"In Memory" places the player in a surreal environment and prompts him to reminisce about a hazily-remembered past. While the game's ambiguous situation creates an engaging sense of mystery, the game's prompting inhibits the player's sense of agency.
Presumably, any reasonable response to the game's prompts should be accepted and used in feedback, but this doesn't work as often as it would need to in order to evoke the emotional response it wants. This turns "In Memory's" interaction with the player into an unintentional guess-the-word game. Even if the player can win this guessing game, his inability to change the game-state in any significant way hampers the game's intriguing premise.
Still, Jacqueline A. Lott's writing conveys feeling without becoming sentimental, and it effectively foreshadows the game's ending by making use of some common folklore without giving away the game through obvious cliches.
Characters deliver back-handed compliments, subtle put-downs, and blunt reminders of social station to each other in "The Magpie Takes the Train." They are so absorbed with maintaining their own class personas they can't suspect that someone right in front of them is changing his own social standing with disguises every time the train enters a tunnel.
This cheeky, class-based humor is plenty of fun, but a few implementation problems occasionally mar game-play. Possessives aren't recognized, so terms like "Horus' talons" or the "Viscount's neck" produce unhelpful responses. "Change into" isn't a verb, which is odd for a game about costume changes. Even stranger, "costume" isn't always understood, for instance "maintenance costume" isn't recognized, but "maintenance uniform" is.
Also, a design decision hampers the generally enjoyable game-play. The "say topic" conversation system results in awkward, unintuitive commands, the topics don't have synonyms, and the topic announcements are intrusive and reduce player agency.
Otherwise, "Magpie's" game design is remarkably enjoyable. It features a set of iterative puzzles, which reveal new puzzles, which disclose more about the amusing situation, all of which reinforce the stifling class-conscious world the Magpie happily exploits.
"The Magpie Takes the Train" is first-class game hampered only by an odd design choice and a few implementation oversights.
The "Eleusinian Miseries" follows a vacuous, self-absorbed player-character as he is introduced into an ancient Greek mystery cult. Amusingly, the cult resembles American universities' fraternities, and their mild hazing rituals and toga parties, except its members speak with British idioms and have names like Alky and Puffy.
While "Miseries" characters are well-acquainted with ancient Greek clothing, foods, vases, and architecture, they are also flippantly vague on other Greek folkways. The PC's unrequited adoration of his friend, his ineptitude at practical tasks, and his surprising aptitude at accidentally emasculating statues of Hermes appears to be a joke about the virility of either the ancient Greeks, American fraternity brothers, or British trust-fund kids. Regardless of the way you read it, it's pretty funny.
The game is structured by five distinct scenes. The first scene is a well-designed and implemented set of find and fetch tasks. The second scene is a little under-clued and linear, with a brute-force puzzle (Spoiler - click to show)(you'll need to try a lot of clothing combinations until you find out what amuses your cult-mates) and a guess-the-verb puzzle (Spoiler - click to show)(if you want to splash or spatter something on yourself, try "wash" instead). The third scene is more open and involves some lateral-thinking repair puzzles. The fourth scene has little interaction, but carries some thematic weight for the game. And the final scene is a clever optimization puzzle which points to several alternate game endings.
"Eleusinian Miseries" is a funny, engaging, well-structured game, with only a few implementation problems.
"Alone" plunges the player into a desolate landscape. Its stark, spare descriptions suit the aftermath of an apocalyptic epidemic, but, unfortunately, it doesn't follow through on its characterization of the shell-shocked, exhausted player-character we are introduced to at the beginning of the game.
Nevertheless, "Alone" consistently displays effective game design. Its puzzles lead to each other in a logical progression and establish the game's backstory unobtrusively. The puzzles themselves aren't particularly inventive, but they are engaging and, for the most part, sensible. There are a few exceptions, though. For instance, (Spoiler - click to show)the player is expected to remove a cash-register's money tray, even though the description of the register tells the player that the PC knows money is useless after the apocalypse.
The game's implementation is just as spare as its landscape, sometimes too spare. The PC can't, for instance, open the door of a junk car or examine the food in a hydroponics lab. "Alone" could also use a lot more synonyms for both nouns and verbs to help the player navigate its environment. Scalpels are not also knifes, gas masks and gas cans get conflated with each other, and panels can be touched, but not pressed.
But, "Alone's" combination of a stark tone, suitable to its environment, and solid game design, which guides the player through the post-apocalypse, works well.
"Edge of Chaos" has the makings of an interesting game. The player-character, Jay Schilling, is well-defined, childish and petulant, and surprisingly unsuited for his work as a private detective. He, for instance, constantly makes assumptions about people at a glance, even though his job is to investigate them.
