Folks, I am too excited to bury the lead on this one – after trying and failing with seven or eight of them, I’ve finally won a Larry Horsfield game! True, it took an excessive amount of save-scumming and UNDO abuse, and it’s clear that the difficulty on this one is pitched way more towards beginners than is typical for his work (modulo one punishing design decision that’s thankfully pretty easy to work around). But I am still going to take my victory lap while I can.
Bug Hunt has one of the oldest video game premises there is – you’re a space marine, there are aliens, go shoot them and win. Much like Xenon-Xevious Resurgence*, it’s part of a larger series of games, though the grounded sense of place I noted in that one didn’t come through as strongly for me here; it really does feel like generic military sci-fi. There are a couple twists in the setup, though, viz: a) instead of playing one space marine, you actually swap between members of a squad, each with a slight difference in skillset or role, and b) rather than terrifying acid-blooded xenomorphs, per the cover art you’re hunting down overgrown but still-cute tardigrades.
After a brief bit of context-setting, the game quickly establishes its structure: the team splits up to explore each corner of a besieged colony, and you need to guide them in turn as they find, and hopefully best, an alien. The vignettes are all quite brief – the longest might take fifteen minutes or so – and all involve classic puzzles, but with a little bit of variety; one involves getting an elevator to work so you can explore an abandoned building, another finding an alien who’s hiding among others in a zoo. And again, none are too challenging on their own – sure, I got jumped a couple times, but some judicious UNDOing was usually enough for me to turn the tables on the beasties. The one wrinkle adding to the difficulty is that there’s a tight 80-turn timer, and some of the larger scenarios can easily eat up 50 or 60 of those to fully explore. Good thing the party separates, so the timer resets every time you swap characters!
Except, er, no, it doesn’t. I assume there’s some technical reason in ADRIFT behind this implementation decision – it’s similarly kind of annoying that you can only save and load the game as the initial protagonist – but as a result, the timer just keeps on clicking linearly as you hop from character to character, as though when the commander said “let’s split up!” and left, everyone shuffled around aimlessly waiting until he radioed back to say he’d killed a bug, at which point one more person left and the whole process repeated itself. Given this constraint, the 80 turn limit goes from tight to ludicrous – I’d imagine a reasonably-efficient playthrough that explored the full play area and checked out every bit of scenery, while solving the puzzles expeditiously, would still easily reach 250 turns or so (that abandoned office building is big – I confess I checked the walkthrough to avoid having to check out a dozenish empty, nondescript locations).
Fortunately it wasn’t too hard for me to savescum my way around the issue: every time I wasted an alien, I restored an earlier save, typed in the optimized path, then saved again. As a result the timer did little more than add a pleasant frisson of challenge, making my victory all the sweeter. Horsfield has written better games, I think – as mentioned, while this one is technically solid and has fair, well-clued puzzles, it doesn’t have as much of the immersive detail I’ve enjoyed in other, harder games – but Bug Hunt is still recognizably of a piece with that larger oeuvre, and so I feel quite satisfied in finally taking the W.
* I know, I know, this isn’t actually its name, but without looking, do you remember what the game’s called?
The RNG has been getting its laughs in – after putting the two games starting with X together, it also gave me the duo of Adventuron games back to back. There the commonalities end, though; for one thing, the protagonist is a Russian soldier fighting “the 19th century Eastern war” (is this Crimea?), but more importantly, while we imagine the protagonist of The Last Mountain as an intensely moral figure, here we’re playing someone with distinctly darker ethics. The opening crawl tells us that after volunteering to fight, Sidorf’s “ideals were quickly replaced by a survival instinct… he wants to do one last thing perfectly. Whatever the cost.”
Going into the game, I had several ideas for what that one last thing might be, and what cost might have to be paid. Points to the author: all of those ideas were completely wrong. This is a story I haven’t seen before, at least in exactly these contours. But partially I think that’s because while Sidorf’s motivations present a compelling enigma, once they begin to resolve things slightly fall apart. To dig into why, I’m going to need to spoil the plot, so fair warning that you might want to finish the game before reading the rest of this review (it’s short and worth playing, in my view).
To provide some padding before getting to the spoilery bits, let’s talk briefly about the mechanics and the prose. We’ve got here a linear series of set pieces, which makes sense because Sidorf is a grunt following orders – he shouldn’t have free rein to wander. The game uses a relatively stripped-down command set, and runs into some of the syntax foibles out-of-the-box Adventuron is prey to, but because it’s quite direct about prompting you about what action you’re supposed to take next, I generally didn’t have too much trouble, with just a few notable exceptions (Spoiler - click to show)(I knew exactly what I wanted to do in the late-game sequence where you need to sneak around the back of a tent and blow up some explosives, but it definitely took some wrestling with the parser to get that across).
The prose takes a similarly blunt approach. BLF boasts a translation credit, so it was clearly written in another language first, but the English is solid enough; the game’s prone to simple, declarative sentences that are closely grounded I the first-person narration, which is an effective way of communicating Sidorf’s voice. There’s the occasional off note – him calling his fellow Russian soldiers “comrades” feels like an anachronistic Soviet-era touch – but overall it fits the game quite well, with the relatively straightforward language not getting in the way of establishing the ambiguities of the protagonist’s desires and goals.
