I wrote a Stiffy Makane game, so one would expect me to be favourably disposed to games where the central premise is that you have an erection that won't go away and you NEED TO DO SOMETHING ABOUT IT. Preferable something in all caps.
But, man, this is juvenile. If exploding dicks are your idea of funny, or "The police shoot you because you are a black man" is your idea of interesting political satire, go play this game. If not, not.
Perhaps the aim of this game is to undermine the claim "God made Adam and Eve, not Adam and Steve" by showing that the sentence remains true under any random combination of names in its second half, including those of 99.999999% of all heterosexual couples, and can therefore not be used as an argument against same-sex marriage. But surely, that is already to pay too much attention to something that doesn't even rise to status of an argument in the first place?
As a piece of communication, I think the game serves only to say "I'm not an extremist evangelical from the USA!". Good for you, but I don't think you need to make a game to communicate that. It comes too close to trolling.
The game's premise is fun, but I think it would be fair to label it as a design failure. It just doesn't seem to fulfil the design goals the author set himself. That goal is to simulate the frustrating experience of searching for a restaurant with a group of people, and to comment on that experience. (Spoiler - click to show)In the credits, McHenry explicitly tells us what his message is:
Without autopsying the work you just played too much, I wanted to assure you it's not the worst thing to express your preferences. It doesn't hurt your friends to communicate your needs, but it will hurt you if you wait around for them to guess exactly right. It's how you can starve surrounded by food.
In my opinion, the game fails on two levels. First, it fails because the analysis of the situation given in the quote doesn't go to the heart of the experience that McHenry is drawing one. Second, it fails because play doesn't effectively engage us with either the situation or the message.
Let's look at the first point first. Is the problem of finding a restaurant really a problem of people not expressing their preferences? While a certain fear of making things difficult or less pleasant for other people ("really, everything is fine with me") may play a role, this is at most a very small part of the problem. Suppose that you gave everyone in the group a list of cuisines and asked them to grade each of them ("Steak: 8; Indian: 4, ...") That would in no way solve the problem of finding a restaurant, because the space of restaurants is incredibly complex and so is the space of preferences. Perhaps I'd love to eat Italian, but not a pizza, since I already ate pizza yesterday. What I want is a pasta, but preferably not one with tomato sauce. I'd kill for a pasta with cream and truffles; and also for a dish with anchovies, pine nuts and parsley. However, my budget for the entire meal is $20, so if it's more expensive than that, I simply must look somewhere else. Atmosphere is also important to me; if it looks like a fast-food joint, I don't want to go there. But I don't care whether all twelve of us can sit at one table; I'm fine with splitting up and meeting each other again after the meal. And so on, and so forth... Our preferences are very, very complicated, and there's no way we could possibly communicate them all in advance. We don't even know about all of them in advance. So just "expressing your preferences" is not going to help very much.
The problem is exacerbated by two other factors. First, even if we have the preferences of everyone in our dinner party, there's no clear way of weighing them against each other. Is it worse for you to have to eat Indian or for me to have to pay a few bucks more than I intended to? Is it worse for you to have to walk another five minutes or for me to have to sit in a neon lit restaurant? It is here, I think, that self-effacing tendencies are much, much more prominent than in the initial state of communicating our preferences. But even if people didn't have those tendencies, there is no way you can weigh this stuff. Second, unless you are a well-informed local, you're always in a state of incomplete information. You don't know which restaurants exist, how good they are, how busy they will be, and so on.
So the problem of choosing a restaurant is that you only have a vague inkling of people's preferences, have only a vague idea of how to weigh them against each other, and have incomplete information about the possible choices. Solving the problem means that you try to get at least some clarification on all three of these issues, without taking too much time doing it. That's hard, and criteria for success are not obvious. But [i]Let's Go Eat[/i] places so much emphasis on people not expressing their preferences, that it doesn't get to the heart of the problem.
That wouldn't be too bad if play itself had been engaging and enlightening. But in fact, you just choose a restaurant and click "eat here", without any serious discussion ever happening between the people in your party. Since everyone has their own preferences, these generally balance out; and the numbers you get at the end of your meal are so abstract that they don't mean much. The game doesn't succeed in making you care about the score you get; and that means that you are not invested in finding a place that will actually make people happy.
I would have preferred a game where it is actually hard to find a place that your group will even enter. Perhaps you have dozens of restaurants, all of them imperfectly described on your map; and when you try to enter one, it turns out that Jackie will not eat sushi, at all, and that Frank cannot pay anything above 25$; and so on. Or Lydia starts to complain that she preferred the Italian restaurant you passed by three minutes ago. And so on -- give the people in the group some personality, have bickering and discussion, and make the player's goal to find anything that will be acceptable. That could have been more fun as a game, and also much closer to the real experience.
I don't know whether like is the right verb, but I certainly had a positive response to Horse Master. The game has imagination, especially when describing the central fiction of the horse and the process of mastering it; and it delivers it with good pacing. (Spoiler - click to show)From the very first scene it is obvious that these horses are strange; then the physical details start coming in and our mental image becomes more and more alien; and finally, at the great day, it turns out that all the preconceptions we still had about horse mastering were wrong as well. For it turns out -- and this is of course a brilliant thematic move -- that we are not trying to master any abilities that have to do with horses; we are trying to master the horse itself, to be its master, to dominate it to the point where it wont eat us and will let itself be killed. There is no achievement and no intrinsic worth to the procedure at all. There is only the prize conferred on us by a society that wants to witness a bizarre and gruesome spectacle.
