Ratings and Reviews by Mike Russo

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A Death in Hyperspace, by Stewart C Baker, Phoebe Barton, James Beamon, Kate Heartfield, Isabel J Kim, Sara Messenger, Naca Rat, Natalia Theodoridou, M. Darusha Wehm, Merc Fenn Wolfmoor
A whole lot of cooks, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

I often like IF collaborations quite a lot – Cragne Manor ranks quite high on my all-time favorites list – but they often present a tradeoff: when you’ve got a bunch of authors bringing just their one or two best ideas to the party, the novelty and energy can be infectious, but at the same time, that diversity can fray at the unity of a piece, reducing the impact that any particular element might have on the work as a whole and cramming in too many diverse themes to fully cohere. That’s why reading the blurb for A Death in Hyperspace made me a bit apprehensive: having ten authors work on a game that only lasts about an hour seems like it could be a recipe for chaos. Once I started playing, I was surprised to find that wasn’t at all the case – this tale of a spaceship’s AI investigating the death of its captain maintains a very consistent tone and approach while putting a novel spin on the sci-fi whodunnit genre. If anything, I actually found myself wishing for a bit more of the aforementioned chaos.

After an introduction establishes the murder and lays out the interface, you’re given a roster of about a dozen crew and passengers and access to the various rooms within you where they may be found, and told how investigation proceeds: encountering each character allows to engage in dialogue with them, including asking standardized questions getting to motive, alibi, and anything suspicious they might have seen; the initial conversation also unlocks a piece of evidence that can be found elsewhere on the ship and which, when found, will enable you to further corroborate or undermine the testimony you get in future conversations. Meanwhile, a somewhat-unintuitive “murder board” interface lets you lay out your assessments of how credible each person’s story is, ultimately allowing you to end the game once you’ve made a critical mass of decisions.

It’s easy to see how the structure of the game was created to support collaboration: it appears that the other authors all came up with a character and were responsible for writing the conversations with them, while the organizer or organizers were responsible for the connective tissue. This organizational scheme does allow the various pieces to be stitched together cleanly, but it does mean that there isn’t as much interaction between them as you might expect: often, I’d be having a potentially-incriminating conversation with one suspect while three others were standing right there, with no acknowledgment of the awkward circumstances. It also slowed down an opening that I already found quite slowly-paced: I felt like I had to read the crew roster before jumping into interrogations in order to understand who I was talking to and what they might say about their fellows, but it appears that the roster entries were written to a common format, which made me feel like I was listening to a dozen people tell me about their DnD characters one after another.

Because the thing is, I mostly found the characters dull. They all have one or two interesting sci-fi-y characteristics – there are a couple different kinds of aliens, there’s a cyborg, someone who’s hallucinating while in the throes of hyperspace madness – but given that the only experience of them the game offers is interrogation by a ship’s computer that’s read too many murder-mysteries, there isn’t much room for details of personality to come through in anything but a schematic way. Several of them are also explicitly designated as minimally-interactive red herrings, too, and given that I had a hard time keeping track of a large cast boasting generally-forgettable names (look, I’m not 12 any longer, I’m not going to be able to remember which one is “Until Tomorrow” vs. “Lament Tynes” vs. “Keen Oculus”; at least there are a couple, like “VX2s-K3r BÆSDF”, that are memorably awful) that meant I spent a lot of time clicking on people, finding they didn’t have anything new or interesting to say, and clicking out.

This sense of lassitude is exacerbated by the way the game encourages lawnmowering. You need to loop through every location at least two or three times, since the pieces of “evidence” aren’t findable until you’ve met the appropriate character, at which point you need to loop back for a follow-up conversation, but it’s worse than that because characters can move around. You can track down specific people through the roster feature, but since that means you might miss evidence, it felt like the game was encouraging me to play it by mechanically running through each location and talking to each character over and over until I’d exhausted the content. The conversational structure is also fairly rigid from one character to the next, with few interesting choices to engage the player: many reduce to either behaving normally and asking direct questions, or indulging your murderino streak and wildly leaping to accuse suspects just to see how they’ll react.

Indeed, investigation isn’t that satisfying either; I can’t tell for sure, but I think this is one of those quantum mysteries where every suspect potentially did it or maybe no one did. There are few hard clues to go on (there’s no sign of foul play on the body, and you automatically decline the doctor’s offer to do an autopsy), with your interrogations mostly turning up shifty backstory elements rather than actual evidence; meanwhile, the connection between the “clues” you find and their impacts often felt abstract to me (one of them was a teddy bear that didn’t seem to have anything to do with anything?) Beyond that, the game’s promise of 11 different endings makes it seem likely that they’re all like the one I saw, which constructed a plausible-seeming case for why the suspect I picked might have done it – unfortunately, because the game’s save feature isn’t included in the sidebar but rather nested underneath a game menu link that I didn’t think to return to after toggling some initial settings, I didn’t make a save allowing me to test this theory, though regardless it does seem like at least one ending requires you to do a full replay of the game.

For all this griping, there were a few specific elements I definitely thought worked; the one character who had a sense of humor was actually quite funny to me (though I’m not sure it was a great idea to have the single Black person in the cast speak with an accent called out with nonstandard spelling and punctuation). Pearl, the ship’s AI, is also appealingly keen to find the captain’s killer. If the game had provided characters whose voices similarly took up more space, and loosened up its structure to allow for deeper subplots or more involved investigative tracks, it would probably have made A Death in Hyperspace a woolier, more awkward beast – but one that I think I would have liked far more than the overly-sterile version that we got.

