This isn't going to be a normal review. I completely unfairly give this game five stars, for instance. And I'm giving it five stars because it was an unforgettable part of my early childhood.
Back when I was in elementary school, my parents bought Leading Edge computer which ran DOS. I remember it came with a ton of 5 3/4" gray floppy disks--many of them had legitimate programs on them, but I soon enough found the ones with games on them. Janitor Joe, Castle Adventure, Dig Dug, Eliza and many others which I barely remember and will probably never rediscover, since I don't know their names. And among them all, this game, The Wizard's Castle, really captured my attention.
I loved to read as a kid, and I loved fantasy. I started reading The Lord of the Rings in fourth grade, wrote stories, and before long I'd be getting involved with role-playing games like Dungeons and Dragons and MERP. So stumbling across this game, in which you create a character and explore a ruined subterranean complex, fighting monsters and grabbing treasures, completely hooked me.
In retrospect, the game is nothing too impressive. It begins with character creation. You choose a race (Human, Elf, Dwarf, Halfling) and sex, which determine your base statistics. You are then given 8 points to distribute among your STR, INT and DEX, and 60 GP to buy armor, a weapon, and a light source.
Light isn't a big deal in the game. It just allows you to look at the map. There are always 8 floors, 8x8, but the contents are randomly generated each play. And what are the contents? Well, there are the treasures. Some of them have in-game effects, like protection from blindness. Others only have a cash value. Every treasure can be sold to a Vendor, if you want, who also sell new weapons and armor (your gear can fall apart) as well has potions to increase your stats. You can always attack the Vendor, but he is hard to kill and once you do that, all Vendors will fight you. It's often worth it to kill the Vendors anyway, since they carry good gear.
There are lots of other monsters, too. When you enter a room containing a monster, your options are to attack or retreat, until you bump up your intelligence, in which case you can also cast web or fireball spells, or the risky deathspell.
You walk around and fight monsters, prompted to attack or retreat (or in some instances, if the creature is sentient, you can attempt a bribe.) There are pools and books which will have various effects: they can alter your stats, including sex and race. They can also render you blind, and some books glue themselves to your hand, which really sucks. It's best to acquire the Opal Eye and Blue Flame, which protect against these bad things, before messing with books.
(Spoiler - click to show)In order to find the Orb Of Zot, you have to get the Runestaff, which allows teleportation. You can only get the Orb if you teleport to its location, which looks like a Warp on the map. How do you get the Runestaff? keep killing monsters. One of them has it.
There are plenty of environmental sound effects--like footsteps, screams, the sound of a Wumpus (an in-joke I didn't get). I mean, it's not much, but as an 8 year old, this dungeon seemed like a dark and terrible place. I would spend a lot of time here, just walking around, until I'd uncovered every spot on the map, jumping in sinkholes, warping around, etc.
I'm glad I found this game again, even though...well, it's not a great game. It probably ruled for its time, and I loved it back then, and I can even play it now nostalgically. But I doubt it's an "important" game to play.
I admit that I did laugh while playing this game. If it is of any significance, it is as a "commentary" on the frustration of old text adventures (Jeremy Douglass calls it "frustration aesthetics"). I mean, pretty much you just have to go pee. The problem is figuring out what you need to do to pee, since the game doesn't tell you this until you pee yourself and you fail. But every time you fail, you learn one new thing about the PC.
Of course, in actuality the game is pretty stupid and juvenile. You might laugh, but then forget about it. It is taking me longer to write this review than to play through the game to completion.
What a cute game is this! What a nice little thing! Small World is not a "deep" game, and it doesn't tackle any big issues like fate or death or heartbreak. Nope. Small World is just a nice fun diversion, not too hard, not too long. Just a short ride. On the other hand, this is a game with great narrative potential. I think it fell short, though, but I can easily imagine a larger story. With just a tad bit more hashing out of the game, this would be among my favorites.
In Small World, you play a fat boy getting ready for a hiking trip:
You hear the bus horn beeping as you, with misgivings, cram the last few items into your backpack, close it, and shoulder it on. It's Saturday, time for the first trip of the Junior Hikers your parents forced you to join. Short, chubby, and extremely shy, you've kept to yourself since your beloved, if eccentric, great-aunt died over the winter. As is your wont, before leaving, you spin the globe she gave you for your tenth birthday.
But it's stuck.
What happens next is great fun: you suddenly shrink, smaller and smaller, until you are in the globe, but a giant. You go from being a little fat boy to a big skinny boy! And in this small world you meet St. Peter, the Devil, Adam and Eve, and little green Martians, in an homage Gulliver's Travels. You job is to fix all the screwed up things in this little world and to get the globe spinning again. And in so doing, you regain your self-confidence and no longer fear a simple hiking trip. Pretty neat!
