Reviews by Victor Gijsbers

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The People's Glorious Revolutionary Text Adventure Game, by Taylor Vaughan
3 of 7 people found the following review helpful:
Harmless, February 16, 2011
by Victor Gijsbers (The Netherlands)

Well-polished low-difficulty puzzlers with little artistic ambition: that might well be the new "standard" for interactive fiction. Although they do little to move the medium forward, and don't exactly give you food for thought, such games are certainly pleasant. "Entertainment not frustration" is the guiding idea. And it's good entertainment. With only slight reservations I would say that the two highest ranking games from this years' IF Competition (Aotearoa and Rogue of the Multiverse) fall into this category.

The People's Glorious Revolutionary Text Adventure Game, which placed a very respectable 7th, certainly does. In this piece, a man called Karl has the task to start a communist revolution in a fictitious American city. You are provided with a list of revolutionary goals, which you can set out to achieve in any order. Each of them will require you to solve a puzzle, which is generally not very hard. If you do get stuck, there is an in-game hint system and a single-use device which allows you to bypass any puzzle in the game. In keeping with the tone of the story, the logic of the game slightly absurd; this is generally not a problem, but one or two puzzle solutions do not make a lot of sense. All in all, this is a game that even someone new to IF could successfully complete.

But let's get back to the tone of the game. It is very light-hearted, so light-hearted in fact that it has become lighter than air and now floats far above all real political problems. In this game, being a communist equals having a name like "Jetski" and feeling pride when you see the hammer-and-sickle; while being a capitalist means that you worship Reagan and believe that life is a book by Horatio Alger. Now you don't have to be serious about political issues: from at least the time of Aristophanes, authors have known that comedy is a great genre for taking on big problems. But The People's Glorious Revolutionary Text Adventure Game is not even satire. Its jokes have no bite. It is harmless.

There are so many ways in which interesting political commentary could have been inserted into this game! But the farthest the author goes is to make fun of one particularly unlikely the rags-to-richness story. Not even Glenn Beck would be offended by that. (Alger, Beck: this is the point where I want to be praised for my encyclopedic knowledge of US culture! :D Though perhaps I should have been spending my time with Faulkner or Melville or some other good stuff.) This is a missed opportunity. Because The People's Glorious Revolutionary Text Adventure Game mentions but does not engage serious issues, its shallowness becomes bothersome.

One could go as far as to argue that any work which reduces political disagreement to harmless humour is thereby strengthening the status quo -- in this case, neo-liberal capitalism -- and thus not harmless. But the extremely slight satire of capitalism that can be found in The People's Glorious Revolutionary Text Adventure Game is probably enough to counterbalance this. Even from this perspective, then, this game is completely harmless.

In conclusion: this game is a fun diversion. It is also nothing more.

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The Argument, by Harvey Smith
7 of 8 people found the following review helpful:
There is something here, February 14, 2011
by Victor Gijsbers (The Netherlands)

This is not a good game. It is almost certainly written by someone who has never written IF before, and it was presumably not beta-tested: as evidence, I point to the woeful underimplementation. In addition, there is nothing for the player to do. The story, about a man who has argued with his wife, tells itself as you walk through the rooms and examine the few objects that the author has bothered to implement. You end the piece by picking something up.

So, the basic criticism is: there is nothing to do. Nothing.

And yet. The plot revolves about a revelation, namely, what the argument was really about. The player may understand this anywhere between the first and the next-to-last room, but the careful reader will notice that the protagonist/focal character has already understood it when the game begins, but isn't quite ready to admit it to himself. So what we are witnessing here is one of those quiet moments when you let something sink in.

Of course there is nothing to do. We're watching something sink in.

That still doesn't entirely convince me that this piece is better as IF than it would have been as traditional fiction, and it certainly doesn't excuse the sloppy implementation. Still -- as an attempt to render a rather subtle state of mind, it deserves some credit.