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Final Call, by Emily Stewart, Zoe Danieli
Mike check, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

Mike, as I’m sure you’re aware, is a very common name in the U.S., so much so that in my elementary school class of 25, I was one of four Mikes – even my sister would call me “Russo.” So I suppose I should have been quicker on the uptake when Final Call, a choice-based escape-room-inspired scenario jumping off from a casino heist gone wrong, seemed to be getting confused about who was saying what to whom. The protagonist – whom I’d naturally enough dubbed Mike since one of the first screens in the game asks you to input your name – is a down-on-his-luck con artist getting ready to scam the penny slots via a smuggled-in magnet; he spends the introduction on the phone, going over the details of the plan with his partner in crime to make sure they’re ready to do what needs to be done. Except sometimes instead of my partner telling me “Mike, you need to do XYZ”, it seemed like my internal monologue was referring to myself in the third person, saying stuff like “Mike said it would be easy.” Shamefully, I was well past the game’s first-act twist, which sees the protagonist kidnapped and abandoned in a creepy lock-and-trap-filled asylum, before I realized oh wait, these aren’t bugs, I just inadvertently Fight Clubbed myself.

Er, spoilers.

Unlike with the Curse, though, where something vaguely similar happened to make my experience idiosyncratic, I think I can reconstruct what a more typical playthrough would look like. Such a player would probably enjoy the clean interface, which adds a helpful sidebar keeping track of the inventory items and clues you’ve found to the typical options-presented-in-blue-text of the main window, as well as nicely-chosen photos with a creepy filter illustrating the abandoned facility you’re trying to escape. They’d probably wince slightly at the prose, which gets the job done but is weighed down by omnipresent typos and odd leaps:

"The door creaks open. It’s just dusty and messy room. Looks like it could have belonged to a pair of twins, or maybe close friends."

They’d likely find the puzzles straightforward – there’s only one or two of them, made relatively simple to solve by the aforementioned helpful interface; even if the steps the protagonist takes occasionally seem unmotivated and hard to predict, well, you’re just clicking through all the options available to you. I suspect they’d be rather conflicted about the copious flashbacks – unlike the thin context escape-room games typically provide, Final Call offers a bunch of scenes fleshing out the protagonist’s relationship with his girlfriend Roxy as well as with other-Mike, and also digs into the pathologies underlying his failures as a partner to both and the pathologies that drive him. But the consistently lackluster writing, lack of direct connection between this material and the main action, and inexplicable plot twists (seriously, who could have possibly paid other-Mike a boatload of money to set us up?) might make our idealized player think the game would be more focused without all this.

So yeah I noticed all of that stuff, but I was more excited about building out my own version of the story where other-Mike was a facet of the protagonist’s personality, an angel or demon on my shoulder given increased reality by the omnipresent “hangovers” and “headaches” that plague the primary identity. As I got to the end, I figured out how to reconcile the various narrative strands that seemed to pull in different directions: other-Mike, you see, had enough separation to recognize that the compulsive way we keep returning to high-risk, low-reward behavior and chronic substance abuse was pushing Roxy away; to salvage matters, he used our meager savings to hire some people to scare us straight, make us think our criminal ways were going to get us killed, and allow us to escape a reformed man ready to walk the straight and narrow. God bless, other-Mike: you’re the very best part of me.

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Turn Right, by Dee Cooke
1 of 1 people found the following review helpful:
Makes walking look good, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

It’s been well said that America and the U.K. are two countries separated by the Atlantic Ocean, but interestingly, you could make the same observation about our supposedly-common language. Take, for example, “left turn”, a simple phrase we Yanks commonly use to indicate a sudden, veering shift in the way things are going. It’s one I deploy without thinking, but now I’ve realized that it must make no sense at all to our fancier-accented cousins, for whom the left turn is a trivially-executed move while it’s the right turn that’s the stuff of nightmares.

This revelation comes courtesy, of course, of Turn Right, an Adventuron game that is to vehicular paralysis as Dubliners is to the emotional and existential varieties. After a long day, you’ve stopped off to pick up some groceries, and just need to pull out of the parking lot for the short drive home. But as the attractively-illustrated overhead map reveals, that means crossing like four different lanes of traffic (there’s something confusing happening with an off-screen roundabout that means you need to get to the farthest lane), and getting a hole in the rush-hour traffic that wide is akin to winning the jackpot on a slot machine.

The gameplay of course isn’t what carries a piece like this – typing TURN RIGHT over and over isn’t intrinsically engaging – but fortunately the author’s got comedy chops to spare. The jokes come in two distinct registers: there’s dry understatement, like the opening screen’s declaration that “this game is about a driving manoeuvre made in the UK,” which left me howling, or the surely-intentional way that the helpful here’s-everything-you-Americans-need-to-know-about-driving-in-Britain glossary casually drops the phrase “multi-carriageway” into the one of the definition as though that’s a meaningful sequence of words. Or, perhaps best of all, take this description of one of the traffic lanes:

The far lane on the opposite side of the road is the one you take if you want to take either the first or second exit from the first roundabout, or the third exit from the first roundabout onto the second roundabout and then the first exit from the second roundabout. The last of these options is your route home, and so you want to turn into that lane.

If your brains aren’t melting out your ears at the end of that, you’re made of sterner stuff than me.

Then there’s the more slapstick flavor of humor, as exasperating event after exasperating event prevent you from getting into gear, achieving “Sideshow Bob stepping on a rake fifteen times” levels of sublimity. I won’t spoil the best gags here, since there are some great ones (Spoiler - click to show)(I particularly liked the sequence with the grocery store manager), but suffice to say they substantially enliven what could have been a dully repetitive scenario.

