Ratings and Reviews by Felix Larsson

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Earl Grey, by Rob Dubbin and Allison Parrish

8 of 8 people found the following review helpful:
Language Materialist Games at the Mad Monk’s Tea Party, November 2, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: [4], gambol

There’s a really original idea behind this puzzle piece: you go around transforming things by taking a letter away from its name or by adding one to it. As soon as its name is changed, the thing itself is transformed accordingly: for (non-spoiler) example, if from the hillside you see the imperial fleet approaching, you can take the ‘l’ from it, and instead you will see the imperial feet approaching; you now have an ‘l’, which you can add to the man eating grue that you’re faced with inside the cave, and all of a sudden it’s a man eating gruel you’re faced with in that cave. The puzzles in the game are all of this kind.

The idea, I think, is really great; regrettably, the game doesn’t quite match it. Not that it lacks ‘good-making characteristics’ even apart from the fresh puzzle mechanics: at the bottom of the screen is a nice running commentary to the events of the game in the form of the PC’s silent thoughts (often funny, sometimes helpfully giving hints); it starts with an excellent interactive in-game training sessions that accustoms the player both to its novel kind of puzzles and to the continuing need to talk to NPC:s (when you’re not transforming things, you’re talking to NPC:s. You should do a lot of talking to most anything and keep talking to it till you don’t get any new answers); also, the author manages to make all of these many and extended (linear) dialogues with NPC:s entertaining. However, I still didn’t find the game as a whole as appealing as many of its details.

Obviously, a game built around this kind of puzzles will only work in a very fantastical setting. The problem is that Earl Grey often passes the border from the fantastical into the arbitrary. And this is true in regard to puzzles as well as storyline.

All too often the solutions to puzzles are arbitrary: there simply exists no reason whatsoever to expect certain transformations to solve the problem at hand. Still you perform those transformations—merely because they are possible but without the slightest clue as to why they should be of any help at all—and POOF! you’re told that the transformed objects work some magic that happens to take care of the PC’s present problems.

The story, too, takes a lot of arbitrary turns and unmotivated twists that, as player, you can’t avoid, try as you might. Indeed, in the linear parts of the game even the PC takes actions that not only appears arbitrary and unmotivated at the time but also seem at odds with what he does, thinks, and feels at other times. (Spoiler - click to show)To begin with you’re very flattered to have been invited to a certain monk’s tea garden party and he gives you your magic powers of transformation in order for you to collect varieties of tea down in the village. Then for no reason at all the PC uses these powers to ruin the monk’s precious garden. The monk gets mad and wreaks havoc upon the poor village, then disappears. Now the PC decides to save the village, but, after quite a halfhearted attempt at that, you set off after the monk instead. Before you catch up with the monk, you happen upon an impoverished prince whom you promise to restore to his throne; and when you do find the monk, all wrongs are forgotten and the two of you are readily reconciled. Now, all you have to do is put the rightful king on his throne, then go save the villagers … perhaps.

To me at least the virtues of the game didn’t quite make up for the lack of direction in the story and the lack of foreseeability in the solution of puzzles.

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The Believable Adventures of an Invisible Man, by Hannes Schueller
Felix Larsson's Rating:

The Grand Quest, by Owen Parish

4 of 5 people found the following review helpful:
A Little Quizshow, October 14, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: gambol, [3]

So you thought you were in for a cave crawl? Actually, it is more like a quiz show, only set in a Steve Jacksonesque fantasy dungeon and presented by a mysterious Guardian of the Goblet.

You wander through a series of rooms, each containing a puzzle. By solving the current puzzle you gain entrance to the next room. In the last room looms the Goblet of your dreams.

The puzzles are varied in character, difficulty, and fairness, but none strikes me as really ingenious; and presented ‘raw’ like this, out of any particular narrative context and without any other in-game motivation, they fail to hold my interest.

The world, sparsely furnished as it is, is only minimally implemented: if, say, the heavy treasure chest in the middle of the room is not needed to solve the puzzle of that room, then, try as you might to open it, “you can’t see any such thing”.