In fact, this combination of straightforward prose and aggressive prompting of the player is doubly important because Sidorf’s motivations turn out to be quite idiosyncratic – if the player were given more freedom or a muddier picture of the situation, the game could easily have turned into a frustrating experience, since they’d almost certainly wind up chasing the wrong goals. Sidorf doesn’t dream of performing an act of heroics, or of surviving to go back home no matter what: no, he’s resigned himself to death in battle, but wants to make sure the last letter home that’s found on his body is the best-written, most compelling letter anyone has ever seen. He’s also fixated on a very specific way of accomplishing that goal: purloining bits and pieces of the letters his fellow soldiers write. Understandably, none of them are especially likely to share their missives back to their sweethearts or tearful farewells to their children with someone who, as it turns out, is quite the socially-awkward weirdo; fortunately for Sidorf if not for the others, he’s willing to go to any extreme to get them to cough up the goods.
The game thus has a regular rhythm to its half-hour runtime: meet a new soldier or soldiers, then follow order for a while until you have a chance to kill them and take their stuff, until you have all the raw material you need to write your masterpiece, bringing the game to a close with a brief narration of Sidorf’s inevitable death. In its favor, this resolution is compellingly demented; against this, though, I simultaneously found it both annoyingly obscure and a little too pat.
On the obscure side of things, besides that one sentence in the intro talking about the death of Sidorf’s ideals and the triumph of the survival instinct, we don’t get any sense of how Sidorf hit on his ideas – they’re just taken as givens (and, one feels obliged to point out, they don’t seem to have anything much to do with survival). Beyond his monomaniacal acquisitive zeal, Sidorf doesn’t have much characterization, and indeed, the climax feels frustratingly anticlimactic. The contents of the final letter are never so much as hinted at, nor do we get any clue about who Sidorf’s family are, what they might think of what he’s going to tell them, or why he’s so concerned with making such an impression on them (and again, we don’t even know what war this is!).
Sure, to a certain extent this is beside the point; psychologizing a character who’s clearly meant to be an allegorical figure risks crushing an intellectual argument with banality (the game would hardly be more compelling if we found out, say, that Sidorf is desperate to impress a father who used to beat him). And there’s no indication that there’s something about the contingent facts around this particular historical conflict that brought on his mania. But to my mind fiction works best when it manages to ground its ideas in personality; to stick with the game’s milieu, Tolstory is surely working with abstractions in War and Peace, but the novel has survived because Pierre, Natasha, and the others feel like specific, idiosyncratic characters with depths that go beyond their mere function as elements in an argument about history. We don’t get anything like that here, and so Sidorf dies as he lives: a cipher.
As for the other way of looking at the game’s themes: I mean, writers are vampires, film at 11. To its credit, BLF stages this idea in a novel way, but as far as I was able to engage with the game, the novelty felt only skin-deep, and actually winds up undercutting the effectiveness of the argument. Like, even if we consider the intensely negative case of an amoral author who takes the stories or emotional trauma of their loved ones and turns them into a crass commercial product, we’d still say “compared to Sidorf, this isn’t so bad!” The things authors do to get ideas or inspiration from others don’t look very much like the stuff Sidorf does so he can steal letters from the corpses of his friends, so while the parallels may work intellectually, they feel schematic rather than visceral.
I always like to see parser games that are going for a literary effect, and BLF certainly looks good on that score; the plot, characters, writing, puzzles, and gameplay are very clearly arranged to advance a very specific set of themes. But for all the grubbiness of Sidorf’s experience, I found the perspective offered wound up being too high-level; there’s not enough blood in the veins to make the various dilemmas and atrocities here truly sing.
Here’s one of my pet theories of IF that I’m not sure I’ve written down before: there should be more parser games about sports. This isn’t due to any native affinity for them – more power to those who are into sports, I could care less about any professional teams, I only did a real sport for two semesters for all my high school and college years, and I’m the kind of schmuck who thinks it’s funny to respond “Interpol investigations” when the check-in question at a work meeting is “what’s your favorite Olympic event?”
No, it’s because of that old writing adage that action reveals character. We can get told that a character is clever or cowardly or chokes under pressure or what not, but until that gets on screen in some way – meaning, in a game, that they take some action that demonstrates the trait – it’s all theoretical. The trouble is, the sorts of character traits that can be revealed by the business of a typical parser game are fairly limited by the medium-dry-goods world model that tends to dominate: “resourceful” and “kleptomaniac” can only take you so far. Then consider that for a linear puzzle game, beyond the difficulty of coming up with and implementing multiple solutions to puzzles, it can also be a challenge for authors to invent reasons why different approaches might actually matter in narrative terms.
Sports offer a fresh way of engaging with these problems: beyond the fact that they create a rules-based framework that supports novel kinds of gameplay, their victory or scoring conditions also offer built-in consequences for a player’s choices, meaning that discrete, relatively-easy-to-implement physical actions can be freighted with narrative and/or thematic weight (This, by the way, is why my dark-horse pick for TV shows that totally should have gotten an RPG is Friday Night Lights). To be clear, I’m not saying that Madden 2023 would clean up at IFComp or anything – but that I do think there’s a lot of potential in parser games that use sports rather than conventional puzzles as their main gameplay elements.
Anyway, I wish that a) I’d written this theory down before playing The Last Mountain, and b) that I could count it as vindication of said theory, when the truth is that it could just be that a talented author like Dee Cooke can make any of their ideas look genius.
Yes, you might have lost track of the fact that this is technically a review somewhere in the previous four paragraphs of maundering, but I swear, these thoughts are relevant to understanding why this Adventuron game works so well, and feels (at least to me) so unique. The setup certainly isn’t one you’ve heard before: the player midway through a long-distance foot race with their running partner, Susan, who’s uncharacteristically flagging early as you tackle the last mountain before the finish line. You’ve got a water bottle, a flashlight, the race directions (there’s an orienteering component), and some walking poles, and with those you need to overcome a series of obstacles – getting tired, losing the trail, facing one last steep descent. Some of them are decision-points, some are inventory puzzles, and none on their own is that innovative – but again, the fact that they’re all happening in a race rationalizes the barriers, and adds a compelling urgency to solve them quickly.
