Max Fog's Milliways: the Restaurant at the End of the Universe is an old-school parser puzzler, and an explicit homage to the Infocom games of yore. Not only does it bill itself as a sequel to The Hitchhiker's Guide to the Galaxy, it is also written in ZIL, the programming language used by Infocom. This makes it a little bit awkward to review, at least for me. On the one hand, there are certain design decisions which I personally think we're better off without, including the inventory limit and the fact that you can easily put the game in an unwinnable state. On the other hand, it makes absolute perfect sense to make those decisions when you're explicitly positioning yourself in the tradition of Infocom games. So let's let all of that slide.
Milliways puts us in the shoes of... well, I think it's strongly implied that these are the shoes of Arthur Dent, hapless earthling, as he is travelling space and time with his 'friends' Ford, Beeblebrox, Marvin and Trillian. The game explains almost nothing about its setting and characters, and prior knowledge of Douglas Adams's books is almost necessary to not feel completely lost. Perhaps it also helps to have played the Infocom game; I can't say, because I haven't played it. Descriptions in the game tend to be very short and/or non-existent, or even downright unhelpful:
> x television
What did you expect? It’s a TV.
The premise of All the Troubles Come My Way is exceptionally silly: you are a cowboy who has been transported 150 years into the future. You wake up in a bathtub (an empty one) and the point of the game is to find your missing cowboy hat. Or procure another hat that suits you. But this premise is worked out with a lot of what we can maybe call southern charm, as well as tobacco grit, and when all else fails, a real sense of rodeo, so I think we should say that Sam Dunnachie does cowboy justice to it. Those are the four 'stats' of the game, and mechanically, much of the gameplay consists in finding ways to increase these stats, since you'll need different stats to follow different paths to a cowboy hat. Cowboy Justice allows you to find your real hat; Southern Charm allows you to out-hustle the hat-wearing hustler; and I assume that the other two stats unlock their own paths (it's strongly hinted at that Tobacco Grit will allow you to go to the discount shop).
It's all genuinely charming. My favourite part was probably that involving the IKEA manual and the table, but all the interactions are well-written and inventive. So I enjoyed my time with the game. It's not a long time; All the Troubles Come My Way is very short. Indeed, the stat raising part in the apartment lasts longer than the actual quest to retrieve a hat, which feels a bit unbalanced. But it's a minor complaint. This entry is not very ambitious, but it delivers the entertainment it wants to deliver, and doesn't outstay its welcome.
Earlier his year, I read Kindred: Neanderthal Life, Love, Death and Art by Rebecca Wragg Sykes, a truly great book of popular science about the Neanderthals. So I had some of the background that one might need to fully appreciate Cecilia Dougherty's story about Neanderthals, Shanidar, Safe Return. Not that the piece is only accessible to people who already know something about its topic; but it can't have hurt that terms like 'Neanderthal' and 'Denisovan' alreasy meant something to me, and that I was able to get some of the many references to archaeological finds. (On the other hand, I did not play Time Before Memory, to which Shanidar is a sequel.)
In Shanidar, we follow a group of Neanderthals as they make their way from one of the most impressive archaeological sites associated with them (Bruniquel Cave in present-day France) to another of those most impressive sites (Shanidar Cave in present-day Iraqi Kurdistan). Bruniquel Cave is famous for the circle of stalagmites built by the Neanderthals. We have no idea why they did it; whether it had a religious meaning, or an artistic meaning, or something else; in Shanidar, the site is a focal point for ancestor worship and shamanistic ritual. Shanidar Cave is famous for its burials, and some of the characters in Shanidar not only end up being buried there, but are indeed identifiable as specific skeletons, Shanidar 1 and Shanidar 4 being clearly referenced. This plays somewhat fast and loose with the archaeology, since those skeletons might have been buried there many thousand years apart... but frankly, what writer could resist the temptation? I for one was waiting the entire game until somebody got the right kind of head wound to turn them into Shanidar 1.
