated to conversation. (Compare Lost Pig's single NPC and 279K file size.) The standard dodge was (and often still is) to create an in-game reason that serves as an excuse for an NPC's poor conversation skills -- and indeed this method is used for the characters of Cookie (who is nearly deaf) and the "butler" (who exhibits a stock combination of quiet menace and bland formality).

In the context of ZIL and Z3, where every byte matters, devoting substantial text to responses that have a low probability of being discovered by any single player is simply a bad bet when weighed against the other needs of the game. It is unsuprising that Plundered Heart's ASK/TELL conversation doesn't fare any better than the Infocom average, but Briggs makes use of a new invention for the most critical interaction with NPCs: the YES/NO conversation model, in which the PC must respond to yes/no questions from the NPC. Only an embryonic version of the technique is on display -- fewer than a score of these interactions occur -- but they demonstrate a way to add characterization to both PC and NPC in a very economical manner from the perspective of the programmer. Although similar code can be found in other Infocom games, the technique is generally used to conduct humorous and/or snide metaconversational exchanges between the parser/narrator and the human player; the exception is A Mind Forever Voyaging, where in a minority of instances the technique is deployed to interact with other characters. Plundered Hearts seems to be the first to use YES/NO responses primarily to drive player character actions. (Andrew Plotkin would later use the YES/NO conversation model to great effect in Spider and Web.)

Another innovation worth noting in passing is the game's implementation of clothing -- and layered clothing at that. Though the layering has little functional significance, it seems that the clothing system was a substantial development effort with its own module of about a thousand lines of code (around 5% of the total source by line count). Changing clothes is more than mere disguise, it is a social act within the game, and NPCs frequently react to the PC's outfit -- providing a way of squeezing a little more characterization out of the limited interaction that was possible.

In a further departure from contemporary Infocom norms, hallmarks of the house style of humor are conspicously absent. As pointed out by Jimmy Maher: "There aren’t 69,105 of anything here, no 'hello, sailor' jokes, no plethora of names that start with Zorkian syllables like 'Frob,' no response to 'xyzzy'..." The only whiff of that vein of humor to be found is in the player character's family name of Dimsford, and it is soon forgotten if it is even noticed in the first place. (Exhaustive interaction with the environment will yield a smattering of other jokes in the Infocom style, such as the motto on the Jamison family ring and the name of the piece being played by the band in the ballroom, but these are exceptions that are easy to miss.) The game's playability today is much improved by this choice.

It is very interesting to wonder about what the game would have looked like had Briggs been given the freedom of the Z4 format with its expanded capacity. There are hints due to the release of the Infocom hard drive, such as: the name for a fifth ending called "Femme Fatale," which an associated comment describes as "You desert -- Lafond dead"; a spyglass with a special interaction from the crow's nest of the ship; the possibility of the protagonist injuring her ankle and approaching the mansion along the road north of it; a number of interactions involving Lafond's hat; snipped objects such as a bent key, a candle, and hoops for your frock; and suggestions of a somewhat more lurid style in certain places.

We know that Briggs wanted to do more. In the Jason Scott interview, Briggs recounts her reaction to seeing "Pirates of the Caribbean" for the first time: "*That's* what I was trying to do. That *movie* is what I was trying to get my game to play like -- that whole experience." She wasn't the only one who wanted more action, in a separate anecdote she recounts: "I remember one reviewer just lit into the game because she was trying to karate chop and to do tough guy stuff, and the game wouldn't let her." It simply wasn't possible to do much more than she managed with the materials at hand in 1987.

In the end, the collapse of Infocom and the shift to graphical games was a turning in the tide of history, and Briggs' arrow in the sand was washed away... but not before it was noticed, not before it turned eyes to the horizon and kindled dreams of what distant shores might lie beyond it. Now, in a time when those shores have been charted, pirate-themed interactive fiction continues to be produced in a steady stream -- but has any of it managed to do better than this pioneering first?

* This review was last edited on January 29, 2024
You can log in to rate this review, mute this user, or add a comment.

Improv: Origins, by Neil deMause
3 of 3 people found the following review helpful:
How far can you get with a dozen rubber bands?, February 1, 2023*

There is something deeply endearing about the Frenetic Five franchise to me. If there was anyone out there long-awaiting another episode of this series, I was that one.

What do I love about the series? It's not just that it hits the superhero satire sweet spot better than anything since the Tick animated series, but that it does it in such a clever way. Author Neil deMause's sense of humor is both shallow and deep, running from playful one-liners such as

> QUIT
You can’t actually quit, since as an independent contractor you’re not technically employed.

> QUIT
Oh, *that* kind of quit.

