Reviews by Mike Russo

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Put Your Hand Inside The Puppet Head, by The Hungry Reader
1 of 1 people found the following review helpful:
The world's first Muppetvania, November 29, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

Everyone remembers the first time they truly understood death, I suspect – the moment when it toggled from a frightening but abstract notion, one of a million things about being grown-up that kids have to accept but don’t really get, to the viscera; and frankly terrifying revelation that anyone, anytime can be taken, with no exceptions or escapes or ways back. I was a sheltered kid, so for me that didn’t happen until just after I turned nine, when one morning on the way to school the radio said that Jim Henson had died. Of course I knew who he was: the Muppets and Sesame Street loomed large in my childhood. I tried to hold myself together, but then they played Kermit the Frog singing Rainbow Connection, and I lost it, blubbering as my harried mom dropped me off.

As a result, while it took me a while to figure out what Put Your Hand Inside the Puppet Head was doing, once I twigged to it I immediately was on board. It’s a Twine game built around a recently-deceased puppeteer who’s clearly modeled on Henson, albeit with significant differences in biography (Malcolm Newsome is a Black millennial from Lancaster, CA); there’s a Disney-style megacorporation threatening to buy out and bulldoze his studio and a tabloid narrative saying that Newsome died of a drug overdose threatening to undermine his reputation. The player character is a former member of Newsome’s troupe who’s snuck back into the studio to try to figure out what really happened, fight back against his enemies, and reclaim his legacy.

It’s a great premise, and like I said, one that resonates with me. But the reason it took me a while to realize that was what was going on is that the game initially presents itself as a heist – actually, you’ve been hired to try to steal back as many of Nesome’s puppets as you can before the compound is demolished. And once you enter the first of four buildings on the lot, the set-up is quickly complicated by a pair of twists that come in quick succession: 1) once you grab the first puppet you find, you’re compelled to put it on your hand and it starts talking to you, and 2) there are monsters, bastardized puppets who now patrol the compound on behalf of the company that’s coming to bulldoze everything. Despite the game’s blurb claiming that its genre is horror (well, “mascot horror”, whatever that is) this isn’t played for as many scares as it could be – in particular, while it’s weird that the puppets appear to be sapient, they’re friendly, and actually quite helpful, as the most important ones each have a special power that can help you navigate through the maze-like interiors of the studio’s buildings, find your way around the various locks and obstacles, and evade or defeat the monsters.

Gameplay-wise, then, we’ve got a sort of Muppetvania, as you gather keys and new puppet powers enabling you to traverse more of the game’s world and in turn obtain yet more keys and puppets. It’s a pretty big game, and while you don’t need to recover all 14 puppets to get the best ending, I found the gameplay loop compelling enough to find all but one (and my failure to go the distance might have been due to a bug rather than a lack of commitment: (Spoiler - click to show) the puppet-detecting puppet kept telling me there was another to be found in the sink of the dishwashing area, but when I searched there I couldn’t find anything). Each dive into a building makes for a tense game of push-your-luck, as you attempt to explore and search every room, identify obstacles and hidden exits, try to work out the pattern of the monsters’ movements (there’s a different one in each building, and they all have bespoke movement strategies), and then flee so you can come back with the puppet or puppets you need to make progress. It’s fun stuff, even if I defaulted to undo-scumming more often than I like to admit.

I’m not sure it fits well with the broader ambitions of the game, though. For one thing, you’re limited to carrying at most two puppets at a time (and if you’re full up on puppets, you won’t have a hand free to pick up keys), so to speed up the process of recovering puppets from the buildings, I tended to eschew the ones with utility powers in favor of the ones that were strictly necessary to solve puzzles. Because the author’s coded in a bunch of neat interactions where puppets give commentary on the workshops and soundstages you encounter, as well as putting in unique dialogue between each pair of puppets if you wear two at the same time – but I know I missed out on a lot of that. This is a shame because I really did like the cast; all the characters seem like plausible members of a Muppet-like ensemble, and had winning personalities in their own right. And missing out on their commentary in the studio areas meant that they felt more like monster mazes than opportunities for environmental storytelling that enriched the game’s overall themes.

The other disconnect is that it turns out that the real villain of the piece isn’t Disney-branded monsters, it’s systemic racism. I’m going to spoiler-block the rest of this discussion because this is a big late-game revelation, but I can’t help discussing it in some depth. (Spoiler - click to show)Turns out there’s one particular puppet who has a camera built into her, and she recorded Newsome’s death, which is different from the vague “maybe it was a drug overdose” story you hear hinted at in the early game. Actually, he was pulled over by some LAPD cops who got angry that he wasn’t sufficiently deferential, so they murdered him and planted drugs on his body to cover up their crime. I’m deeply conflicted about this plot point; on the one hand, I liked the way the game foregrounds Newsome’s experience as a Black man in the entertainment industry, and God knows we’ve all seen enough examples of police violence and even killings of Black folks in recent years. But at the same time, this is an exaggerated, if not cartoonish, take on how these incidents play out. I’m maybe especially sensitive to this because I work for an LA-based civil rights organization and know some of the groups and people who helped reform the LAPD post-Rodney King; they still do a bunch of racially-biased stuff and much of my day job involves working to shift funding from policing to community-based alternatives, but for all that the story as conveyed by the game didn’t feel plausible. And again, the struggle against the monsters and the company that made them turns out not to be all that on point with what actually killed Newsome.

Put Your Hand Inside the Puppet Head does end strong, with a lovely epilogue where you explore a museum exhibit that’s been built around the puppets you recovered, encountering Newsome’s family and colleagues to explore the impact he had, and, at least in my ending, seeing his legacy vindicated. It’s really well done, and gives the player a strong sense of accomplishment as they end their time with the game. But again, its elegiac tone and more grounded themes (race is again a major factor) are at odds with the maze-y horror bits that make up the innards of the game. Again, I think those innards are good, but I’m left with the feeling that this is a game whose components are all quite strong, but which don’t necessarily reinforce each other all that well – it’d take a master puppeteer like Mal Newsome to stitch these disparate parts together into a unified whole.