Susan is the other part of the equation. The game deftly sketches your relationship with her – she’s somewhere between a friend and a mentor who helped bring you into this racing hobby – and presents her uncharacteristic fatigue as a central dilemma of the game. Again and again, you’re faced with the option (and Susan’s explicit prompting) to leave her behind so you can get a good finishing time. I’m guessing that most players won’t be tempted to ditch her, but still, the fact that the choice is there lends added weight to the individual puzzles.
The prose thus has to accomplish a lot of different things: create a sense of place, of course, while making sure to foreground Susan’s presence and give the player everything they need to engage with the game. It’s thankfully up to the task, and accomplishes all this with economy and without getting showy, too. Here’s a bit of mid-game scene-setting I especially liked:
"As the trees become denser, you realise how dark this forest can start to feel when the daylight isn’t so bright. You’ve never been here so late before. It makes it really difficult to identify the right path, even with Susan’s keen sense of direction.
"The forest has become really dense here. The smell of dry branches and the hooting of birds surround you, making you feel a little claustrophobic."
My one kick against the game is that I experienced a few guess-the-verb struggles, partially born of my own lack of experience with this kind of running, but also partially because the parser didn’t feel like it was meeting me halfway as I flailed about trying to figure out how to use the walking poles (yes, for those of you who have played the sailing sequence in Sting, I am aware of the irony of me of all people whining about this). Beyond that, I suppose one might complain that the player will guess what’s up with Susan well before the ending – but I don’t think that’s actually a fault with the game; the tension between the player’s suspicion that it’s serious, and the protagonist’s urge to do well in the race, is another piece of the engine that helps make it work so well. And for all that the reveal wasn’t a surprise, I still felt that it had emotional heft when it landed.
All of this is to say that I found The Last Mountain very good on its own merits, as well as instructive for the directions I think it suggests for future works, which is exactly the sort of thing one wants to come across in ParserComp!
Judging from the title, you’d be forgiven for thinking this game would be a forgettable throwback, puzzler where you wander around an ersatz fantasy environment, solving simple puzzles and looking for valuables to hoover up for no reason other than that they’re there, all the while enjoying/enduring various wacky scenarios and overenthusiastic jokes. And Steal 10 Treasures isn’t not that, certainly; yup, there’s a castle; no, there’s rationale for you to be raiding it; yes, the first puzzle involves refusing a poisoned ice cream; no, it doesn’t get any less silly from there. Still, it’s anything but generic, and merits inclusion in the freestyle category by dint of its interface: you type commands just like a regular parser game, sure, but it only recognizes actions that are a single letter long.
To give an example of how this works, instead of writing out a full command, you just type, say, A which if you happen to be in the dungeon would get interpreted contextually to ATTACK CLAM (I told you about the wacky scenarios). Or S might get you SMELL CLAM PLEASE; meanwhile, since there’s nothing to move around down there, pushing P just pops up PUSH ANYTHING, which unsurprisingly accomplish much when you hit enter. Navigation, meanwhile, is handled via the arrow keys.
This is a limited parser game, in other words – something I’ve had on my mind of late 5 – but a peculiar sort of one. Outside of navigation and out-of-game commands, there are about a dozen actions on offer, running the usual parser-puzzler gamut (including LICK, as I understand is becoming the style), and while the help screen doesn’t tell you all of them, since it only takes a minute to try out all the keys on the keyboard to learn the “secret” commands, the player generally knows exactly what their options are.
That’s the theory, at least – in practice, I often found myself at a bit of a loss for what to type. There are too many possible actions to be easily held in the head at once, and because many of the commands start with the same letter, the keyboard mapping sometimes felt about as intuitive as that of an early Ultima game (Ztats, anyone?) If P is push, then Y must be pull – so that means B is yell? C for climb is intuitive enough, as is T for turn, but then you’ve got V for converse. And sometimes the game seems willfully perverse: G isn’t mapped to anything, but rather than using that, you need to type a period to get an item. The result of all of this is that when I entered a new room and was confronted with a new situation, my first instinct was to just start hammering out QWERTY and continuing from there until I found an option that looked good.
I ran into the lawnmowering problem, in other words, where the player turns off their brain and tries to make progress by mechanically trying every choice until they hit on one that works. As I discuss in my Rosebush article, there are various strategies limited-parser games can use to make this approach less appealing – it’s a little gauche to keep flogging it, but I feel like you, specifically, would really enjoy it – like timing puzzles, actions that are contingent on the presence or absence of different NPCs, or concealed second-order actions, but Steal 10 Treasures doesn’t employ any of them.
This is a real kick against it, but I’m compelled to note that in practice, even as one part of me was cataloguing the ways the design didn’t quite work, another part was just enjoying the ride. Sure, silly treasure-hunts are played out at this late date, but the reason they’ve stuck around so long is that they can be a lot of fun. And the game’s gags and puzzles are solid enough to carry it pretty far – it’s just big enough to avoid being trivial without being so sprawling that it gets annoying, does a good job of clueing its puzzles and alternating big, multi-step ones with short, easy ones (I especially liked the decidedly non-standard way you deal with the dragon), and the jokes adeptly ride the line between wacky-silly and wacky-ridiculous.
As a result, the single-letter gimmick didn’t wind up being as much of a downside as I thought it’d be; it might have even wound up being a plus, making it easier for me to kick back and enjoy the ride. Not every game needs to be Hadean Lands: if all you’re after is beer and pretzels, isn’t it nicer to just lift a finger to signal for another round, rather than having to spell out your order every time?
