Iraqi Invasion is a piece of interactive fiction based on a fake interactive fiction transcript by Matthew Baldwin, that can be read at http://www.defectiveyeti.com/archives/001561.html. The original, where you supposedly play Bush, is quite funny; but it uses many non-standard commands such as "monger fear" and "railroad congress", and it involves many 'objects' that have not been described by the game.
Consequently, without some heavy changes, you can not make an interactive fiction game out of it. Nobody is possibly going to guess that the command to get out of the Oval Office is "GO PHOTOOP" if the game never actually tells you that you could do this. Or that you have to type things like "MONGER FEAR" in order to invade Iraq.
Unfortunately, Iraqi Invasion does not involve any significant changes at all, and consequently, the only way to play it is by typing, one-by-one, the commands from the fake transcript. But that means that you could just read the transcript instead of playing the game.
As far as I could tell, there are not even many alternate responses incorporated (which could have made the game an interesting addition to the transcript). There is almost nothing you can examine, for instance--which is a pity, since, as a non-American, I would have like to be able to examine Jesse Helms and John Ashcroft and find out who these people are and what they were saying about Iraq.
The conclusion, then, is that a funny IF transcript cannot necessarily be turned into a successful IF game, at least not without some major work being done that has not been done here.
Connect is a solid game, if rather short. There are a couple of fine puzzles, which are mostly quite easy, although one of them was (both from my own experience and from what I read on the newsgroup) somewhat underclued. The writing is okay, and the setting might be interesting if it had been worked out a little bit more. But what is certainly most interesting about Connect is, not quite unexpectedly, the special connect ability.
This ability allows the PC to read the thoughts both of those who are spatially separated from him, and from those who used to be in the location he is in now. The connect mode can be turned on and off throughout play, basically giving you two different sets of 'examine' messages.
I found the result quite interesting: you have both the all-too-standard 'physical' description of objects, and another, more 'mental' description. I would love to see a larger game where the possibilities of this command are really explored (with due consideration of the pitfalls, of course: just having two modes of examine might get old quick). In Connect, this is never really done: you use the special command to find out how you might get past the guards, and that is more or less it.
Still, the idea is good, and worth a look.
Except for one bug in the competition release that allows you to bypass a puzzle, the implementation is well done.
The great bane of IF is games that are too short. This, too, is a game that is too short. A couple of puzzles, the first vague ideas about a setting, an exploration of just the first possibilities of the connect ability, and then the game is finished. The end result is certainly not bad, but it is too forgettable.
If there ever was a game with an original premise, Slap that Fish is that game. You are standing in an alley, and have to defeat, one-by-one, a bunch of malicious fish. If you fail, the fish will take over the city! If you succeed, you can finally avenge the death of your father, who fell in the fight against the fish.
The mechanics of the game are a mix of (non-random) combat involving hit points and several combat actions, and classic IF-puzzles. It turns out, however, that the combat is only another puzzle: since the optimal strategy changes from encounter to encounter and cannot be predicted in advance, this is not a tactical game. It is partly trial and error, partly solving puzzles, as you attempt to get the highest possible score for each of the twelve fish.
It is in the puzzles themselves that Slap that Fish has not been sufficiently tested and polished. Some of the puzzles are badly clued and rather obscure; and there are some errors as well, including TADS-warnings. This detracts from the gameplay in an otherwise very smooth game. I personally used a walkthrough for those parts of the game that I could not quickly solve on my own, and this added to my enjoyment.
In conclusion, Slap that Fish is not a brilliant game. With a bit more polish, it could be a good game. In its current state, it is still a fun game, well worth playing, though you might want to consult the walkthrough when you get stuck.
The City by Sam Barlow is a short, bleak game. You start out in a bland room, with only a video recorder, a tape, and a remote control. So what do you do? You watch the tape. On it, you see a person just like you, in a bland room.
It won't take you long to realise that this person is you. And then the very boredom of your situation (which is equal for the character and the player) will make you want to break out of the situation that has been set up for you.
The first time I played it, I concluded that this was impossible. It is not--or at least not as impossible as it may seem at first glance. You should persevere: there is more to the story than just the first two location.
But even if you manage to reach the rest of the game and play it through completely, it will not leave you satisfied. There are a number of problems with The City, some of which could have been easily solved, and some of which couldn't. Solving the easy problems would push the game to a 3-star rating, but getting a 4-star rating would involve major extensions.
The easy problems all have to do with guess-the-verb situations, unimplemented objects, and stuff like that. The game was not beta-tested, and it shows. I didn't find any outright bugs, but lack of synonyms and guidance makes the game feel a little rough, and makes some of the puzzles far too difficult. I needed a walkthrough, and I won't be the only one.
The hard problem is that as it is, The City is only a fragment of a successful story. It could be the beginning, it could be the middle, it could even be the end, but we need more background, more action, more identification with the main character, before the situation presented gets the emotional power that Barlow is presumably striving for.
As it is, the game is too inconsequential. Still, it is an interesting experiment, and it could be used to great effect within a more substantial piece.
I don't like formalised rating systems. How many stars do you give a fun SpeedIF game? Do you compare it to other SpeedIF, or do you compare it to all other interactive fiction? Neither seems a very desirable choice, and that leaves me in an unsolvable dilemma.
Anyway, that's why I don't give rating without writing a corresponding review. Forget about the number of stars: A Day for Fresh Sushi is a very short and ridiculously easy game, but it has a nice atmosphere, more polish and backstory than you may expect from SpeedIF, and an NPC that I would love to see in a longer and more sustained game.