Also helping relieve potential tedium is the game’s deep implementation; I thought of a bunch of logical and not-so-logical commands, from turning on the radio to waving at oncoming cars, and the game handled everything I threw at it with aplomb. The author even anticipated my attempts to nope right out of Turn Right’s Kobayashi Maru scenario by abandoning my car and walking home, or just stopping off at the neighboring pub for a couple of hours until traffic lightened up. Sure, this isn’t a game that will change your life or make you see things differently than before you played it – unless for some reason you’re unaware that driving is awful – and there are one or two small dud notes (the disappearing clown was a bit too silly for me, especially the second time he showed up) but I am always happy to see a solid gag executed at such an impressive level.

(Speaking of, the joke with which I opened this review was lifted wholesale from Eddie Izzard.)

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The Curse, by Rob
More (or possibly less) meta than it appears, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

(Spoilers ahoy; this is one to play blind, I think, and it may be worth trying even if the old-school presentation might initially put you off since the game is shorter, easier, and stranger than you think).

So here’s a Rorschach test for you: get a friend – or actually just an acquaintance is fine – get a TV, get a Battlestar Galactica boxed set, then plop the one down in front of the other while you put on the last and make them watch all the way through the first three seasons (these aren’t your sleek modern 8-episode seasons, mind, we’re talking 50-odd 42 minute episodes so hopefully you’ve built in some bathroom breaks). At the close of the third-season finale, I guarantee that they will turn to you and say “what the hell did I just watch?” – but some of them will say that with incomprehension and disgust, and others with giddy wonder (Spoiler - click to show)(the specific moment I’m thinking of here is of course the part where five characters who obviously can’t be Cylons turn out to be Cylons and start singing All Along the Watchtower, despite none of that making any fucking sense).

I am team giddy wonder so I think I love the Curse, despite being fully aware that this opinion is probably indefensible. The first three quarters of my notes for the game consist of multiple variations of the question “what the hell am I playing here”: this is an 80s-throwback parser game that disorients the player with multiple pop-up windows that are meant to be read in a specific order, a parser that asks a bunch of rhetorical questions except for the ones that aren’t rhetorical, awkwardly timed text, and a backstory that sounds like your stoned friend fell asleep during an Indiana Jones movie, half-awoke during a James Bond marathon, and then attempted to reconstruct the dream they had for you: seriously, you’re a superspy who’s been made redundant by the end of the Cold War, so now you do freelance work and you’ve been called in to rescue a kidnapped woman, who’s been taken to a pyramid by a sorcerer named Shamir, except he died during the abduction attempt, but not before putting a curse on a village, though there’s no village around…

One plane crash later, you’re dumped into a trackless desert and turned loose to explore. This part of the game presents itself as a reasonably straightforward throwback text adventure – there aren’t many objects implemented, nor are there a ton of locations, so moving from place to place trying to few available actions feels natural enough. There are some neat touches, like attractive graphics and Easter Eggs referencing classic rock, and some frustrations, notably a parser that frequently seems to just break. Witness this exchange:

> unlock panel

UNLOCK ?. I’m afraid I don’t follow you…

What now Mike?

> open panel

UNLOCK ?. I’m afraid I don’t follow you…

What now Mike?

Oh, and I got a parser error the first time I tried to push the button on the panel, but was able to try to activate it the second time I made the attempt.

Frustration mounted as I realized I couldn’t figure out how to get into the door-free pyramid, or get through a fog-clouded maze section, or what to do at a mysterious altar in the middle of the dunes. Fortunately, there’s a HINT function that prodded me in the right direction: I needed to (Spoiler - click to show)PRAY by the altar, which has a certain sense to it now that I type it out but sure felt like a reach at the time. That led to a new sequence with a couple once-again-buggy objects that I couldn’t quite figure out how to interact with, but as I was flailing around with the parser again I noticed some confounding new text showing up whenever I tried anything:

Will and Pat have never met.

What now Nobody?

Events progress linearly from there, I think regardless of what you do (I certainly didn’t feel like I accomplished much from that point on), and when I realized what was happening my jaw dropped just like it did when I watched that episode of Galactica more years ago than I care to count: (Spoiler - click to show)as best I can tell, the ghost of Shamir escapes you by going back in time and preventing Will Crowther from ever meeting his wife, so that he never spelunks, gets depressed during his divorce, and writes Adventure to try to connect with his kids – meaning that there’s never any such thing as a text adventure, and you, as a text adventure protagonist, go poof.

I’ve been reduced to giving the play by play here because I’m not sure how else to communicate the sheer bonkers-ness of the scenario; there are no shortage of metafictional joke games in IF, of course – heck, I’ve already hit at least one in this year’s Comp – but the ambition of this gag, and the way it’s slow-played by hiding under a reasonable-sized chunk of an authentically kinda-broken custom parser game, really make it stand out as something special. I’m not sure it really stands up to scrutiny; the logic behind the twist is paper-thin and requires some reconstruction even to minimally make sense, and surely the process of getting to the good part could have been made slightly less painful. But look, a thing can be too ridiculous to work and then somehow at least kinda work regardless, and in this case my only possible response is to applaud the audacity (and think about a Galactica rewatch…)

Postscript: when I first posted this review to the IntFic forum, it had a caveat where I said something like “maybe this is just a bad end and I missed the whole game”, but I deleted that before finalizing because how could an author include a twist like this without it being the point of the game? Then I read other reviews, and was delighted to learn that I was wrong and this isn’t actually meant as an Infidel-style deconstruction of IF, but actually is just the retro puzzle adventure it appears to be with a throwaway gag midway through. This makes the whole thing even funnier to me; everyone else is welcome to their flute and their mirror and their Anubis and whatever other stuff they got hung up on; I am content with my memories of the time I retroactively destroyed IF.