Are you sure you want to quit?


to the refrigerator logic perfection of the fact that even though the superpowers of the main characters seem foolish, they truly *are* superpowers in the context of an interactive fiction game. (To wit: Improv is the player avatar whose "power" is to come up with improbable solutions with at-hand materials. Lexicon knows all the words in the game's dictionary, defeating guess-the-verb and guess-the-noun issues. Pastiche can violate the physical world model's containment rules at will, so no locked container is a barrier -- plot requirements of this episode notwithstanding. Newsboy's awareness is not bounded by scope; he can theoretically see anything happening in the game universe. Clapper's power bypasses visibility and concealment rules, obviating any lightweight "puzzles" that are based on objects being hidden in a room.)

This prequel is written in Inform 7, a departure from the TADS platform used for every previously-released episode. The author's notes indicate that writing it was partly an exercise in learning the new language, and the oft-noted bugginess of release 1 is undoubtedly in part a reflection of this fact. (As relevant background, a certain level of bugginess can be found in the author's TADS-based works, as well.) The presence of bugs (even the serious one noted by other reviewers) was not enough to prevent me from enjoying release 1, and in any case they are substantially addressed by release 2.

I found this episode to be as good as any installment of the series, in that the plot was just as flimsy (in a manner entirely in keeping with the superhero genre), the jokes were just as funny (in a manner entirely in keeping with the author's trademark style), and the writing was just as entertaining as ever.

For a newcomer to the series, this may not be the best first episode to play, because much of the strength of the series comes from the interaction between the PC and other members of the team. That kind of interaction in this game is almost entirely lacking -- the relationship between characters is (appropriately for an origin story) that of newly-introduced co-workers instead of familiar friends (and even roommates) as seen in episode 1. There is still enough to entertain in the way of deadpan comedy, unexpected puns and puzzle cussitude, but it just doesn't have the same feel of being a dynamic situation full of active and interesting characters.

The puzzles were more enjoyable in this episode, though I'm not sure how much of the difference is attributable to improved design vs. better alignment of my expectations. There is automatic hinting for several of them when no progress is being made, so I assume that an effort has been made to be "fair" in the strictest sense, even if necessary actions don't always make sense at first blush. Sometimes it may be necessary to stumble on a solution through experimentation, and it certainly appeared to be the case that involving NPCs was not optional in some places. As a result, there doesn't seem to be any reason to refrain from calling for help early and often.

The ending is somewhat anti-climactic, and the "post-credits" scene will make little sense unless the player is familiar with (or goes on to become familiar with) the chronological sequel: The Frenetic Five vs. Sturm und Drang.

The author's notes claim that he "will absolutely be writing more games sometime in the next two decades," and I hope that is true because I definitely look forward to whatever else he might publish. Welcome back, Mr. deMause!

* This review was last edited on January 14, 2024
You can log in to rate this review, mute this user, or add a comment.

Duck! Me?, by EdwardianDuck
6 of 6 people found the following review helpful:
Cute premise, but basically nonsensical gameplay, November 29, 2022*

The author of this short adventure bills it as "an old-fashioned 1980's style text adventure" and notes: "[T]his isn’t modern IF, it’s an old-fashioned puzzle game with a wafer-thin plot and dated concepts like darkness, And, yes, there are a couple of things you can do to make the game unwinnable, although I’ve tried to make these somewhat obvious." It was also apparently produced as a first attempt of using the PunyInform library (version 4.0), and officially left beta status last month.

The premise seems intentionally absurd: You are a duck -- a toy plush duck -- living in a world that seems to be made of a combination of toy building materials, natural caverns, and occasional technology ranging from antique to futuristic. If that bothers you even a little, then you will find little to enjoy about this game. If the idea of a mashup between "A Bear's Night Out," "Planetfall," and a generic Scott Adams game sounds fun, however, then keep reading.

The PC wakes with amnesia and does not seem to understand why he/she is a plush duck. The "wafer-thin" plot consists of trying to escape an abandoned research complex by summoning help from the associates that left you behind while evacuating. To do this you will need to solve a series of arbitrary puzzles. So far, so good.

The gameplay experience rapidly breaks down, however, because many of these puzzles are significantly underclued. This is aggravated by the fact that there are numerous red herrings. It is further aggravated by the presence of what look like serious bugs that can lock out a win state without explanation or warning. (Spoiler - click to show)I don't know for sure what is causing these, but they seem to be related to lighting conditions. Key objects and object components can "disappear" either intermittently or permanently. Make sure that you have light when conjuring vegetables, and try turning the torch on and off if anything seems to be missing an essential component.