This creates an opportunity to play with both the problems that Jay's character would create while attempting to perform his job and the problems the player will likely have with Jay while attempting to guide him through his investigation.
But, instead, the game just allows Jay to do things without the player guiding him, and then prompts the player to do Jay-like things when the player is given the opportunity to play. This reduces player agency to a frustrating level. Worse, the game's keyword-based conversation system breaks the interface's imperative-sentence format, forcing it to reveal topics the player no longer has the opportunity to discover though game-play.
"Edge of Chaos" is a missed opportunity to allow the player to experience the consequences of clinging to a puerile outlook in a situation which should require the player-character to adopt a more mature approach involving research, empathy, and reasoning.
A cheerful take on the "dog ate my homework" excuse and the "can't teach a old dog new tricks" adage, "A Very Old Dog" follows the player-character's attempts to housebreak a grad student's science experiment.
This experiment is a playfully menacing pet, and your attempts to train him involve diverting, but straight-forward, puzzles. Unfortunately, a bug in the game's auto-naming feature can break the game, so name your new pet yourself, and you'll likely enjoy this little romp.
"Labour's Letters Lost" portrays Edwardian England's sense of class and propriety properly. The player-character's friend is, after all, quite embarrassed that he meant to call your father, instead of you, for help. And neither he, nor anyone else, would like to admit they would wear eye glasses, though it might be helpful if they would. Speaking of the help, they would never allow that they might be interested in their employer's business, and the PC would never intrude on them by going downstairs to see if that's actually the case. You won't even ask about the particulars of the letters you're searching for until it can't be avoided.
But, the PC will take the kind of proper notes that will help the player sort through what can't be said as well as what has been. The notes, as it turns out, are the real focus of game-play.
Unfortunately, Huang's implementation isn't quite as proper as his characters. "Talk to" is described as a more general form of interrogation than "ask about," but "ask about" does not even reveal the information that "talk to" does. This makes interviewing frustrating, because "talk to" chooses the subject for you and "ask about," which should allow you to get to the particulars you're interested in, works very infrequently.
Fortunately, these coding problems don't make the game unplayable or even particularity unpleasant. "Labour's Letters Lost" is still a suitably proper example of a cozy mystery.
The bleak humor of "HeBGB Horror" fits the frequently-frustrated actions of the player character. The PC may try to emulate his music idols, who all have names like Blitz and Yngvie, but Mayer ensures that the PC's successes will go awry, just as his world will get weirder.
In New York's Bowery district, occult horror and punk music intertwine. Weirdly angled floors and walls enclose sagging, decaying furnishings, used by pierced, drugged characters, who gather to listen to screeching and wailing music.
Atmosphere and wit are plentiful in "HeBGB," but synonyms are not. A more robust vocabulary might help a player better navigate the peculiar problems a wanna-be punk rocker might have with eldritch horrors.
Though most of "HeBGB's" puzzles are clued, many are also obtuse. You may, for instance, have problems understanding the relationship between dried cheese and frayed telephone cords, or distinguishing between the uses of a pin and a pen, throughout this game.
Nevertheless, "HeBGB Horror" is weirdly fun and strangely satisfying.
"Toonesia" is a light, pleasant hodgepodge of Warner Bros. cartoons, which effectively recreates the world of 2-D animation. It manages to squeeze the desert of Wylie Coyote and the Roadrunner, the woodlands of Bugs Bunny, and an abandoned jewel mine into a small setting. In the weird world of 'toons, this makes sense.
But, while Weinstein's writing is solid, and his programming is usually transparent, the game has some problems. One nasty bug will kill your player character if you pay attention to it. The east-west directions are reversed in the description of the cliff walls surrounding the Mesa. Even in a 'toon, this doesn't make sense.
And, while Weinstein did capture the essence of the Warner Bros. characters, he failed to make any of them very interactive. The most interactive one, Dizzy Duck, is also the most frustrating one. Oddly, Dizzy will react to Elmo's actions, but to nothing that Elmo, the player character, says to him! In the Warner Bros. world of hyperactive, clever, sarcastic characters, this just doesn't make sense either.
Despite these weaknesses, "Toonesia" is still an agreeable game. The puzzles are fairly simple, and entertaining, to solve, once you catch onto their theme, which shouldn't be difficult in a 'toon-sensical game.
TimeQuest provides plenty of fun and clever puzzles through a light-hearted time-travel theme. The writing is clear and lean, with a bit of whimsy and irony, and the implementation is excellent, creating no game-play problems.
But, the game provides very little direction to the player, resulting in too many save-and-restore puzzles and a lot of aimless wandering at the beginning of the game.
If you make a log of where everything is, for every location and every time frame, before you begin actual game-play, you'll likely enjoy this large, puzzle-heavy text adventure.