The structure of the piece is fairly strange. There are several parts to the game, and each is laid out not so much as a linear narrative, nor as a garden of forking paths, but more as a tapestry in which your gaze can follow different strands that happen parallel to each other, and then hop back to follow another strand. Initially, I found this very confusing, and it does tax the reader that one often reads passages that refer to events of other passages that one has not yet read. One has to put oneself into what for want of a better word I will call a cubistic mood, thinking here of the paintings by Picasso and Braque that show objects in disconnected ways and from different sides. You'll have to piece things together yourself, but you'll manage to get a relatively clear picture, especially if you are willing to replay parts of the game.
Two things make the experience more difficult than perhaps it might have been. First, there are many names. I understand the impulse to show these societies in a broad way, and also to show three different groups of early humans in one game. But perhaps it's a bit much for a piece of this size. Second, the choice to name one of the characters 'you', even though this character is not much more central than some others and is not a focal point of choices, is quite confusing. It seems to be that the game would have been a bit clearer if everything had been in the third person.
In the end, reading Shanidar, Safe Return is a strange experience. We are always at a considerable emotional distance from the characters, nor do we make choices for them. We observe a story that is both wide-ranging and long -- indeed, there's even a strand about the people who will move to Australia and Oceania, and there are flash-forwards to today -- and which doesn't have much narrative pay-off. Sure, these people who have survived an attack manage to get to their safe haven, but we never doubted that and weren't too invested in them. On the other hand, there's a intriguing sense of scope. Something of the mystery of thinking about and dealing with the Deep Past has been captured here, perhaps better than it could have been captured in a more straightforward narrative.
There's a tension in Rebecca Wragg Sykes's book, in that she both wants us to be impressed by how different the Neanderthals were, and by how close they are to us (in fact, they are partly our ancestors, though not nearly as much as the Cro-Magnon humans). The moral is something like: we should celebrate the diversity of humans, because there's an underlying unity; it's great that we're different, because we are also one. It's hard to see how this works. It's hard to see how tales about common ancestry can effectively combat racist thinking, say, unless uses them to squash diversity. In Shalidar, the idea of common ancestry comes in the form of an ancient shaman called Bihotz, neither male nor female, and from before the splitting of humans into Cro-Magnon, Neanderthal, and Denisovan. They are a fascinating figure, but there's something of the same problem about them. It's hard to use the idea of primordial unity for the cause of celebrating diversity. I don't have a clear suggestion for a better way of approaching these issues, but perhaps it is something we can contemplate as we let our minds roam through the Deep Past.
Virtue: an interactive narrative is a short-to-medium choice-based game about an English middle-class woman whose pathetic need to feel like she's made it, like she's one of the successful 'haves', puts her on a path towards darkness -- where darkness is, more or less, Nigel Farage and Suella Braverman. The point of the game is clearly political. It wants to pull the mask from the xenophobic, transphobic, everything-phobic Tory right and show us the ideological emptiness and self-serving psychology beneath. The protagonist of our game, Gloria, is shown to be the type of person who can fall for this sort of politics, even to the point of becoming such a politician herself.
This is not an easily achievable set of intentions, but I can see at least three ways of making it work. One would be to lean sharply into one's political disgust, showing the disastrous human effects of the policies one opposes. A second would be to ramp up the satire and lean into humour, taking the protagonist all-too-seriously while turning her into a laughingstock. A third would be to go for sympathy and understanding, showing in psychological detail why the protagonist, without being in any sense a terrible person, nevertheless ends up in a terrible political place.
I don't think Virtue works very well in its current incarnation, and I believe that is in part because Oliver tries to do all of these things, and perhaps other too, at once. But they don't mix very easily. A lot of time is spent on showing us the inside of Gloria's thinking, which fits the third, sympathetic approach. But her thinking is so shallow and self-serving that we don't actually feel like she's a real human being. At the same time, it's too realistic, too repetitive, to provoke laughter. And precisely because we never leave Gloria's mind (and her obsession with appearances), we don't really see the effects of her actions. It feels like the game knows exactly what it wants to be about, but it doesn't really know how it wants to be about that.