The essential flaw of the design is a failure to provide feedback to the player regarding partial progress on puzzles. This is absolutely critical for any complex puzzle requiring an extended series of actions, so that players can understand that they are on the right track. The most egregious example here is the puzzle involving retrieval of a piece of paper wedged under a heavy desk. Despite understanding the basic idea of needing to lift the desk to free the paper, this was not easy to accomplish even with a found item that seemed perfect for the task. (Spoiler - click to show)The actual solution requires use of multiple objects stacked onto one another in order to get the jack high enough to work, but there is no indication that the reason it doesn't work is that the jack is not high enough on its own. Multiple items must be stacked under the desk to get it high enough. (NOTE: The first version of this spoiler said that the need to turn one of these items over was "inexplicable," but it is in fact quite explicable and consistent with a similar item. I just wasn't paying very close attention to the default game output about this object. My apologies to the author!) There is no indication that the player's plan could work if conditions were adjusted. I had to resort to decompiling the game file to get the solution here.

Another flaw, arguably one that is stylistically appropriate for 1980s works, is that certain events occur "off-screen" as a result of your actions without any indication that this has occurred. The key example here involves obtaining a head of celery; the player simply won't know when this puzzle has been solved. In fact, the feedback given when the correct action is taken implies that the task failed. The player must wander to another part of the complex to find that the celery can now be obtained (with a little more work).

The last serious flaw involves a failure to communicate important in-game information to the player. I'm thinking here of a snake that prevents access to certain areas. Although the PC claims to remember something about the species, the essential information (Spoiler - click to show)(what it eats) is not provided, even after a puzzle has been solved that the game states should improve your memory. Good luck finding the solution here via anything other than brute force.

This game is littered with what look like author in-jokes, or possibly references to sources (like cartoons) not made explicit. A mysterious "ethereal" voice that harangues you every so often has no explanation, but it seems to be linked to a red herring that can be found. An even more mysterious event that happens at move 37 seems to have no bearing on the plot or in-game explanation. The ending makes no sense at all, as far as I can tell.

Despite the above, I basically wanted to like this game. The author clearly put a significant amount of work into the implementation, and the main set piece puzzles (involving a blender and an automated surgeon) are competently executed. There are some clever bits here (like a light puzzle not based on batteries running out), and the oddball humor appealed to me where it was accessible. The two-star rating that I'm giving it means "almost there" in my ranking system, and it would rate three stars (aka "good, not great") with better focus and the cleanup of game-threatening bugs. I'll keep an eye out for a release 2.

* This review was last edited on December 1, 2022
You can log in to rate this review, mute this user, or add a comment.

Illuminismo Iniziato, by Michael J. Coyne
3 of 3 people found the following review helpful:
A genuine comedy of errors, November 29, 2021*

Having very much enjoyed Risorgimento Represso, I was eager to play this sequel when it was first released in 2018. It didn't manage to grab me the way that its predecessor did, so I put it aside and only got around to trying again recently. It was definitely enjoyable for someone who appreciates the old school style of play, and it is a solid sequel to a well-regarded first episode.

One of the hallmarks of the old school style -- found abundantly in the most popular games of Infocom -- is a kind of wacky comedy to interactions with the presented world. Plenty of more modern works offer the same, but this is not mere imitation. Instead, the technique survives because it is a relatively easy way to deliver entertainment to the player that is of particular value within interactive fiction because it doesn't rely on proper pacing. After all, "brevity is the soul of wit," and bite-sized jokes fit neatly between command prompts.

Although this piece frequently incorporates that type of comedy, it takes the form of more than one-off jokes. Instead, it is the framework for an extensive comedy of errors, a genuine farce growing like rich ivy over the cottage of the game's simple action plot. Jokes build on one another and escalate over time as the player, in the typical old school PC style, conducts a minor crime spree in pursuit of purely personal goals.

It should be noted that knowledge of the original is wound throughout the sequel, though not in ways that make that knowledge required to finish the game. If you happen to have played Risorgimento Represso recently, Illuminismo Iniziato will feel like an unbroken continuation -- following almost as directly as Zork II follows Zork. (In theory, quite a bit of time has passed between the two episodes, but it's not clear what the player character has been doing in the duration. You don't seem to have changed, and you begin with a few familiar items.) In the first half of the game, the setting will be Blumph, a city mentioned but never visited in the original. In the second half, the scene will change(Spoiler - click to show), and you will return to the town of Vechlee, revisiting many of the same locations and objects from the first game.

Several characters appear in both episodes, albeit in different capacities. Ninario, the centerpiece NPC of the first episode, barely appears in this one, and he is never on-stage. Instead, pride of place is given to Crystal, a talkative companion that serves up continuous "color commentary" on your actions. Much of this takes the form of reminders/exposition about events in Risorgimento, but over time this slowly morphs into observations that help to focus attention on the central thread of the plot.