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Aotearoa, by Matt Wigdahl
16 of 16 people found the following review helpful:
Highly polished children's game, February 14, 2011*
by Victor Gijsbers (The Netherlands)

Aotearoa is a children's game. (I suppose that everything for children of 6 years and older is called "young adult" by now, but as far as I'm concerned a young adult is approximately 20.) It tells the story of Tim, who has been chosen to visit a New Zealand that never was: it is a small continent where the Maori managed to more or less stop the English invaders by riding dinosaurs. O, yes. Dinosaurs. Not huge dinosaurs, but still, even a medium-sized dinosaur is fun.

After an opening scene that could use some tightening, Tim's trip suddenly turns into an even more exciting adventure. We're squarely into adventure stories territory, with Tim exploring a forest full of dinosaurs, befriending the local wildlife, and getting shot at by poachers to boot. All of which is good fun. The puzzles are fine, if perhaps at times a little too difficult for the younger part of the audience. The animals you will meet are very well implemented, with the right combination of being a real animal and being cute, and (as every reviewer has pointed out) you can name them. Every small male dinosaur ought to be called Henk. Believe me.

There is other good stuff as well, such as the keyword interface of Blue Lacuna, lists of conversation topics, and exits listed in the status bar. At times the author may have relied on these a bit too much: exits are badly described in the text, and nouns that are not highlighted are almost invariably not understood. But all in all Aotearoa gives a very smooth experience.

My biggest gripe is that unlike some other children's stories, this one doesn't have much to offer to adults. It's just a simplistic adventure story with dinosaurs, and the references to Maori culture, though intriguing, feel tacked on and fail to give any real depth. This isn't a huge problem, but it limits the appeal of the game.

There has been some discussion about whether the game is (inadvertently) propagating racial stereotypes. These discussions are always sensitive, and I'm not particularly eager to take up a position in them. I just want to state for the record that to me nothing in this game felt inappropriate. (Also: the game has the Maori defeating the English by cultivating a relationship with dinosaurs, and states that the fictional New Zealand conservation policies have been an inspiration to the entire world. So any white-boy-saves-the-natives plot seems to be balanced by a Maori-kick-ass-and-teach-the-world-about-environmentalism backstory.)

* This review was last edited on February 15, 2011
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Fail-Safe, by Jon Ingold
14 of 15 people found the following review helpful:
Intriguing experiment in player-narrator relation, February 10, 2011
by Victor Gijsbers (The Netherlands)

Fail-safe is a very short SF adventure, containing one big puzzle, some less than stellar (but by no means bad) implementation, and a very brief story. That may not sound like much, and it isn't much. But what makes the piece is how it experiments with the relation between the player and the narrator.

This is impossible to discuss without spoilers, so I suggest you play it before reading on.

(Spoiler - click to show)Fail-safe has an unreliable narrator. Not just that, it has a narrator that actively tries to trick the player (or rather, the narratee) into forming a wrong idea about the world. If she does form the wrong idea, the narratee will take an action that will be great for the narrator but disastrous for herself. The puzzle consists in the player (a) finding out that the narrator is lying; and (b) responding with an appropriate double bluff. Great stuff that I would like to see explored further in a more substantial game.

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Bellclap, by Tommy Herbert
12 of 12 people found the following review helpful:
If God is omnipotent, can He make a puzzle He cannot solve?, September 26, 2010
by Victor Gijsbers (The Netherlands)

You should play Bellclap. But you should play it by following David Welbourn's annotated walkthrough. The rest of this review will explain (a) why you should play the game, and (b) why you should not try to do it on your own.

(a) Bellclap is an experiment with the different roles that can be distinguished in a piece of interactive fiction: the commander (the fictional character who decides what actions to try out), the narrator (the fictional character who tells what happens), and the actor (the fictional character who carries out the commands given by the commander). Interactive fiction in general has merged the first and the third role into what we call the "player character", a character who decides what to do and then carries it out. The narrator has usually been a different, and often extra-diegetic character. (This means that the narrator has generally not been a character within the primary fictional world.)

