In Junior Arithmancer, we play a prospective student of magic doing an entrance examination in arithmancy, which is more or less the magic of the integers. More or less: the range of numbers is restricted to a finite interval, with overflows wrapping around; and the laws of magic turn out to have a curious in-built preference for the decimal system. Anyway, during the examination we are supposed to learn and then cast spells that add, subtract, multiply, and so on, in order to create specific sequences of numbers. Meanwhile, three examiners comment on our progress.
It is really only that last element that turns the game into a fiction: the comments of the examiners form a satirical story about university politics and cast severe doubt on the wisdom of trying to enter this particular academy. (Unless we like indoor swimming pools.) It’s fun, but there’s not much here, and if someone were to complain that Junior Arithmancer is hardly interactive fiction at all… well, I wouldn’t have a principled counterargument, although I certainly could point at similar puzzle games that are part of the IF canon.
Because it’s all about the puzzles. And if you like puzzles about numbers, then these ones are glorious. They’re brilliant. At first, the aim is to use your limited repertoire of spells to get as far as possible in recreating the given number sequences. Then, as your repertoire grows, it’s all about completing the sequences. And once you have all the spells at your disposal, you have to try to optimise your solutions and solve an entirely independent set of puzzles that are all about getting to a specific end point. (And about factorisation.) It’s great fun, and I think the difficulty scales up nicely: most(?) players will be able to get to a winning ending, and diehards can try to achieve a perfect score.
I’m a diehard, and I did get a perfect score.
Junior Arithmancer is certainly not a game for everyone. You have to like number puzzles. (I won’t say ‘mathematics’, because the puzzles are not really mathematics. If I had been required to prove that a certain sequence is the only one you can solve in three moves, that would have been mathematics. Equally glorious, but a lot harder to turn into a game.) But if you do, well, Mike Spivey has prepared a real treat for you. Highly recommended.
Birmingham IV is quite polished; nothing wrong with it in terms of basic craft. A couple of things soon rubbed me the wrong way, though, especially the annoying sentence you see after every examining action, and the inventory limit. The “I’ll drop you in the middle of something but won’t tell you who you are or what you are supposed to be doing” school of plotting is also not my favourite. Still, I was willing to persevere.
Then I hit the puzzles. The solution for getting past the guy on the bridge was so far out that I seriously doubt I would ever have arrived at it even if I had found all the necessary objects; but getting one of those objects in fact requires you to go into a direction that is not mentioned in the relevant room description! That bumps the puzzle into the unfair-and-impossible category. The next puzzle is getting past the troll, and here the solution doesn’t even make any sense. Why on earth does a troll go away if (Spoiler - click to show)I give it a portrait of my brother? Having lost all faith in my –- or anyone’s –- ability to solve this game’s puzzles, I decided to abandon it.
The pictures are nice, that’s for sure, but three things made Space Punk Moon Tour hard to play for me. First, the immense number of objects. I thought it would just be the first room, but then the second room printed out a whole list of things as well. Every object takes up some of the player’s mental space, and this is really pushing it. This is aggravated by the second point: lack of implementation. Many of the objects don’t have a description… so why do they exist? Or you can’t do obvious actions with them, such as climbing the bed or the Air Fresh -– the latter being a big thing clearly right under the cat, and so the apparently obvious solution to the getting-the-cat-puzzle. Sometimes, even actions that the game expressly tells you to perform are not implemented: if you open the Air Fresh, the game tells you to read its inner contents with your phone, but none of the four objects inside the Air Fresh can be read with your phone.
But the third and main problem is the constant battle with the parser. Exchanges like this were fairly typical of my play experience:
get on bed
I can’t see that.
enter bed
I don’t understand your command.
climb bed
You can’t climb it.
get in bed
I can’t see that.
take science book
Do you want to pack it?
yes
I don’t see that.