Crystal is an extensively-implemented sidekick(Spoiler - click to show) who develops into a G-rated love interest. She has a ton of things to say, quite a lot of which is non-essential. This creates a life-like presence, but the drawback is that players expecting typical goal-directed expository interaction may find themselves stuck in a morass of verbiage with no end in sight. [In fact, the reason that my first attempts at playing didn't grab me is that I found myself standing in the first room talking endlessly to Crystal about seemingly inconsequential topics(Spoiler - click to show). After her insistent introduction, I assumed that speaking with her was important at that point. Perhaps a device such as her refusing further conversation by saying "We can't stand around all day." after a certain number of interactions in the same location would have served well here.] She is explicitly cast as the "talks too much" type, and one humorous innovation is that her replies for unrecognized topics often take the form of anecdotes about unrelated matters, each of which eventually ends with the acknowledgement that she didn't really hear your question.

Once one realizes that conversation with Crystal is entirely optional, the rest of the game beckons. Although the player is warned by the opening sequence that Big Things Are Afoot, the protagonist's quest begins as the simple task of picking up some dry cleaning. This task is quickly derailed, and in the "natural" course of events (i.e. initiation of the aforementioned crime spree) the protagonist and Crystal catch up to what the player already knows: The villain from the first episode is trying to widen the interdimensional rift that brought the PC to this world. Although it might not seem like this would be a problem to solve, it is(Spoiler - click to show) because, as it surprisingly turns out, the returning villian is some sort of vampire who plans to suck the life force out of students back on Earth. That this was never mentioned in the first episode -- and that this changes my earlier metaphor in a way that suggests the ivy is the only thing holding the ramshackle cottage together -- is beside the point. As with the first episode, the emphasis here is on having fun, not making dramatic sense. This becomes clear through the use of "tyromancy" (a hallmark of the series), which is the art of using cheese for divination. Tyromancy works somewhat differently in this episode, functioning as a series of dramatic cut scenes while also occasionally reprising its previous role of inciting curiosity through clairvoyance of yet-to-be-visited locations(Spoiler - click to show). Most of the cutscenes take place in locations that seem copied word-for-word from the original, which is probably useful for those who haven't played the original for some time but is less effective for those who have recently replayed Risorgimento.

The puzzle structure is a little uneven. Some solutions are quite obvious by virtue of being repeats of tropes from the first episode. Others involve repetitive use of the same objects for similar tasks. Few mysteries are present, and none of them seem exceptionally difficult to resolve, with discovery of the function of the hoop(Spoiler - click to show) and its interaction with the satchel being the most obscure. (The major clue to its use cites the zifmia and aimfiz spells from Infocom's works without mentioning what they do, which are to summon a target person to the caster's location and to send the caster to the location of a target person, respectively. This is a minor unfairness to someone not familiar with those works, but there are other clues available to make up for it.) It is worth taking particular note of how Coyne varies between playing some solutions "straight" while others have surprising and delightful twists.(Spoiler - click to show) The bit about the grappler and the gate of the estate that one plans to burgle is especially funny. These shifts in tone play well with the dual nature of the plot's "unseriously serious" core, with the balance heavily weighted in favor of light-hearted amusement.

Coding quality is improved over the original, with the "graphical" map and continously updating front page of a magical newspaper being the most apparent results. I don't recall encountering anything that seemed like a significant bug, though there are some quirks of interaction that I'm not sure were intended.(Spoiler - click to show) (For example, it is possible to solve the vault puzzle while retaining both the hoop and the satchel, which doesn't seem right given the setup.) The play experience is quite smooth, and the use of sound livens up the occasional sequence without being a functional requirement.

All in all, this work does exactly what a sequel should, namely to deliver more fun with familiar elements. It is well worth playing if you are a fan of Risorgimento Represso, and if you're not familiar with that work, consider this as an invitation to check it out.

* This review was last edited on November 30, 2021
You can log in to rate this review, mute this user, or add a comment.

The Lost Islands of Alabaz, by Michael Gentry
5 of 5 people found the following review helpful:
My new "go to" introductory game for children, November 16, 2021*

The Lost Islands of Alabaz has been out for more than a decade now, and, while it did make a splash by winning the Spring Thing 2011 competition, it seems to have faded into something like obscurity in the years since.

This is a grave oversight.

Michael Gentry's overlooked gem is an exquisitely well-planned introductory adventure for children (or, indeed, for adults sufficiently young at heart). Developing it in the years after his work on Jack Toresal and The Secret Letter, he seems to have been prompted to write this piece as a test of his own insights about how to craft a kid-friendly IF experience.

In the same way that his genre-savviness elevates Anchorhead above the pack, his deep intuition about children's storybooks serves him well here. The very first interaction, the simple device of asking for the protagonist's name, is a remarkably-effective hook for young players, especially as it is phrased ("What is your name, brave Knight?"). Immediately, the player is invited to either enter his or her own name (thereby stepping into the story with an actual identity) or to invent a heroic-sounding name (creating an avatar to embody an archetypal persona). From there, the target player is deftly drawn into the fairytale world that will be the story's setting while at the same time being shown the ropes of interactive fiction. The spare text style of just a few lines to describe each room is appropriate to the genre, won't tax even intermediate readers, and leaves plenty of room for the imagination to fill in the details -- especially after it has been sparked by a few carefully-chosen adjectives. The tropes at play are simple, and the story progresses with a light-hearted sense of fun that is both charming and compelling. In the first few moves, during which the tutorial mode is active, I was powerfully reminded of Infocom's Wishbringer, but it is important to note that this isn't an "old school" style game.