Andrew Schultz has by this point created quite the collection of IF chess puzzlers – this is I think the fifth one I’ve played and reviewed? There are commonalities between all of them, of course: most notably, they’re all impeccably presented, with multiple helpful ways of displaying the board, accessibility options and hints to allow for maximum ease of play, and a light but engaging patina of story adding some narrative sugar to what could otherwise be dry exercises in logic. Impressively, while XOU is no exception, it doesn’t feel like a retread – unlike the earlier games, which hinged on proper piece placement or clever pawn-promotion tricks, or started out with the player on the back foot, here we’ve got a classic but tricky endgame scenario: the player’s got to achieve checkmate with only their two bishops.
It’s a well-chosen setup because it allows for a fun narrative layer, hinging on the difficulties of getting the bishop-who-only-goes-on-white-squares and the bishop-who-only-goes-on-black-squares to put their differences aside and work together. It also makes for a deceptively challenging puzzle. With the opponent having only a king to their name, you’re obviously in no danger, but it’s surprisingly easy for them to slip through your offense and force a stalemate – or even, since you can only defend your bishops with your king, knock out one of your pieces (this is still just a stalemate, of course, but it’s a much more humiliating way to go down).
As I’ve mentioned in my previous reviews of this series of games, I’m no chess maven but I’ve generally found a way to muddle through. That’s technically the case here too, though I’ll have to cop to rather more muddle than usual. It didn’t take me too long to crack the first phase of the puzzle, and it was fun to scissor my bishops past each other until they pinned the enemy king against the edge of the board. The process of herding the king into the corner for mate, though, was a much harder nut to crack, involving a forward-and-back pas de trois that I only groped my way towards through a whole lot of trial and error – somehow keeping track of all those diagonals was very taxing on my poor brain. When looking back at the solution in retrospect, it’s lovely and elegant, but it sure didn’t feel that way at the time.
That’s probably more an indication that I’ve found my level as a chess dilettante than a real critique of the game, though – and I’m guessing that for those with more familiarity with the game of kings, this stepped-up difficulty could well be a selling point. My favorite of these games remains You Won’t Get Her Back, which I think nailed a sweet spot in terms of difficulty while also having the cleverest marriage of gameplay and narrative, but XOU is a worthy addition to the collection too – if the concept seems at all appealing, you really can’t go wrong.
This is one of three ParserComp entries by the author, which is the kind of work ethic that I feel like I can’t directly comment on without being consumed by jealousy. Each is an old-school ADRIFT puzzler, of various flavors – here, we’ve got another installment in the author’s long-running Alaric Blackmoon series of fantasy games. While there’s some continuity with earlier entries, with references to previous adventure sprinkled throughout the opening, XXR (you’d better believe I’m not typing that title again) seems to work quite well as a standalone, with a straightforward and engaging premise: there are rumors of monsters on the periphery, so you and your buddy the king need to cross a desert to check things out.
I’ve played some of those earlier games, but never to completion, and I was hoping this would be the one to break the streak – but alas, it was not to be. All of them have a fine-grained style that require the player to spell out exactly what they’re doing, step by step, rather than bottom line their actions. On the positive side, this contributes to a pleasant sense of immersion; I enjoyed the low-key opening section, where you need to barter for camels and equipment for your desert trip. Sure it’s a little fiddly to have to buy the transportation but then visit separate vendors to get saddlebags and tackle, then purchase clothes appropriate to the desert heat, but it helps sell the reality of the world, and establish that the player characters – you can swap between Alaric and the king whenever you like – are going to be fish out of water (er) on their trip.
On the downside, though, this granularity combined with some of the foibles of the ADRIFT parser to make the puzzles even harder than I think they’re intended to be. The first major section of gameplay involves exploring a ruined city where you’ve taken shelter from a sandstorm, which ultimately requires using an abandoned metallurgical workshop to duplicate a key. While it wasn’t too tough to figure out what I was supposed to do in general terms, each step involved wrestling with the parser. A key item can be found in the debris lying around the place, but SEARCH doesn’t reveal it – instead, you need to CLEAN WORKSHOP (I feel like cleaning abandoned workshops is right up there with cleaning a rental car in the implausibility sweepstakes). Similarly, getting water into the quenching trough is a bit of a struggle:
"> FILL TROUGH WITH WATERSKIN
You cannot fill anything with the water skin.
> FILL TROUGH WITH WATER
You pour some water into the trough from your water skin."
So I was able to make some progress, and found some intriguing secrets in the city, but eventually my progress petered out; the game does include context-specific hints, but through some combination of the system seeming to get confused with a different puzzle and/or me being too thick to figure out what I was missing, it couldn’t get me on track. This is a shame since I did enjoy aspects of the world, but between wrestling with the parser and the punishing puzzles – as well as an annoying quirk of ADRIFT that meant that I couldn’t reload the game when I died while playing as the king – I wasn’t too sad to wash my hands of it. Besides, even just in this Comp I’ll have two more chances to finally get through one of Horsfield’s games!
For the past year or so, the IF community has seen numerous conversations about the ethics, efficacy, and prospects for using AI tools like Large Language Models or image-generation software to create IF. Various arguments have been advanced over epically long threads – often throwing off as much heat as light, it must be admitted – but perhaps our time would have been better spent waiting quietly, because sometimes an ounce of practice is worth a pound of theory. The Fortuna is perhaps a maximalist take on what using AI in IF can look like: every element of it, from the graphics illustrating each location and character, to the descriptions that flesh out its cruise-ship milieu, to the freeform conversation system that’s central to progression, is built around AI. And every single one is awful.