A game of smooch.click consists of three to four small vignettes, each of which ends when you make one of three choices; and then… a kiss! Of varying quality. Immensely varying quality, if you take into account the most negative ending, which is certainly worse than any real kiss has ever been. In the accompanying walkthrough the author explains the underlying mechanics, which I appreciate (and which motivated me to seek both special endings).
The vignettes are taken in random order from a pool of possibilities, which means that the emerging narrative is quite disjointed. In most cases, I would not be a big fan of such an approach, but for smooch.click, it works. What, after all, do you remember from the date leading up to that first kiss? Some moments, not a coherent story. And it really brings home the message that that delicate thing that maybe we can call ‘mood’, and that determines how our kiss will be received, that this mood depends on the smallest of events, barely noticeable, often indeed unnoticed.
This theme reminds me very much of Railways of Love. But that game worked towards a more serious, more profound conclusion, where smooch.click is happy to remain as fleeting as a kiss. Which is, in its own way, appropriate. Light but recommended
As far as I could determine by playing through the game twice, Campfire Tales is an extremely short horror story in which a few bits of text are randomly determined, but not enough to make any real difference to the narrative. Interaction consists of typing in some names, clicking a next-button a few times, and answering two open questions that do not, I think, affect the story at all.
The prose is at best barely coherent. Your group is, for instance, described in the following way: “They owned a collection of lonesome owl figurines and they spent their days dreaming about getting super fit.” That makes little sense, but a lot more than the next sentence, which makes no sense at all: “Most people would describe them as the merest person that they have ever met”. What? A few sentences later, I’m walking on “the parametric ground” and I’m told that “[t]hey culturally grabbed the nearest stone”. The English language should sue the author for assault and battery.
Institute for Advanced Genetics or Incomplete Adventure Game: I.A.G. Alpha presents itself as an unfinished alpha version of a game set in a dubious research facility. The purported story is hackneyed in the extreme, with an obsessed scientist failing to ask questions about the ethics of his work until one day he finds out that his partner has not really been finding ‘volunteers’ at all… after which there’s a dramatic rooftop fight and the good and the bad guy both die. Fortunately, this story is merely the backdrop for something much more interesting: our quest to get through the game using the debugger.
There are, in essence, three stages to the game. In the first, we use the debugger to solve puzzles. For instance, we (Spoiler - click to show)click on a plant and find out that it contains a key, after which we obtain it. This use of the debugger is optional, but it was already fun, and I found myself relying on it extensively. In the second, we learn to use the debugger’s single active power, which is the power to rename objects. Our insights into the source code of the different objects in the world allows us to solve puzzles through smart renaming. Serhii Mozhaiskyi does a good job of guiding us through progressively harder versions of this puzzle, although I must admit that I got stuck at (Spoiler - click to show)the axe. (I spent a lot of time trying something far too complex: rename an object to axe", is_fixed = true –, in order to add real source code to the object. Of course that didn’t work, and the solution was far simpler.) In the third stage, (Spoiler - click to show)we are invited to use our expertise to change the plot against the fictional author’s wishes, exploiting a bug-like feature in the source code of one of the objects.
All of this was a lot of fun and I.A.G. Alpha is a very memorable game. I do think the author could have been more subtle about the third stage: it would have been much more satisfying to (Spoiler - click to show)defeat the fictional author’s plot without first having been told, quite explicitly, that this was the idea of the game. Perhaps the real author was afraid that too many people would then miss this possibility? Perhaps – but I think that’s a risk very much worth taking.
Dungeon Detective is a game with a lot of promise, but it doesn’t quite live up to it. Let’s start with the promise. The idea of somehow lampooning old-school dungeon crawl adventures is, of course, almost as hackneyed as those adventures themselves. But Dungeon Detective finds a way of doing this that I have never seen before, which is pretty impressive. A dungeon has been looted by a band of adventurers, and you are the detective tasked with finding out who the culprits were, so that they can be persecuted. Nice.