There have, of course, been many experiments with these roles, the most common of which have been either to put the narrator into the world; or to change the expected relationship between the player and the commander/actor-hybrid that we call the player character. Bellclap, however, does something else: it pries apart the commander and the actor. The commander is a god, and the actor is Bellclap, one of the faithful, who has come to the god for assistance. Whatever the player types is interpreted and presented as a command from the God, and Bellclap than tries to carry it out. The narrators is cast as a third person, namely as the angelic messenger who gives the commands of the god to Bellclap, and who informs the god of the results.

This set-up is executed with wit and humour, and gives the piece a very particular feel. You ought to experience it, and therefore you ought to play this game.

(There is at least a fourth important role, namely, the "experiential focus", the character through whose senses we experience the fictional world. This role can be combined with any or none of the three roles defined above. In Bellclap it is more or less spread out over them all.)

(b) Bellclap is also one big read-the-author's mind puzzle. The "short route" walkthrough included with the game is particularly baffling. Imagine that you are stuck in Savoir Faire's kitchen, consult the walkthrough, and see that the first command is "make a mr. potato head" -- that is more or less the experience I had when I consulted this walkthrough. The walkthrough linked to above makes the whole experience far more coherent; but I still cannot see how a player could possibly be expected to hit on the solution. Apparently your godly powers are tightly limited, and need to be triggered in exactly the right way. But there is no way the player can know this, since there is no way you can experiment with them.

As a game, this makes Bellclap pretty much a failure, because you cannot really play it.

Still, you can walk through it, and that is exactly what you should do.

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Being There, by Jordan Magnuson
9 of 9 people found the following review helpful:
Ode to Joy, September 25, 2010
by Victor Gijsbers (The Netherlands)

Being There sounds like it will be an interactive adaptation of a Jerzy Kosinski novel; failing that, an exploration of Martin Heidegger's concept of Dasein. It is neither. This piece is an Ode to Joy.

Joy, the joy of living, the joy of experiencing and acting -- that is what this game is about. It takes you through a series of tranquil scenes accompanied by beautiful photographs, and then it lets you play in them. You can look and touch and taste; you can dance and jump and sing; you can climb and swim and in fact fly into the air whenever you wish. You can lie down and sleep. No duties, no responsibilities, no cares -- enjoyment is everything.

This is a game where when you see a soccer goal, you can type "play soccer" and the game responds with: "You play soccer with an invisible ball... you score!" How cool is that?

I hope it is clear from the previous paragraphs that I absolutely disagree with previous reviewers and commentators about the need to add a story, or puzzles, or a statement about Korea, to this game. Doing any of those things would destroy that which makes Being There special and strangely exhilarating: its celebration of free play. (Which is also why I do call the piece a game, even though the author does not.)

The length of the game is excellent, giving you enough time to explore and then, when tedium threatens to set in, rapidly moving things towards a close -- a close which also serves as an antidote to what might otherwise have been an over-abundance of carefreeness, without falling into the opposite trap of falsifying the game's positive message.

Are there no complaints? Well, certainly: even though there are many things you can do, you will still encounter standard library messages and actions that are refused. While this doesn't matter in a traditional game, a piece that celebrates freedom and experience is hampered by it. I hope that the author will continue to update the game as people keep sending in requests for more actions and responses -- I know that I have just sent in mine.

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Backup, by Gregory Weir
5 of 6 people found the following review helpful:
Short, with light sabers, September 25, 2010
by Victor Gijsbers (The Netherlands)

In Backup, you play a computer that is in charge of a high-tech (but unfinished) base under assault by terrorists. You get to inhabit plasma sword wielding drones in your attempt to kill them all -- although that's not quite all there is to the, admittedly short, story.

Let us talk a bit about the combat system first. Unlike Gun Mute, Backup's combats are not won through solving puzzles, but through choosing the right actions within a consistent system. In this respect, it is a little more like Slap That Fish, although that game too quickly started using puzzles. In Backup, combat is more straightforward: every turn, you get either to attack, to parry, or to feint. Your opponent gets to do the same thing, and each of the nine possible combinations has a certain determined outcome. It's not much of a spoiler, but let me nevertheless hide the pay-off matrix: (Spoiler - click to show)Let the first letter give your action, and the second letter that of your opponent, so that A/F means that you attack and your opponent feints. Then you die in the cases A/A, P/F and F/A. You win in the cases A/F and F/P. The other outcomes are neutral.