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KING OF XANADU, by MACHINES UNDERNEATH
1 of 1 people found the following review helpful:
Reign and ruin, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

(Another review with unmarked spoilers here, due to the brevity of the piece and the centrality of the way the plot develops to assessing the game).

Kubla Khan is a deceptive poem; for one thing, even though I should know better, I always need to catch myself to remember that the title isn’t Xanadu. But more importantly, the mythology Coleridge built up around it – that the idea came to him in a dream, and he had a flash all at once of hundreds of lines that he raced to scrawl down, until that famous person from Porlock knocked on his door, deranging his train of thought and dooming the poem to be a fragment forevermore – is self-evidently bollocks. I don’t have any special insight here, or done any deep examination of Coleridge scholarship, but come on, just read the poem: we get like a dozen lines on Xanadu and Kubla Khan, as advertised, then an overlong digression about a fountain, then a little more about Kubla, before a swerve to first-person section where suddenly we’re talking about an “Abyssinian maid” (Abyssinia being Ethiopia, quite far from China as a polymath like Coleridge would well know), and our narrator starts talking about how if he could conjure up the image of Xanadu in a song, everybody would think he was divinely inspired, if not mad. So yeah: there’s padding, a false swerve, and then a meta turn – this isn’t interrupted genius, it’s a guy desperately trying to spin out those first awesome ten or twelve lines and not quite succeeding.

So it’s appropriate that KING OF XANADU is likewise a deceptive little thing. The title is at least a bit more on point here: you do play the eponymous monarch of the eponymous utopia (though here an empire rather than a city-palace), making judicious choices of how to order your royal gardens, arrange the imperial armies, and perform your religious responsibilities so as to best please your refined sensibilities. The language too is worthy of its inspiration – it’s very easy for attempts at this poetic kind of prose to wind up as claggy high-fantasy treacle, but the writing remains fleet as it picks out one lovely detail after another to highlight:

"The people perform the usual celebrations. Red cloth is hung from balconies. Young children paint bouys the colours of daydreams and set them out to sea. Elders with lit candles parade through the capital, singing the old songs, winding through the streets like ancient snakes. And, lastly, arithmaticians take out tablets and chalk, ready to count and divy the grain of the harvest."

The author’s not afraid to take big swings for pretty much every at-bat – here’s another early bit:

"The fields surge with life. Rivers twirl through the tumbling hills like veins in a grand muscle, unwinding into your harbours, which throng with trading fleets and grow about them the holy lichen of your vast, marble cities."

“Holy lichen” is perhaps a bit too much of a reach for my taste, but the missteps are rare, and better by far to reach for something surprising than let caution keep things boring, in this kind of story.

But this is not a fantastic story about an enlightened, Orientalist despot. No, twist the first is that no matter how you try to play him, my man is an awful ruler, like “80% as bad as Donald Trump” awful. After being presented with a new elm grove for the palace grounds, I ventured the opinion that a water feature might improve things; His Eminence took this to mean the trees should be razed and replaced with an artificially-created salt-water (!) stream. Later on, when confronted with a famine, I attempted to heed the wise counsel of one of our scholars who suggested we “watch closely the simple animals of the world and preserve the ecological balance" before making any rash moves, and of course Kubla Mao issued edicts to kill all the wildlife that might be eating the crops.

Speaking of that famine, another feint is that the game takes as much inspiration from another poem in the Romantic canon, Shelley’s Ozymandias, as it does Kubla Khan. Despite how Xanadu is built up as a perfect, powerful state, it only takes a few years of failing crops – and the king’s increasingly unhinged ukases – to bring it to its knees. The exterior catastrophe mirrors the protagonist’s mental degradation; even as food riots are flaring up outside the palace, you wind up enacting purges, engaging in the kind of mad caprices that enliven the biographies of some of your more outré Roman emperors, and coming up with big ideas that would put the Simpsons’ Mr. Burns to shame (Spoiler - click to show)( “Since the beginning of time, man has yearned to destroy the sun” I scrawled down in my notes halfway through, and giggled) – look on my works ye mighty, indeed.

I don’t want to accuse the game of striking false notes, let me be clear – it’s very obvious that these subverted expectations are part of the design, and in fact each of these strands intersect cannily to deliver the desired effect. Having a protagonist who willfully misinterprets the player’s choices can be played for comedy once or twice, but quickly becomes frustrating, for example, but since the game telegraphs that doom is the only possible outcome, it’s possible to sit back and enjoy the ride. And if either the internal spiral of the king’s faculties or the external collapse of the state’s institutions were at all realistic, it’d risk the other half of the game feeling unrealistic; instead, they slide into extreme satire in tandem.

No, for all its deceptiveness, beyond the unfortunate accumulation of typos as the game wears on the only true bit of fakery I picked up on was the ending; after seeing everything come to ruin, you’re given a chance to tack a moral onto the proceedings, choosing to reflect either on the inevitability with which hubris is punished, or the fragility of social cohesion, or the importance of staying true to one’s dreams. But come on: there are no lessons to be learnt here (besides, maybe, “don’t put assholes in charge” – good advice to anyone who can vote in the US this November), and attempts to gesture at one feel unnecessary, like Coleridge grasping for his Abyssinian maid: just stick with Xanadu, no need to go any further.