One feels that because of this, the writing also doesn't succeed nearly as well as it could have. Passages are often overly long -- making points that were already clear, such as the shallowness of Gloria's middle-class ambitions -- again and again. But they also tend to be a bit vague. In this respect, the encounter with the Polish man stands out. Here the reader is trying to understand what has actually happened near the canal (is it a flasher? sexual assault? something else?), but the game is vague about that because it also wants to establish the embarrassment of the Polish doctor in talking about this, and the embarrassment of Gloria in not remembering his name, and the fact that these people are making too much out of a relatively minor incident, and Gloria's incipient xenophobic thoughts, and Gloria's determination to be a strong woman, and her panic as her dream is threatened... which is a lot, and it's all mixed together, and none of it comes out as clearly as it could have. I think with a more consistent aim, it would have been easier to find a more consistent tone, and thereby to write more entertaining, to-the-point dialogue. Suppose we go for humurous, biting satire.
"There's a streecker in the park," he whispers.
(A) A streecker? What's that? Must be some weird Polish word. If only the people who were allowed to come here did their best to learn proper English.
(B) Probably one of those foreign foodstuffs. Raw mutton with garlic, or whatever they eat in the Balkans.
(C) Oh, wait. A streaker. How unseemly!
A Dark and Stormy Entry was an entry in LOTECH Comp 2001, a competition in which the most important rule was that the games had to have a multiple-choice parser. The title of the game, and the fact that it appeared under the pseudonym of Lord Lobur-Bytton, suggest that it will be a send-up of the bad, purple writing associated with Lord Bulwer-Lytton and his "It was a dark and stormy night" opening sentence. However, there are only a few story branches (the Scotland/gothic ones in particular) that actually present overwritten prose. And a good thing that is too, because that joke would have worn thin very quickly.
In fact, A Dark and Stormy Entry has less to do with Bulwer-Lytton and more with Italo Calvino's book "If on a Winter Night a Traveller...". In that book, Calvino tells the story of a reader who, in their search for a book, comes across opening chapters of many different books. Again and again a story is started that is then abruptly cut of and never finished. The stories are in widely different genres and styles.
This is what Short does in A Dark and Stormy Entry too, except that the player takes the role, not of a reader, but of a writer. We are looking at a blank page, and our job is to make decisions about which story to tell. These decisions lead us into widely different directions, from Calvino-like stories about a philosopher who ties himself to a kite, only to be rescued by a sensual queen; to autobiographical stories about teenagers having to confess that they have had sex to their prudish parents; to clichéd Macbeth-like stories involving witches on the Scottish highlands; to strange explorations of a world that is a cube. All the branches are short, and we are clearly supposed to play the game many times. Sometimes, we are told that the ideas will lead to a novel. Sometimes, we end up with writer's block, or the writing process fails for some other reason.
It's fun and inventive, but I'm not sure it throws any real light on the creative process. Has any writer ever sat down before a blank page with no idea about what to write? This is the opposite at least of my own experience. But my experience need not be universal. Nevertheless, it is hard to imagine that anyone's brainstorming process would be as chaotic and random as what happens in A Dark and Stormy Entry.
One's feeling at the end of If on a Winter's Night a Traveller... may well be frustration that the author didn't finish any of the books he started. And that may also be one's feeling at the end of this piece, although it's much less pronounced, since here most of the stories are only outlined, without much of the actual prose appearing. I feel the piece might actually work best for a discussion group, where the topic of discussion is: which branches would you most like to see turned into a real story, and why?
Agnieszka Trzaska is well-known, perhaps even famous, for using choice-based text interfaces to recreate styles of gaming that are more familiar from either parser text games or visual games. Five Scarabs is no exception, and in fact it is meant as a proof-of-concept for a particular interface, one that mimics a certain style of adventure games. At the bottom we have links that correspond to verbs. Once we select a verb, nouns in the room's description become clickable. So we select "Look At", then "golden mask", and we are rewarded with a description of the golden mask. This is clear and intuitive, though the handling of two-noun actions could be explain a little bit better.
The problem with this style of interface is the classic possibility of lawnmowering. You just try every verb with every object, until something happens. The fact that the verb remains selected, which is arguably an essential quality-of-life feature, combined with the ultra fast response time of text interfaces, makes this even more tempting. It takes only a minute to try to open, then close, then talk to, everything in the room! This ensures we can't really get stuck, but also removes a certain need for thinking. I'm not sure what the solution to that is. (Yes, bigger games generate combinatorial explosion, making lawnmowering more tedious... but it's not ideal to make a strategy less palatable merely by making it more tedious! Gamers tend to accept the tedium.)
The story here is slight but perfectly suitable for a quick puzzle game.
