Reviews by Mike Russo

IF Comp 2023

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My Brother; The Parasite, by qrowscant
2 of 2 people found the following review helpful:
A dark revenant, December 21, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

I think most people who’ve lost someone close to them have played some version of the bargaining game: imagining what you’d be willing to give up to get one more day, one more conversation, one more hug, with your loved one. It’s a ghoulish pastime, beyond being quite futile – perhaps for the best, there’s no interlocutor out there ready to take up the opposite side of the bet – but it’s nonetheless a positive fantasy; knowing that it’s impossible to obtain something so devoutly to be wished, or at least not for free, our lex-talionis-addled brains heap up sacrifices to make the vision plausible.

Careful what you wish for: in the grim world of My Brother; the Parasite (dig that semicolon), they’ve discovered a microorganism that delivers the unthinkable: once it colonizes a person’s brain, it will spring into action after they die, sending electricity into the brain and reanimating a corpse for four or five days. The person’s still dead, but their corpse lingers on, a talking thing that’s kept around out a vain hope that it can offer closure.

That hope is especially vain for Inez, the protagonist of the game. Her brother has died – choked on his own vomit after one bender too many – but as he luckily was afflicted by the parasite, she’s offered the chance for a series of one-on-one interviews to unpack the many, many layers of trauma he’s inflicted on her over the years. There are some details given, and others withheld, but it’s dark, dark stuff (Spoiler - click to show)(while it doesn’t spell things out, I read the game to imply that he sexually assaulted her at least once), and Inez can’t help but pick her scabs, verbally jousting with the body that used to be her brother in search of something she knows he can’t give.

The writing here is queasy and authentically muddled, and often describes abuse that was inflicted so frequently that it seems to have become almost commonplace:

"You knocked the wind out of me. I collapsed onto the floor, gasping, in tears, trying my hardest to force air back into my lungs. You brought me half a mango as an apology and begged me not to tell Mom."

"My mind, though… There are a hundred, million reminders that set it aflame. There are sounds that make me jump. Phrases that make me sick. Parts I can no longer touch."

The visual presentation matches this dour tone. The graphics – a mixture of portraits and heavily-modified photographs, with some limited, disorienting animation – occupy a range from moody to actively unsettling. There are occasional choices that prioritize vibe over readability, like the use of dark-gray text over a black background, and a few instances of timed text, but I think these are legitimate decisions that work to make the player uncomfortable, giving them the smallest taste of what it’s like to live as Inez does.

The game’s perspective in fact is locked very close into her subjectivity; this is a hothouse-flower of a game, focused overwhelmingly and obsessively on the trauma her brother has inflicted on her. If anything, I found that when the game tries to broaden out from this theme, it hits its few false notes: there’s a repeated suggestion that part of the ill will between the siblings came from competing for their mother’s love, and Inez several times repeats that she loves him and will mourn him. But these claims ring hollow in light of the intensity of the brother’s transgressive hatefulness and Inez’s complementary rage; I just didn’t buy these conventional, psychologized elements, and frankly the game doesn’t need them.

I’m hopefully communicating that this is a deeply unpleasant, but also deeply compelling, work to experience. Inez’s experiences are intense, but suggested with enough subtlety that the player can’t push them safely into the realm of melodrama or schlock horror. For all that it’s a very internal work, the author sets up the plot with care; it progresses from one distinct scene to the next with a clear logic of escalation connecting them. Despite the lack of anything resembling a branching choice, there’s some skillfully-deployed interactivity that means clicking through the various bits of text remains engaging throughout. And the conceit of the parasite is brilliant, because instead of a duel between two people, it’s simply a matter of a single person and a thing, meaning Inez is always in the spotlight and on the hook for the decisions she makes, while her brother is a dead but still-animate sparring partner whose incapacity for moral action is no longer blameworthy.

My Brother; the Parasite didn’t resonate very strongly with my personal experiences; my sibling relationship was complicated as all are, but nothing at all like this. And the emotions it evokes most frequently are ones that are generally alien to my personality. If there were too many games like it in the Comp, I think I’d have a hard time playing my way through it – I certainly needed a break after finishing this one. But it’s a haunting and well-crafted work, and for those who enjoy engaging with darker situations and feelings, it’ll be something very special. For my part, I’m glad to have played it, and glad too to be putting it aside.

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Kaboom, by anonymous, artwork by Vera Pohl
1 of 1 people found the following review helpful:
A haunting non-allegory, December 20, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

While I’ve generally read far fewer books by non-Anglophone writers than I would like, to the extent that there’s an exception it’s Russian novelists: while I don’t speak the language and I’ve thus relied on translations, I’ve made my way through a pretty high percentage of the 19th-Century canon as well as a smattering of more recent authors. Probably this is partially down to subject matter: I like political and philosophical novels, so given the preoccupations of Dostoevsky, Tolstoy, Turgenev, et. al. this is a rewarding furrow to plow. But more than that, even in translation there’s something about the quality of the language that’s unique and engaging to me, some blunt poetry and non-Western meter to the writing that forms something of a common thread even for authors with very different styles.

