Diddlebucker!'s cover art looks as if it came straight from Infocom, and there's some obvious Infocom-era nostalgia going on here. We are participating in a great puzzlefest, recreating some of the feel of, say, Hollywood Hijinx; and the year is 1987, the last great year for the company that gave interactive fiction its name. But Diddlebucker! is evidently a 21st century game, as can be seen from the nice in-built hint system, the relative fairness of the puzzles and the fact that it is almost merciful on the cruelty scale. (Almost: you can get yourself into an unwinnable situation near the very end of the game, so it's useful to save when things get intense.)
The game consists of several segments, and I found some of them more compelling than others. For me, the stand-out section is the part along the river. Here, all the puzzles made perfect sense to me; I did not need the hint system at all; and I was particularly pleased by the use of geography. (Spoiler - click to show)It is satisfying when you get to explore the roofs and the river that you already know are there but did not expect to be able to traverse. This part of the game was very enjoyable for me.
I found the theme park section more difficult to like. There are many red herrings (e.g., all the shops and games and attractions you don't need); some of the content is arbitrarily restricted or appears only at certain moments (e.g., the white house tour, the employee, the couple); and a few of the puzzles were beyond me. (If anyone solved the song clue without using hints, I'm impressed.) Perhaps the experience was made more difficult for me because I had to look up many of the arcane Americana, although it turned out that none of that was really necessary for solving the game. In this part, I frequently relied on the hints, which of course makes for a less satisfying experience.
I nevertheless persevered, and was happy that I did. There is a nice plot twist near the end, a sudden ramping up of the danger level, and all in all a satisfying ending to a mostly satisfying game. Although if a popcorn king called 'Diddy' invites me to come to his 'seaside mansion'... I'll find a polite way to decline.
In summary: a very competent puzzle-fest, executed with charm, though perhaps a little rough around some of the edges.
Careless Talk is a short choice-based game about a very heavy topic: lethal violence against homosexuals. Or perhaps it is more correct to say that the game is about living in a world where revealing who you really are could have the most dire of consequences. The protagonist of the tale is a gay sailor -- in fact, a sort of techno-magician -- and he has been speaking about his predicament to the ship's clergyman. This is risky, since you never know whom to trust, but perhaps also necessary, since you need somebody to talk to. As the game starts, our protagonist has heard that one of his former friends, also a gay sailor, has been betrayed and killed on another ship. He needs to talk to the clergyman again, but, at the same time, has the possibility of betrayal more clearly on his mind then ever.
Now there is nothing really wrong with this piece; there are no bugs, and the writing is competent. And yet it failed to make much of an impact on me. It's about something really dramatic... and yet, the drama wasn't conveyed to me. I'm not exactly sure why that happened, but I have a few hypotheses, all of which take the form of describing a way in which the game's impact might have been bigger.
(Spoiler - click to show)One possibility would be to increase the emotional impact of finding out that our friend Tom has been betrayed and killed. This would require spending more time establishing Tom as someone we know and like, a real person; and probably also spending time developing the personality of his betrayer. Perhaps the betrayer even found out about Tom's sexuality because of something we ourselves did, or were at least part of? A lot of potential here, if we were willing to start the story much sooner.
A second possibility, probably closer to the author's intentions, would be to ramp up the tension in the present-day scenes. I never really had the idea that something bad was going to happen to the character. The only homophobe we meet is a stupid as the rear end of a pig, so harm is unlikely to come from there. And what possible reason could the clergyman have to betray us now, at this moment, when he could have outed us much earlier? Perhaps if someone had been on to us, and we needed to convince the clergyman to take a risky action in order to save us, this would have created more real drama in the moment.
A third possibility, on a slightly more meta-level, is to tone down the overt discussion on the world's violent homophobia. From its very first words, the game signals to us exactly what it is about: violence against homosexuals, who therefore have to hide their sexuality. And the game proceeds to show us what is has already told us. I'm not a big fan of the old adage "show, don't tell"; but perhaps we should be wary of first telling the reader what is going on and then also showing it in concrete scenes. This surely lessens the impact of those scenes themselves.
A fourth possibility, perhaps closest of all to the author's intentions, would be to focus more on the nature of friendship. There is a sense in which the main question that the game raises is this: why would anyone risk their very life just in order to talk about their true self? (It was a good choice on the author's part to have the relationship between the protagonist and the cleric be purely platonic. The question why someone would risk their life to enact their sexual preference is also a good and deep question, but most people have a ready-to-hand, if perhaps too simplistic, answer to it: lust is sometimes irresistible.) This is a very interesting question; and I would have liked to see a bit more exploration of the protagonist's struggle with this question. Perhaps multiple encounters with the clergyman could have helped here, including possibilities to either tell him about it or not, and then a subsequent struggle with the negative effects of either choice.