So, here's where I think the game could have done better: give us more of the set-up. Let us play as a fat, shy kid for a little bit. It doesn't have to be much, but we could roam the house a bit, play with our globe some. Maybe the globe actually got stuck because someone else messed with it, someone who intimidates us. If we had a little more time with the kid, we'd get a better feel for his character and this transformative adventure of his would have more meaning for us. This would make the end more meaningful and triumphant, I think. The basic frame is already in place, and all we as player-readers need is something more concrete, more showing, to really hook us in.
The writing in the game is already wonderful. Small World won the 1996 Xyzzy award for Best Setting (which I think it probably deserved) and Best NPC (probably for the Devil; he's hilarious), but to be honest I think it should have also been nominated for Best Writing. So Far won that one, and Tapestry was also nominated. But you know, Small World is solidly written. It isn't "beautiful," but the writing is solid and clear and Pontious maintains a consistent voice which fits the game perfectly. It's light and humorous and conveys a tone appropriate to the setting. I think it is at least as well-written as So Far.
I think this is a great little game, with very few flaws. It probably isn't the best game if you want very challenging, mind-bending puzzles. It would be suitable for children and people looking for a nice little adventure. Honestly, it has a bit of a Katamari Damacy vibe to it. Play it!
(reposted from my blog--totally surprised that this award-winning game had no reviews and few ratings.)
Tapestry. You've died, and now are confronted by the tapestry of your life, woven by Clotho, Lachesis and Atropos: the fates of Greek myth. The three of them, along with Lucifer, confront you for judgment, but also to give you another chance to revisit three key moments in your life. Will you make a change, or not? You are filled with regret and shame, but is it because of what you've done, or have you simply looked at things from the wrong perspective? Perhaps your life was good after all.
Fate, judgment and the meaning of life are the key themes in Daniel Ravpinto's first IF game, which won the Xyzzy award for Best Story in 1996 (and came in second place in the IF Competition that same year). The game begins in death and hackneyed writing: although it was nominated for Best Writing, I found it to be cheap and pulpy, especially the long, opening prologue.
"Fleeting glimpses of faces half-remembered in the gloom," the game begins. Then this seemingly endless fragment: "Screams, the sound of squealing tires, a sudden thump, a sickening crunch and a violent jolt followed by a sense of weightlessness and disassociation." Already the text of the game feels heavy handed. But it gets worse, when we appear in a room called Nothing: "Concepts like time and place have no meaning here. Your mind attempts to impose something, some order, some structure, upon the space in which you exist, and fails." Oh, come on. Is this a lecture? The opening prologue reads like pretentious pseudo-philosophy. I had a hard time pushing myself to read on.
Especially when you are teleported to a tower and an interview with Satan, who is here to judge you. I felt like I was in a Chick tract, to be honest. Maybe it's my religious upbringing, but I've seen this story before: you've done horrible things, you have to relive them and account for them or maybe change them. And the writing in the Prologue section was so incredibly stilted and overblown that I had a hard time taking the game seriously. Which is actually a shame, because once you get into the game proper, it's not that bad. Tapestry actually has some good ideas, marred only by a hokey premise.
In some games, I suppose you could let bad writing slide. But not in Tapestry, because there's a lot of it. You often are given large dumps of text to read. In fact, one reviewer mentioned that Tapestry might have been more effective as a short story, given how much you have to read at any given time anyway. But I think that such a story would still require a re-write. Of course, I should back off a little here with the recognition that some of this is taste. I'm sure plenty of people found the writing satisfying.
Once you get into the game itself, you get to relive some pretty horrible events. Even though I didn't care for the structuring premise of the gameplay, I thought that the way Ravpinto structured the progress of the game within each section was very nice. Basically, Ravpinto tried to create puzzles which were consistent with the gameworld and seemed like natural actions for the protagonist to take. In some ways, they aren't actually puzzles at all, but actions the player takes to advance the plot further. The emphasis isn't on "solving" the game, but progressing through it, making choices to determine the outcome. In this way, the game is very interesting, and does something very well. Abstract puzzles and off-kilter world logic are absent from this game, allowing players to "inhabit" the protagonist and try thinking like a real person.