Once again, the author's talent for integral design of the play experience is evident; a few careful changes to the mechanics of interaction do much to set the mood for those familiar with interactive fiction, while smoothing the way for newcomers. The world model is somewhat simplified from the standard: Only four cardinal directions are supported, and objects never leave inventory once acquired. NPCs are talkative enough within the game's ASK/TELL model, which can be daunting for beginners, but implementation of a "topic-prompting" system (similar to that of Lost Pig) and functional combination of the verbs ASK and TELL make it very easy to get started. The SHOW and GIVE verbs also can also be used, a discovery that new players seem to make intuitively once they have had a few interactions with people in the world.

Trig, an almost ever-present sidekick who is the most prominent NPC, arrives early and takes over as the game's tutorial voice after the first few moves. By the end of the first chapter, he stops dispensing tutorial advice, and from that point on he doubles as a hint system. Repeatedly asking Trig about an active problem (as identified in the self-updating journal) will yield increasingly larger hints. It's quite intriguing how this plays out psychologically with young players -- they seem naturally resistant to asking him for help whenever they think it is something that they should be able to figure out themselves, even when stuck. Perhaps this has to do with the way that Trig's personality is implemented; he is somewhat dull, in the style of Trent/Tiffany from the Infocom canon. (The logic seems to be "If even Trig can figure it out, I should be able to!")

NPCs are an integral part of the game. In addition to Trig there are two other crew members, Javier and Zoey, that the protagonist is nominally in charge of as captain of a ship. These at first seem to be information-dispensing cardboard cutouts (the dominant but wholly-appropriate style used in the game), but at several points the protagonist needs to gain cooperation from one of these team members to complete a puzzle. This is a small but important touch, moving them out of the realm of background decoration and into the realm of supporting characters. At least one of these occasions requires issuing a command to Trig, an affordance that might not be obvious to new players but which Trig himself introduces as an optional interaction during one of his last tutorial voice comments.

Although the hint system is in place, it is rarely needed because the puzzle structure is masterfully designed. It works marvelously in conjunction with the game's "journal" system that serves in place of a score. Reading the journal lists achievements that have been accomplished as well as the pertinent puzzles to be solved at that point. The effect of reading over the list is much like a FULL SCORE command without any numbers attached, and it's interesting how over time this creates a sense of progression through the story's highlights without implying a precise measure of how much of the game remains.

Initial puzzles barely count as such, with solutions on the order of opening a container or walking between rooms, but the difficulty level slowly increases over time. While even the most difficult puzzles in the game are on the easier side for experienced players, several are clever in their construction and require small leaps of intuition that are just the right length for kids. Using Andrew Plotkin's definition of a good puzzle as being one that makes the player feel smart, these are very good puzzles indeed. There is also quite a bit of variety to the types of puzzles, including a superb racing sequence that makes for a very memorable action scene (and adds a new companion NPC: the mount, which the player must name). Wonderfully, the puzzles dramatically reduce in difficulty as the plot reaches the top of its arc, allowing for a quick denouement before the sense of victory is lost.

The story's pacing is also excellent. Its structure involves exploration of several islands, each consisting of a small number of rooms (generally 3 to 10) and each relatively self-contained. Access to each island is granted by obtaining one of ten magical pearls, and much of the functional plot revolves around obtaining these. As the range of traversable locations expands, more and more interactions between locations become possible (and necessary to progress). Although the central mystery of the plot remains a mystery until near the end, the player is rewarded with snippets of history that are revealed through exploration. These snippets contrast with the expectations set by the game's well-crafted "feelie" (an almanac of the kingdom written 50 years previously), giving a sense of deep dynamism to a world whose present is generally static. The command GO TO assists in navigation on each island, but it is not 100% reliable, suffering bugs in certain places(Spoiler - click to show) [confused by basket-o-vator, or presenting occasional malformed disambiguation questions] and outright refusing to cooperate if the destination is too nearby. This is another of Gentry's bits of subtle genius; it frees players from long sequences of navigation commands while still encouraging them to create a map of their own, in their heads if nowhere else.

One feature that I particularly liked about this work was that it includes some strategically-placed red herrings in a couple of places. These are items that seem like they could have a use somewhere, but which never actually do. Players are left to mull over these and deduce which items among them are the ones that can actually be put to use. Their presence does quite a bit to vary the pace of the story (allowing for thoughtful, slow-paced experimentation phases) and to engender the sense of a world of possibilities, even when in practice there are few options for progress. They also contribute to the satisfaction of working out the relevant solutions by sorting trash from treasure.