Looks, cards on the table: I come to this debate pretty skeptical of the AI pitch. One of the major reasons I engage with art is because it offers an opportunity to connect with other human minds, to expand my understanding and my perspectives, to experience something idiosyncratic and specific to the person who made it – LLMs and other AI approaches, with their views from nowhere, get in the way of that. I also find most procedural-generation pretty boring; I get that in theory it can open up new intellectual possibilities and reveal surprising connections, but in practice I tend to experience it as one bowl of oatmeal after another. So I may have some biases (I also am not really big on cruise ships, now that I think about it – never been on one, so my major associations with cruises are the destruction of Venice’s lagoon, David Foster Wallace’s A Supposedly Fun Thing I’ll Never Do Again, and the time my brother-in-law went on one and came back with swine flu). But even if I’d gone into The Fortuna a dyed-in-the-wool techno-optimist, what I found there would give me second thoughts.
Start with the art. Due to the use of AI, the game is lavishly illustrated by the standards of amateur IF. But instead of providing a nice aid to the imagination, allowing the player to more fully immerse themself in the world, instead we get, well, this:
Look upon my works, ye mighty and despair
Allegedly this is a set of greeters for the cruise ship, not a band of Cenobites on holiday from hell. Allegedly. But it’s not an outlier; all of the images are like this to a greater or lesser extent.
It’s hard to discern exactly what’s gone wrong here – obviously the image-generation tool got confused somehow. But aren’t there other tools that work better that the author could have used? And shouldn’t he have exercised a minimum of quality control and noticed how disturbing this picture is, how out of step it is with the happy vacation vibe the prose is working to convey, and killed it?
Speaking of the writing, it suffers from the same uncanny valley issues as the visuals; the well-known tendency of LLMs to hallucinate is on full display, and the prose manages to be vague and repetitive. Like, here’s the description of a uniform in a gym locker:
"The uniform in the gym locker room is a set of clothing worn by individuals for a specific purpose or profession. It is likely made of durable and breathable material to withstand physical activities. The uniform may include a shirt, shorts or pants, and possibly a jacket or other accessories depending on the specific sport or activity taking place in the gym. It may also have the logo or name of the cruise ship or gym embroidered on it. The uniform is typically neatly folded or hung in one of the lockers, ready to be worn by individuals engaging in physical activities in the gym."
This is a hundred words that don’t communicate anything beyond “a uniform in a gym locker”, and of course there are an awful lot of “may”s here – in fact, the uniform may not actually exist, given that I couldn’t try to take it.
The writing issues combine with the game’s conversation-focused design to create still further problems. In several places, progression requires you to build a rapport with various of the characters you meet, which is largely accomplished by asking them about themselves. This is accomplished via a freeform chat system, which is impressively open-ended and does allow for a wide variety of input to be understood (one character writes for the New York Times, and when I asked her about Jamelle Bouie, she correctly identified him as a journalist). Still, this element too runs into some familiar problems. The left hand may not know what the left is up to – as with one early character, who’s described as toying with their wedding ring in a bit of environmental detail, but who steadfastly insists they were never married when you ask them about it. And when you do learn more about them, well:
"> ask officer “how are you”
"I’m doing well, thank you for asking. I believe in hard work and dedication, and I strive to make the world a safer place as a port security officer. Ensuring that everyone can feel safe is important to me, and I hope to be a role model for young people. Growing up in a rough neighborhood and seeing the violence and crime firsthand motivated me to make a difference. After high school, I joined the military and served in Iraq for four years. I then pursued a degree in criminal justice and landed a job in port security. I want to show others, especially young people, that they can achieve anything they set their minds to."
This is generic and robotic, of course, but it’s maybe worth noting that this character is Black, and I dare say there’s something pretty stereotypical about the backstory being presented. The one other Black character has a similarly tormented backstory involving struggles with addiction. Meanwhile, when I asked the Times reporter about her job, after saying it’s a dream come true, she continued with “[a]s a female reporter, I am proud to work for a newspaper that values diversity and promotes women’s rights.”
To just state what I’m getting at: the characters who aren’t white men are largely stereotypes, defined by their race and gender. This is something a human author can unwittingly wind up doing, of course – but it’s also a real danger of LLMs, trained as they are on the products of a racist, misogynistic society. At least there’s a note of comedy from how the model extrapolates without any understanding of the world: there’s a devout Italian woman who’s super into C.S. Lewis, because the AI’s mashed up different stereotypes without knowing the difference between Catholics and Protestants.
Now, it’s possible that these characters get deeper over the course of the game, and that it improves in some of its other problematic aspects too, because I have to confess that I didn’t get very far into the plot. After boarding the ship, entering the VIP section, and being introduced to the cast of characters, there was an inciting incident that pointed to a mystery to be solved that presumably kicks off the narrative proper – but one of the first steps required solving a riddle to open a safe. The riddle seemed like one of those old chestnuts everyone knows, albeit with awkward, AI-y syntax (Spoiler - click to show)(”I am owned by the poor and the rich don’t need me” – it’s nothing, right?) except the obvious answer didn’t work, nor did a bunch of non-obvious ones I tried. Is this because I was typing things in wrong, or being especially thick, or did the AI generation flub the riddle? I don’t know, but regardless, there my journey came to an end, and I must admit to feeling some relief.
I am being uncharacteristically harsh on The Fortuna, and I should say it’s not because I think the game is coming from a bad place by any means. In fact, the best piece of writing in the game is the introduction, where the author speaks movingly about being inspired by IF as a child, and wanting to use the new possibilities afforded by AI tools to create a game that would similarly spark joy in its players. That’s a laudable goal, and one that pretty much all first-time authors fall short of (I know I certainly did!)