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Why Pout?, by Andrew Schultz
Whirr Dethisgotawayfromme, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

It feels like every Comp and/or Spring Thing, Andrew Schultz enters a big, robustly-implemented wordplay game bursting with bonus points, tutorial modes, hint mechanics, and support commands that together roll out a red carpet to experience a set of puzzles unlike anything anyone else in IF is putting together – and every Comp and/or Spring Thing, after an hour and a half I feel like my brain is leaking out my ears, that considerate hint mechanic is the only thing keeping me moving, and despite the inviting design I’m just too dumb to fully appreciate what’s being so generously offered. This doesn’t keep me from liking them, by any means; I had a really good time with this year’s Spring Thing entry, Beef, Beans, Grief, Greens, which was a little easier than usual because it’s like the fifth game with its particular wordplay gimmick (guessing double-barreled rhymes, as the title indicates) that I’ve played, and also because there was a strong theme unifying the various challenges. But there’s typically that barrier making me feel like I’m not fully getting the intended experience, since things never get completely intuitive.

Well, callooh callay, at long last I’ve broken the streak – the first puzzle here took me long enough to solve that I thought I was in for my typical experience, but somehow from that point on I was in the zone, almost immediately clicking onto Why Pout?’s wavelength and enjoying the heck out of it. I suspect the main reason is that the central challenge here is pretty much baby mode – instead of complex rhymes or pig Latin, all you need to master is dumb puns. The puzzles all center on being presented with (or, in the harder challenges, noticing in a longer description) a short phrase that can be read as a different phrase if you change the breaks between words – for a (dumb) example (that isn’t in the game since I just made it up), if you see “treat op”, you’d type in TREE TOP. It’s a simple enough concept that I always knew what I was doing, but the implementation manages to avoid being too simple, meaning figuring out the right answer was typically satisfying; I even needed to use the hint button two or three times, which felt about right.

Solving the puzzles is also fun because there are some legit great gags here; I ooohed with delight when I realized what I could do with “no notion”. There’s also a mechanic unlocking new capabilities when recruiting new companions, and it made me laugh to get a (Spoiler - click to show)mensch elf as a follower. Why Pout? also has figured out how to make hay out of a sometimes-awkward element in previous games, which is what to do about dirty words; the nature of wordplay games means that sometimes you stumble on one, and feel like you either have to or want to try it, even though that’s at odds with the sweetly innocent vibe the games generally transmit. But here all that stuff is segmented away into a separate bonus area, where you’re straight-up told to start swearing if you want or just leave, with no negative consequences, if you don’t; it’s an elegant way to deal with the issue, and I’m sure it’s just a coincidence that I solved just about all these puzzles immediately.

There are some places where the game isn’t fully polished – in particular, I found a couple of places where variant spellings weren’t accepted, making me think I was on the wrong track when I’d actually found the solution (Spoiler - click to show)(MANA for MANNA, MEETING for MEETIN’, WIPEOUT for WIPE OUT). But it’s hard to feel too aggrieved about that given the complexity of implementing this kind of game, to say nothing of the author’s impressive track record of doing mid-Comp and post-Comp updates to fix bugs and add further polish. Similarly, the narrative is entertaining enough, with some solid set-pieces (I liked visiting different islands with a squid, and supporting an alcoholic troll through recovery) and a positive message about self-esteem, but it lacks the unifying through-line boasted by some stronger games in Schultz’s oeuvre, and has a climax that feels like it’s over a bit soon – again, though, the fact that a long game focused so narrowly on one specific kind of wordplay is about to cohere at all is quite the achievement. And I’m not just grading on a curve; I had a smile on my face pretty much the whole time I was playing Why Pout?, and I’m having to exercise quite a lot of willpower to avoid spoiling too many of the jokes that got a laugh. This might be a beginner-level game compared to some of its peers, but it works equally well as a gateway into that larger catalog or as just a delightful stand-alone. The only down-side is that it’s got me directing even more awful puns at my wife than usual…

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A Dream Of Silence: Act 3, by Abigail Corfman
Sneaking out, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

As a straight white dude, for good or ill I very rarely find myself second-guessing my opinions too intensively. I mean, I like to think that I’m pretty ecumenical in my viewpoints, and when it comes to reviewing it’s frequently the case that I’ll like something but understand why other folks might not, or find something doesn’t have much personal appeal while getting the reasons why it might be generally popular. But every once in a while I hit a game like A Dream of Silence. I really like everything else by Abigail Corfman I’ve ever played; D&D adventures are one of my guilty pleasures; heck, while I haven’t played Baldur’s Gate 3 the earlier games in the series are among my all-time favorites. So when I bounced off the first part of this game (which was entered in this year’s Spring Thing) so hard my ears are still ringing, I couldn’t help feeling like there was something off in my judgment – maybe the first third is just slow and I’ll like the other parts better? Maybe if I was more familiar with BG3 in general, or Astarion, the elven vampire who’s the primary character here, in specific, the emotional beats would resonate more? Maybe if I had more experience with and native affinity for fanfiction I’d better vibe with an unabashed fan-game? Maybe I’m just working out sublimated resentment towards the DnD branding people for slapping “Baldur’s Gate 3” on a game whose connections to the first two seem superficial at best?

So I was looking forward to trying to play this culminating part of the game as an opportunity to start with a blank slate, reset my expectations, and try and find the positive elements in the scenario that other reviewers could detect in the first part. But while I definitely enjoyed my time with part three far more than I did with the prologue, my overall take stands: neither the narrative and mechanical elements of Dream of Silence really work for me, and I remain bummed out about that fact.