Although a version 2 was released to correct bugs, there are still a noticeable number of typos and a few issues with the interaction. These are minor, and they do not detract from the story. Perhaps these will be addressed in a future release, but most players will probably be more interested in seeing the sequel that is promised at the game's end.

There's something in the alchemy of this work that may particularly appeal to those who enjoy games in the old school style. It manages to retain the heart of some of the best elements of that style while adopting (and adapting) several innovations that inarguably improve the play experience. I'm not sure how well playing this would prepare someone to try older games, which might seem primitive in comparison to this work, but it certainly seems likely to encourage young players to view interactive fiction as a category in a positive light, and that aspect alone makes this a valuable contribution to the field.

This game earns five stars for me, as it has become my first suggestion whenever someone asks for a recommendation for a children's game. If you are looking to introduce a grade school child to interactive fiction, this is definitely the one to try. Even middle school aged children may enjoy it if they can get into the proper mindset -- especially if they are teamed up with younger kids and can help them think through the puzzles. The same applies to parents: It's sure to be fun if played with kids, even if it's not the kind of thing that you would choose for just yourself.

* This review was last edited on December 10, 2021
You can log in to rate this review, mute this user, or add a comment.

Enigma, by Simon Deimel
4 of 4 people found the following review helpful:
Compelling and intense., November 16, 2014

Simon Deimel's Enigma starts out like an off-kilter version of "Hello, World" for Inform 7.

You start in a room frozen in time, and the whole game plays out as the protagonist's experience of a single moment oriented around one decision(Spoiler - click to show): to shoot or spare your best friend. Starting with only immediate sensations, you must build a chain of association between memories and perceptions that let you come to a realization about the truth of the situation you are in.

Exploring a memory may let you perceive things more clearly. Exploring a perception may trigger a memory. On occasion, a threshold can be reached that allows a kind of breakthrough into new conceptual spaces. Sometimes memories or perceptions will be enhanced, providing a more connected impression over which to mull, so you must return to a topic to see how new scraps of information fit into it. The text is delivered in a fast-paced, heart-hammering style that seeps into your attitude and keeps you rapidly typing until you arrive at the conclusion.

There are really only two verbs that make a difference(Spoiler - click to show): 1) "examine" and 2) "remember" or "think about". If you somehow get lost, the "hints" command will offer specific topics for introspection. This is probably not a good thing to use as a first resort, but it's helpful on a second run through.

It's really quite remarkable that Mr. Deimel has managed to create such a compelling experience out of such a small range of action, and the extent to which he has achieved this speaks to his creativity in developing and executing the concept. While he notes in the post-game INFO block that the basic concept is not new, it was new to me.

From a technical standpoint, the execution is good but could use a bit more refinement to reduce repetition of certain topics and smooth the experience. As a player, it's sometimes clear that you have hit a dead end, but it's also difficult to ascertain which topic will advance the situation without resorting to hints. Perhaps a routine that would "auto-associate" previously-explored topics that have been updated due to new information after a certain number of turns?

On the other hand, the sense of urgently and repetitively reviewing bits of experience very much conveys the mindset of the PC, and perhaps it enhances rather than detracts from the play experience overall.

From a writing standpoint, there are opportunities for improvement(Spoiler - click to show)-- for example, it's not made at all clear what drove Tim over the edge, and this leaves the whole scenario feeling a bit forced. Then again, it's not always clear in real life, either, so perhaps that's intentional.

In addition, although I liked the writing style, some additional work to smooth out the line breaks when reviewing the scene would have greatly improved the impression of a fully completed and polished work
.

Overall, a good comp entry and an enjoyable short work. I look forward to more from Mr. Deimel in the future, and will be interested in exploring some of his past works.

You can log in to rate this review, mute this user, or add a comment.

Dial C for Cupcakes, by Ryan Veeder
6 of 6 people found the following review helpful:
Corruption. Intrigue. Baked Goods., November 14, 2014*

This slightly silly (but highly enjoyable!) piece by Ryan Veeder is perhaps inspired by Rosencrantz and Guildenstern Are Dead, as its story is built around the escapades of two minor characters from his previous work, Taco Fiction.

I came across this work first, then later played Taco Fiction to compare. The two are not related in any meaningful way, so perhaps it's not really appropriate to think of Dial C for Cupcakes as a sequel. Certainly, this piece works well on a standalone basis.

The first act of the story seems almost conscientiously designed around exercising some of the latest features of Inform 7, specifically the ability to do floating point math and to switch the perspective and tense of rendered text. Once the exposition is done, however, it settles into a more typical style of interaction, in a scenario that poses the question: Just how far are you willing to go for friendship, justice, and/or frosting?