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Beat Witch, by Robert Patten
2 of 2 people found the following review helpful:
Effects pedal to the metal, November 29, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

Beat Witch is something I haven’t seen before: a parser game imagined as a series of high-octane action set pieces. It makes for a propulsive, pacey experience that’s easy to imagine seeing as a blockbuster movie, with sudden reversals, twists, and explosive climaxes coming one after the other. This approach isn’t without its downsides – the traditional parser pleasures of exploring an environment at one’s leisure and carefully thinking through the solutions to a smorgasbord of puzzles are completely absent, as the game pushes you from one adrenaline-fueled sequence to the next – but it makes for a unique change of pace.

Unsurprisingly given the game’s design ethos, Beat Witch starts in medias res, as you jostle your way into a safehouse alongside a bunch of hazmat-suit clad rescue workers dealing with a deadly plague. And just as you start to sort out what’s going on, you’re in for further rug-pulls; as it turns out, you’re not actually part of the team, and there isn’t actually a plague. The ABOUT menu fills you in on the situation through a neat bit of worldbuilding – it offers you the table of contents of a book about the eponymous “beat witches”, dangerous women who have the supernatural ability to siphon off and invest life energy, as well as a fatal vulnerability to music. Just giving the title of each chapter establishes the setting with admirable concision; I was way engaged contemplating “The Choral Uprising and why it failed” or “The phonograph, the radio, and the Great Extermination” than I would have been by a traditional lore-dump.

It doesn’t take long to realize that you’re one of the eponymous witches – but you’re a good witch, not a bad witch, with an angsty backstory from having accidentally hurt members of your family and striving for redemption by taking out the especially evil beat witch who’s made the city her hunting grounds. Of course, once the rest of the hazmat team realizes what you are, they aren’t going to take any chances or ask any questions before trying to kill you – in only a few turns, you’re faced with deadly danger, and once you solve that puzzle, there’s only a fleeting moment to catch your breath before you make it to the bad witch’s skyscraper lair and find the next desperate situation from which you need to extricate yourself.

The game never really stops, shunting you from one well-implemented sequence to the next – sometimes literally, as if you dawdle too long other characters might force you to move on. In pretty much all of Beat Witch’s scenes, you’re at the brink of death and struggling just to survive; there’s little extraneous scenery to explore, and in a convenient bit of worldbuilding, beat witches like you are mute, so there’s no real conversation system to slow things down. And while you’re powerful, your abilities are relatively straightforward, so you only have a few options in any given situation. As a result, things move quick; the puzzles aren’t especially hard, but it feels good to solve them because they have such high stakes.

Beat Witch does run on action-movie logic; if it explains how you knew about the bad witch you’re trying to stop, I didn’t notice that being established. You zip up, down, and around the skyscraper without being especially bound by the laws of physics (there’s an internal monologue and flashback as you fall from the roof that goes so long it almost becomes funny). And your nemesis is a classic motormouthed villain, cartoonishly evil and incapable of shutting up: when, late in the game, she taunted me by saying “think how much you goofed while I squeeze you like a juicy fart”, I imagined the protagonist was as tired of her BS as I was.

But these are all in keeping with the genre the game is trying to emulate, and may be the price to be paid for some really compelling moments like – I’m going to spoiler-block this one so as not to ruin the surprise – (Spoiler - click to show) sky-bridge of semi-animated bodies connecting the roofs of neighboring skyscrapers, or the LIVE command overwriting the after-death menu and heralding your resurrection. The game does have some unforced missteps, though: having an antagonist named “Dr Steve” is a little too goofy for the mood, and while I understand the intended thematic resonance of the final encounter, I think it comes off a bit anticlimactic. But these are easy to look past.

Reading between the lines of this review, it’s probably not a surprise for me to reveal that I admired Beat Witch more than I enjoyed it. I am an increasingly-old fuddy-duddy who likes to potter around when I play a parser game, and I tend to prioritize things like literary prose, thematic depth, and well-realized characters – none of which Beat Witch has much interest in. But I’m pretty sure that for some folks out there, this will be their favorite game of the Comp, and I can completely understand why; it delivers an experience most parser games don’t even attempt, and does so with elan.

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One Does Not Simply Fry, by Stewart C Baker and James Beamon
3 of 3 people found the following review helpful:
(Insert LotR pun here), November 29, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

The 2023 Com doesn't have an entry more high-concept than One Does Not Simply Fry: I’m sure I’ve seen mash-ups weirder than the Great British Bake Off meets Lord of the Rings, but I can’t think of them offhand. But for all that I’m deeply curious about precisely where the idea came from, it’s a match made in, if not heaven, at least one of the higher tiers of purgatory: the bake-off formula provides a sturdy framework for a ChoiceScript style game, with cooking skill, sucking up to the judges, and engaging with the other contestants providing distinct areas of endeavor, while the Tolkien stuff allows for a wide cast of familiar characters and works as a font for a million bad jokes and worse puns. It makes for engaging gameplay – and it’s quite replayable, with three distinct characters (plus a bonus unlockable one), multiple endings, and a host of potentially-viable strategies – even if the humor sometimes feels a bit forced.

Starting up the game, my first impression was that it was overstuffed with content. There are the aforementioned multiple characters, each of which is a knock-off of a member of the Fellowship: ersatz Legolas, faux Frodo, and a version of Éowyn who’s mysteriously called “Avis Barb” (is that like “has a beard” in schoolboy Latin? Anyway, I played as her my first time out). As per usual in ChoiceScript, they each have a distinct array of strengths and weakness, encompassing cooking ability, martial skill, speechcraft, and magical powers denoted as “breadomancy”. You’ve got the trio of judges: lead judge Tira Masu, grumpypants Gorgon Ramsayer, and the Doldrums/Seagull double act. There are optional vegetarian and vegan modes if you’d prefer not to be confronted with certain ingredients (a touch I appreciated!) Then there are the competitors you’re up against, including the certainly-not-going-to-turn-out-to-be-the-baddy “Sour Ron”, and a loaf of bread. And once the competition kicks off, you find out that your goal is not just to make the best onion ring, but to fry up the On(e)ion Ring which may or many not reawaken the Dark Lord resting uneasily under Mount Boom.