Rendition is nominally a portrait of Abdul, failed suicide terrorist taken captive by a Western army. However, it is impossible to actually get to know Abdul as a person, since the two of you don't speak the same language and the only way of interacting with him is through violence. This, of course, is exactly what the work is all about.
Although it is hard not to sympathise with the political message behind Rendition, the work suffers somewhat from being too obvious. After the first few moves, the player will have formed a pretty clear idea of what the piece is about and what limits to her own actions are, and there is little left to actually shock the player or make her think about political issues.
I think the piece will be more powerful if it is incorporated into a larger work that poses as a game. It could be the epilogue to a thrilling, puzzle-based chase after Abdul which allows us to understand why both Abdul and the protagonist think their causes are good and righteous; then, the sheer pointlessness of the interrogation and the impossibility of communication might have more shock value. My advice to the author is to think about extending Rendition along those lines.
Suveh Nux is not an ambitious game. Backstory and characterisation are minimal; it is quite short; and all of it takes place in a single, almost bare, room. In this room, the player has to solve a number of puzzles, all of which are based on a linguistic magic system. Figuring out this system is not too hard, though what you can do with it is sometimes less obvious. (I used the hints at one point, though I suppose I might have managed without if I had spent more time on the problem.)
Suveh Nux has a lot going for it. The implementation is impeccable and very polished, making the game a joy to play. The central puzzle is enjoyable, and the progressively harder tasks you are supposed to get done with the magic system are well thought-out. Therefore, I can readily recommend this game.
On the negative side, I can only say that the central puzzle is too easy: I would really have liked to see some more complex grammatical puzzles. Maybe an idea for an extended version?
This gives the game 4 out of 5 stars on an "unambitious IF" scale, which I translate to 3 out of 5 on the scale of all interactive fiction.
Some people here give Zork four or even five stars. These must be people who have played Zork many, many years ago, when players' expectations were lower than they are today--because, to be honest, playing Zork today is not a four or five star experience.
The depth of implementation of this game is just horrific: it doesn't know half of the nouns it uses in the room description, and 80% of the objects it does know have no description. Sometimes, it doesn't even seem to know the objects it has allowed me to discover by taking special actions. In the beginning of the game, you can find a grating beneath a pile of leaves; but when you try to examine it, the game tells you that it knows of no 'gratin'. (Maybe that was I was asking you about a fence-like metal structure, not a French culinary invention, in the first place?) Also, you can find a trap door beneath a rug, but when you try to open it, the game tells you that you see no trap door here. Look, you just described it to me! (You can open the trap door by first removing the rug; but the appropriate error message would be something like "the rug is still on it".)
The prose is nothing to write home about either. You are walking around through rooms with names like "north-south passage", and descriptions which are hardly more interesting. There are MANY rooms, but I would rather have had a couple of interesting ones than dozens that are strung together in some non-obvious way.
If there is a story in this game, I have no found it. You start outside a white house, but are given no clue as to who you are or what you are doing here. You appear to get points for collecting treasure, but even so it would have been good to know why I am collecting treasure and what lured me to the white house in the first place.
But if there is no story, there IS an irritating carry limit; there is random death whenever you walk into a dark place; and there is a maze of the most tiresome kind. (At least you get to know where the "twisty little passages" come from.)
Is that were the pain ends? Not at all--so much is irritating about this game that you could go on for quite some time. What about the fact that you cannot abbreviate "examine" to "x"? Or the fact that the descriptions in this game seem to have been written with the express intention no to help the player? If you try to open the door to the white house, you get the message "This door cannot be opened." Well-why on earth not? Has it been boarded? Glued to the frame? Tell me more! If you try to hit the door, you will find that the game asks you to specify something to hit the door with. Supplying the commonsensical answer that you wish to hit it with yourself results in the game telling you that suicide is not the answer. Apparently, then, the player character is made of glass.
But this is my favourite proof that Infocom didn't do any serious beta testing:
> enter river
You hit your head against the river as you attempt this feat.
I started up Zork about 5 or 6 times, but I've never managed to play it for longer than 15 minutes; it is just too irritating. This game must have aged very badly, given that people thought it was good when it came out. I cannot recommend it to anyone who is not filled with nostalgia at the very mention of the word "Infocom".
Zork gets 2 stars for basic technical competence.
It is a good thing that Robert E. Howard is not around to see what happened to his barbarian, Conan. Though his original stories are by no means great literature, neither are they the violent, mindless trash that later generations have associated with Conan the Barbarian.
Conan Kill Everything takes that later tradition to its logical extreme. Conan has found the evil wizard, and in order to exact his revenge, he kills everything. Absolutely everything.
In order to kill everything, Conan must solve a couple of very standard puzzles. There are some humorous elements, including the speeches of the wizard and the final move which you need to make to win the game; but in the end, the game is totally forgettable. The jokes are not brilliant; the puzzles are not themselves interesting; and it parodies something that is already so far beyond the limits of good taste and serious intention that it does not allow for parody.
Since you can play the entire game in 15 minutes, you still might want to give it a try.
You wake up in bed, ready to go to work. Yes, just an another day in the life... but this very short game has an interesting twist at the end. Replaying is a must.
I recommend this piece, mainly because it's going to take less than 9 minutes and 5 second of your time to enjoy it. I give it only 3 stars out of 5: even a funny joke just doesn't ascend to the same heights as a great story.