But I do think there’s something very badly broken about the approach here. While there may be a case for the IF community to embrace AI, it turns out that using it for every aspect of a project and dialing things up to 11 does not make for a convincing demonstration. The Fortuna’s various failures all, I think, have one root cause – which is that time after time, when an AI tool threw up something that didn’t work or didn’t make sense, the author didn’t take action to cut, modify, or customize in service of the larger vision. As the amateur IF scene is currently constituted, it’s an auteurist medium; one can certainly levy critiques about that situation, but as it turns out, taking the author out of the equation is a very bad idea.
Here’s one of the iron laws of interactive fiction: you are in good hands with Garry Francis. There may be a few other contemporary authors working at a similar clip, but even fewer, I think, hit the same consistently high level of quality, serving up adventures that might be old-school in their premises but boast airtight implementation, clear and engaging prose, and solidly-designed puzzles. Yet even judged against these high standards, Search for the Lost Ark is a standout, delivering a game that’s polished, funny, and satisfying.
From the title you might think that we’re in for an Indiana Jones style globetrotting adventure, but the actual setup, delightfully, is both more grounded and wackier: the Lost Ark was found long ago and had been hanging out in Chartres’ cathedral for several centuries, until being moved first to a village church and then – out of an admirable but perhaps overzealous protective instinct, Chartres being west of Paris – during World War I it was hidden in the nearby woods to keep it safe from German marauders. Now, as a priest-in-training who grew up in the area, you’ve been ordered back home to find the thing after the clergyman who hid it shuffles off to join the choir invisible. The only problem is, you’ve no idea where to start, and there’s something off about your immediate superior, the rather-wan, just-arrived-from-Eastern-Europe “Father” “Alucard.”
So yeah no points for guessing the plot twist, but this isn’t the sort of game that’s relying on the plot for engagement – and it knows you know that, meaning Alucard will engage in a bit of knowing vamping if you care to toss some pointed dialogue queries his way but you’re not going to short-circuit any puzzles by dint of your genre-awareness. Similarly, the writing does a perfect job of conveying a sense of place and highlighting the details you’ll need to focus on to complete your quest, all in a terse yet informative style that’s a model of effective prose. This is no mean feat, especially since it also has to communicate information that you, as a priest-to-be, would know about subjects like the structure of the Bible or the details of church architecture, but that you, as a player of IF, might not. Many of these tidbits are actually relevant to solving the game, but some are just lovely little factoids:
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"The sledge hammer has a heavy iron head and a long wooden handle. This combination makes it good for breaking big rocks into little rocks. Did you know that ‘sledge’ is derived from the old English ‘slægan’, which means ‘to strike violently’. No? Well, now you do."
I didn’t, so yes, now I do!
As for those puzzles, none are especially hard, but gosh, are they satisfying. There are a series of clearly-signposted obstacles, each with intuitive solutions, and if this were all there was to the game, it might risk feeling a bit too old-school, in a USE X ON Y sort of way, but there’s also a final metapuzzle: as you progress, you’ll come across a series of biblical verses, which you need to combine to reach your ultimate goal. I won’t spoil the details, but it takes just the right amount of thought, and while it rewards a bit of outside knowledge, the game characteristically provides everything you need even if the difference between Corinthians and Thessalonians is all Greek to you.
Writing this review with the benefit of hindsight, I’m not at all surprised that Search for the Lost Ark shared the gold medal in the classic category – this is a near-perfect execution of the traditional form, thoughtful and engaging and not overstaying its welcome. The only problem is, now the next time I play a Garry Francis game, my standards will be even higher!
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Abigail Corfman’s got an impressive body of work incorporating parser-like mechanics into sophisticated choice-based formats, usually with a fantastical, clever vibe, as in Sixteen Ways to Kill a Vampire at McDonalds and A Murder in Fairyland. The Absence of Miriam Lane has points of continuity, but also departure, from this gameography – there are interesting systems to engage with, and satisfying puzzles with a fair bit of depth to solve. The setting is comparatively grounded, with the protagonist an occult investigator seeking to unravel the intensely-personal disappearance referred to in the title, with the ultimate explanation turning not on supernatural MacGuffins but developing a psychological profile of a seemingly-unremarkable wife and mother.
It’s harder than usual to talk about this game without spoiling it pretty thoroughly, both in terms of how the plot resolves but also the various distinct systems that govern its major phases, so despite the blanket warning about spoilers in my opening post, I figured I’d use this paragraph to give prospective players that if you care about such things, you might want to give the rest of this review a pass until you’ve given Absence a try (and I think most players would find it worth a try).
Okay, no one here but us chickens, right?
While there are no formal divisions within the narrative, in practice The Absence of Miriam Lane is cleanly divided into three pieces, all with related but distinct game mechanics. The first is all about investigating Miriam’s house and looking for non-obvious clues and things that are out of place. In cases of this kind, the protagonist confidently explains, both light and time are often out of joint – by looking for places where shadows are behaving oddly, or objects seem to have been subject to incongruous aging, you identify potentially-important clues (mechanically, this is accomplished by clicking through different rooms and links and sub-links for the areas and objects they contain, using a “thoughts” interface to signal when you think something’s off), and eventually discover where Miriam is.
Or where she isn’t, rather, because it turns out that she hasn’t gone missing in the sense of leaving, but rather that she’s faded away, into the titular Absence – an unmoving, nonreactive white void. In the second act, you need to remind her of who she is by bringing her personally-significant objects. There’s a rub here, though, because what’s led her to her current condition is a failure to nourish the personally-significant aspects of her life, passing them over in favor of obligations to others. So it may or may not make sense to bring her some things that are clearly salient – the spoons she uses to make food for her church’s bake sales, for example – without trying to figure out how she felt about them (you can bring most things to her husband, Arthur, to get what he knows about them, but there are often environmental clues to unravel too).