It’s a lot, but fortunately once the game kicks off, it’s reasonably manageable. Play proceeds in phases, from buying ingredients to preparing your frying setup to jostling with the competition and completing the challenge, before transitioning into a high-stakes endgame. Since each of the characters have distinct skills, it was usually straightforward to figure out which actions would make the most sense to attempt. I wound up winning the competition and making the On(e)ion Ring my first time out, but it felt excitingly touch-and-go throughout, and I was eager to start over to try out to the hidden character. At a gameplay level, then, I’d judge One Does Not Fry a success.

The humor, though, wound up being a slight net negative for me. There are some good jokes in here, don’t get me wrong – not-Éowyn makes brutal fun of the Witch King for being overconfident about that “no man can slay me” prophecy in a world that’s 50% women and also has hobbits, elves, dwarves, ents… And there’s an extended bit where you can decide to get potatoes rather than onions from the store, which rather scotches your chances of wining the onion ring challenge, but does set up a lovely line where you attempt to explain potatoes to the ancient Elven ghost who lives in your copy of the rulebook – don’t ask, I told you it’s a lot – and get the following nonplussed response:

"Back in the Worst Age, we didn’t have any weird eldritch ground tubes with self-replicating eyes that would try to convince you to plant them so they could poison you."

But as that “Worst Age” (First Age, geddit?) and all the punny names I mention above indicate, there are a lot of clunkers here too. The game subscribes to the view that everything has to be a pun, and go figure, many of them seem forced. It’s not Edoras, it’s Fedoras; it’s not the Witch King, it’s the Which King?; and I already mentioned Doldrums, who besides boasting a really forced name also for some reason has a Cockney accent. I regret to have to report that there’s a “Riders of Lohan” joke. Look, I don’t want to come off like a humorless scold, and I think my appetite for silly Tolkien stuff is pretty high, up to and including having a favorite LotR-themed rap band. But still, I would have enjoyed the game a lot more if it’d had more restraint; the authors clearly came up with a bunch of really good Tolkien jokes, but unfortunately felt like they had to crank out like double or triple that amount to meet their quota.

After a first playthrough it’s easy enough to skim over that stuff, and the bones here are solid; I’m tempted to give the game another spin to check out how the classic Frodo and Sam team would fare. And there are a couple of achievements I failed to get in my two playthroughs (oh yeah, forgot to mention, there are achievements too). One Does Not Simply Fry really is an embarrassment of riches, even if you do need to take the bitter along with the sweet.

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Dr Ludwig and the Devil, by SV Linwood
4 of 4 people found the following review helpful:
Infernal laws, November 29, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

I really enjoyed SV Linwood’s entry in last year’s Comp, A Long Way to the Nearest Star, but dinged it for having a generic title and forgettable blurb. Fortunately, there are no worries on that front this year – I already had a smile on my face when I booted this parser game up, looking forward to the promised mad science, demonological deal-making, and (most exciting of all) legal research. And that smile stayed there for the hour and a half it took me to work through all its puzzles – this is a delight, funny and satisfying in the way of the best comedy puzzlefests.

The setup here is a good one – brainy-yet-hubristic mortal treats with the devil for forbidden knowledge, desperately hoping to keep his soul – and could be played straight for a seasonally-appropriate note of gothic horror. That’s not what we’ve got here, though; Dr Ludwig goes for the laugh every time, and every time nails it – like, it took me five minutes to realize that it wasn’t the case that literally every description in the game started with a sentence with an exclamation point, just most of them. It’s the kind of thing that could wear out its welcome, but the game never comes close to that line, deftly slinging joke after joke. Like, here’s what you get when you examine your trusty mad-scientist’s coat:

"My favorite lab coat! After that accident while experimenting with pocket dimensions, I could carry so much stuff in it. And the bloodstains were very fashionable, too!"

(See, I told you about the exclamation points).

Crucially, the humor is almost all character-driven rather than embracing wackiness for its own sake; between Dr Ludwig’s crazed ambitions, the Devil’s sly insinuations, and the leader of the pitchfork-bearing mob’s punctilious adherence to the legal niceties, everyone’s got a slightly different schtick, and an in-world justification for being funny.

And actually, as with A Long Way to the Nearest Star, character interaction is a highlight. Beyond their comedy potential, the whole cast is winning, making you solicitous of their love lives and unfair work conditions even as you’re digging up their ancestors and plotting to violate all God’s laws. And the process of engaging with them is very smooth: Dr Ludwig is an Inform game, but it uses a TADS-style conversation interface where after greeting a character, you can ask them about a constantly-updating list of topics. This hits a nice sweet spot between the freeform ASK/TELL system and more-prescriptive choice-based menus, and you’re able to ask everyone about a wide variety of subjects. The devil is especially impressive; as the game starts, you’ve just summoned and bound him, meaning you can give him commands via the traditional DEVIL, DO ACTION syntax. I confess that I often struggle with these kinds of puzzles, but here the process was well-cued and impressively well implemented: I tried to catch the game out by attempting DEVIL, ABOUT, but was told “As powerful as the Devil is, even he cannot access meta commands” (I was able to get him to take inventory and maybe learned some stuff I shouldn’t have that way, but I can’t help but think the author left that in on purpose).

In fact implementation is a major strength throughout. I did find a single Inform-standard response that had been left in; everything’s rewritten in Dr Ludwig’s bombastic voice. TOUCH attempts fail, for example, because “I am a man of science! I am above such physical labor as touching things without purpose!” (again, see what I mean about the exclamation points?) And you’d better believe that you can LAUGH or CACKLE whenever you want.

