Reviews by Joey Acrimonious

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Pick up the phone booth and Cry, by Danny Miok
2 of 2 people found the following review helpful:
Parodyception, December 14, 2020

The meta is strong with this one. It's a parody of Pick Up the Phone Booth and Dye, which is itself a parody of Pick Up The Phone Booth And Die, and you'll want to play both of those games first in order to fully appreciate Pick up the phone booth and Cry.

Compared to the rest of the PUTPBAD corpus, this game has two salient features. First, it gleefully embraces and even intensifies the cruel, mocking sense of humor that the original established. Second, it's riddled with typos and grammatical errors.

Whereas the original PUTPBAD explored the antagonistic relationship between the protagonist and the phone booth, this game follows in the footsteps of Dye by rather focusing on the internal struggle of the protagonist. It's a case of player vs. self, as you seek to win the game in spite of your own limitations. But whereas in Dye this struggle is eminently practical in nature - you (Spoiler - click to show)can only lift one thing at a time and need to find a way around this - in Cry what we get is a protagonist who struggles against their own mental and emotional weaknesses as they try in desperation to solve a seemingly insurmountable puzzle. The protagonist is portrayed as pitiful and pathetic... for laughs.

Perhaps, in a game with better writing, I could have found the humor in this. But when combined with all the typos and poor grammar, it just comes off as crude.

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Pick Up the Phone Booth and Dye, by Eric Schmidt
2 of 2 people found the following review helpful:
A Clever Gag, But Lacking Gravity, December 14, 2020

The original, venerable Pick Up The Phone Booth And Die has inspired quite a few parodies. Among them, Pick Up the Phone Booth and Dye is notable for the cleverness of its premise, but its execution is not all that it could be.

The premise is a winner: taking a game that was already a joke, and adding a new layer of humor by reinventing it around a pun. The implementation surpasses that of the original, in that most of what is described can actually be interacted with in several sensible ways, although it still leaves much to be desired (e.g. the protagonist has a default description, the dye's odor is not described, etc.).

But I feel that this game doesn't have all the heart of the original. Players of Pick Up The Phone Booth And Die will recall that it evoked a world with a certain personality. Perhaps a thin and Nyquil-soaked personality, but a personality nonetheless. The small New England town's once-proud, graffiti-covered phone booth, stubbornly resisting the player despite its best days clearly being behind it, made for a compelling antagonist. But Pick Up the Phone Booth and Dye, unfortunately, does not share this level of characterization. Here, we are presented with a bland, ordinary phone booth in an utterly unremarkable location. In the original, we were given an adversarial relationship between the protagonist and the booth; here, we are given basically no insight into the protagonist's motives.

For these reasons, I feel that this game suffers from a palpable lack of emotional gravity. It didn't resonate with me in spite of its clever premise.

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Pick Up the Phone Booth and Aisle, by David Dyte, Steve Bernard, Dan Shiovitz, Iain Merrick, Liza Daly, John Cater, Ola Sverre Bauge, J. Robinson Wheeler, Jon Blask, Dan Schmidt, Stephen Granade, Rob Noyes, and Emily Short
1 of 1 people found the following review helpful:
The Game That PUTPBAD Was Meant To Be, December 14, 2020

This is an artful piece: the disciplined minimalism of Pick Up The Phone Booth And Die, combined with the rich implementation of Aisle.

The authors of PUTPBAA have, through their concerted effort, realized what was missing in PUTPBAD. With dozens upon dozens of recognized verbs, each yielding a different ending, what we have here is not extensive but rather extremely intensive. Almost any action your imagination might dream up is accounted for in some way.

As a parody of the original PUTPBAD, it works brilliantly. As a game unto itself, it works brilliantly. Perhaps my only complaint is that it does not aspire to the emotional depth of Aisle, but as far as lighthearted comedies go, Pick Up The Phone Booth And Aisle is a shining example of a joke that goes all-out.