Assuming you succeed in that challenge, the final sequence involves bringing Miriam back to herself by “telling her her story” – mechanically, this means filling out a long, multiple-choice mad-libs style quiz running through her background, her frustrations, and her joys. Much of this you’ll have sussed out in the course of solving the previous sets of puzzles, but you’ll also need to make some hopefully-informed guesses to do well enough to get a good ending – I believe there are at least three, differentiated by how much of Miriam, if any, you’re able to bring back to reality.
This is a canny setup that winds up embedding a narrative arc in its mechanics. The first section is all about exploration, checking out the house and its contents for the first time. Because the signs that something isn’t right are fairly general, you need to carefully examine everything, without too many preconceptions about where you should be looking – but because the signs are pretty clear once you find them, the player isn’t left floundering and trying to read the author’s mind. Then in phase two, you go back over all the clues you’ve found in the first section and weigh them up, trying to evaluate exactly what they were saying about Miriam’s life to determine whether they’ll be a net positive or negative. There are also some more traditional puzzles in this section, fitting with the overall analytic vibe – many of these hinge on deducing that a particular flower might be meaningful to Miriam, then looking up its attributes in her gardening manual and locating it in the yard via an attractively-designed interface that mimics a plant. All that leads in the final section, where you’re explicitly synthesizing the individual pieces of evidence into a coherent narrative.
It also makes for a well-paced game. The house isn’t especially large, and isn’t inherently all that interesting, so tromping back and forth multiple times could become tedious. But because the context for your exploration shifts over time, and you feel like you’re making, concrete, tangible progress, it was usually exciting to revisit its rooms and understand more of what I was seeing, and how it could be used. Similarly, the interface is pretty streamlined. It’s not miles away from that in One Way Ticket, but navigation to other rooms is always available via a single click, and the list of thoughts and items is typically not that long (in fact, there’s an inventory limit – usually an annoyance, but important here to prevent lawnmowering, and forgivable because you never need to go that far) so I didn’t get bogged down the way I did in that game.
That streamlining extends to the writing, as well. The prose is efficient to a fault, with dialogue even presented in screenplay style, and almost completely devoid of errors (I found one unneeded comma, but that’s it). Given the large number of objects to interact with, this helps keep things manageable, and means it’s easier to pick out what might be significant since the important adjectives aren’t left swimming in a sea of words. The flip side, though, is that I found it a little dry. Fortunately, atmosphere is provided in spades by the always-visible illustrations – I think these are largely photos with the contrast blown way out, which is in keeping with the light/shadow motif that runs through the game (the illustrations also provide clues to some puzzles if you study them carefully, which I sometimes have mixed feelings about due to accessibility considerations, but I don’t think any of them are ultimately necessary to progress).
All of this makes for a solid, engaging game that I liked quite a lot. It didn’t quite reach the level of greatness for me, though, largely due to the narrative design not being as satisfying as the systems design. True, this is partially down to the workmanlike prose and uncharacterized protagonist, which even though I personally found them unexciting are clearly intentional choices. But I also found that my interest in the story didn’t rise over time and peak at the climax; instead it started out high and declined, with the gameplay providing the major impetus to get over the finish line. The opening sequence has the most supernatural elements, for one thing: they’re understated, but feverishly searching for tiny nooks where the shadows fall wrong, or looking suspiciously at a backyard sky that’s different than the one in the front, lends these early stages an uncanny thrill. And the initial beats of the mystery, where you’re starting with the least information and trying to connect the dots between the novel fantastical elements and Miriam’s beyond-mundane life, are pretty compelling.
By the time I was a third of the way through the game, though, I’d figured out the broad outlines of the backstory, which don’t wind up being that complex: Miriam was feeling neglected and overlooked, and somehow (I don’t think there are any clues that even gesture towards an explanation for this “somehow”) became an absence in her own house, an empty, invisible outline lying immobile on her side of the bed. From there, the rest of the game is just an exercise in filling in the details of this overall story, without any new developments to liven things up – and even the details don’t really add much to the player’s understanding of Miriam’s personality. There’s a bit of gameplay and challenge in determining whether she was burned out on gardening but found baking was still deeply rewarding, or vice versa, but it’s not a very narratively interesting question, and one limitation of the way the game’s difficulty is tuned is that the details of some of the potentially most compelling aspects of the story, like Miriam’s relationship with her sister, appear to be left vague in order to add to the difficulty.
Relatedly, I think the difficulty overall might be set too high. Judging by the little gauge at the bottom charting my progress, I wasn’t able to reach a perfect ending, despite playing fairly thoroughly and feeling like I had plumbed all the interesting questions and then some – in fact, the first ending I got was pretty negative. I reloaded a save and tried again, realizing that part of the issue is that you’re meant to spend more time giving Miriam stuff and making her more connected to reality, even after the third section kicks off and you think you should transition into the storytelling portion of the game. Even then, though, the ending was pretty equivocal. I think getting the best result requires you to really chase down every single potentially-important object – and ask Arthur, the world’s most boring man, about each of them – and probably do a little bit of trial and error in the mad-libs section. My brain is pathological enough that I often want to get 100% completion in games – hell, I’ve done that for every Assassin’s Creed game, there’s something wrong with me – but that compulsion never hit me here, since I felt like I’d done all the real work and all that was left was some grinding.