In itself, this system allows for no tactics, but only pure guesswork. Now it is, I believe, possible to predict what your opponent is going to do based on the flavour text that is shown prior to your turn; and if you predict rightly, you can choose the optimal action. That is what you have to learn to read in order to consistently win -- but I found the game a bit too short to get the hang of this.

Not that this matters much, since dying isn't much of a punishment, and combat can even be mostly avoided if you dislike it. As the story progresses, you are called upon to make a choice between four different possible endings -- some of these require the solution of a small puzzle, but the difficulty is very low.

All of which makes Backup an accessible little story with some non-standard gameplay that will keep you interested for the short time it lasts.

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Babel, by Ian Finley
24 of 26 people found the following review helpful:
A towering achievement?, September 24, 2010*
by Victor Gijsbers (The Netherlands)

I started playing Babel with high, very high expectations. Right now, the game has 27 5-star ratings, 24 4-star ratings, and only 7 ratings below that. This game, I was thinking, must be a towering achievement, one of the true classics of modern interactive fiction.

It is obviously very hard for a game to live up to that kind of reputation, and Babel did not. But I was somewhat surprised at how great the discrepancy between the critical consensus and my own judgement about the game turned out to be: what most people apparently see as a nearly flawless game revealed itself to me as a very problematic piece -- interesting, mostly fun, but ultimately unsatisfying.

Just because other critics have been so almost unanimously positive, I believe it will be most useful if I focus on the reasons why I did not like the game. It's not a bad game. I could say many positive things about it. But you can read up on those in the other reviews (see also here). So, with the risk of sounding like a grumpy old man, let's move on to my complaints.

Babel is set in an abandoned scientific base on one of the poles, far from all human contact. It becomes apparent very early on that the amnesiac player character has a special ability: he can touch certain things in the world, that he perceives as glowing, and these will then project forth emotionally-charged scenes that happened nearby at some time in the near past. Much of the game consists of the player hunting for such glowing objects, so that he can trigger these flashbacks.

Although justified in the narrative, this is obviously a plot device thought up only so that the author can bombard the player with non-interactive cut-scenes. Rather than telling a story in which the player (note that I'm not saying "player character") participates, we get to slowly uncover a story that has already taken place. In other words, Babel has fallen into the dreadful trap of excessive reliance on backstory. As Stephen Bond memorably puts it: "If Lord of the Rings had consisted mostly of Frodo recovering lost pages of The Silmarillion, then no one would ever have read it." But this is almost precisely what Babel does.

Playing the game consists of the tired old routine of thoroughly searching everything you encounter, writing down all the clues, collecting keys, and then opening doors that you couldn't open before you found the right key or the right piece of information. This will open up new areas that you get to search thoroughly, find keys in, and... well, you understand what's going on. Except that this time, we also get to read very long cut-scenes whenever we find a glowing object.

It's not that this is unenjoyable per se. Although the puzzles are nothing to write home about (expect combination codes for safes and fiddling with intricate machinery), the environment is interesting, the cut-scenes are generally well-written, and the story, although hardly fresh, is worth perusing. But look at it this way. As an author, you have thought up an interesting story. Now what would be more exciting for a player: (1) being dropped into the middle of that story so you get to perceive it first-hand and act in it, in other words, experiencing your fictional story as interactive fiction; or (2) solve a bunch of thirteen-in-a-dozen IF puzzles and be rewarded by reading excerpts from a static fiction story that you have written out beforehand? Of course (1) more exciting. It is also harder to implement, but nobody said making good interactive fiction was easy.

Okay, so the gameplay is uninspiring and to a great extent detached from the story. Not entirely detached, of course, and Finley attempts to tie in the backstory with the interactive present in several ways. The most important of these is that you get clues to solve puzzles from the cut-scenes. But that's still me just experiencing the story from afar and then opening locked doors. The others are that (a) the back-story gives vital information for understanding who the player character is, which is finally revealed at a dramatic moment; and that (b) we learn the end of the back-story only in the present. But again, all of this is non-interactive. (And the big revelation about the player character will surely be guessed by every player long, long before it actually happens.)