This is most certainly not a game to put in the hands or computers of anyone new to IF.

(And the ending! Is that the sound of the author laughing at me?)

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Grounded in Space, by Matt Wigdahl

5 of 5 people found the following review helpful:
Well-Told, Well-Coded Wild Space Adventure, October 12, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: [7], truce

This SF piece is definitely worth reading and playing. The PC is a young boy sent on a mining mission on a spaceship under “punishment regime” by his father to make a man of him. (Settlers are much the same, it would seem, whether in 24th century Space or in 19th century Old West.)

Apparently, Wigdahl is a professional programmer and a veteran Infocom beta-tester, though this is his first work as IF-author. And it’s a very well-told and well-coded story, indeed; actually, the telling and coding is rather better than the story itself—which makes the reading/playing experience a curious mixture of satisfaction and (relative) disappointment.

In particular, I found the central puzzle somewhat disappointing, partly because it sins again the degree of realism already established in the narrative—it’s simply unbelievable that the engine of 24th century spaceships would employ a mechanism anything like this—, partly because (Spoiler - click to show)the puzzle is a quite hard and quite old one that many players will have learned from logic and lateral thinking puzzle books already as kids, probably making it virtually insoluble to some and really trivial to others.

At his web site, Wigdahl states that the whole piece was conceived and realized in three months (in time for the IF Competition), so there simply can’t have been very much time left for story and puzzle design. I do hope he got hooked on writing IF, for I would love a long series of works of his with puzzles and stories to match the execution.

By the way, Grounded in Space also has an interesting formal structure: its level of interactivity increases as the story progresses. The transition between these levels never feel contrived or unmotivated; on the contrary, they correspond well to what might reasonably be required from the PC at different stages of the story (so much so that I suspect this formal structure was not intended by the author but dictated by his material).

The story thus begins in ‘linear’ mode: it will unfold very much the same whatever you do. This linear opening serves as an introduction to the rest of the story, just as the first chapter of a book or the opening scenes of a play or a film normally does. In the case at hand, it introduces the player to the personality of the PC and explains what an inexperienced kid like him is doing all alone aboard a spaceship a long way from home.

The linear section is followed by one in ‘hypertext’ mode: i.e. you choose freely what to read and in what order. This hypertext section allows you (and the PC) to become familiar with the environment (the spaceship Marryat) and with your supposed task aboard.

To my mind, these first sequences very successfully sets the mood and premises of the work. (Perhaps, to a die-hard IF gamer as opposed to a willing IF reader, the may seem too long or irreleant or boring or whatever. I really wouldn’t know, since I am the willing reader. and I enjoyed these sections.)

Then finally you enter the properly ‘interactive’ mode in a section that leads up to the peripety of the story and the central puzzle. And after that there are several ways to bring the story to several distinct, more or less happy conclusions

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Beta Tester, by Darren Ingram

7 of 8 people found the following review helpful:
*Regrettably* lives up to its name, October 11, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: gambol, [5]

‘Objectively’ the game is nothing but a series of easy puzzles set in a silly nonsense environment: you play a beta tester of a virtual reality world called “the Toybox”.

The whole thing lives solely (and well) off it sense of humour and its central gimmick, viz. the long—sometimes very long—and funny descriptions of items and certain actions (spoon)fed to you by your hitting any key after having read so far. This allows a kind of timing of jokes and punchlines that the author uses to very good effect.

However—there’s a first and a second part to this game. The first part is great fun (if you like silly fun) thanks to the witty writing. After solving the 1st puzzle though, things become more buggy and less implemented. Actually, the game seems simply unfinished—at least in the version entered in IF Comp ’09. Suffice it to say that I really do look forward to a final version where Game Dame Hellaine and her Fun&Games-room is anything like implemented and where I can’t put Jorry the famous stand-up comedian in my backpack.

