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:
"> x hammer
"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.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I beta tested this game and didn't do a full replay before writing this review).
I am not much of a braggart by nature, and crowing over accomplishments in the IF realm is an inherently absurd proposition, so it’s saying something that I was tempted to open this review by not-so-humbly pointing out that I’m pretty sure I was the first person on the planet to win The Only Possible Prom Dress. Largely this was by dint of being one of the beta testers, of course, but still, there were other testers and this is a long game – I’m guessing I put in at least 15 or 20 hours, even after getting some hints, and I often had to put it down for a while to let the puzzles percolate so my subconscious could worry away at them and hand my conscious mind some new ideas. Getting to the winning screen after putting in a fair bit of sweat equity over two weeks felt like an accomplishment.
This is not, I hasten to add, because the game is formally cruel – it’s I believe Polite on the Zarfian scale, with any game-ending events only a simple UNDO away. Nor is it because the puzzles are unfairly diabolical. Don’t get me wrong, many are pretty tricky – and there are at least two, both involving codes, that I suspect most players will need a hint on – but save for that diabolical duo, they feel on the level. When I solved one fair and square, I felt satisfied; when I stumbled into an answer through trial and error, I immediately saw the logic; and when I needed a hint, I slapped my forehead because I realized I’d missed some solid clues that would have gotten me in the right direction.
Funnily enough, the puzzle-solving is also rendered more pleasant by the size. The game starts with many areas locked off, then twice opens up a new, large chunk of the map after surmounting a key obstacle – but even from the get-go, you can go a lot of places, pick up a lot of items, and make progress on a bunch of puzzles. At any given time you might have half a dozen different challenges in progress, and if you’re feeling stuck, often just taking a circuit of the mall and messing around with all the new stuff you’ve discovered will be enough to make progress on at least one – or give you an idea in the meantime. There’s also a good variety in the different things you wind up doing; the game’s ultimately a scavenger hunt, but between foiling security systems, decoding anagrams, navigating mazes (all of which I think have workarounds), messing around with devices, cheering up NPCs, and the good old-fashioned medium-dry-goods business of pushing things around and climbing through holes and inserting thing 1 into receptacle A, you’ll never be bored. The scale of the game also lends it a sort of logic-puzzle vibe, as I wound up keeping a running inventory of the different puzzles I’d encountered as well as a separate list of the different items or other possible puzzle-solving things to try, cross-referencing them and deducing which solution went with which barrier as I went.
Atypically, I’m fairly deep into the review here without mentioning the plot or the theme or the writing. That’s because this is definitely and defiantly a puzzle-focused adventure game, and the plot is honestly something of a shaggy-dog story – the blurb’s setup, that you need to find a dress for your daughter, isn’t exactly a lie, but the steps to retrieving it from the near-deserted mall wind up taking you to some wacky places, with weird technology and more than a bit of magic getting into the mix without the protagonist making much of a comment. But the prose is well done, and the cast of supporting characters, one-note stereotypes one and all, are written engagingly and enjoyably, so they’re fun to interact with even if their role as flywheels to set some of the cogs of the puzzles in motion can never be ignored.
All this is to say Only Possible Prom Dress is an old-school puzzlefest as advertised (albeit more late-90s than late-70s), but a good one, even I think for folks like me who aren’t inherently drawn to the form. It’s perhaps ill-served by being in the Comp, though – this is one to savor.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There have been a lot of war novels written, and most of them communicate the same simple message: war is a dehumanizing, monstrous force no matter how just one’s cause may or may not be (you’d think this message is in fact so simple that after people had written two or three books like this, there wouldn’t be a need for any more, but [gestures impotently] look around). Catch-22, though, stands out on the list – in large part because it’s funny, but also because it asserts the eternal war-novel truism in the context of a “good” war (WWII), and applies the critique beyond combat, to the mere experience of being in the military (again, even a “good” one, like the American army). The novel has several leitmotifs, but I’d say the most critical is “every victim is a culprit”; it’s a motto that seems, and is, harsh, but it I think accurately conveys how everyone who’s broken down by a brutal, absurd system and goes along with it reinforces the system, and makes it harder for anyone else to resist. Because Heller is an optimist, and primarily writing about characters who live in a democracy, however flawed, the novel’s ending still offers the hope of transcendence, of leaping straight out of the totalitarian negative-sum game and winning individual, and maybe even eventually societal, freedom.
I’m pretty sure there aren’t any Russian war novels that end like that.