The puzzles are similarly of a high standard. They’re mostly traditional object-manipulation challenges, save for the aforementioned get-the-Devil-to-do-your-bidding bits, but they’re well signposted via a dynamic (and funny) to-do list, and they almost all involve engaging with that entertaining supporting cast. Most of the game is fairly open, too, with multiple puzzles available at any one time, so it’s hard to get too stuck. There are two that gave me some trouble, one that could have used better clueing (Spoiler - click to show)(I hadn’t realized that I’d basically solved the shopkeeper’s puzzle by dropping the flyer, because I didn’t understand that the “someone” she was worried would see her reading it was me), and one that was harder than it should have been due to the single bit of awkward implementation I found (Spoiler - click to show)(you need to examine the unsuccessfully-made monster to find your scalpel, but the game refers to it as a “disappointment”, but it doesn’t accept that – or either BODY or MONSTER – to refer to it, requiring you to guess that it’s implemented as EXPERIMENT).

Those are quite minor complaints, though, and just the sort of thing that would be easy to clean up for a post-Comp release. And even in its current form this is an early highlight of the Comp – if you’re adamantly against comedy parser puzzle games, Dr Ludwig won’t change your mind, I suppose, but just about everyone else will have a great time with this one.

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The Long Kill, by James Blair
1 of 1 people found the following review helpful:
The war comes home, November 28, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

(Spoilers in this one)

What I like most about The Long Kill is its harshness. Oh, as always, I brought it on myself – there’s a trio of difficulty options at the beginning of this nicely-presented Twine game about a British sniper deployed in the Afghan War (the just-concluded one, that is), including story mode and a conventional “pick whatever choice you want” one. But no, I opted for “Sniper Mode”, where you have to do math and dice are rolled behind the scenes, so you can miss your shots even if you do everything right. And it’s not just the violence: the game has flashbacks and flashforwards to civilian life, and I fucked up my one chance to have a girlfriend because after winning her an elephant at a carnival shooting game, I thought she wanted me to show off and go double or nothing, but actually she was cold and wanted me to go home. Some of this may feel unfair, but who says a game about sudden, explosive death coming before you even have a chance to blink should embrace fairness as an ethos?

(OK, there’s an undo button, and I did use it once or twice, but I felt bad about it).

What I like second-best about The Long Kill is its obsessive focus on shooting. Again, this goes beyond the scenes set during the war. The protagonist – he’s given the uninspiring nom de guerre “Mister” – bonds with his father only through shooting targets and rabbits; as mentioned above, he tries to impress his not-girlfriend by shooting; when he interviews for a job, he talks about how shooting gave him great math skills; even when he takes on a home improvement project, the scene ends with him leveling a power saw and pulling the trigger. Mister is very, very good at shooting; it’s not so much that he’s bad at everything else as that there isn’t anything else.

What I like third-best about The Long Kill is the prose. There are some typos, but it manages to be evocative while sticking to a terse, militaristic style. This sentence is about 2/3 of what the game shares about Mister’s relationship with his father, but it communicates just about everything the player needs to know:

"Even without looking though you can picture the little non-smile, that happy frown he does when you do or say something he likes."

What I like least about The Long Kill is its fantasy of victimization. After an opening sequence where you support a house-raid that bags an important Taliban leader, Mister’s convoy gets hit by an IED and he’s captured alongside his unit. They’re subject to torture, and he’s given an ultimatum of teaching the enemy soldiers to be better shots, or his companions will be executed. It’s a queasily compelling sequence, even if it ends rather abruptly, and by making Mister weak and frightened, it finally renders him something close to human. But this was still a bad authorial choice. We know that in the flashforward, Mister has PTSD and a discharge, but there’s no need for a period of abjection to connect the precise, effective wartime operator with the haunted shell of a man; that’s just what war does. More damningly, this sequence creates an underdog narrative that inverts the far more common reality of the war – the number of Western POWs and casualties was miniscule compared to the Afghans captured, maimed, and slain (many, of course, were innocent, and many, of course, were not). To elide this reality, and instead opt for a shell game that seems to swap the positions of the players: that’s kid glove stuff. Not at all harsh.

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The Library of Knowledge, by Elle Sillitoe
1 of 1 people found the following review helpful:
A girl and her goat, November 28, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

Oof. Despite being a sucker for libraries, knowledge, and (presumably) libraries of knowledge, I did not get on well with this one. The pitch is compelling: you’ve found a magical shrine that plays host to an all-knowing spirit, a collection of all the world’s wisdom, and a masked library attendant with a secret, and now you can ask to read any book you want. Wow! That is a lovely idea, and if the realities of implementation mean that of course the promise of “any book” can’t come close to being delivered, at least it’s a compelling illusion.

Sadly, after establishing the setup, the game quickly began to lose me. Partially this is because there are only three books on offer – specifically, two short-ish ones that establish the background lore of this fantasy world’s two major nations, delivered in DnD-manual style, and one long one that’s just the story of how your character came to the library, which of course you already would know and wouldn’t bother wasting time on. Partially this is because the prose doesn’t really live up to the fantastical premise:

"Your breath catches sharply in your chest as the last of the incantations die on the biting wind that whips around you. Streams of pale moonlight flicker in past the broken beams overhead, sending a cascade of sprawling patterns through the old, fractured glass. Ancient words scrawled onto a faded scroll bleed off the edges of their crumbling paper, spilling a black mist onto the cold stone floors which slips and slides into the dark corners of this dilapidated temple."

Adjectivitis, unvarying sentence structure, small grammar errors; it’s not awful but it’s not a high point either, and since the game is almost entirely walls of text – there are some engaging choices towards the endgame, but for the most part you’re either picking “turn to next page” or “turn to next section” – I really found myself wishing for better prose.