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Pac-Man, by Anonymous

4 of 6 people found the following review helpful:
Confessions of an Arcade Dot-Eater, September 28, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: [3]

This very short piece sketches an excentric way of making narrative sense of Pac-Man: (Spoiler - click to show)Pac-Man is a junkie, haunted by ghostly apparitions; he needs a ”power pill” to save his day, drive his ghosts away, and go to junkie heaven. I’m sure the author could have made more of this particular idea; but, as it stands, it’s no more than a mere sketch, with no real choices for Pac-Man to make along the brief way to the ending: you go one way you win, you go another you die. The writing is as good as it comes, though.

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Space Invaders!, by Anonymous

6 of 6 people found the following review helpful:
Faithful IF-remake of «Space Invaders», September 25, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: **

A pretty faithful IF-remake of Space Invaders: The aliens drop their intergalactic missiles at you; you fire at them with your gun. As a game in it’s own right, I suppose it would be quite a disaster. But, of course, now, it’s not a game in it’s own right: it’s a rendition in text of an old graphics video game. That makes it kind of corny fun—to players who are familiar with the original game, that is.

I don’t think there’s a way actually to win this one (which is quite fair, since there never was a way to win Space Invaders in the first place, was there?), but I didn’t have the superhuman patience nor the subhuman pigheadedness to keep playing long enough to be sure of this.
Also, at a certain point, the author introduces an original element to the game …

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Tilt!, by Mona Wuerz

2 of 4 people found the following review helpful:
Pinball Satori, September 22, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: literary, *

It’s pinball. You’re the ball. The first time you fly off, the experience will likely be as disorienting to you as it must be to the poor ball, and the game is soon over; by the third time, however, you will probably have got the knack of it. The game is replayable, in a sense—the sense in which any game of pinball is replayable: you can always try to score higher than before.

(Wuerz’s writing, a times, hints at pinball as an allegory of life, again with you as the ball. Come to hink of it, there’s obviously a deep buddhist meaning to Tilt!: (Spoiler - click to show)there you are, a ball, trying to make sense of a world you’re thrown out into without a say in the matter and telling yourself you have some control, though in truth you’re at the utter mercy of outside forces—those outside forces, on closer inspection, being you(!), the player, who you actually are (the ball and its world being empty—mere virtual objects devoid of any real existence) and who, moreover, is no real party to the virtual pinball world, except for playing this very game of Tilt! over and over again in the pursuit of ever increasing high-scores in your (i.e. the virtual ball’s) next (virtual) life—until, at last, you suddenly realize the futility of it all, stop clinging to an illusory pinball world and are awakened to the truths of its emptiness and your own power and purity.)

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Pong, by Stephen Granade

6 of 6 people found the following review helpful:
Well … better than possible. NOT for IF-rookies, though!, September 22, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: **

You are a paddle. You can move up and down to block the ball.
Making interactive fiction of Pong is a wacky idea that Granade manages to transform into a weird experience, thanks to a writing that is reminiscent, in ways, of the language in For a Change, only more convoluted and presented as a kind of inner monologue of the paddle’s. Some feat, really, since (though there are appropriate responses to other standard commands) the paddle can (did I mention that?) do nothing but move up and down. The novelty of the writing is, however, gone some while before either you or the opponent Non-Player Paddle scores a fifteenth time and the game is at last over.

To anyone who never played or even watched a match of Pong, this game must be terribly confusing; and I suppose it would be quite the worst introduction to interactive fiction that could well be imagined.

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Arid and Pale, by Michael R. Bacon

4 of 4 people found the following review helpful:
Poem generator, September 17, 2009
by Felix Larsson (Gothenburg, Sweden)
Related reviews: literary, **

This is a hypertext collection of poems demonstrating the basic functionality of the author’s Interactive Poetry Extension to Inform 7. The poems are all single stanza quatrains. The first line of all the poems reads “Arid and pale”. The reader chooses one of the words of this line and the poem is incremented by one line according to that choice.

As a collection of poetry I didn’t find the work very convincing (though it might well be more to somebody else’s taste); anyway, the collection was probably intended more as a demonstration of the extension than as an attempt to achieve literary immortality.

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