The setup for the series is that a random encounter with a nightmare-inducing beastie that feeds on fear has thrown Astarion into a catatonic state where he psychically relives his time in thrall to his vampiric sire; you’re able to exploit a telepathic connection to try to help him escape by joining him in the dream, albeit only showing up as a spirit whose ability to sense, much less impact, the environment is profoundly limited. Act 1 turned on understanding your predicaments and balancing your exploration of the cell where Astarion was trapped with building your nascent Sight, Speech, and Touch skills and maintaining his physical and mental well-being. As Act 3 begins, Astarion has finally managed to get out of the cell after what he’s experienced as several months of solitary confinement, and it’s up to you to help guide him past his vampire siblings in search of a way out.

I’ll come back to the narrative side of things in a bit, but first I need to go into more detail on how the gameplay works. This is an RPG-inflected game, and you need to prioritize the three aforementioned skills – you’ll be pretty good at one, middling at a second, and miserable at a third. As a spirit, your actions are also constrained by a ten-point energy gauge; anything you do of any significance will eat up at least one chunk of energy, and even on the easy “Explorer” difficulty setting, you get pretty much just one recharge per encounter with the quartet of characters who stand between Astarion and freedom. Each scene progresses with dialogue, and potential physical conflict, between your companion and his brothers and sisters; meanwhile, you’re also given the opportunity to explore the environment, rifle through the furniture, check out the paintings, etc. Depending on your decisions, various gauges will fill: Astarion’s trust in you has been a key stat since Act 1, while getting clues and moving past obstacles will increase your progress towards escape, and taking too much time or drawing attention ticks up a gauge tracking his sire’s focus on him.

Spelled out like that, it’s a reasonable set of systems, but in practice I found them pretty enervating. You don’t have nearly enough energy to take even a quarter of the potential actions offered in each scene, so the opportunity cost of deciding to do anything is quite high. What’s worse, this is not a game that embraces a fail-forward ethos; you definitely can waste energy trying stuff that’s completely pointless and uninteresting, and while Explorer difficulty is tuned easy enough that that won’t prevent you from getting to the ending, it’s still pretty dispiriting and wound up discouraging experimentation. It’s also the case that there are significant elements of the game that are walled off from certain characters: I prioritized touch last, which felt like a reasonable choice (given that this is a game about interacting with Astarion, knowing what’s going on and being able to talk to him felt more important), but that meant that I was basically unable to participate in what appears to be a reasonably robust combat system. That’d be all well and good, except a large portion of the exploration rewards are focused on said system; I was especially annoyed when, prior to the final confrontation, I treaded almost all my energy to explore what was clearly flagged as a high-risk, high-reward situation, only to find a weapon that neither I nor Astarion could do anything with.

The other way I found the mechanics undermined the experience is that your explorations are bifurcated from the interactions Astarion is having with the other vampires; their charged pas-de-deux play out in a “watch” tab, while you mess about with the scenery in the “explore” tab. Time generally only passes in the former, thankfully, but at the same time the act of swapping back and forth makes the conversations, and in fact the broader plot, feel disjointed; the fact that I was continually thinking to myself “is this an important enough moment to try to use some of my precious energy?” made this intrusion of the mechanics into the narrative all the more awkward. And the story isn’t sufficiently compelling to power past these points of friction: Astarion clearly has history with the other characters, who’ve all taken different tacks for coping with a sire who’s clearly signposted as an abuser, but in their limited screen-time the best-drawn only manage to inhabit a stereotype, while the others are just forgettable.

Meanwhile, because you and Astarion are so focused on escape, the trust mechanic – and the relationship that it’s meant to model – feels besides the point; the only time I noticed it was when I was told his trust in me wasn’t quite high enough to trigger a bit of bonus dialogue when we were almost free, which hardly felt like an impactful toggle. Sure, you wouldn’t usually expect deep relationship-building in the middle of a long action scene. But remember, this is basically a dream sequence, with all the challenges that entails: none of the dangers, or other characters, really matter at all, it’s only the relationship between the protagonist and Astarion that has any lasting significance, so relegating it to second fiddle is a substantial miss.

The one big grain of salt in all of this is that I did skip past Act 2 – when starting this third piece, you’re given the choice either to replay the series from the beginning, or play a condensed version of the first two parts. I opted for the latter, since as mentioned I wanted a clear break from my earlier impressions and replaying a first act that I’d already found quite slowly-paced seemed like a bad way of accomplishing that. It’s quite possible that in the grand tradition of fantasy trilogies, the middle section is the best part – and I’m not just saying that, I can easily see that the segment of the story before the action has kicked off, but after the setup has been introduced, could be the place where deep character work is happening. But it was Act 3 that was entered into the Comp for evaluation, not 2 and 3 together, and at this point I feel like I’d be doing everyone, myself included, a favor by not playing it and letting myself imagine that that’s where all the great stuff I typically associate with the author’s games resides – it’s either that keep fretting that I’ve somehow completely missed the point again.

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Quest for the Teacup of Minor Sentimental Value, by Damon L. Wakes
1 of 1 people found the following review helpful:
Quite the cuppa, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

The parodic sendup of CRPG tropes is such a hoary old subgenre that I think I’ve already written two or three different intros discussing the microgenre in previous reviews just over the last couple years. Rather than attempting to rehash them – or, heavens forfend, actually tracking them down, reading what I’d previously written, and trying to synthesize them or even speak a new word – let’s just take as read that I find CRPGs lots of fun but yes, of course, they’re sufficiently ridiculous that without more satire can feel just like shooting fish in a barrel. Merely pointing out that RPG protagonists will go off to challenge immortal evil wizard-kings with only the flimsiest of provocations might provoke faint amusement, but not anything more than that sitting here 50 years on from the creation of DnD.