I've Attached My CV And Cover Letter is a short game in which you... write a cover letter. The idea is quite brilliant. You're given a word processor interface and you're simply seeing the current state of the letter. Unsatisfactory parts are underlined in red and can be changed by clicking. There are a few cycling links where you get to choose the final words used, but mostly you'll end up in a pre-determined place. That doesn't matter. This is not a game where choice matters, it is a game where you explore the thought processes of someone trying to write a cover letter.
Writing a cover letter is terrible! You need to make yourself look good, which is already a deeply uncomfortable experience, and there's something tangible riding on the result. You also know that chances of success are low. In addition, it is really hard to get a good grasp of how your letter will strike the people that read it. And so you get to agonise over every word. This agonising is portrayed well by Jaime Monedero March, both in its anguish and in its humour. I had fun with this cover letter.
Recommended, especially since it will take you only ten minutes.
(I played this game as part of an IFDB Spelunking expedition where I try to play through ten random games.)
Zymurgy is a SpeedIF game, which means that it was written in a short period of time to fit a certain prompt. In this case, the prompt was: "Write a game in which the PC is fighting for his religion, which should involve the worship of cheese and/or alcohol. Try to include pasta, Decepticons or Windows XP." Roger Carbol decided to set the game inside a brewery, indeed, inside a vat of beer that is fermenting. The protagonist is a yeast cell trying to do everything it can to please its god, the Brewmeister, and the holy law, the Bavarian Reinheitsgebot.
It's certainly unique, and the implementation is solid. Of course, as a SpeedIF the game is very short and over almost before it has begun. Finding the winning solution also contains a non-trivial element of luck.
(I played this game as part of an IFDB Spelunking expedition where I try to play through ten random games.)
IRL: The Game was written by Julia Mkivic and accompanies a book by Chris Stedman. I haven't read the book, but it supposedly explores the challenges and opportunities of living part of our lives online; and the game is a companion piece that allows players to think through these issues for themselves.
Unfortunately, IRL: The Game reduces a nuanced and multi-dimensional issue to a series of black-and-white questions that float in a narrative void. The basic idea of the game is that you are following several people on social media. Three appear regularly: a cartographer who is struggling with how to best resist the way that gentrification destroys existing communities; an online performer (possibly drag, but I'm getting that more from the book description than from the game itself) who loves being in front of their audience; and someone who is organising a furry convention. The idea is that all of them are struggling with how to weigh their online presence against their physical contacts. Each of them asks you several questions, and you can always answer these with either a pro-online or a pro-offline option. Depending on how many you chose, the final screen will give you a different description of how they continue. For instance, the furry organiser will either organise a fully in-person conference, or organise a partly online conference.
So... yeah. Online and offline interact in complex ways, and getting a bunch of dichotomous questions that make me choose either one or the other isn't really getting me to think about any of the complexities involved. Furthermore, the game doesn't even attempt to hook the choices up to the unfolding narrative. Yes, your answers determine what exactly the characters will do. But what the characters do has no effect on me, on the questions I receive, on how I feel about things. One does not in the least identify with the outcomes.
A missed opportunity, one feels, and certainly not one that made me eager to read the book.
(I played this game as part of an IFDB Spelunking expedition where I try to play through ten random games.)
How do we approach the singularity? is a choice-based game written in Quest. At the time of writing this review (February 2023) the online version of the game throws an error, but downloading the game and playing it in the Quest interpreter works fine.
In terms of structure, the game isn't very adventurous. Most passages give only one choice. Where there are two choices, one of them usually leads to an untimely end, often immediately. In effect, there is only one route through the story. While walking this route, the player will have to contend with many spelling and grammar errors, including some that a cursory spell check would have found.
I still kind of liked the game. You are a soldier from Earth sent on a military mission against an invading alien army. The mission is action-packed, fast-paced, and, most importantly, written with creative energy. While you have played or read or viewed similar scenes before in similar stories, they nevertheless tend to have their own unique twist. And of course the mission is more than it originally seems to be, and the end has something to do with the singularity. It doesn't make too much sense, perhaps, and we end up having to make a big choice with very little information or investment, but still -- the journey wasn't boring.
(I played this game as part of an IFDB Spelunking expedition where I try to play through ten random games.)