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Pick Up The Phone Booth And Die 2, by Rob Noyes
1 of 1 people found the following review helpful:
Doesn't Do Justice to the Original, December 14, 2020

With this demo, the basic premise of Pick Up The Phone Booth And Die is recast in a slightly more expansive world. But is that a step forward? On the contrary, in this case, I would argue that it's a step backward.

While the larger scope of Pick Up The Phone Booth And Die 2 opens the floor to a mix of interesting jokes, puns, and puzzles, it sacrifices the beautifully minimalistic design that made the franchise distinctive in the first place. And while the original was disciplined enough to hew tightly to its severely limited world-model, this sequel plays fast and loose, introducing a number of incomplete locations and puzzles. Granted, this is a demo we're dealing with, but even so: isn't it good practice to limit a demo to a more-or-less complete segment of a game, rather than allowing players to see all the bare scaffolding of things yet-to-be-written?

On top of that, one of the key weaknesses of the original - a lack of comprehensive implementation - persists in the sequel, now with even more things mentioned but not implemented as objects.

While Pick Up The Phone Booth And Die 2 is amusing at times, it lacks the singular vision that made the original so memorable.

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Pick Up The Phone Booth And Die, by Rob Noyes
5 of 5 people found the following review helpful:
Clever But Underimplemented, December 13, 2020

This is certainly a minimalistic work, but the title actually undersells it. In a clever twist, picking up the phone booth and dying is only half of what Pick Up The Phone Booth And Die has to offer. Uncovering the other half is the real challenge here.

There are a lot of things I like about this game. It's efficient, in that it manages to pack a lot of punch into an extremely small package - with only two potential actions of consequence, only one of which can be executed in a single playthrough. The metatextual aspect, using the game's title to give crucial information even before play begins, is a neat trick as well.

But it has to be said that the game is woefully under-implemented. There are quite a few things that are described in the text but not implemented as objects: the town, the square, the smiley face. There are also quite a few default failure responses to actions that really ought to have been given more attention. I was disappointed, for example, that smelling or touching the phone booth yields only Inform's default message. With a world this small, it would have been relatively easy to really focus on the details, but unfortunately they haven't received so much care.

At the core of this game is a pretty good joke. But I feel that the best jokes are those which go all-out. Pick Up The Phone Booth And Die, unfortunately, does not.

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Quintessence, by Andrea M. Pawley
1 of 1 people found the following review helpful:
Neat Idea, December 6, 2020
Related reviews: IFComp 2020

So, first of all, the cursor is a sauropod. Possibly a brachiosaurus? This fact alone is worth a star.

Quintessence brings a nice combination of physics and whimsy. It asks the player to think a bit about the nature of such lofty subjects as cosmology, consciousness, and agency; but it does so in the context of a lighthearted, cat-centric reality. Definitely an imaginative piece.

Apart from aforementioned sauropod, the graphic elements include pleasant images of the cosmos. What's less pleasant, however, is the fact that the text tends to fade into the busy backgrounds. Even with black outlining, I found that the text was often a strain to read.

The most intriguing thing here, in my view, is the idea of embodying the universe, its rules, and its destiny in conscious entities: the cat and the particle (and its permutations). This allows Quintessence to inject an element of pathos into what would otherwise be cold, impersonal aspects of reality. Neat. But I feel that it didn't run as far with this idea as it could have, and a deeper dive into the psychological and (for lack of a better word) interpersonal aspects of the characters' existence would have made this game into a more compelling mythology.

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The Call of Innsmouth, by Tripper McCarthy
1 of 1 people found the following review helpful:
Great Flavor, Hasty Pacing, December 6, 2020
Related reviews: IFComp 2020

Right from the outset, The Call of Innsmouth builds itself upon a strong aesthetic foundation. The style of the prose and the parlance of the characters just screams “pulpy noir set in the 1920s.” This, combined with a darkly atmospheric visual presentation, makes for a game that oozes an instantly-recognizeable flavor. About 15 seconds in, I was absolutely hyped to go gumshoeing across Lovecraft Country, slowly uncovering unsettling hints of more sinister happenings behind a seemingly-mundane missing person case.