Switching gears back to the literary, I think the last thing that left me feeling more lukewarm than I expected about Absence is the message it ultimately sends about psychological health. As mentioned, the problem is that Miriam didn’t create enough space for herself and the things that brought her joy – an empty-nester treated with benign neglect by her spouse, after her kids went away to college, she threw herself into church functions and found herself consumed by bake sales and raffles, while neglecting the gardening and drawing that nourished her. This is all plausible enough when you type it out, but in practice what this means is that the stuff she was doing with other people, which largely seemed to focus on helping others, is portrayed as poisonous; her connections with her family largely have both positive and negative aspects that balance out in the wash; and it’s only the private, inward-facing hobbies that are unmitigated goods, with success determined by how much you direct her attention to those.
Look, I’m an introvert who was raised Catholic, I get it; the self-sacrificing martyr schtick is ultimately empty, and other people can be exhausting sometimes. But still, I can’t help but feel that this is a dark, antisocial theme to build the game around. Miriam draws but keeps what she makes secret; she plants a lovely garden in her back yard, but no one else seems to spend much time there. Art nourishes the soul, certainly, but in my experience the greatest joy in creating something is sharing it – maybe not with the whole world, but at least with one or two people. And as for the various church fund-raisers and events, even if the process of trying to do good in the world is tiring, and prey to suspect, selfish motives, well, that’s still better than just opting out entirely.
I can well see how other players’ mileage will vary on this stuff; the Absence of Miriam Lane is very well designed, with novel mechanics that draw you in, and I deeply admire that it’s unapologetically focused on a middle-aged woman’s desire to have the dignity and respect she deserves. But still, I wanted the ending of the game to reverse the negation that she’d suffered, to achieve catharsis by reconnecting her with the people who’d abandoned her in the transformative hope that things would be different this time. To call her back only so that she could replace her supernatural retreat with an all-too-ordinary one didn’t seem like progress; maybe that’s down to the theme, or just to not having gotten to the best ending, but either way I was left feeling dissatisfied with the game’s apparent views on human nature even though I’d enjoyed my time with it quite a lot.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
Arthur DiBianca is surely among the few modern IF authors whose name has become a brand. While his games boast an impressive range of settings, genres, and gameplay styles, there are some distinctive elements that mean he offers something unique: they all have a limited parser, ensuring that guess-the-verb problems are never among the challenges a player faces; they all well-written but tight, setting-first stories; they typically last an hour or so, with a set of optional objectives for players who want to dig deeper; there are well-designed interfaces that cleanly present the information you need; and they’re all of a consistently high quality (ok, that last one isn’t unique to DiBianca, but it’s the reason why it’s worth commenting on all the others!)
Trouble in Sector 471 fits all of this to a T – this time out, you play a plucky little maintenance-bot, out first to restore power to the eponymous sci-fi facility, then zap the infestation of bugs at the root of the problem, and maybe help some of your fellow worker robots along the way. The gameplay twist is that there’s a light patina of metroidvania about proceedings – visible first in the slick automap that takes up half the playing window and orients you towards the places you’ve yet to explore, and then made more obvious as you collect new functions for your humble mechanoid: at first, you’re capable only of zapping bugs and opening communications with other bots, but reaching new areas and doing favors sees you win some important upgrades, including the ability to pick stuff up and interface with the various bits of machinery you find in the facility.
The open map is mirrored in the open gameplay structure; while there are definitely chokepoints at several parts of the game, you’re not funneled towards a final encounter or anything like that, and it doesn’t take long until you can wander over quite a large stretch of real estate, worrying away at half a dozen different puzzles as you track down the bugs and optional objectives. I admit that at around the two-thirds mark, even with all the supports built into the game I started feeling a bit overwhelmed, but found that once I started taking some notes the pieces fell into place quite quickly – there’s a lot to keep track of, but when you break down exactly what you can do and what barriers you’re facing, it isn’t too hard to run down your limited command-set and come up with some ideas for how to proceed.
This is a sweet spot for puzzle difficulty for me; progress feels nontrivial, but once you bear down it isn’t too hard to start feeling clever. There was one place where I needed to look at the hints – there’s a multi-step puzzle involving a museum curator-bot that I wasn’t quite wrapping my head around – and while I got most of the optional challenges, I never came across one, and found one involving unblocking pipes too fiddly to be enjoyable, but overall this is a smartly-designed and satisfying grab bag of puzzles.
Getting into critiques, though, it does feel like a grab bag, rather than the more unified puzzle sets of some of DiBianca’s other games, like the wordplay of Sage Sanctum Scramble or the RPG-aping Black Knife Dungeon. In fact, many of the puzzles feel like the sort of thing you get up to in more traditional works of IF – there’s a fair bit of unlocking doors, figuring out combinations, and trading items to NPCs – which I think make me chafe against the limited parser more than I usually do. In particular, I missed the ability to examine things; you can get more information about any object you’re carrying, but the set of grabbable items is pretty small, and there were more than a few environmental puzzles, or encounters with other robots, where I would have liked to get a closer look at the situation, either for hints to the puzzles or just to get better grounded in the world. As a result, while the different rooms are well-described and the charming cast of robots largely does a good job communicating their personalities through their one or two lines of dialogue, I engaged with Sector 471 largely as an abstract set of puzzles and systems rather than as a coherent place where a diegetic narrative was occurring.
There are definitely worse problems to have, and honestly most of the way through a very story-heavy Comp I found it kind of nice to immerse myself in something close to a pure puzzler – and this is a very well-designed, well-tuned example of the breed. So while I’d recommend other of the author’s games before this one to someone who’s trying to figure out what this limited-parser thing is all about, it’s still a worthy addition to his gameography.