As for the content, I found the DnD manuals competent but rather uninspired. One nation is fantasy China, with the serial numbers not even filed off – the provinces are literally just real-world Chinese provinces. It’s got a whiff of Orientalism to it (did you know the lands of the East are ruled by “an ancient and magical dynasty”, that the people are “deeply spiritual and honor their ancestors above all else”, that they “practice martial arts as a way of harnessing [chi] energy”, and are ruled from a capital that is “a place of intrigue”?) but I think this is innocent; the country’s multiculturalism and openness to immigration are held up as a strength, and contrasted with the xenophobia of the western nation (which is Europe-flavored but not a direct insert of anyplace in particular; it’s just general fantasy bollocks).

It’s all serviceable enough, but unexciting to slog through, all the more so when the author occasionally loses track of the lore (there’s a bad-guy cult alternately called the “Band of the Dark Sun” and “Band of the Black Sun”) or draws too-direct inspiration from pop culture (there were a bunch of killings at a recent marriage, which has become known as the “Crimson Union”). And none of it actually winds up being all that relevant to the main part of the game, which is your character’s autobiography – the setting details are sufficiently straightforward that they could have easily been explained in the course of the story.

This bit does have some zip to it; it’s maybe paced a little slowly, and sometimes drops to bottom-line narration when writing out a scene would have been more effective. It also isn’t self-aware of how funny the premise sounds (you go on a world-shaking quest to find a cure for the ailing goat that’s your last link to your family); it’s offbeat enough to work well, but I think needed more time establishing the stakes and emotional connection between the main character and the goat. But once it gets moving, it executes YA-style fantasy novel tropes solidly enough; this isn’t my genre of choice, but even I got a kick out of the various double-crosses in the pirate section. Then things kicked up again after the story wraps, as the protagonist does face an actually-challenging set of decisions without a clear moral compass to make their choices easy.

As a result, my view of the game improved as it went on, but it’s still hard to recommend this one. The author’s got enthusiasm and some talent, but the game we’ve got feels too much like a first draft – there’s a lot of unnecessary cruft and an awkward frame that doesn’t cleanly mesh with the main substance of the story, along with prose that needs some polishing. Of course, every great game started out as a terrible first draft, so this is no bad thing by itself – but hopefully for their next game, the author will be able to spend more time figuring out what they need to say and what they don’t need to say, and revising their work to foreground the most compelling parts.

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Hand Me Down, by Brett Witty
2 of 2 people found the following review helpful:
Legacy game, November 28, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

I’ve noted elsewhere that the Manichean parser/choice split has been breaking down in recent years, and Hand Me Down is a leading example of the trend: what we have here is a big old Twine-TADS-Twine sandwich, and despite the slight wonkiness that description might suggest, the narrative handles the transitions with aplomb. In the framing choice-based bits, you play a young woman who’s visiting her ailing father in a hospital oncology ward, while in the middle you play the text adventure he (and your partner) has written up as a gift for you, so the shift in platforms makes diegetic sense.

To its credit, the novelty of the game’s design never felt like a distraction. It helps that the various pieces are playing to their platform’s strengths, and even their stereotypes: the parser game is a lightly comic puzzle-‘em-up in the mansion of a whimsical relation, while the Twine bits deal with emotional family drama. On the technical level, I found the process a tiny bit convoluted, but largely because the author provided a lot of choices about how to play each bit; while I could have simply gone from one bit to the next via the game’s webpage, in my experience TADS games tend to be way better when played via the QTADS interpreter, so I the slight fussiness that came from deciding to download the game file instead is on me. And while there’s no state carried between the different pieces, given the setup, that’s not a feature I missed.

This isn’t exactly a game of halves, though – the two Twine pieces are much shorter than the meaty middle. That’s not to slight them by any means: I thought the opener efficiently sketched out the loves, annoyances, and fears between the various character, while providing scope for a few low-stakes decisions that nonetheless helped characterize the protagonist. And the finale sequence is an impressively open-ended conversation where you can choose to chat about what you liked (or disliked) about the text adventure, press your dad on his health and prognosis, or a combination of the two; while the game cues you towards positivity and escapism, at least it does acknowledge that your dad’s constant wisecracking and avoidance of hard topics is at least a bit problematic, so there’s some tension in how to navigate the discussion. But still, combined these two parts made up perhaps half an hour of my two with the game.

(I also can’t help but note that the Twine sections feature AI-generated character portraits; adding insult to injury, I didn’t think they were very good).

As for the text adventure, it’s an impressively realized artifact that does a great job communicating the fictional details of its construction: it’s a wacky puzzlefest set in the house where your dad grew up (very in line with the first parser game many folks write), and since it was originally intended as a gift for your 16th birthday, the main goal is for you to get an invitation, costume, and shareable gift to bring to your party. So if there are sometimes dumb jokes, overcomplicated puzzles, or implementation niggles, well, those are all to be expected!

Irony can only take you so far, but at least as to the first two potential issues, I think Hand Me Down succeeds. On the writing front, the joke-a-minute style lands more often than not, helped along by appealing, entertaining prose; there’s the inevitable puzzle where you need to search an unpleasant pile of compost, and of course you know there’s something in there, but the game’s going to drag things out:

"The only way to make this dark curiosity go away is meet it at the end. You thought you were used to the smell, a cross between vegetable corpses and bug barf, but nope, urk! there it is again, with a fresh layer of horribleness now that you’re getting closer."

There’s also an extended sequence where you have to follow a snail as he races to show you something that left me giggling.

As for puzzles, thought has clearly gone into how to balance the old-school feel with player accessibility. In particular, while there are five different invitations, costumes, and gifts in the game, you only need to get one of each to get to the ending, which takes a substantial edge off the difficulty. There are definitely some design approaches that are too hardcore for me – if you want to get a full score, this is the kind of game where you’d better LOOK UNDER the kitchen table without any prompting. I also signally failed to figure out how to interact with any of the computers I found, with USE COMPUTER or TURN ON COMPUTER being no help at all; turns out MOVE MOUSE is the way to go, which is a pretty granular requirement for something that shouldn’t be at all hard for the protagonist to accomplish. But since those puzzles were largely optional, I can’t complain too much about a design that allows more hardcore puzzle-solvers than I to have extra fun.