Except… that’s not quite how it goes.

Generally, I reckon that preserving a sense of mystery throughout the bulk of the story is crucial to the appeal of a piece of detective fiction. Ditto for a played-straight Lovecraftian work. But The Call of Innsmouth goes in the other direction, laying out quite a bit of blunt exposition early-on, so that the entire mystery is explained fairly clearly, even well before the climax. And I do mean explained - in most cases, you as the player aren’t making deductions or trying to weigh evidence to figure out what’s going on. Nor is there much room for ambiguity. You just get told everything directly, either by other characters who are happy to volunteer everything they know in a few major info-dumps, or by the internal monologue of a protagonist who can sometimes be exceptionally quick at jumping to conclusions.

This, I think, is a detriment to an otherwise well-written story. I would have preferred the underlying horrors to be revealed more slowly and gradually, with more opportunities for the player to apply their own logic to the course of the investigation.

That aside, I did enjoy many of the more action-oriented scenes in the latter half of the game. Many of the choices at that point are hazardous, with plenty of opportunities for insta-death, but they didn’t feel arbitrary. On the contrary, these choices reward the player for paying attention to the current situation and applying a bit of logic or intuition to it - for example, realizing that you need to take a hostage because you are unlikely to defeat/outrun your foes otherwise. That’s great. But why aren’t there more opportunities for the player to use their brain like this in the earlier, more investigative sequences of the game? As it is, there are very few points during the investigative phase where the player’s choices matter at all.

Overall, strong writing, has the right vibe, but could have done a better job at making me feel like a detective.

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Big Trouble in Little Dino Park, by Seth Paxton, Rachel Aubertin
1 of 1 people found the following review helpful:
Should Have Spent 60 Days, December 6, 2020
Related reviews: IFComp 2020

Big Trouble in Little Dino Park puts the player in the shoes of an ennui-afflicted young person working a menial job - until you are thrust into a struggle for survival.

Apart from a few typos, I found the writing enjoyably witty, with some amusing riffs on the little (and not-so-little) absurdities of life. The introductory part of the game, which situates the protagonist in the vacuous world of commercial dinosaur exhibition only to plunge it all into chaos, showcases some of its best writing and does a great job of setting the tone quickly and concisely.

The game’s weak point is in how it executes its choice structure. The thing is, there’s a certain finicky path to victory. Once you’ve felt out that path, then you can work deliberately toward a couple of clear goals, and make a couple of decisions that have some moral/emotional weight to them. Good stuff. But until you’ve stumbled across just the right event to set you on that path, the choices mostly consist of pressing random stuff and hoping it doesn’t get you killed, with little apparent tactical or emotional reason to choose one option over another (except perhaps the knowledge of what got you killed last time). This phase of the game, I think, doesn’t play well to the strengths of the choice-based format, which is at its strongest when each choice comes with a sense of gravitas and agency.

I hope the authors will keep at it and give us more games in the future. With a different and more refined game design that more fully takes advantage of its engine’s strengths, their compelling writing could shine even brighter.

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Saint Simon's Saw, by Samuel Thomson
4 of 4 people found the following review helpful:
Kinda Brilliant, Kinda Bad, December 6, 2020
Related reviews: IFComp 2020

Saint Simon’s Saw is a digitized tarot reading, except instead of traditional tarot cards, it has its own proprietary deck, drawing upon eclectic influences. Crucially, in addition to the ultimate reading of a hand, each card has an easily-accessible in-game explanation, which is where the bulk of the writing is to be found.

The tone of the work is singular and fascinating. It’s an interactive fortune-telling experience, but with the soul of an undergrad’s hastily-written essay, fuelled by coffee and Wikipedia summaries of post-structuralist screeds. There are inconsistently-styled citations of scholars like Jo Freeman and Paulo Freire, but no bibliography… and the citations themselves are basically frivolous, as if they’ve been inserted solely for the sake of name-dropping or because some professor demanded that there needed to be x number of citations. There are points where hugely creative and insightful ideas are touched upon, but these are counterbalanced by vague discursions, obscurantist writing, and nonsensical metaphors. There’s also a ton of misspellings and grammatical errors (including inconsistency over whether the work is titled Saint Simon’s Saw or Saint-Simon’s Saw), which altogether give the impression of something that may have been translated from French into English. And it’s all packed into a smooth-running executable with some lovely illustrations.