The game, then, ended up falling a bit flat for me. But there's a lot of material here that I could see being developed in ways that might have much more impact on me. This is the author's first piece of interactive fiction, and it is a worthy effort. I'm interested in seeing how they'll develop their craft in the future.
I did not in any way participate in or follow the 2017 IF Comp, so I had never heard of The Dragon Will Tell You Your Future Now, the game to which Re: Dragon is a sort of unofficial 'sequel' -- if that's the right word, which it almost certainly is not. But since Welch's game is quite insistent about our playing that 2017 game first, I decided to do so. Given how low it placed in the competition, The Dragon Will Tell You Your Future Now is surprisingly fun. I especially liked the way that it goes from 'ominous' (better watch out, if I make the wrong choice I'll be killed, that owl is out to get me) to utterly zany (let's try a flying ninja kick by first ricocheting off of the opposite wall, the shocked expression of the owl be damned). The fact that you can't open the door is... yes, unsatisfying, but that is part of the deal. Not a great game, but certainly not bad.
This means that I entirely sympathise with Welch's wish to rehabilitate the 2017 game through his own 2018 game, which puts it in an entirely new context and thereby gives everything in it an entirely new meaning. I'm a sucker for this kind of thing. I love it. (My own game Nemesis Macana contains a long non-interactive essay in which the fictional author gives a bizarre sex-obsessed reinterpretation of a whole series of famous IF games. Very different from Re: Dragon in form and tone, and yet, there's some underlying similarity.) Of course, this is also why the 2018 game is not really a sequel to the 2017 game. A better image would be that of phagocytosis: Re: Dragon eats up The Dragon Will Tell You Your Future Now and incorporates it, turning it into something else in the process. You can never read the original work again in the same way.
As a game, it's quite enjoyable. I especially liked the weird e-mails we got as a competition organiser, and if there's one thing I was disappointed about, it was that the e-mail interface sort of stopped being relevant as soon as you got to the choice-based dragon story. It could have been a lot of fun if weird mail had kept coming in, and perhaps also some mail based on the choices we make in the story. Now the two parts of Re: Dragon feel a little disconnected.
Still, playing through it was a good time. I'm not sure the final story makes complete sense -- it certainly doesn't seem to fit all the fictional details of the 2017 game -- but that's fine, since it is in keeping with the essential zaniness of the original. Re: Dragon wants to be fun, and it is fun.
(Though one thing was, alas, missing: a cameo by Stiffy Makane!)
This is a masterclass in new-school puzzle design. Old-school games had many puzzles, but they were all unrelated: solving one of them did not help you with the next one (except perhaps by providing you with new tools). Playing the game, you are not building up expertise. Did you get the items from the demijohn in Curses!? Nice! But it doesn’t teach you how to retrieve the attic key from the cellar.
New-school puzzle design, on the other hand, is all about teaching the player to think in certain ways, to consider certain possibilities. As you progress through the game, you become better and better at understanding how the puzzles in this game work and hence you become better and better at solving them. This allows the author to make the puzzles more difficult as time goes by, to compensate for the increased expertise of the player and keep the balance between frustration and achievement at exactly the right point.
Temple of Shorgil is, as I said, a masterclass in this kind of design. It does it perfectly. First of all, it restricts the players actions to movement, taking statuettes and putting down statuettes. Except for some information gathering, that is all you ever need to do. Every puzzle then revolves around taking and putting down statuettes. The first few are very simple, teaching us the basics; we are then slowly introduced to the idea that the plaques are useful; and before we know it, we are solving some quite complicated riddles with, if not ease, at least a modicum of skill. Very nice.
(Spoiler - click to show)The hardest puzzles are semi-optional, since they involve the ‘secret’ rooms that a player might never find – although the ending you get if you haven’t solved the secret puzzles isn’t too positive, so that might clue you in that there is more to discover. But even these are utterly fair.
If there is a price to pay for the razor sharp focus on efficient puzzle design, it may be that the game feels somewhat sparse and clinical. The completed legend and the story of our archaeological rivalry are both nice, and the sketches help to bring some life to the world. But the protagonist remains a blank and most of the game world is described in the most utilitarian terms. This is inevitable; anything else would have spoiled, at least to some extent, the masterclass. And yet it makes me feel that for all its faults, a game like Curses! had more charm.
That may be an unfair gripe; or maybe it is merely a statement about my personal tastes. Whatever may be the case, Temple of Shorgil is highly recommended.
This is a short choice-based game about going to church. You sit through an absolutely nonsensical sermon, perhaps spending the time checking out some good-looking girls, and then there's a wide-branching set of choices at the end. You may end up seeing God, getting your soul eaten by a demon, or just going home after the sermon.