The second good thing about the game is the player character. You play as a gnoll, and especially the early game suggests a fictional world and a character of some originality: you have been sent to university by the Spotmother, apparently a matriarch ruling over a rather diverse community of gnolls, some of whom embrace violence, and some of whom, like the player character, are pacifist. Add ADHD kobolds and a civilised dragon, and we’re in a fantasy world that manages to be utterly D&D and yet fresh.
Finally, the game manages to set up a fair challenge by requiring close attention to detail and good memorisation of important details. In order to solve the mystery, for instance, you have to (Spoiler - click to show)connect a herb later on in the game to a seemingly throwaway remark about that same herb much earlier. I thought this worked well, although I might think that simply because I could still recall the details and got a sense of satisfaction from this.
With all this set-up, it is a bit disappointing that there isn’t that much to the game proper. Once you enter the dungeon, you simply walk around and spot a few important clues that reveal the identities of the culprits in a very straightforward way. I was expecting a bigger dungeon, a need for more complicated reasoning, and certainly much more emphasis on the special abilities of the protagonist. He isn’t called ‘Sniff’ for nothing, but his sense of smell plays only a minor role in the solution to the mystery. I was also expecting the game to go on after the dungeon, with the protagonist having to track down the culprits and help bring them to justice –- this was certainly foreshadowed by some of the dragon’s remarks –- but instead the game ends rather abruptly once you have found all the clues. I thought this didn’t do enough justice to the interesting world and character. For instance, then protagonist’s pacifism doesn’t come into play at any time during the game.
There were also some unfortunate bugs, indeed, a somewhat surprising amount. For instance, my character made a torch that would last for the entire dungeon several times in the dungeon, as if the game just forgot to set the right flag. Certain investigative actions suddenly disappeared from the list of options for no discernible reason. Most irritatingly, as the game came near its end, the list of clues was suddenly empty –- I couldn’t review what I had discovered! Luckily, I still remembered it all, including the name of the city, but otherwise this would have been extremely unpleasant.
I wanted to really like Dungeon Detective, and to some extent I did… but it needs polish and also, in my opinion, extension.
Our protagonist is a street illusionist, but one whose illusionism is true magic: she can really make people see things that don’t exist or not see things that do. It’s not entirely clear (a) how she gets away with this in the world of ubiquitous smartphones, given that her illusions probably don’t show up on film, and (b) why she is living in abject poverty, given the strength of her powers. But living in abject poverty she is, and one of the first choices offered by the game is whether we should try to get some fast food or illusion ourselves into a posh restaurant.
Doing the latter leads to (Spoiler - click to show)a near disaster, as we apparently manage to kill and then resurrect everyone. Or maybe this was an illusion we played on ourselves? We then meet a girl who we can either trust, in which case we learn that she is a superhero with the powers of telekinesis and so are we, or we meet an insane killer who is very resistant to our illusions, in which case we learn that we are a superhero with the power to shoot lightning bolts. The narrative isn’t very coherent either on one or on multiple playthroughs, and I was left wondering what the point of the story really was.
Haywire is well-written and I enjoyed my time with it, but it feels like a small fragment of what should have been a much larger story.
[Note: this review was written in 2018 during the competition. I have now played more Chandler Groover games, especially the brilliant Eat Me. Also, I believe that Groover wasn't impressed by most interpretations of his game, this one included, so possibly it misses the point!]
Chandler Groover has been a massively productive author in the past few years; but I have been a massively absent reader in those same years, so I can’t compare +=x to his other games. (The only Groover game I’ve played is Rape, Pillage, Makane, which has few obvious connections with the current effort.) I originally thought that I would be in a good position to compare +=x to the 1994 game <a game=1z2lxiqua980sedk>+=3</a>, but the affinities between these games end with the title. Conclusion: I’m going into this game like a blank card into a fortune telling machine. What will be written on me?