To an extent, I’m not sure what to make of this, because I’m profoundly unsure where it falls on the scale of sincerity versus irony. As far as I’m concerned, this could be an ambitious but flawed attempt at something sublime; or a straight-up joke; or anywhere in-between. This quality makes Saint Simon’s Saw perplexing and mystifying.

But this confusion plays into the strange enjoyment I got from the experience. The thing is, it works well enough as both an earnest piece and an ironic one. There’s enough thought-provoking content to grab my interest in spite of all the rough bits. But there’s also enough rough bits to make me laugh in spite of the thought-provoking parts.

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The Eleusinian Miseries, by Mike Russo
2 of 2 people found the following review helpful:
A Real Knee-Slapper, December 6, 2020
Related reviews: IFComp 2020

Among theoreticians of humour, there are those who suppose that funniness is best explained by what they call the incongruous juxtaposition theory, which, when you get right down to it, holds basically that it is funny when incongruous things are juxtaposed, though perhaps the astute reader will have divined as much. By that measure, it is remarkable that this Russo chap has, with scant experience or prior renown in the venerable art of interactive fiction authorship, produced perhaps one of the more humourous – which is to say, incongruous – entries in IFComp 2020.

The Eleusinian Miseries ostensibly saddles one with a spot of work that needs doing. The activities soon devolve, however, into fast times of the particularly fuddled variety, as the main players get more-or-less sloshed, cut it across the Attican idyll, and commit mayhem upon stony unmentionables. As a rule, you see, one expects to encounter a – and not to imply any condescension, mind you, as we all stash it up once in a blue moon, and reasonably so, given the strictures and stressors of life being what they are – but, returning to the point, one expects to encounter a rather coarse register in association with this sort of blotto bacchanal (not to give the impression that this is in any way directly associated with rites pertaining directly to Bacchus, since it is clearly acknowledged that the initiations at Eleusis are in praise of an entirely different set of deities, but I digress). Yet many a satyr would be outmatched by the refined parlance, both of the revelers themselves, and of the narrator who details their debauchery. And therein lies (or is it lays?) the crux of this incongruity wheeze – in pairing a particular strain of elevated and idiosyncratic diction with what is, quite frankly, an evening of shenanigans befitting any sophomore. Quite amusing, that.

But, wait a tic, for what, upon first reflection, appears to be an incongruity, is, a second consideration informs me, actually a complete congruity as well. The revelries of the game, you see, are lush to the point of excess – extravagant to the point of criminality. The language employed in descriptions thereof is similarly turgid enough to test the strictures of good taste. Upon realizing just how apropos the style is to the substance in this respect, I was as surprised and delighted as one who, attempting to wrangle a mutt, catches a purebred Chow-Chow’s teeth to the face.

I say, astute reader, do you know what this means? This Russo chap, when planning this subtle work, inserted even more incongruity than could reasonably have been anticipated, for not only must we consider the incongruity as previously discussed, but also the incongruity of that incongruity with the aforementioned congruity. If the incongruity taken at face value is quite amusing, then this revelation, surely, is a real knee-slapper.

Having played The Eleusinian Miseries to three different conclusions – being a glutton for punishment – I am deeply impressed by its wit. This whole “Wodehouse” wheeze is a bit of a stumper to me, I never having gone in for it, but even I can see that the writing is impressive. And while the credits acknowledge five beta-testers, the technical ease-of-parser-use gives the impression of perhaps one and one-half times that number!

To conclude, with perhaps a lesser degree of fanfare than is warranted, because I really must be off to peruse recipes for kykeon, The Eleusinian Miseries is a fine achievement and well-deserving of a playthrough.

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