A Chinese Room is a hard beast to sum up. The temptation is to start with the gameplay, since that’s probably what’s most distinctive about it. An asymmetric two-handed multiplayer game, it’s designed so that two people pass keywords back and forth maybe half a dozen times over the course of the two or so hour playtime, which encode the decisions each one is making. It’s an elaboration of the system the author used in last Comp’s Last Night of Alexisgrad, though it’s more smoothly implemented here – the passwords are just words, rather than random-seeming gobbledygook, and it’s better-paced for asynchronous play, since there are fewer keyword-exchange points with longer chunks of gameplay in between. Even though I was afraid it’d be difficult to play this one as intended since I’ve got a teething one-year-old holding my game-playing schedule hostage, I was still able to get through it without much difficulty over the course of a day or so (shoutout to @aschultz for being my partner).
With that said, the game can be played single-player too. And to assess whether I think that’d work just as well as playing it as intended, I need to delve into the plot – or at least the half of the plot that I experienced, since the two players guide entirely different protagonists in entirely different circumstances who don’t, I believe, ever directly encounter one another, and I think this ignorance of what exactly is going on in the other player’s story is an important part of the game.
As a result, discussing the narrative even in very broad strokes could constitute a significant spoiler to half of potential players – and actually, I find I want to talk about it in considerably more detail than that. So I’m going to spoiler-block the rest of this review. For those leaving us here, I’ll just say that A Chinese Room is a very grown-up, very intense work that’s sufficiently strong that I’m not overly bothered that the last ten percent kind of falls apart. Definitely read the content warnings first, but if you think you can handle it, it’s very much worth a play.
(Spoiler - click to show)So, the plot(s). Each player picks a protagonist – a woman named Caroline or a man named Leon, with the content warnings flagging that Leon’s story is more descriptive about the game’s shared, dark themes. I opted for Caroline, though after finishing my multiplayer play-through I dipped into the single-player version of Leon’s story to confirm that I understood the basic setup. It rapidly becomes clear that, despite the Western names, the story’s set in a slightly-alternate version of Russia that’s successfully achieved its war aims in Ukraine and is now demobilizing and toggling back to “peace” in order to escape sanctions (in fairness, since this long game must have been started at least several months ago, when Ukraine’s current battlefield successes would have seemed unlikely, it’s unclear how intentional the alternate-reality angle). We’ll get back to Leon later, but Caroline is a civilian on the home front. Indeed, her life at first appears little touched by the war: her husband is an “opposition” politician (he has a government contact who tells him exactly what level of dissent is allowed), her children are students, and she herself is a housewife with a brain and an economics degree but no socially-permitted way of using either.
The inciting incident is deceptively low-key. Her husband’s fixer asks her to serve as a guide for a visiting functionary – a mid-level IMF bureaucrat named Matteo – and show him around. So you do, with a bunch of choices for whether you want to take him to e.g. a European-style restaurant or a hole-in-the-wall local joint for lunch, which reveals different aspects of your society to him, and by extension, the player. In the early stages, things seem corrupt – the opening scene sees Caroline figuring out how to bribe her husband out of a speeding ticket – and ramshackle:
"Now you’re here, the Office of Regional Development looming over you, bright concrete all in sharp lines and steeples, like an uninspired Lego Notre Dame all in white. No choice but to push the doors open, the inside clean and orderly but less impressive than the facade would have implied."
But nothing’s too bad – indeed, while your life isn’t pleasant it’s still fundamentally livable and has its joys as well as its pains. And indeed, this assignment, strange as its genesis seems, is one of those high points for Caroline; again, you can decide how to approach him, but he’s an interested and sympathetic figure who’s curious about your take on everything you see, and his own thoughts without being a stereotypical economist-guy. Depending on how you play your cards, this can lead into a bit of a flirtation, and even possibly an affair, but the player is very much in the driver’s seat.
But – of course there’s a but – as you play the game, you start to get the sneaking suspicion that none of this matters very much, because for all the different options about how to manage your relationship with Matteo, the password you send to the other player doesn’t seem to have anything to do with any of that. Instead, as one portion of your duties, each day you’re ordered into a room where there’s a machine with a blinking colored light, a chart relating different colors to numbers, and a keypad for entering in the number. When you reach one of these sequences, the game pauses while you wait for your partner to send you a color; then you pick a number and send that along in return.