I fail to understand what the point of the piece is. If it had really focussed on how boring a sermon can be, and how the attendants are mostly killing time while keeping up the facade of piety -- then it would have been a piece of satire. But most of this game is so far out that it doesn't work as a commentary on anything, be it the sociology of church going, the hypocrisy of much piety, the teachings of some particular religion, or indeed anything else. All it is, is irreverent: it refuses to take any aspect of religion seriously.
But what is the point of mere irreverence? There is perhaps a slight chance that a person who is struggling with a suffocating religious upbringing will experience any and all forms of irreverence as liberating. But I doubt it. If you're being oppressed by dogmatic teachings that you neither believe in nor feel able to reject, you're better off reading something substantial -- Mark Twain's Letters from the Earth, say, or Friedrich Nietzsche, or even Richard Dawkins, though I cannot fully recommend his scientistic world view. If you just feel a lot of anger towards certain forms of organised religion and need to get it off of your chest, then you're better off screaming along to some crazy satanic black metal. If you are frustrated by right-wing conservative Christianity, go and read some left-wing progressive Christian authors, like Dorothee Sölle and Gianni Vattimo. If you are interested in a Christianity that can inspire even those who do not embrace the dogmas, delve into Kierkegaard or Renée Girard or Paul Tillich or even someone like Henri Nouwen.
Of course, I'm taking this game far too seriously if I end up recommending you to read a whole bunch of philosopher and theologians; and, to be sure, spending more time writing the review than playing the game. But it irritated me, even though I am (perhaps*) an atheist. There is so much about religion that is worth saying and exploring, much of it positive, much of it negative, but all of it important... and this game manages to do nothing with it. I guess I needed to get that off of my chest.
* It all depends on your definitions, of course. When Tillich tells us that God is not a being but Being itself, and that theistic belief in God as an entity is atheistic, well, then perhaps I am not an atheist after all. And since this conception of God is more useful to me than most, because it allows me greater access to the tradition... why not embrace it?
I’m not a fan of superheroes. Perhaps you need to be at least a little bit sympathetic to the American libertarian/frontier mentality to enjoy fictions about this one guy who can go and solve problems that society as a whole can’t fix! Or maybe it’s just that I didn’t grow up with superhero comics. My childhood was defined by the Flemish comic Suske & Wiske, in which one of the good guys, Jerom, is as preternaturally strong as any superhero. But the writer ends up devising ever more complicated ways of getting Jerom out of the story, because his entrance solves every possible problem immediately. Boring. That’s why superheroes need supervillains, I guess, but then why bother going to the level of super?
Also: why bother with this introduction? Well, only to point out that it is entirely irrelevant to my appreciation of The Origin of Madame Time, since MathBrush’s effort is not in fact a superheroes game. Of course, it looks like one. It’s chock full of superheroes! But they’re all frozen in time, so they’re not doing anything; and you yourself do not have any special powers that you can use to solve the problems you are confronted with. Admittedly, you have the power to unfreeze time, which is spectacular enough. But you can only use it after solving the problems, not in order to solve them. So we end up with a very human puzzle game, even if it is set in colourful surroundings and uses a plethora of what are, for all means and purposes, magic items. There is not a single action sequence – we are light years removed from the Earth and Sky series.
The Origin of Madame Time ends up being a game that I find very easy to like. The puzzles aren’t trivial, but they won’t stump a seasoned adventurer. The setting and the set of characters are memorable. The implementation is top notch, and the humour is light but effective. It doesn’t break new ground, but it makes me smile. Since I assume that that is precisely its main purpose, I would declare it a clear success.
A detective story that is very traditional indeed, being set in an English manor and going as far as to incorporate some of the basics of the Cluedo board game. Its main selling point is the protagonist-narrator, whose arrogant and extravagantly clichéd demeanour is indeed quite funny. The writing is good and the mystery at least adequate. (Spoiler - click to show)There are clues pointing to everyone, but there’s an early one that breaks the symmetry and points to one person as the most likely perpetrator.
(Because of the arrogance of the narrator, I originally thought he could only be right by dumb luck; and I ended up assuming that whoever you accused, that person would turn out to be the guilty party. Nope, it’s just a classic mystery with one criminal. (Spoiler - click to show)But I did make the correct choice on my first try, since I tried the person against whom I had most evidence – and that turned out to be the right way of thinking.)
It is less clear that this story is well-served by being an interactive fiction. Indeed, there are no real choices before it is your turn to accuse someone; just large pieces of text and then some ‘choices’ that obviously only change the order in which the pieces are presented to you. The entire thing would have been just as effective if it had been printed as a short story, ending with the message: “Who do you think is the killer? Turn to page 120 to see whether you are correct!” One could argue that nothing is lost either by presenting it as an interactive piece. But the reader has other expectations when sitting down to play interactive fiction, and those expectations here turn out to be disappointed. And it wouldn’t have been that hard to make the piece more interactive. So overall: enjoyable, certainly, but also a bit of a missed opportunity.