The production values of +=x are high, from the very nice cover art to the smart drag-and-drop interface. We quickly catch on to the fact that Groover is exploring a sort of inverse of the standard choice-based pitfall of ‘fake choices’: instead of differently looking choices that in fact lead to the same text, +=x gives us identical looking choices that do not lead to the same text. It’s a nice idea, and it suggests a world in which we are mere playthings of some nameless force we cannot comprehend. It reminds me of nothing so much as of a great passage near the beginning of Pratchett and Gaiman’s Good Omens:
God does not play dice with the universe; He plays an ineffable game of His own devising, which might be compared, from the perspective of any of the other players (i.e. everybody), to being involved in an obscure and complex variant of poker in a pitch-dark room, with blank cards, for infinite stakes, with a Dealer who won’t tell you the rules, and who smiles all the time.
Here I sit amongst the cogs, amongst the code, dealing my cards. Some say that I’m a wizard, and some say I’m a machine. I strike two lines, and those two lines determine what I mean. And what I mean is time, and what I mean by time is space, and what I mean by space is who and how and in what place. It’s faster to travel by not traveling. It’s faster to be when you already are. All it takes is a shift in the continuum to make something near turn into something far. And to make something far become something nearby. To move through the galaxy, just multiply. One atom, one hour, one lifetime displaced, and everything as it exists is erased, replaced by another existence equal to the fuel that I burn when I dip my quill pen. Again, I’ll deal another card. Again, I’ll strike another line. These equations are games in the game I’m inside. Now you’re down too inside the text, where numbers crunch, bullfinches nest. We are the stars, the universe, Alpha Centauri, Betelgeuse. Wherever you or I might be, you’re here right now, and you’re with me.
One of the questions that kept nagging me as I played through Railways of Love was whether the game really had a Russian vibe, or whether I was just imagining this, based on the fact that you can choose between Russian and English. Of course, the long train journey might conjure up images of the Trans-Siberian railway, and the failing lights fit well with a perhaps clichéd idea of the state of household technology in the USSR… but there are long railway trips in the rest of the world too, and I’ve seen the lights in Dutch trains fail at times. But then there was the Progress Program, which sounded ever more like a science fiction version of Marxism-Leninism, 5-year plans included. And when I got to an ending in which the protagonists fail to hook up because one of them is praying and the other cannot refrain from making a hard-line atheist comment, I was certain: this is light years away from Hollywood, and very much in the cultural space also inhabited by Dostoyevsky and Tolstoy.
The structure of Railways of Love is quite original. The two protagonists are sitting in the train, some minor events happen, and all you can do is try to make them confess to each other. But the situation isn’t quite right, and nothing happens. The potential love affair dies in the bud. Then, you get to replay the game; but this time, you are in control of which events happen. Brilliant -– instead of controlling the protagonists, we control the environment, hoping to get them together. We will fail a few times, revealing more about the people and the culture involved as we do so, but with a little perseverance, we can get them together. At which point we get an ending that is at least as negative as the other ones –- finding somebody who loves you turns out not to be, by itself, the recipe for happiness. Light years away from Hollywood, absolutely, and for me this was the point at which I became really impressed by the game. The sad ending rang true. And yet, it was not the end.
In order to reach the real ending, you have to first find all the other endings. I think the developers should put just a little more effort into steering players who get stuck in the right direction. It is very hard to predict which events will lead to which endings, and the possibility space is large enough that one can get lost exploring it. I certainly did, stuck on 6 of 7 endings. In my particular case this was extra unfortunate because there happened to be a bug in the walkthrough, now supposedly fixed; but the game is so nice and atmospheric that having to use the walkthrough at all is a bit of a bummer.
But getting to 7 of 7 endings is certainly worth it, (Spoiler - click to show)for when we accept our fate, rather than try to change it, the game turns into a neat little comment on the human condition. There are all these wild possibilities that we can fall in love with, but pursuing them will ruin the quiet happiness that is ours. Life is choice, and that means it is sadness, for every choice precludes an infinity of other paths we might have taken. But if we learn to accept the sadness, it is also a joy. Tolstoy’s Anna Karenina never learns this lesson; but the protagonists of Railways of Love do. For what is, after all, only a little game, I found it surprisingly moving and surprisingly deep.