As other reviews have mentioned, Birmingham IV was originally written using the text adventure design system Quill in the late 1980s but then ported to Inform 7 in 2014-16. The current version still retains the feel of a non-Infocom text adventure circa 1989. By way of comparison with some other old-school games in IFComp 2018, Birmingham IV feels more modern than Flowers of Mysteria or Escape from Dinosaur Island but less modern than Bullhockey!.
The setting appears to be the area around Birmingham (England) in the early to mid-1600s: Queen Elizabeth’s face appears on some money you find, and there’s a reference to the Virginia colonies. It’s not clear what the plot is, though. You play as the Phil, a scholar and scientist. Or, as they would say back then, “natural philosopher.” In fact, as you eventually come to realize, “the Phil” is actually a title - “the Philosopher” - not the name of the PC. You can explore your cottage and the surrounding area, and there’s a note from the parson that gives you a couple of long-term goals, but for the most part at the beginning of the game you just wander around solving puzzles. As you keep playing, though, the end-goal eventually becomes clear. Or "end-goals," I should say, since Birmingham IV gives you a choice at the end.
There's also magic in this world. But it's a subtle magic - magic of an old English kind, where elves are tiny and fearful of humans and where ancient skulls and standing stones are infused with power that you can use but never really understand. In terms of how magic is portrayed, there's a pretty clear line running from English folk tales to The Lord of the Rings to early Dungeons & Dragons to the current canonical takes on fantasy races in role-playing games (both computer and paper), as well as many modern works' systematic and almost scientific approach to magic. Even Infocom's Enchanter series takes this systematic approach, and the Harry Potter series does as well. In the latter, magic is something almost mundane: It has been apportioned into school subjects to be learned as a matter of course by children! Birmingham IV, however, is solidly pre-Tolkien: Magic is mysterious, ethereal, and perilous. For me, that was refreshing, and Birmingham IV's consistent take on this constituted much of the game's charm.
Unfortunately, Birmingham IV has some weaknesses, playability-wise, that affected my enjoyment of the game and that will frustrate many modern players. (1) The game does not always tell you which directions you can travel in. It doesn’t take much additional effort on top of drawing a map (if you’re doing that) to figure out which directions are allowed, but it will be a hurdle for modern players. (2) There are a few too many one-way directions near the beginning of the game. (3) You have an inventory limit of five. (4) It is easy to get yourself into an unwinnable state without realizing it. (5) Many of the puzzles are underclued. The puzzles I'm thinking of for which this is the case aren't bad puzzles, but some of their solutions are the kinds of things that you wouldn't come across unless you had the patience to try a bunch of random things that might work. (Fortunately, David Welbourn has published an excellent walkthrough!)
In other words, Birmingham IV is a huge, old-school piece of late 80s IF. If you enjoy that sort of game, then you'll probably enjoy Birmingham IV.
Dark background. Sweet jazzy opening music. First person narration. Rain pounding on the windows. Early entrance by a femme fatale… who is actually your business partner, not to mention (Spoiler - click to show)a succubus - the ultimate femme fatale! - and who totally calls your bluff on pretending to be asleep. With all of this, plus the title, I’m thinking that Grimnoir is going to be a noir detective story that nevertheless plays with noir’s usual tropes. And, sure enough, that’s what it is.
One major aspect of the game perhaps takes noir in a different direction rather than playing with its tropes. This is the fact that (Spoiler - click to show)the PC specializes in the supernatural - particularly tracking down various undead spirits. There are probably other works that feature this as well, but I was reminded of Jonathan Stroud's Lockwood & Co. series of novels.
A second aspect is truly playing with noir’s tropes. As you slowly come to realize over the course of the game, (Spoiler - click to show)the detective PC is gay. This affects the story and gameplay some, as it makes him immune to the charms of his succubus partner, while leaving him susceptible to an incubus in one of the mid-to-late-game cases.
Gameplay involves solving a series of cases. You're given three cases initially that you can investigate in any order. After you complete those you're given three more cases that you can investigate in any order, followed by the endgame case(s). (It's kind of like Detectiveland doubled, in that respect.) Three cases at a time gives the player some choice without it feeling overwhelming in the way six or seven cases might.
The player also has access to the Grimnoir, which contains a list of monsters and their powers. This was fun and reminded me of a miniature Dungeons & Dragons monster manual.
The cases feature some interesting narrative and investigate variations. For example, (Spoiler - click to show)in one case you play as the succubus partner, which was fun partly for variety and partly because she has cool powers. In addition, another case involves two spirits rather than one.
My one gameplay critique has to do with your selection of the monster that you think is causing the crime. After you've completed your investigation, the game gives you a list of three monsters to choose from. With only three names it’s easy (if you remembered to save just before the monster encounter) to try all of them and then reload if you’re wrong.
Also, from a narrative standpoint I’m not sure why naming a monster would cause it to freeze, although from a gameplay standpoint I can understand this: The game needs some way for the selection of the monster type to be decisive in terms of the investigation, and having the monster freeze when named accomplishes that.
The final case is a nice wrap-up of the PC's storyline and series of investigations.
Overall, I enjoyed Grimnoir. It's a well-done noir homage that nevertheless plays with its tropes in interesting ways.