This is clearly ominous as hell, and you have the opportunity to push for answers – but none were easily forthcoming at least in my playthrough, and besides, it was clear that Caroline had a lot to lose from asking too many questions. Those fears also animated a tense late-game sequence, where a family lunch is interrupted by an anti-war protest that your son drifts to – by this point it’s clear that the war was illegitimate and involved atrocities, but it’s also clear that this is not a regime that tolerates dissent. You can choose to let him stand with the demonstrators, or try to pull him away (me? I thought of my son, and dragged the kid out). But again, none of these decisions get fed into the other half of the story.
This is all very effective, I found. The game elegantly gets you to go along with totalitarianism, convincingly demonstrating the consequences of resistance and the unlikelihood that it would even accomplish anything, since you’re just a humble housewife and who cares what you do? The sequences with the machine add an undercurrent of dread, while the pleasant time you spend with Matteo gives you something to focus on besides how fearful and incomplete everyone around you has become. It’s well-written, too; there’s a lot of dialogue here, and a lot of detail-work around how international institutions like the IMF functions – while I’m not an expert on that sort of thing, I do have a law degree and read a lot of policy papers, and almost everything rang true to me. And the game can wax lyrical sometimes too; here’s a description of taking a train to the capital:
"You sit in darkness for a time then you cross a border and the sky begins to brighten again. Then suddenly all sky is gone, all distance dissolved into a blur of buildings; an endless salute of identical concrete dwellings. The lit windows and the lives upon countless lives being lived out on the other side of them merge into straight lines of light."
It’s a little dehumanizing, but not too aggressively so. And in fact while the portrayal of Russian political society is appropriately dark, there are positive aspects of the culture too – Caroline derives meaning from her Orthodox faith and her love of cooking, and the regular people she and Matteo meet are mostly… well, regular people, with some assholes but many nice folks too (I think the deliberate use of Western names, the very sparing use of details that could feel exotic to the presumed Anglophone audience, are in service of making Caroline’s experiences feel less alien, so it’s easier to sympathize with her and find her society natural). It all feels very plausible, and while it’s clearly an unpleasant life compared to what a Western audience is used to, it seems to work well enough for Caroline – or at least, it’s clear that if you have her step too far out of line, it could suddenly start working much, much less well for her and her family.
It lures you in, in other words; the game pushes your buttons sometimes, but it opens up opportunities too. You’re a victim, you’re a culprit.
Then the shoe drops, and the game starts to lose its footing. I won’t spoil the ways Caroline’s story can end in terms of where she and her family (and Matteo) can wind up, since there appears to be a range of options and anyway these details are less important to the point the game is making, but I will spoil what the deal is with the room with the lights and the numbers – so don’t deblur the next paragraph if you want to experience the revelation for yourself.
What’s going on is that the powers that be have developed a new machine for committing war crimes in a way that displaces responsibility for atrocities. As best I can piece together, over in occupied Ukraine – in Leon’s share of the plot, I believe – there are a group of Russian soldiers and officers who decide, in a purely theoretical way, what should be done with POWs and civilian prisoners who have resisted the invaders in particular ways. These theoretical recommendations are fed into a secure room via a color-coding system, presumably indicating different kinds of tortures. Someone in that secure room then selects a number based on the color they’re seeing, which instructs a machine back in the prison camp to maim and/or murder the prisoners whose crimes align with whatever scenario the soldiers were “theoretically” discussing. Caroline, of course, was one such patsy, and when she unknowingly keyed in a 5 because she saw a light flashing red, she, I’m guessing, was telling the machine to kill innocents.
(This, at last, is the Chinese Room of the title – it refers to a philosophical thought experiment denying the “Strong AI” hypothesis that you could make a computer with the same kind of mind a human has. The idea is that you could train a person to respond to a certain set of inputs with a corresponding set of outputs, without actually understanding what they were doing, even though outside observers would impute conscious intentionally to the observed cycle of action and response).
As a metaphor, sure, this works – Caroline’s a cog in a totalitarian machine, unwittingly but also kinda wittingly participating in a sick society’s crimes. But as a diegetic element of the story, I had a hard time swallowing it. Why would the regime construct this complex mechanism? In the real world, Russia isn’t exactly fussed about covering up the crimes against humanity it’s been committing, and the alternate version in the game doesn’t seem significantly more squeamish; in neither case is it clear how consequences would be enforced. And while there’s a way in which this game casuistically could allow the regime to formally displace liability from respected military officers to disfavored civilians, it’s hard to imagine any Western governments taking this sophistry seriously. Perhaps intuiting the weakness of the arguments here, the game presents them skeletally, in broken excerpts overheard while Caroline is distracted or in distress – it almost holds together as it’s being presented, but it breaks apart as soon as you start thinking about it.