QftToMSV is certainly the kind of game that you think of when you think of this kind of game – the jumping off point is that you, the proprietor of a tea room, seem to have misplaced a teacup you had before you started your business and therefore feel a slight bit of attachment to, and as a result you’re willing to ransack your neighbors’ houses, stare down an incarnation of supernatural evil, and scale a mysterious, forbidding tower as you try to reclaim it – but happily the level of execution is high. For one thing, it’s quite streamlined so that you don’t need to put in a lot of busywork to get to the next joke; it’s implemented in RPG Maker, but navigation is taken care of for you, and combat is generally a quickly-finished indication that something’s gone wrong, so it winds up running almost as quick as a pure choice-based game. It also doesn’t play coy about how to reach the “best” ending; at almost every decision node, you’re offered a choice of doing things the easy, common-sense way, or escalating them absurdly, and off course taking the off-ramps leads to a “bad end” while steering into the skid keeps the shaggy dog story going (the author also helpfully autosaves the game quite frequently, so there’s little risk to exploring losing paths).

But this sort of thing lives or dies by the quality of its gags, and happily they’re quite good. “Ha ha, look a the CRPG protagonist rummaging around their neighbors’ possessions” is a dull commonplace, but following it up by having the rummagee respond to your assertion that it’s totally OK to steal everything that isn’t nailed down with "I was a juror in a court case a few years back, and that was very much not the view the judge took” was unexpected enough to provoke a laugh. Similarly, “the evil overlord calls you mean for assuming he’s bad just because he looks and acts just like an evil overlord” is a one-note joke, but the game hits it hard and repeatedly, so it reaches Sideshow-Bob-stepping-on-a-rake-fifteen-times levels of funniness. And the sly use of endings encourages messing around; the first BAD END is self-evidently a totally fine outcome, and what’s even funnier, (Spoiler - click to show) I’m pretty sure it’s only like 5% different from the hard-won GOOD END.

Is all this enough to make QftToMSV anything other than an ephemeral amusement? I don’t think so; it’s a well-executed example of its genre, but it never manages to transcend said genre’s limitations (not that I get the sense it was trying to). It’s worth a play to enjoy the well-paced jokes, but I guarantee you absolutely will look at CRPG sidequests in exactly the same way ever again.

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Focal Shift, by Fred Snyder
1 of 1 people found the following review helpful:
Look at you, hacker, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

There are few design challenges more vexing than the hacking minigame. They’re a nearly unavoidable necessity in anything cyberpunk: sure, you can let the player succeed with just a simple HACK COMPUTER, but that makes a skill that should be exciting and narratively significant just a big “I win” button, or you can go the other direction and implement a full emulation of running cracking programs and installing rootkits and what-not, but that’s incredibly high-overhead and likely to limit your audience. So the minigame is the least-worst option, as proved by such notable triumphs of game design as the PipeMania clone in Bioshock, the node-capturing abstraction of Deus Ex, and the flying-around-shooting-giant-shapes of System Shock.

So it’s to be expected that Focal Shift, a cyberpunk heist unembarrassed to be playing the genre’s hits (you’re a freelancer working for a shady client, with a job to raid a corporate databank and an experimental implant giving you an edge…) has not one but two hacking minigames; what’s more, pretty much all the puzzles bar one or two run through these systems, blurring the line between “minigame” and “actually just the game.”

It’s a bold move, but to its credit the game has the chops to back it up. It’s based on the GameFic engine, which I recently encountered in this year’s ParserComp entry Project Postmortem; I found it a solid platform for that demo-length game, and it confirms that impression in this full-sized experience. It does just about everything you want a modern parser system to do, down to seamless choice-based gameplay integration for dialogue, with no bugs that I ran across. As for the design of the minigames, the first is a Wordle-alike with a twist, and the second is a wandering-around-cyberspace-messing-with-a-keycode riff that escalates nicely; they also interact interestingly with the real-world layer, most notably with the option to solve a small puzzle in meatspace to upgrade your abilities in the first of the games.

The way the minigames communicate their rules to the player is inconsistent, however – because in neither case are you given the rules of the road. The second one seems linked to your new implant, and only comes into play towards the end of the game; I’ll keep the details vague since it is pretty clearly set up as a twist, but for all that I found it pretty easy to suss out via trial and error, and since the first time you experience it time pressure is light, there’s no penalty to replaying things, and the interface helps cue you towards what a correct solution will look like. The first minigame is a different kettle of fish, however. It’s recognizable a Wordle/Mastermind game – you type in guesses for six-letter passwords, and you get feedback based on how close you were to the right answer – but while I figured out that if the response shows you a letter in one of the blank spaces, that means you got it right, I was completely flummoxed about what the +s and -s that otherwise would appear, since they didn’t correspond to the “letter not present in solution” and “letter is in the solution but now in the right place” options that I was expecting. After finishing the game I checked the walkthrough, so now I understand that it’s doing something distinct, but at the time I worried I had just run into some bugs, so I wound up brute-forcing all of these puzzles. It was less than fun, and worse, it felt needlessly obfuscated because unlike the second minigame, which seemed like a surprise to the protagonist, there’s no indication that this first one is anything other than routine; surely there should be a manual, or quick flashback, explaining how the rules work, since there’s no diegetic reason for the main character to be flailing.

There’s not much to Focal Shift outside of these minigames beyond cyberpunk tropes, as I mentioned before, but I still found its specific take enjoyable. There’s a jaded-but-still-idealistic street doc, a double-cross, all the stuff that you want to see. Making the target of the job a financial tech company focused on the blockchain is also a decision that feels novel but completely natural for this kind of story. And there’s a sly humor to some of the writing; I especially enjoyed this dig from the client (who’s monitoring everything through the implant) when I stopped to watch TV so I could check out the worldbuilding being done by the news chyrons:

“You get your fill of world events, Brokaw? Chop chop. Let’s get this over with.”

