When you agreed to meet him, you thought it would all end amicably. That you could go away and close this chapter of your life. Instead, you're now running from him. Bad news: no cell phone reception. You can't call for help. You're stuck. Good news: this is familiar territory. This is your lab. Can you get out of this alive?
Be warned: this game contains mentions of abuse and violence.
The game is simply done and technically well-thought-out, with an inventory system and a navigation system using a compass, a la The Axolotl Project. Item descriptions of things in the lab reveal a close attention to accuracy and detail; you can pick up a beaker of isopropyl and trust that the information you get will be like something you might find on an MSDS (Material Safety Data Sheet).
The writing steers clear of florid detail or elaborate tricks with language, instead reminding the player of the urgency of the chase at every other turn ("He's near"). Some might find it too technical or clinical; I found it struck a good balance.
Chemistry and Physics uses no fancy tricks, does nothing neat with multimedia, but instead relies on the strength of its writing to convey the animal fear of being chased.
It's simple: you have to open that vein. But the vein is just the start of your troubles: you're chasing... something.
Open That Vein worked impressively within its self-imposed constraints, since the PC could only interact with any noun in very limited ways. Even more impressive knowing that all this was coded in three hours.
The game is linear, with extensive use of cutscenes at important points, and this is what lets Groover's descriptive, evocative writing shine. The details he gives home in on the visceral. He gives glimpses of images, gorgeous vignettes, though they didn't immediately make sense to me. There's a lot of mention about things 'feeling right', which I'm still trying to parse.
As with Midnight. Swordfight, this work also makes use of a limited verb list, but the game also supplies suggested verbs without prompting, so a player new to parser IF should not have a problem playing it. This design decision adds an example to the ongoing discussion of how to make parser IF more accessible to new players. Groover solves this by telling the player what to type, and by moulding the game environment around the constraints of the limited verb list. A limited simulation like this works well for short works, but one wonders if this couldn't be extended to more open-format/sandboxy works - maybe with a gradually expanding verb list? Commands you can 'discover'?
Originally published here: https://verityvirtue.wordpress.com/2016/01/23/open-that-vein/
Patrick is a short, mostly linear game about being mistaken for someone else. It’s not just about people calling you by the wrong name. It’s about strangers clapping you on the back and saying how glad they are to find someone from their frat; about waiters giving you ‘your usual’; about lovers whispering a familiar yet strange name in your ear.
While not as dark as my father’s long, long legs, Patrick once again showcases Lutz’s gift of making every day events subtly disturbing, bringing out the way in which a mistaken identity can be a violation of something intimate. Your alter ego seems to more a parasitic twin than a person. He is forever disrupting your life, even in your most private moments, and your life and his are pressed up against each other skin-close.
The events are uncanny, yet the narrator treats them as everyday (which, for him, probably is). In the end, it is the narrator’s tone which moves the story from surreal horror to the benignly surreal: it is matter of fact, self-aware, even joking.
Lutz does a great job of sketching vignettes of these scenes of mistaken identity, using a few details here and there to instil a sense of unease.
Originally published here: https://verityvirtue.wordpress.com/2016/01/20/patrick/
You have the unenviable role of Ambassador to Emerpus, a highly intelligent race with complex social rules. If you can make it through the entire dinner, you should be fine. If not, then you better wave goodbye to your job and, possibly, entire career.
Play Nice is, simply put, a test of whether you know how to play by the rules, a la Tea Ceremony. The rules are given, and though they look complex, I found that not all came into play in the game itself - a bit of an unfired Chekhov's gun. The NPC's responses to various social faux pas also did not quite resonate with what had been laid out in the rules.
The game presents three choices at each turn to test your memory of the in-game rules, and at each decision-making node, there is only one correct answer; selecting the wrong answer leads to instadeath. Replaying it, therefore, is like re-taking a school quiz where you already know the answers. While such linearity was not unexpected for this game, I still would have appreciated some subtlety, where you could build up or break down relations between you and any of the NPCs separately.
Still, the writing is conversational and light-hearted; the observations of the aliens feel like that which a child would make. The game would have benefited from taking itself a bit less seriously, though.
Play Nice is a bit of a mixed bag, unfortunately. On the one hand, it does have a less than serious space-age feel to it; on the other, the story structure is punishingly linear, where it could have done with a sense of playfulness.