The game poses, at least for a while, as a sort of time management game, although it quickly becomes apparent that the optimal strategy is also the simplest one. This raises the suspicion that the game is not about any kind of player skill. Then, when you get the hang of it, the game kicks you out of your house, and suddenly the time that was your resource becomes your greatest enemy, something to bridge and survive. That too was a neat trick. The fact that you can lose the game during this period does reveal a weakness, though: when one replays, one clicks through all the choices without reading or thinking. There's not enough variation in the game to support the kind of replaying that is demanded.
Other reviewers have pointed out that the piece is, at least on one level, about bodybuilding and/or animal shows, both activities where one is manipulating a body to conform with weird standards in order to gain praise and approvan of spectators. On an even more obvious level, the game is about the pains that someone will go through if they are desperate enough, and how a competitive system can create a kind of race to the bottom. But I guess that I'm actually most intrigued by the game's portrayal of the end goal of the endeavour: a state beyond all wanting, where one has transcended all cares. Horse Master is about people who are willing to give up everything because they believe in a reward that is so big that it equates happiness forever; and of course, some people do think that way about particular kinds of success. But, and the game makes this abundantly clear, that is an illusion. It is unreal. The whole bizarre fiction of Horse Master works, I think, precisely because the game wants to tell us that anything that is worth sacrificing everything for must be unreal.
The game may be a bit simple and repetitive when replayed; and the imagery is certainly a bit heavy-handed, both when describing the icky things happening to your body and the horse's body and, especially, when trying to set a political mood. But Horse Master is nevertheless impressive, because it manages to pack a lot of thematic into what is, after all, quite a small game. A great piece of choice-based fiction.
I still haven't finished Savoir-Faire. I played through almost the entire main part of the game a couple of months ago, but then I had to move house and the game languished for a while. Returning to it, I was overwhelmed by the amount of objects I had collected and the amount of information I had at one time processed. I found it very hard to get into the game again. Enough had slipped away that I needed to replay the game, but enough remained in my memory that this would have been mostly boring. No matter. I'll put it aside for now and return at some later point in time, knowing that there will be still more for me to discover -- including de denouement.
For let it be clear that Savoir-Faire is a game you will wish to return to, not so much because of its plotting (which is slow) or its characterisation (which isn't exciting), but because of the beauty and intricacy of its puzzles and of the model world that supports them. Savoir-Faire is in many ways an old-school puzzle game, which means that it is hard; but it is also fair. Banging your head against its mysteries is bound to be a very rewarding experience, and I would encourage you not to use a walkthrough or a hint file. This game is worth persevering.
A large part of the game's beauty comes from its central puzzle mechanic, which is incredibly flexible but also strict enough to give coherence to the whole. This mechanic is the Lavori d'Aracne, which I suppose translates to the "labours of Arachne", that is, the spinning of spider webs. It is a kind of magic in which you can link objects that are like each other, and they will then start exhibiting the same behaviour. E.g., you link two boxes, and then, when you open one of them, the other will be opened as well. A large part of the game is spent exploring the possibilities and limits of this system, and while these limits may sometimes feel a bit arbitrary, they are consistent enough that one will keep faith in the game.
Savoir-Faire is possibly my favourite large puzzle game. And next time I return to it -- perhaps in a year or two -- I'll finally solve it! I'm sure of it.
The visual aesthetics of this short twine game are very good: deliberately retro fonts are coupled to colourful, old-school pictures. The story features Stephen Colbert getting lost in a fantasy plot, and mostly revolves about twisting clichéd adventure and fantasy tropes. But this twisting is itself highly unoriginal, and the author tries a bit too hard to be funny. There is, unfortunately, none of the sharp political satire that made Colbert's show work.
Not a bad way to spend a few minutes, but forgettable.
You are Dulle Griet, from the Pieter Bruegel the Elder painting, who returns from a lucrative trip into what seems to be Dante's version of Hell. Now all you need to do is get your war engine running again. Unfortunately, it has been infested by imps.
This is a short game: you have to find and kill three imps, each of them requiring you to solve a relatively simple puzzle. The game could be more responsive to synonyms, but should be solvable with a little patience. Otherwise, there is always the ClubFloyd transcript.
The main strength of the game is the writing, which goes over the top with archaic and difficult words, but does it well enough to make the reading process enjoyable. Ashwell's Hell is inventive and evokes an entire mysterious universe of stories. Recommended.
This is a speed IF written on the premise that there are floating children and you have to bring them back down. It's also a Christmas game.
Like most speed IF, The Stars Are Right is very short and revolves around a single idea. In this case the startling plot development and ridiculous solution made me laugh, and that means that the game succeeded at what it was trying to do.
Within the context of a speed IF competition, this might get 3 or even 4 stars. Outside of that, I'll stick with 2.
Time and Dwarves is a very small Inform 6 game consisting of two rooms and six dwarves who randomly move between these locations. What makes it an interesting tech demo is that this movement happens in real time, which is of course not the way Inform games usually work. Comes with, or rather as, source code.