The second act is well-paced and entertaining, and it does a good job of demonstrating how careful design of NPC interaction can provide an appropriate level of satisfaction to the player without demanding too much from the author.

With a semi-realistic setting and a story that gives license to be somewhat mischievous, this is one of those pieces that probably has broad enough appeal to hold the interest of casual mainstream players -- or even those new to interactive fiction. I'll be adding it to my short list of recommended pieces for those just trying IF, and I would definitely point it out as a great seasonal piece around Halloween. While it might not quite be kid-safe (since an understanding of certain adult motivations is necessary to complete the story), it's certainly no worse than PG.

* This review was last edited on November 15, 2014
You can log in to rate this review, mute this user, or add a comment.

Final Assault of the Big Green Cliches, by Sam Kabo Ashwell
3 of 3 people found the following review helpful:
Intriguing little vignette., October 23, 2014

This decade-old SpeedIF entry takes only a few minutes to complete, and is not a fully-developed work by any means. Still, it seemed worth it to put together a quick write-up, since it demonstrates a narrative device from which would-be authors can learn.

The interaction here is done in the style of a combat scene in a typical war movie, though the setting is a strange blending of fantasy and modern (or possibly sci-fi?) tropes. The action starts in media res, with you pinned down, low on ammo, and basically doomed.

What's interesting here is the way that you, the player, are not given a complete description of your environment; instead, significant new elements are injected serially over the course of several turns.

This is a clever trick, in that it takes advantage of the deeply-ingrained player's instinct to examine everything new to encourage him or her to "play along" with the developing narrative. (A similar "pointillist" style can be seen in Ashwell's Ugly Chapter, but in that case it is used more for the background than the foreground.)

While this piece is almost over before it has begun (it only lasts 10 turns or so), and there doesn't seem to be any possibility for meaningful interaction with the scene playing out, I was struck by how cinematic the sequence feels. Forcing the player to constantly reorient to the PC's situation this way seems similar to the technique of fast panning used in cinema to draw the audience "into" the action.

You can log in to rate this review, mute this user, or add a comment.

Anchorhead, by Michael Gentry
13 of 16 people found the following review helpful:
Long-standing champion in the IF Horror genre, March 1, 2014*

(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.

* This review was last edited on January 7, 2023
You can log in to rate this review, mute this user, or add a comment.

The Dreamhold, by Andrew Plotkin
16 of 16 people found the following review helpful:
Uniquely invertible puzzle structure, January 19, 2014

If you're a long-time player of IF, you might have skipped this work by Andrew Plotkin, which is typically billed as an "introductory" piece for those new to the genre. If you approach The Dreamhold with this mindset, that's almost certainly how you'll experience it, but that is not all that is offered.

Upon first completing this game many months ago, I found it to be a typical Plotkin work in the sense that it almost flippantly demonstrates the power of top-notch prose and programming to revitalize otherwise stale conventions in the genre, but I didn't see much else to recommend it. The most obvious innovation is the "tutorial voice" (well-covered elsewhere) which earns the work its status as one suitable for novices, but this held little magic to me: first, because I'm not a novice; second, because its success is questionable based on the various online reactions of actual newbies; and third, because this approach has been pushed even further since The Dreamhold was released, rendering it no longer state-of-the-art.

I gave an up-vote to Brian Campbell's IFDB review, decided I had nothing to add, and moved on... until the next day, when, still puzzling over the somewhat cryptic ending and the various loose ends, I started playing again with a walkthrough nearby for reference. Before long, I had experienced many of the hidden nooks of interaction and seen the alternate ending, which was equally cryptic and not particularly more satisfying.

Over the ensuing weeks, however, I slowly came to realize that this alternate ending is not your typical example of branching narrative structure, and that realization is what eventually drove me here to write this.

Most interactive experiences with multiple endings very explicitly present the choices relevant to shaping the outcome as choices; that is they are framed as mutually-exclusive, either-or options that can reasonably be expected to alter the outcome in a significant way. For many games, some or all of these choices are illusory, as multiple branches of interactivity will converge on the same situation again later, but generally at least a few will genuinely change the outcome.

In addition, most games that have multiple "winning" endings are quite careful to remain neutral or ambiguous in the guidance they offer about which branch to take. The signposts are up indicating the forks of the road, but there is no author influence about which direction to take. One reason for this may be that, given the amount of work required to implement the different branches within the game, the creators don't wish to do anything to discourage players from exploring them all in separate playthroughs.

In The Dreamhold, Plotkin does not follow these conventions. Challenging them seems to be one of the key experiments of this work.

With respect to determining which ending the player will see, the important branches in the action are not explicitly framed as choices for the player. Only one branch of action is even implied by the prose, and that path is framed not as one of two binary choices but as the single solution to a particular challenge. These are well-designed puzzles in the sense that they are well-hinted without the solution being immediately obvious, but, for clarity, I will term these the "obvious" paths.