The thing is, the whole device rigmarole isn’t thematically necessary. Even without the metaphor, the game had managed to establish the awful dynamics of life in a totalitarian society! If anything, I found this sci-fi MacGuffin confused things, muddying up responsibility and making it easy to point the finger at the cartoon villains who’d constructed these torture devices instead of reflecting on the choices I’d made to have Caroline protect herself and her family at the expense of what we both knew was right.
It is necessary for the two-player mechanic to work, though – there needs to be some gameplay connection between the two strands of the story in order to make it a multiplayer game, and not simply a single-player story you play through in two halves. It’s true that knowing there was another player making decisions out there stoked my paranoia about what was going on, and decisions in the room with the device do have an uncanny Milgram-Experiment vibe that might not work as well without knowing someone else was going to be doing something based on what I sent them. So this isn’t a case where it’s easy to see how the game would work if you excised the piece that I don’t think works as well – still, I can’t help but wonder whether the game evolved past its initial conception, and perhaps could have benefitted from a more radical late-in-the-day rethinking.
As I said way (way, way) back at the beginning of this review, though, I still found A Chinese Room very compelling – I tore through it, nervous and engaged the whole time – and it left me with a good amount to think about even without playing the Leon portion of the story, which I’m sure has even more queasy scenes of moral compromise (I’m not tempted to check it out, I have to confess; while I’m sure it’s well done, I don’t get on with depictions of torture). Even without its technical elements, the game’s a highlight of the Comp, taking on real issues in a grounded, sophisticated way and leaving the player without easy answers – besides, yes, that war is a dehumanizing, monstrous force and totalitarian regimes make it even worse.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
A Walk Around the Neighborhood has a somewhat deceptive title. Like, close your eyes, picture what you do in the game based just on those five words and knowing it’s a parser game: I mean it’s right there, isn’t it? You take a stroll around some streets, maybe meet some neighbors who have some small problems, carry out some light fetch-questing to the corner shop; possibly there’s a park or bit of woods you can poke your head into, and there’s a little maze or something. But no, there’s a bait-and-switch – instead, what we’ve got here is a one-room puzzler, because while you’d like to go for the eponymous walk with your partner Alex, first you need to find your wallet, and charge your cell phone, and get your keys, and put on a mask… and since you’re working off a days-long hangover, none of this is as easy as you’d think.
There’s another layer of deceptiveness, though, because again, close your eyes and picture what the game is like based on that description: it’s a tough-as-nails pixelbitchfest, with tons of scenery (a few pieces of which will turn out to be important) and implausible puzzles that take what should be a grounded premise and make it absurd. However – twist upon twist! – A Walk Around the Neighborhood also manages to escape this escape-the-room stereotype. It’s a charming, laid-back game that’s smartly designed so that you can tackle its reasonable challenges in a bunch of different ways, and reach a satisfying, plausible ending even if you don’t feel like following the scavenger hunt to its bitter end.
It takes a little while to realize this, admittedly; I let out a groan when the intro stopped and I realized how long the list of stuff I’d need to collect was, and how concomitantly long the list of living-room furniture to poke at was, too. But that list of objects is pretty much it – there aren’t like sub-items and sub-parts fractally expanding the game space to ludicrous levels. And while many one-room games are dense but “steep”, with a host of puzzles that all depend on each other in a mostly linear sequence, this one is quite flat; there are one or two that need to be solved in order, but for the most part, there’s nothing that’s useless or out of bounds from the off, and wherever you start your efforts, you’re likely to make some satisfying progress.
The individual puzzles are well-designed, too. There are no secret messages or color-coded signals or anything like that, just a jumble of missing keys that have largely wound up where you would expect, and a couple of logical object-interaction puzzles. Sure, you’ll need to LOOK BEHIND and LOOK UNDER stuff, but that’s de rigueur for a game like this, and it specifically prompts you with those verbs so I think it plays fair on that score. A few are a bit more creative, including some that require watching TV for inspiration, but even these are quite grounded, helping maintain the integrity of the pleasant, low-key premise. And if you run into trouble, you can always check in with your partner, who can give you some light, in-world hints while proving a pleasant look what the relationship is like (there are regular hints, plus a walkthrough too).