Which leaves me somewhat baffled. This game is more than adequate, but it is definitely not great. It's very standard interactive fiction with a relative standard story pasted onto it a totally non-interactive way. So why do Andrew Plotkin and Paul O'Brian give it a 10 and a 9.8 respectively? Why do half the reviewers on this site give it 5 stars? I have no idea -- but if you wish to comment, please do.

* This review was last edited on September 25, 2010
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All Alone, by Ian Finley
11 of 11 people found the following review helpful:
Great atmosphere, lousy plot, September 22, 2010
by Victor Gijsbers (The Netherlands)

All Alone actually scared me. Oh, it used a cheap trick to do it, but it was effective and very diegetic: my reaction of "Whaah! Oh, wait, how stupid to be scared by that" is exactly the same reaction the protagonist has in this situation.

What is good about All Alone is that it sets a mood and sets it well. It turns the player-character identification that some have seen as a drawback of IF into a great strength. This is how atmospheric horror ought to be done: claustrophobia, being alone, unexpected events. The uncapitalised out-of-viewpoint-character phrases were especially effective.

On the other hand, most of the story is very much clichéd, and the ending, which isn't, is its weakest part. I think this might have worked better as a game with a stronger puzzle content: you get to try and hide, and depending on how well you do it, you may live for a longer time -- perhaps even survive? Or perhaps not. There are possibilities for more suspense and anxiousness here.

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Ad Verbum, by Nick Montfort
13 of 14 people found the following review helpful:
Wisely wrought, wicked wordplay works well, September 22, 2010
by Victor Gijsbers (The Netherlands)

Ad Verbum is a great wordplay game, and one of the few works of interactive fiction that can claim to have been inspired by the work of Georges Perec. Its greatest claim to fame are undoubtedly the rooms where all descriptions, including all the library responses, are written in such a way that each word begins with the same letter (w, n, e, or s), and where only input in the same format is accepted. Try taking something and then going south when you only type words that start with an 'n'. These puzzles are excellent and wittily implemented. The same high quality is maintained in the library, where several other forms of constrained writing are practised.

It is really good to see some interactive fiction that takes the textuality of the work seriously, and that manages to craft enjoyable puzzles around it.

I do wonder why Nick Montfort thought it would be a good idea to add some puzzles that have nothing to do with wordplay. (I'm thinking primarily about a light source puzzle and a "bring an object to a person" puzzle.) It's not just that they lack the brilliance of the constrained writing puzzles; it's also that by the time you come to these puzzles, you are so trained to look for wordplay everywhere that you don't realise that these puzzles are not to be solved in that way.

My bigger gripe with the game, however, is that some of the puzzles seem to be excessively geared towards certain cultural backgrounds. To a certain degree this is unavoidable: one cannot play an English wordplay game without having a great command of the English language. But some of the puzzles required the use of what I presume are American slang terms that I had literally never heard of; and there was one puzzle which you cannot possibly even start to grasp unless you already have detailed knowledge of a language game which might be well known in the US, but which, again, I had never before encountered.

(Which ones do I mean? Here are the spoilers. Taking a certain object in the library: (Spoiler - click to show)you need to "rip" the wee writ, where this is apparently a synonym for "take". Exiting the s-room: (Spoiler - click to show)you need to "scram", or "split", apparently synonyms for "go". And the language game you need to know is of course (Spoiler - click to show)pig latin, a puzzle which is by the way made unintentionally difficult by the fact that (Spoiler - click to show)the pig doesn't understand "outhsay" but only "ogay outhsay".)

After encountering one such puzzle, the reader will start believing than any puzzle he cannot solve is such a puzzle -- in other words, the motivation to persist when things are difficult is greatly decreased.

All this might not apply for people who do have the right cultural background to understand the more obscure puzzles, but for me they lessened the fun of the game enough to have me drop my rating from 4 to 3 stars. Still, you owe it to yourself to play this game.

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