Here is the part that I find fascinating: (Spoiler - click to show)The obvious path (i.e. hinted puzzle solutions) is often dependent on a particular linear mechanic, meaning the solution is driven by moving a world state in a specific direction(Spoiler - click to show). Examples that spring to mind are the puzzle about finding your way in darkness and interacting with the hot springs. In each case, however, there is a corresponding solution using the same linear mechanic, but requiring that the player push the world state in the opposite direction from that needed in the obvious path. I'll call doing so taking a "non-obvious" path.

"Non-obvious" is perhaps not strong enough of a description -- "obscured" might be better. The prose does not hint at this option in any way I detected. The only hint is found in the very nature of the underlying linear mechanic; there is no reason, in the abstract, that the mechanic should not be reversible.

On the somewhat less abstract plane of writing code, the very fact that the author has to program interactions in both directions means that any theoretically invertible game mechanic will normally only have one "interesting" (i.e. story-relevant) direction. Not so in The Dreamhold, where Mr. Plotkin has taken the trouble to create what almost amounts to a secret game accessible only to those who discover the uniquely reversible nature of the puzzle structure.


I want to be clear: I don't think I would have known anything about this "other" side of the game if it weren't for the walkthrough. I feel confident that most of the people who play through this (especially novices!) would not hit on even one of these non-obvious solutions. (Spoiler - click to show)To hit on enough of them to see the pattern, to grasp the... meta-puzzle? meta-mechanic? and work all of the alternate solutions through to the end is asking a lot. In a piece with a significant number of intentional red herrings and dead ends, offering only the slightest and most indirect indications of the existence of the alternate solutions or the fact that associated prizes have any significance (via the mural) can be fairly called unfair. But then again, asking a lot from players is par for the course in much of Mr. Plotkin's work.

So, given the lack of a direct explanation, what's it all about? (Spoiler - click to show)Having mulled over both endings at length, the overarching theme seems to be about the choice of how to use power. The PC has reached the extreme of power within his current plane of existence, and the player's actions drive him towards one of two paths. In the first, via the "obvious" path, the PC continues his attempt to dominate the entire plane. This is perhaps a more dubious endeavor than the PC believes, given that it was an error during a previous attempt that left him in the state in which you find him at the start of the game. In the second, via the "obscured" path, the PC turns that power inward and transcends to a new plane of existence -- beginning anew to start the climb all over again from the bottom. This is the path of legend as laid out in the game world, the path that is perhaps more promising for the PC and more satisfying for the player, since it lacks the malevolent and maniacal overtones of the first path. Of course, the preceding is my own interpretation; your mileage may vary.

As a final note, I think it's worth pointing out that, despite the prose's uncanny ability to make you feel "there" (as Magnus Olsson's review puts it) in terms of the game world, it seems to intentionally avoid trying to do the same thing in terms of the PC's mind. True, the PC quite deliberately begins as a blank slate, but surely some of the previous personality should be emerging as the player progresses through either of the two core collection quests? Given the arguably distasteful nature of the obvious ending, adding an ever-more-megalomaniac tinge to the PC's thoughts would provide some players the motivation to avoid it. This, coupled with a some real hinting at the existence of the second path would elevate the overall narrative structure to a true and conscious choice for the player, which I, personally, would have found tremendously more satisfying. As it is, the effect of hiding the second path so thoroughly is to render it invisible in the course of typical play, leaving the average player with seems like half of the intended experience.

Somehow, I doubt this is unplanned. It seems clear that Mr. Plotkin wants you to work for the extras offered, that this other path (and the resulting opportunity for greater insight into the story) is primarily there for elite players. Whether intended or not, hiding one path results in players being directed towards the other; The Dreamhold does not seem neutral here, even though it can be argued that such neutrality is implicit in a game about unguided exploration of an unknown environment. The counter-argument is that players cannot assume that a work of IF is open-ended -- they are at the mercy of authors to provide nudges about which of the endless possibilities of imagination are realized within the work at hand.

Perhaps Mr. Plotkin thought this all out, and perhaps this is The Dreamhold's central challenge to the player: to make the choice to look for a choice, instead of following the obvious path. If so, the unconventional design is very cleverly and subtly executed, but it's not clear to me why this poker-faced approach is superior to offering additional encouragement (delivered in his deftly minimalist style) to players to discover the alternate path.

In conclusion, this is a game well worth your time, but I do not recommend it for novices. Long-time players who have not yet experienced it should approach The Dreamhold with explicit instructions to dig deep and try to think outside the box of how IF typically works; without such preparation you are likely to miss the aspects of this work that separate it from the pack.

You can log in to rate this review, mute this user, or add a comment.


Previous | 61–70 of 146 | Next | Show All