Focal Shift isn’t a game that will stick with you long after finishing it, admittedly – it’s telling a story you’ve heard before, with a mechanical approach that’s its own but recognizably of a piece with a million other implementations of these ideas. But the level of execution is nonetheless high, modulo the decision not to tutorialize the main hacking minigame in order to non-diegetically increase the difficulty.

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Imprimatura, by Elizabeth Ballou
Painting in layers, October 28, 2024
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2024

(Spoilers in this one; a lot of what I have to say about this game has to do with the ending. It’s relatively short and well worth playing, so definitely do that before reading this review if you’re at all interested).

I like going to art museums, but even more than that I really like reading about art. Yes, yes, I know the old saw about how writing about music is like dancing about architecture, and presumably that can be extended to painting, but at the same time, I find my appreciation of art is often much deepened when I come to it after seeing what a perceptive critic has to say about a particular work (I love reading A.S. Byatt for this kind of thing, for example); they can share historical context, sure, but also just an analysis of how it functions, what choices the artist made, how it does (or at least is intended to) impact the viewer. Some of this is surely an artifact of not being an artist myself – I often need things explained to me slowly – but I think there also can be something magical about the way prose can complement a picture, teasing out the purpose behind fine details, zooming out to engage with the emotions, and reversing the alchemy by which an artist incarnates the spiritual into the concrete.

So I am entirely on board with Imprimatura’s project, as I understand it. This Twine game is built around two twinned tracks: in the first, you visit the studio of a deceased relative (you can define the exact relation) to pick out the seven paintings that’ve been left to you in your will, while in the second you recall memories of your relationship with them. The first track wholly depends on short prose descriptions of the pieces being able to sell the talent, and psychological considerations, your relative brought to their art, and I found it entirely successful, so much so that my first time through the game I chose to keep the first septet of paintings I encountered since they all seemed so engaging. Here’s one that could stand for many others:

"The painting you choose is called ‘Photosynthesis.’ A massive tropical plant is rendered in green blocks, styled in a geometric pattern like a stained glass window. At the top is a teal bloom just beginning to open. Looking at the painting makes you feel optimistic, like a door has just opened inside you."

Admittedly, I don’t always love it when authors tell the player how they feel (the protagonist is lightly characterized, so they don’t serve as much of a filter), but it seems appropriate here because it helps efficiently communicate the emotional valence of each piece without larding up the more descriptive bits with heavy-handed adjectives, and it also helps make the game’s mechanics more legible. This isn’t just an open-ended exercise; the paintings you pick influence the ending, with the artistic movements, color palettes, and general vibe of your chose collection being carefully tracked.

The second half of the game, the memories, are less mechanically engaging – there are no choices to be made or narrative implications so far as I could tell – but still work well enough on their own terms. There’s a large variety of them (at least I didn’t see any repeats after two full playthroughs) and different players will walk away with a different sense of the relative, and their relationship to the protagonist, depending on which they see and in which order they’re presented. Each vignette is quite condensed, requiring you to fill in some blanks to piece together a full view of things, but regardless the picture is credibly complex; your relative was a very successful artist who had warm feelings for you, but struggled in many areas, clearly dealing with undigested trauma, envy, and isolation. As a result, your painting choices feel something like going through a Rorschach test, deciding which of these mutable colors should predominate.

I didn’t find that the culminating moment of the game was as effective as what led up to it, though differently so in each of my playthroughs. The last sequence involves finding the outline of a last painting, which you finish yourself; unlike the rest of the game, this sequence is presented via graphics. You decide you want to adopt elements of your relative’s style in completing their work, which is where the consequences of your choices come in – or at least where they can come in. My first time through, since I was accepting paintings more or less at random, the game seemed to struggle to assess what style most resonated with me, which led it to pepper me with questions about how I wanted to approach the painting. It’s a reasonable design solution, but it made me feel like the finale was disconnected from what had come before, since I was just making all the important decisions at the end. My second time through, by contrast, I took a more aesthetically coherent approach to my choices, which led to a host of automatic decisions being made in the endgame; the price of this aesthetic consistency, though, is that I felt like I didn’t have much to do.

Beyond these mechanical issues, the finale also felt like it departed from what had been effective in the earlier part of the game. I liked the prose describing the works of art, and while the game continues to narrate what you’re trying to do as you finish the last painting, I found the writing was less rather than more impactful when paired with graphics that were inevitably different from, and flatter than, what I was imagining based on the words. The ending’s catharsis also feels like it relies on a key element of the backstory that’s revealed through memories – namely, that the protagonist was once the relative’s protégé, but decided to quit painting to get an office job. Returning to the art that united you with your mentor should be a poignant moment, but I found that the decision to make the protagonist weakly characterized dramatically undercut its effectiveness: in neither playthrough did I feel like I had a handle on why the protagonist made that decision in the first place, so revisiting and possibly reversing it didn’t fully land.

When Imprimatura sticks to its knitting, though – words over visuals, the relative as the central character rather than the notional protagonist – I found it effective indeed, and a relatively weaker ending can’t undermine that too badly. After all, nobody expects an artist’s retrospective to come to a narratively satisfying climax; it’s all about walking through, tarrying with a particular piece that strikes your fancy, trying to make sense of a particular motif or color scheme that seems to haunt several of the works, psychoanalyzing the artist based on what you think you see, or yes, if you’re me, maybe trying to crib an explanation from the writing on the placards or an exhibit catalog you pick up at the end. And on those criteria, Imprimatura delivers.

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