That third category, implementation niggles, did sometimes get more than niggle-y, though. There’s some minor stuff, like unimplemented objects (the narration calls great attention to a clock on a mantelpiece in one room, so I was surprised no such thing actually existed) and a takeable beam of sunlight. But the major issues I ran into were about disambiguation. I had to go to incredible lengths to manage such mundane tasks as unlocking a drawer with the key that clearly unlocked it, or reading the most recent of the dozen notes I’d picked up. Judicious inventory juggling got me through most of these challenges, but there were a few I simply had to write off because I couldn’t figure out how to communicate exactly which object I was referring to. I haven’t experienced anything this rough since playing Cragne Manor – and that had 84 different authors, none of whom coordinated with each other!

Those nearly-interchangeable notes bring me to what I think is Hand Me Down’s other missed opportunity. See, over the course of years, your dad has added what amount to diary entries into the game, musing on his relationship with you, his divorce from your mom, how he felt about his own dad… these are well written, and form the clearest connection point between the text adventure and the frame story, rewarding the diligent player with backstory and deeper emotional engagement to inform the eventual climax. But it’s pretty hard to find them – I only discovered about half – and because they’re embedded in a big, riotous puzzlefest, I found they didn’t have as much heft as they merited, because as soon as I read one it was on to the next complex challenge. I would have enjoyed the game more, I think, if the author had leaned harder into creating resonance between the frame story and the text adventure, so that it felt like progress through the parser game was more directly shedding light on the central character relationships.

That would have been a different game, though; and to be honest I have a hard time believing that the protagonist’s dad would have made a more modern, post-Photopia game instead of going back to the 80s text adventures of his youth. Similarly, if Hand Me Down doesn’t fully integrate and unify its disparate pieces, it’s still quite successful at the ambitious task its set itself. The game has heart, comedy, and clever puzzles out the wazoo; if the pieces don’t fully cohere, at least each of them is enjoyable on its own.

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Virtue, by Oliver Revolta
1 of 1 people found the following review helpful:
Birth of a Tory, November 28, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

Per a Who song from 50 years ago, no one knows what it’s like to be the bad man, but a cavalcade of anti-hero based movies, TV shows, and podcasts sure are hopeful of filling the gap. Virtue, a UK-set Ink game by a debut author (and/or pseudonym), is the latest to step up to the plate, and it has novelty on its side: here our bad man is a bad woman, and per the blurb, one destined to be a Tory MP. Gloria, our protagonist, is a real piece of work – a status-conscious, property-value obsessed avatar of the bourgeoisie with opinions about Poles, Roma, you name it – and as she confronts, or rather fails to confront, a peeping-Tom incident in the tony neighborhood to which she just moved, her odiousness moves from the personal to the political.

She’s an unpleasant, anxious person, in other words and the game’s great strength is that it keeps just the right distance from her. The player is privy to all Gloria’s fears and hopes (there’s rather a lot more of the former than the latter), which are all sketched with psychological plausibility, but her subjectivity is kept at a remove; the narration weaves in snatches of thoughts and bits of dialogue, but there’s more telling than showing, which might not be the most literary choice but in this case provides the player with some much-needed psychic defenses. Like, here’s a bit where she’s contemplating the horribleness of anything threatening her cozy suburban dream:

"So much seems perfect—the proximity to the kids’ school, the quality of the location, the size of the house, the decoration, the conservatory, the new extension you’re planning, the new carpets, all the many book shelves, the TV that when you stop watching it dims and looks like a painting—the new kitchen fittings, the cooker, the plans to fell the tree in the back garden to give the garden more light—how can you face tainting and undermining any of that?"

The details are all well-observed, but the language is vapid enough to let the player off the hook (similarly, the author’s careful not to have anyone say anything too awful about the various minorities being demonized, though of course they’re thinking it). This isn’t due to a lack of writerly skill, I don’t think, but reflects a deliberate choice, because when the stakes are lower, the prose is more engaging. Here’s a bit of landscape description that I liked:

"Beyond two multi-million pound houses—and beyond the strip of garden belonging to the first house, which was lined prettily with pink bougainvilleas—the estuary turns and opens up in one large, swerving gleam."

At any rate, intentional or not I was glad of the distance because Gloria is a truly odious creature. After learning that a mysterious person has been lurking in the hedgerows and abusing himself while peeping on local women (which fact she discovers through an incredibly awkward conversation with her Polish neighbor), she launches a crusade to push the filth to finger a perpetrator, ideally by trawling the local Roma caravan for some suspects to fit up for the crime.

When that doesn’t work, she forms a busybody committee and catches the attention of the local MP. Her interactions with her family form a counterpoint to this more political strand of the plot, and these are likewise quite dour: she fights with her henpecked husband, infantilizes her much more self-aware daughter, and ignores her furtively absent son. This stuff by no means engenders sympathy, but does provide some context for the aggression she displaces onto those she finds insufficiently British (there’s an intimation that she was a victim of clergy sexual abuse while younger, which serves a similar purpose by giving her what seems to be an anxiety disorder and a persistent fear of impurity and inadequacy).

It’s an unpleasant but neatly-told story with its politics in the right place, I think. It doesn’t lean especially hard into interactivity; most passages end with a single choice leading to the next bit of plot, and those choices that do exist largely seem illusory. But the format does help establish the modicum of complicity that’s needed for the piece to work, so I think it justifies the author’s decision to write IF. I’d rate Virtue a well-done game that’s worth playing – but as always, I do have two caveats.

The first is that the game seemed to end quite abruptly, perhaps due to a bug? I reached the final section of the game, which is the meeting with the local MP, but after greeting him in the pub and deciding to have some white wine, the game simply stopped before getting to the substance of the meeting. This might have been a consequence for some poor decision-making, since the game seemed to be implying that I was insufficiently sloshed (I mean fair, I’d have to be three sheets to the wind to survive a conversation with a Tory backbencher) – there’d been an earlier option to have either a cuppa or some wine before heading out to the meeting, and I’d opted for the tea, and the horrible Tory was having a G+T because of course he was and I could have joined him in that rather than sticking to wine. But since the rest of the game’s choices felt fairly low-stakes, and the ending didn’t indicate he sent me packing for being too much of a lightweight or anything, it felt less like an anticlimax and more like a technical issue. Still, by that point it was clear where the story was headed so I don’t think this negatively impacted my enjoyment too much.