I hope I find more games that try this sort of thing, because this is exactly what interactive fiction needs to be legitimate. Don't get me wrong, So Far is a very fun game, and I liked it much more than Tapestry, but Tapestry is moving in the right direction for those who are craving interactive stories rather than mere puzzles. As such, Tapestry seems like an important step in the development of IF, even though framing narrative is too heavy-handed and derivative for me. In spite of its blemishes, you should try it out. The game is very short, playable in an hour.
Well, I don’t know how to start writing about this game. Really I don’t. I know that I liked it, so I’ll start there. I liked it far more than Plotkin’s previous game, A Change in the Weather, by a wide margin. It was immediately engrossing: the writing was luxurious and invited me to read the game as text in a way that the previous games I’d encountered had not. The game opens with the protagonist at a play, worried about Aessa, presumably your girlfriend. She’s stood you up. And the game strongly implies (by way of the play which you’re watching, and the hints near the end of the game) that she is actually having an affair.
So Far seems like a representation of one man’s internal coming to grips with this awareness of betrayal, loss, and loneliness. Sure, one could read the various worlds you traverse as literal—that the game is a fantastic world-hopping adventure—but Plotkin put too much detail and care for us to legitimately come to that conclusion. For instance, each world is keyed to some environmental markers: “autumn, cool, smoky” or “bright, bitter wind.” The game opens in “hot, sticky,” which mirrors the protagonist’s mood: “Damn the crowd, in truth: your mood was hot, foul, and dark when you came in.” The pathetic fallacy runs rampant in So Far, to such an extent that it is hard for me to believe that the various worlds you end up exploring exist “out there” at all. Then environments become increasingly bleak, dark, and shapeless, mirroring various stages of acceptance. And the end of the game--oh, the end.
Cracks show up a lot, too. Keep an eye out for them. Cracks in walls, in the earth, etc. Seems like a blatant symbol of the rupture in the protagonist’s relationship. The cracks are often associated with water (yonic?). There’s even a puzzle that involves (Spoiler - click to show)trying to rupture a crack in order to cause a glacier landslide, revealing a chill tunnel leading to a cave of light, where “ripples of gold light fall through milky blue veils.” The game begs for a Freudian reading.
Shadows are important in this game, too, another thing hinted at right at the game’s outset. The game opens with the final act of a play, and Plotkin deftly wove in all the major themes of the game into this scene, which you watch play out before you really can do anything. “Rito has finally found out about Imita's affair, and he stalks the stage, whipping voice and hands about himself. A footfall behind him; he turns, and sees Imita,” the game begins. Rito turns to Imita and berates her: “How come you, harlot? Dare you come this way, / your skin yet dark with Tato's shadow's stain?” “Shadow” here is obviously a marker, since the action of the game involves finding odd shadows and stepping into them.
In fact, this game kept reminding me of Myst. Traveling to different worlds and solving puzzles. However, unlike in Myst, many of the worlds in So Far are populated. On the other hand, the people in those worlds are either hostile to you or indifferent. You typically don’t feel connected to anyone, except the lost boy perhaps—and that boy might even be you, a homunculus trapped in a maze of rusted metal. The puzzle here(Spoiler - click to show)--clanging metal pipes to move around—suggested to me a prelinguistic stage of psychological development, and the boy simply that innocent, bruised self hiding in all of us.
The writing and the way some of these worlds were structured suggested Myst to me, too. The first world you encounter involves a castle and a radioactive power generator. Here’s a sample of the room where you first appear:
(Spoiler - click to show)
Abandoned Road
The sky is almost violet, infinitely distant -- you've never seen such a sky, and without the haze of metallic heat that summer should have. But the wind is sharp and chilly, and the trees nearby are a quilt of orange, red, and gold.
Beneath you the road is old, filled with weeds and ragged moss; dirt shows only in patches. To the south, the track is choked with trees, as it runs into the fringes of an autumn forest. It continues the other way, though, towards an immense stone wall that hems the northern horizon.
The puzzles are generally not too hard, but not too easy, either. There is some trial and error to go through, of course; and the logic of the worlds doesn’t always make sense, especially as you progress through the game and the worlds become more abstract and strange: in one, you wander a desolated landscape, manipulating platonic solids. And then there is the darkness and the shadows and the shades of the happy couple you and Aessa once were. This protagonist is an awfully cerebral individual who works out his issues by plumbing deep into his psyche.
Is there anything wrong with this game? It’s puzzle-heavy, which isn’t to my taste, but on the other hand, they are mostly woven into the theme pretty well, though Plotkin’s writing. There are a few that are fairly silly and don’t fit, though. And some of the more tedious ones take you out of the world completely, in terms of player immersion. That is, you’re reminded that you’re just playing a game and you forget all about this cool world you’re in.