In a sense, I am not the ideal player for a game that is filled with as many palindromes as the author could device. First, I am not myself an ailiphilist, I mean, a tsiliphilist, nor do I suffer from the darker and more kinky cousin of ailihphilia, ailihparaphilia. Second, and more to the point, English is not my first language. For a game based on wordplay, and especially a kind of wordplay with constraints so severe that it necessitates the use of many obscure and slang terms, this is decidedly a negative. I remember banging my head against Goose, Egg, Badger because my English language skills were just not good enough to realise the nature of its main wordplay puzzle. This could certainly also have happened with Ailihphilia.
But it didn't, and that is because the author has taken great care to ensure that his game is accessible and free from frustration. He has indeed expended immense efforts to achieve this, giving us an almost -- but not quite -- bewildering amount of ways to get reminders, hints and solutions. The player who wishes to solve all the puzzles herself can do so, while the player who is mostly along to revel in the author's inventiveness can relax and enjoy the trip. (I myself fell somewhere in between, taking pride in solving most of the first half of the game by myself, and then using the hint systems to speed up my play in the second half.)
Revelling in the author's inventiveness is indeed the main draw of the game. Christopher Huang complains that there aren't enough puzzles in which the player has to come up with palindromes, but I don't think the aim of the game is to challenge the player to be as smart a wordsmith as the author. Rather, I imagine Andrew gleefully making up and combining palindromes into a (somewhat) coherent fiction, managing to cram in more and more as he continued to refine and expand the game -- and I, the player, am invited to laugh along with him while at the same time being in awe of what he's doing. Playing Ailihphilia is like watching a juggler: it's amazing that somebody manages to do this, and being amazed is where the fun of the experience lies. Or perhaps an even better comparison is this: playing Ailihphilia is like reading a rendition of Poe's poem The Raven that contains not a single 'e'. Fun and awesome, because it is both difficult and done well. Of necessity, it is not the greatest of literature; but it doesn't have to be to be really enjoyable.
My first impressions of Shackles of Control were negative. There are frequent spelling and other language errors, such as “appressing” for “oppressing”, “baren” for “barren”, and such phrases as “Where could everyone gone?” and “magnitudes of CDs”. Together with the your-school-is-suddenly-abandoned plot and the fact that pressing “Credits” seems to end your game prematurely, this made me feel that Shackles of Control was just a lazy game, badly put together.
And then I arrived at an ending that involved a suddenly abusive narrator, a countdown timer to my death, over-the-top music and a fake button puzzle to give me false hope. This made me laugh out loud. Turns out the entire game is built around the conceit of having the player stray from the story in weird ways and having this strain their relationship with the narrator. The ending with the timer and buttons was perhaps the funniest, but there are some other amusing paths to discover as well.
I understand that the game might be more than a little inspired by The Stanley Parable, but since I’m unfamiliar with that piece, I can’t comment on the extent of the similarities or dissimilarities.
The complaints from my first paragraph still stand, of course. But I ended up having fun, and that counts for more than a little.
When I read this game's competition blurb, I thought: it makes it sound as if the game is a mix of trolley-style ethical problems and Kurt Vonnegut’s Slaughterhouse 5. To my not inconsiderable surprise, that is exactly what Dilemma is. You are faced with a terrible accident about to happen, and you have either one or, depending on what you do, just a few moves to come up with a solution. Shades of Rematch, certainly, but instead of trying to find the right solution, you are exploring an extremely wide possibility space, so it ends up feeling more like Aisle.
Let me stress that the possibility space is really wide. You start out by thinking of clever ways to save an old man from being run over by a bus, but you can easily end up deciding whether living people should be used as life support for important artists, or whether to hand over the Earth to a race of benevolent aliens. The central enjoyment offered by the game is the exploration of this zany universe, where everything weird seems to be happening at once.
But this very zaniness sits somewhat uneasily with the game’s claim of serving up moral dilemmas – a claim that even determines the title of the piece. Most of the piece is just not about dilemmas. Sometimes this is because you know nothing about the consequences: the question of whether or not to shoot the front left tire of the bus is not a moral dilemma, since you don’t know what will happen. But often it is because of how bizarre the choices are. Should I surrender the world to paternalistic aliens, or should I embrace an anti-communist quote by C. S. Lewis? Of course, it’s a great and important moral principle to never embrace anything by Lewis, but... let’s just say that this choice is a bit too ‘out there’ to really count as a thought experiment in moral philosophy. It doesn’t help that the game regularly gives ethical interpretations of your choices that have nothing to do with what you were thinking when you made the choice, nor that the game actively encourages you to find every ending, which means that you end up not making choices, but just exploring all the possibilities.
All in all, it was enjoyable for a while, and made me laugh at some of its weirder twists. But there wasn’t enough substance to keep me motivated to find all the endings. I experienced about a third and then called it quits.