As for the other issue, it’s a broader one but also more nebulous, and it involves a spoiler – though one that the game’s own blurb comes pretty close to revealing, so I’ll omit the blurry-text this time. Turns out in addition to Gloria’s crusade being motivated by her self-esteem issues and general xenophobia, the game is pretty clear that the roving Onanist who’s kicked this whole thing off is her son Andrew, which a part of Gloria recognizes but refuses to confront, leading to her sublimating her denial into political action. I suppose it’s reasonable to consider that many reactionaries are the way they are because of deep-seated insecurities and a guilty conscience – and in some ways it’s even attractive to think that they’re just broken people dealing with trauma in deeply antisocial ways. So it’s all plausible enough.

But I can’t help but wonder whether this is a bit too pat. The blurb also says that this is an “origin story of a shameful MP” – it’s unsurprising that the complete ending appears to involve Gloria running for office as a knock-off Liz Truss – but really, do these kinds of people typically have origin stories? I think they don’t, or if they do, they’re less psychological and more tawdry: people born with unjust privilege realize they can maintain it by scapegoating others; people born without it realize they can curry favor by comforting the comfortable and afflicting the afflicted. We’re primarily dealing with material conditions, in other words, and in the post-Trump, post-Boris Johnson age, the idea that the enemies of democracy could work through their issues if they just got some therapy feels, I have to say, a bit naïve. And here, Virtue’s otherwise-praiseworthy decision to hold Gloria at a remove winds up being a negative, because a more literary take going deep into her subjectivity perhaps could have avoided this objection; since the didactic writing style invites us to view the game not as a character study, but as an object lesson, though, I think it’s harder to argue that Gloria isn’t meant as a type.

Let me emphasize once again this is a pretty rarefied complaint: “Virtue is insufficiently Marxist” isn’t a criticism that should prevent one from playing a smart, well-implemented game that made me think. Recommended!

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Jesse Stavro's Compass, by Arlan Wetherminster
4 of 4 people found the following review helpful:
A tedious middle chapter, September 22, 2023
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2023

In one review or other I know I mentioned a game I used to play with my college friends, where we’d try to determine the smallest possible unit of goodness in a particular field – like, we determined that when it came to music, Jimmy Eat World’s song The Middle was the example to pick, because while it was good, it was good in a minor, sort of boring way, and if it were any less good, it would be bad (I could not now reconstruct the rationale for this determination if I tried, but I remember we were very confident about it). The reason this memory came back to me while I was playing Jesse Stavro’s Compass is that I uncharitably wondered whether it might be the mirror image of the thing we spent so much time looking for: a piece of IF that’s somehow only an inch away from being good, but nevertheless winds up slightly, boringly bad.

You wouldn’t necessarily think that based on the setup: the game opens with the protagonist reaching an empty motel in the desert in search of his friend Jesse. All is not as it seems, though; Jesse and the protagonist are both part of an occult underground who can travel through space using what are basically magic portals, which are locked and inert unless you happen to know the key, and this motel happens to be a nexus of many different gates. Jesse’s been able to travel through time, too – last you heard, he was following the Dead – but he also might have run afoul of one of the various larger factions with their own agendas for the network of portals. It’s not a bad pitch – some of the specifics feel a little derivative of the DnD Planescape setting, but hey, I like Planescape – but it’s conveyed in a very dry, expository fashion via a series of short journal entries that communicate what’s going on but aren’t especially engaging.

This slightly-downer vibe of solid ideas with low-energy execution stuck with me through the rest of the game. There are fair number of different locations to visit, for example, including a nice apartment building and a riverboat, but the maps are too big, with multiple empty locations and redundant, copy-and-pasted descriptions that make exploration feel enervating rather than exciting. There are cutscenes that progress the story, but they assume deeper investment in the game’s lore than I was able to muster, and often go on too long (there’s an extended tarot reading where you need to sit through a maundering explanation of ten different cards, with the only interactive element an occasional “Do you understand? Y/N” prompt). There are a bunch of characters, but none of them have voices that stand especially out from the baseline, often-profane authorial style – like, there’s one rich guy who owns the penthouse apartment and we’re told his every gesture “conveys an aura of refined sophistication”, and after you take a shower he tells you that he’s glad that you “no longer look like ass”.

The puzzles and challenges are the same way, too, reasonable in theory but underwhelming in practice. There’s one where you need to lure a cat in from a ledge using some cat food, but if you drop the can right next to the cat or right next to the window rather than the intended spot in the middle of the ledge, there’s no feedback that you’re on the right track or rationale for why nothing’s happening. Midway through, one of the factions mentioned in the backstory mount a surprise attack, and you need to shoot your way through a bunch of near-identical goons; the combat is governed by chance, so all there is to do is blast away and undo-scum if things don’t go your way, which doesn’t lead to much in the way of pulse-pounding excitement (this sequence did elicit an emotional response, though, since I felt awkward when I realized that the only Asian characters in the game were a legion of interchangeable goons whose only purpose was to show up and take a bullet).

I should emphasize that there’s clearly been a lot of effort put into the game; it’s technically clean, the world is big, and there’s even an achievement system. Plus I suspect it suffers from being the middle part what appears to be a trilogy – the bottom-lined recap that opens the game presumably would land better if I’d actually played the prior installment, and the low-context infodump at the ending would presumably be more compelling if I could immediately see where it leads. Middle segments are hard!