But I think the major failure of the game is that it is written in the second person. I know that’s a convention of text adventures, but in this case the prose would be more compelling, I think, if Plotkin had experimented with the first person. Especially in a game like this, which could easily be read as taking place within the protagonist’s head in a surrealist psychological drama. The standard game engine response of “I don’t understand that verb” when the player fails to guess the right verb, or makes a typo, felt particularly jarring after I began to understand the game in this way. Granted, the second person is the standard convention in IF, but I look forward to playing some games which break this rule.
Taken together with A Change in the Weather, it seems that one consistent theme between the two Plotkin games I’ve played so far is isolation or loneliness. In the previous game, the protagonist wandered away from his friends in search of some solitude; in So Far the protagonist is dealing with a breakup, or perhaps infidelity. Text adventure games are typically solitary affairs by their very nature, so it’s nice to see Plotkin incorporating this into the plot of the game.
(re-posted from my blog, gentle hart desire)
...which makes me reticent to call it "interactive fiction" at all. What I liked: the writing, the exploration, the fox. What I didn't like: the fact that it really is nothing but a puzzle, one whose logic doesn't necessarily conform to the real world. I like thinking about real-world experience to help me solve puzzles. Example: (Spoiler - click to show) the very first bit about getting the shovel. It doesn't make sense to me that you would need to soften the mud to pull it out...we're talking dirt, not stone. Also, the fox. If you break the shaft accidentally from pulling the shovel from the hard mud, then the fox won't play fetch. He will look at the shaft with interest, but not fetch it if you throw it. But when you break it from prying the boulder, suddenly he wants to play. I see how that makes sense in the logic of the game, but it reduces the real-world plausibility of the game, which I dislike. . I agree with the other reviewers when it comes to a lack of any sense of goal. The game starts off just feeling like an exploratory quest, but you are supposed to do something to win and have no idea what that is. This game rewards tedious screwing around.
To be fair, this thing is over 15 years old. I'm sure it was really cool for its time. It taught me, though, that I'm not a puzzle freak.
The Meteor, the Stone and a Long Glass of Sherbet, Graham Nelson's 1996 IF Comp winning game, was in my opinion a pretty bad example of having to play "find-the-verb." There were many instances in which I reasoned out the solution to a puzzle, but couldn't easily solve it because I couldn't figure out what I was supposed to type. Here's an example:
(Spoiler - click to show)
>put rope on hook
The hook's too high for you to touch, even on tiptoe.
>throw rope on hook
The hook's too high for you to touch, even on tiptoe.
>throw rope at hook
You throw the rope up. Its two ends are now hanging from the hook.
[Your score has just gone up by one point.]
I mean, come on! Of course, playing the game the first time I didn't type things out this quickly, and if you take a look at the Club Floyd transcript, you see that they, too try to "put rope on hook," and when that fails, they experiment with other alternatives for fourteen moves. Granted, this isn't THAT bad, but it isn't the worst example of "guess the verb" in the game. It's just the first one that really felt annoying. And I'm not the only one who has played the game and had issues with this aspect of the game, apparently.
But enough criticism for now. Overall I did enjoy the game, even though it isn't exactly to my tastes: it's another puzzle-heavy game, a tribute to Zork (which, to be honest, I did not particularly enjoy either). The setting, small as it was, really captured my imagination: the upside-down tree inside a cave was really neat. The puzzles are generally not THAT hard to figure out, but it really helps to have played or at least dabbled in older Infocom games (not just Zork but also Enchanter); in fact, I'd say that the game assumes prior knowledge.
Some other reviewers have complained about the way the game opens. You're riding atop an elephant with an annoying woman who loves to gossip, sipping a long glass of sherbet ("chilled in a wooden cask of ice...an effervescent fruit syrup, much prized in these lands"), and you can't do much at first, other than WAIT. I didn't mind this at all, because it set a tone of reading. However, after you disrupt the procession of elephants, the game turns into a simple dungeon crawl. While there's more of a framing context for your dungeon crawling than in Zork, the frame narrative is weirdly joined to the rest of the game. There may as well have not been any procession of elephants at all. There could have just been in info-dump text prologue telling the player why they've decided to search the dungeon in the first place.
I feel like I'm being a bit harsh on this game, and I suppose I am. The primary issue is that it isn't to my taste, but it was a fine game. Since it was small, there wasn't much opportunity for exploration really. This game is suited for players interested in solving a series of puzzles for their own sake, but not uncovering a plot. Because the plot is pretty thin, it was hard for me to care about forging on.
(taken from my blog, gentle hart desire