Despite the simple building-blocks and the relatively short running time – I got one of the two “complete” endings in about 45 minutes – it’s surprisingly deep, too. You see, you’re not stuck on this train until you’ve managed to retrieve all your possessions – there are over a dozen additional off-ramps, where you get sucked into some other activity instead of going on that much-delayed walk. These are all easy enough to back out of with an UNDO, and crucially, they’re not treated as bad ends – sure, your partner might lightly chide you for not getting some exercise, but typically they involve doing something else that’s fun or useful, so it’s enjoyable to try stuff that’s not on the scavenger-hunt list to see if you can discover one of these premature endings.
Tying everything together, the tone is light without getting silly. As the presence of a mask on the list indicates, the game’s set during COVID times, but not in an intrusive or depressing way. And the protagonist has an affable voice that made me want to help them out – as befits the rest of the game, they’re not like aggressively characterized and the prose is by no means show-offy, but it’s technically quite clean and does a good job efficiently putting a little bit of personality into the straightforward descriptions of quotidian things:
>x ring
The key ring currently holds a backdoor key, although it usually also holds a car key, a house key, a work key and a bike key.
Unfortunately, this is a common occurrence. Your key ring doesn’t quite make a full loop, so if you’re not careful with them (as happens from time to time, especially when you’re drinking or out with friends), they fall off without you realizing it.
Admittedly, there are a few items that have a default “you see nothing special about the XX” description, which really shouldn’t be the case in a small albeit jam-packed game like this, but at least it’s for stuff like AA batteries, where the lack of description isn’t holding the player back any. Other than that, I didn’t run into any bugs or implementation oversights. Really, this is a smooth, low-friction game; it’s cheerful and pleasant and rewarding to play. It’s not an angsty, story-heavy game that’s going to tax your brain and challenge your ability to put together a complex narrative, sure, so I suppose you could level the criticism that in some respects it’s a bit lightweight. But with a title like A Walk Around the Neighborhood, is that really what you’d be expecting? No, it does what it sets out to do, and very satisfyingly at that; it’s a quiet but clear highlight of the Comp.
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
I worry that, just as with people, it can come off patronizing to call a game “adorable,” so I’ve been staring at the thesaurus for the last five minutes. Esther’s is “cute” and “appealing”, sure, but that undersells how winsome it is. Is it “precious”? Nah, that sounds too cloying. “Captivating” and “enchanting” miss how pleasantly low-key it is, and after that, let’s just say the line of proposed synonyms that start with “dreamy” and proceed from there are a bit too adult for this children’s-book-aping Twine game. Sorry, folks – I guess we’re stuck with “adorable.”
In the best picture-book tradition, the game stars two mice, Janie and Harold, and follow them on their way to their favorite brunch spot, the eponymous Esther’s. Said café is run by a little girl who’s a thoughtful host in every way save one – she doesn’t understand the mice’s squeaky language, so always serves them cheese and crackers, rather than the mimosas and avocado toast they’re craving (Janie and Harold must be millennials). Today’s the day when they decide to really make an effort and get through to Esther – and it’s up to the player to help.
This is a cute premise for sure, and it could come off twee, but I don’t think it goes too far. Partly this is due to the lovely illustrations, which wouldn’t be out of place in a real children’s book – they have a textured, watercolor quality and a neat attention to detail: look closely at the opening image, which shows Janie bringing flowers while Harold carries her library books, and you can see she’s checked out Goodnight Moon. And I won’t spoil the one where Janie tries to mime an avocado, but it got the first out-loud laugh of the Comp out of me.
The prose also hits just the right note, with simple, clear sentences but a sly turn of phrase here and there to make it fun for a grown-up to read, too:
"Janie buttered an invisible toast and pretended to nibble at it. Harold stuffed his pretend toast in his mouth. He licked his fingers with pretend satisfaction."
It’s nothing fancy, but the repeated use of “pretend” setting up “pretend satisfaction” is cleverly done.
The interactivity is also nicely gauged – you’ve got a fair number of options to choose from, and while the challenge of getting your order right isn’t a devilish puzzle or anything, the authors have done a good job of communicating just enough information about what each choice might do, while still retaining room to surprise you with how exactly each stab at communication plays out.
Esther’s is admittedly a small thing – my playthrough went quicker than it usually takes me to get through Goodnight Moon with my son, albeit he’s typically doing a lot of wriggling and pointing which pads things out. But it pulls off everything it tries to with aplomb, and I had a smile plastered to my face the whole time I was playing it. There’s no other word for it: from stem to stern, it’s adorable.