Still, they’re not impossible – The Two Towers and Empire Strikes Back are the best parts of their respective trilogies, after all. For example, that dull summary that opens the game could have been turned into a more engaging flashback that actually gave the player a reason to invest in their relationship to Jesse, and did some showing rather than mere telling to establish the supernatural elements of the setting (honestly, this would probably have been a good idea even for folks who’d played the first installment, given that it was released almost a decade ago and under a different authorial nom de plume, at that).

Circling back to my extended and not-that-illuminating Jimmy Eat World metaphor from the top of the review, despite all these cavils I didn’t have an awful time with this one. But unlike how I would listen to The Middle, think to myself “this is fine”, but notice my foot tapping along nonetheless, I played the game, thought to myself “this is fine”, and then my foot resolutely refused to move. Jesse Stavro’s Compass could rock, at least a little, and it might not take big changes to get there – just a lot of little changes to flip all those moments of slight irritation, slight awkwardness, or slight boredom to their opposites.

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The Purple Pearl, by Amanda Walker
1 of 1 people found the following review helpful:
Dual escape, September 22, 2023
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2023

The past couple of years have seen a mini-trend of multiplayer IF, kicked off I think by Milo van Mesdag’s 2021 IFComp entry Last Night of Alexisgrad. That was a narrative-driven, choice-based game where the players assumed oppositional roles – one protagonist was an invading general, the other was the leader of the city’s defenders – and the half-dozen or so choices each selected over the course of the game had a direct impact on the course of the story. Subsequent games have riffed on this same basic framework: van Mesdag’s 2022 follow-up, A Chinese Room, separated its player characters and obfuscated the effect each’s decision had on the other, while Travis Moy’s Ma Tiger’s Terrible Trip collapsed the distance between decision-points, unlike its more sedately-paced predecessors, which required it to be played in real time. The Purple Pearl is the latest extrapolation of this multiplayer Nouvelle Vague, and perhaps the greatest departure yet, because here it’s a puzzle game rather than one that’s heavily story-driven, and parser-based rather than a choice game.

The plot here is intentionally disposable: two fantasy kingdoms are at war over a MacGuffin, and your home’s been getting the short end of the stick, so the king comes up with a test to find the best, cleverest team of two to send on the mission to recover the thingy. The game is the test – maybe there’ll eventually be a sequel to cover the actual quest for the eponymous purple pearl? – so there’s a built in rationale for the various puzzles and built-in contrivances that require the players to work together, which is a canny choice allowing author and player alike to concentrate on the mechanics rather than a fictional layer that could easily feel quite strained and secondary.

In fact, the setup resembles nothing so much as an escape room or old Cube Escape style Flash games; each player wakes up alone in an empty chamber with a series of odd devices and clues on each wall, and needs to work through them all in turn. The rub is the need for collaboration – the specific devices and clues are different for each player, because each is playing a separate game file, and at regular intervals, one player’s progress will be stymied, at which point the other player needs to send them an object to get them unstuck (this is accomplished via a keyword system – when the donating player manages to hand off an object, they’re given a three letter code, which when entered in by the other player creates the object in their version of the game). Clues and hints can also apply to the other player, requiring a near-constant thread of conversation to make sure everybody knows what’s happening.

None of the puzzles are especially novel, but they’re well-designed, largely hitting that sweet spot of difficulty between too hard and too easy; it doesn’t take too long to solve them, but you’ll feel satisfied when you do. They’re also relatively straightforward, which makes the burden of keeping the other player in the loop feel quite manageable (imagine having to narrate to another player how you solved a puzzle in Hadean Lands!) Its hour-long playtime is also just right, giving the game enough time to show off a few variations of its mechanics without overstaying its welcome, while the writing is as engaging and polished as you’d expect from an Amanda Walker game (which is to say, very much so on both fronts).

So this is a good proof-of-concept for this new kind of game – it works, it’s fun! I did have a few small niggles, but nothing really worth bringing up except in a parenthetical (here goes: I found one place where an object’s description didn’t update after the game’s state changes, and I found the introductory note saying of my partner that my “job is to figure out how to communicate with them to escape” confusing, since I thought it meant that I had to find some in-game way to talk to my partner before I was allowed to do so, which isn’t the case).

There was an interesting feature of how I experienced the game that I think is worth sharing, since it could point to some fundamental tensions in this kind of design that might need to be addressed by other games that follow this path without as much benefit of novelty. And that is that often as I was playing, I wound up being more engaged by what my partner was up to than what was going on in my version of the game. Partially as a result, several times I thought I was stuck and had to wait for them to solve a puzzle to make more progress, when actually if I’d just spent two more minutes considering the clues on my side, I would have figured out a solution to something I’d assumed required assistance from my partner.

This isn’t too surprising, I suppose – since one’s partner is an actual person, engaging with them is fun and interactive in a way that just playing a parser game can’t really compete with (it also typically feels way easier to solve other people’s problems than one’s own, of course). Plus, while I could poke around in my version of the game at my leisure, without access to my partner’s version, I was hanging on their every word to try to get a sense of what they could see and how to solve their puzzles, which of course required more active engagement and imagining on my part. And I think I had some FOMO, too – for a puzzle game, the puzzles are the game, so not being able to see or participate in half the puzzles would have felt like missing a big chunk of the game. As a result, I couldn’t help but wonder whether I would have enjoyed the game as much if it’d been a single-player game I was playing along with a friend – wouldn’t that have all the same advantages of collaboration and social engagement, while avoiding some of the challenges that two-player model requires?

I don’t think that’s exactly right, and even if it were, I haven’t actually played any IF with a friend in this way, so “two players required” tag does accomplish something. Still, I do think that future games in this vein – and I hope there are more – might benefit from thinking about ways to introduce asymmetries, or incomplete information, or other mechanics that might keep the player primarily engaged in their half of the game, rather than seeing themselves as part of a collaborative Voltron working on everything simultaneously (escape rooms of course do this through the imposition of draconian time limits, but that’s probably not the way to go here!) But again, this is pretty advanced speculation that’s not responding to any weakness in the Purple Pearl; it’s a pioneering work and has proved its concept so thoroughly that I can’t help thinking about what comes next.

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