I got something of the same vibe from Kaboom, which is similarly translated from Russian, and which has a premise that’s seemingly as off-kilter as its prose: in this parser-like Twine game, you play a stuffed hare who has to try to help its person (a five-year-old girl) after a bad dream that seems to turn the whole world topsy-turvy. Like, here’s the description of the anthropomorphized sun that floats above the strange dreamscape that opens the game:

The sun gazes directly at you, jokingly wagging his scalding rays. He has a clean-shaven, balding elderly face with somewhat lumpy cheeks and small eyes slightly turned towards the nasal bridge. In spite of his countenance being noble and a little weary, it also gives away an immense inner tension - looks like it takes him quite an effort not to blow up altogether, taking this whole world into oblivion with him.

That’s not a paragraph most native speakers of English would write, I don’t think – that use of “altogether” is a little archaic, the image of wagging rays of sunlight probably wouldn’t occur to me but might make more sense in the original Russian, and the repetition of “somewhat” and “slightly” and “a little” I think reflects diminutives that English lacks. But for all that the writing is grammatically correct, and I found this an arresting image, rendered in a distinctive, engaging way.

I definitely experienced some disorientation from a combination of the odd premise and the unintuitive prose, though. This sometimes made solving the game’s puzzles more challenging: I often had a hard time visualizing the space I was moving through, and while there are usually good hints or cues pushing the player towards what they should be doing, I was often unclear on what broader goal I was serving by pushing a pillow around or getting glue on my paws, even though I could tell that the game wanted me to do these things.

The interface also could be cleaner: there’s an inventory menu in the upper right corner that is mostly limited to your cute little hare-y arms and jumpy hare-y legs, with options for grabbing or kicking showing up when you click to open the menu. But most of the time the choices presented in the main window include things like pushing or picking up objects, so the logic of when and why I’d need to go to the inventory remained opaque throughout my playthrough. There’s also some unneeded friction that comes of the game’s decision to return back to a location’s top menu after you take most actions. There were sequences that require multiple connected steps, like pushing a toy crane truck, turning its crank, connecting its hook to something, then turning the crank again to lift the object into the air, and it was a little annoying to have to manually click “look around” then on the crane truck each time I wanted to perform the next step; the annoyance was increased by the realization that the game appears to have a time limit, though I got to the end before time ran out.

The consequence of all this, though, is that it took me way longer than it should to figure out what Kaboom is actually doing. Full spoilers after one last evocative but confusingly vague passage:

"Full of thoughts, you slowly turn towards the house and suddenly hold still, thunderstruck: only a small part of the wall at the corner you came from is visible, the rest of the building is covered by a huge messy heap of unidentifiable something! What’s happening? What crazy giant gambolled here? And how can you, an ordinary toy hare, withstand this giant?"

(Spoiler - click to show)So yeah, what’s going on is that you’re in Ukraine, and your house has just been hit by a bomb; it’s pretty clearly implied that your owner’s parents were both killed, and you have to draw attention to her predicament so that she can be rescued before she bleeds to death. It’s possible to fail at this task, though mercifully the game doesn’t go into details, but even success comes at a cost: your poor hare winds up doused in ash, covered in glue, and finally half burned away by the end of the game, and since your owner is unconscious when she’s pulled from the ruin of your house, it’s pretty clear that you’re going to be abandoned and lost forever.

This twist hit me like a ton of bricks. Some of that is of course just seeing the horrors I’ve been reading about in the newspapers for a year and a half unexpectedly brought home; some of that is the sentimental fact that I tuck my two-year-old son into bed every night with his favorite toy cat beside him; and some it’s the simple and heartfelt closing message from the game’s anonymous Russian author. This is a game with some infelicities, as I pointed out above, but it got more of an emotional response from me than anything else in the Comp so far, and I think partially it’s those very points of friction that make it so effective. I wish to God we didn’t need to have games like this – much less that there’d be another recently-ignited conflict to which Kaboom could equally apply – but I found this game a very effective use of interactive fiction to create some much-needed empathy and connection; it’s trite to say that art is what will eventually end war, but however small it is, in my heart of heart I believe games like Kaboom are making some difference.

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Have Orb, Will Travel, by Jim MacBrayne (as Older Timer)
Sub orb-ital, December 20, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

I’m not generally one for “old-school” IF. The text adventures of the 80s don’t tickle my nostalgia receptors – I played a few at the time, and many more since then, but I got into IF via the late 90s/early aughts indie scene so when I think of The Games of My Youth, it’s Photopia and Slouching Towards Bedlam that come to mind. Many of them also tend to take the two-word parser approach, which fundamentally doesn’t jibe with how my brain approaches IF interfaces. And while I enjoy a good puzzle as much as the next person, I tend to place a high value on literary prose, thematic depth, and engaging characters; it’s not so much that most old-school IF is bad at those things as that it politely declines to even attempt such things in favor challenging gameplay in the medium-dry-goods model. I can enjoy this style of gameplay but I’m very aware that when I bounce off an old-school piece, the fault’s more likely to be on my side than the game’s.

At the same time, though, I sometimes wonder whether this attitude has become something of a crutch for my critical faculties. Like, it’s easy to say “I guess this thing I didn’t like is just a matter of taste”, and it makes one feel like a broad-minded, ecumenical sort of person who can look beyond their own prejudices. It’s much harder to try to be more rigorous and nail down questions like a) what exactly do we mean by “old school”, anyway, given that there were plenty of early 80s games that aimed to integrate gameplay, plot, and theme and had literary pretensions; b) what particular design elements are necessary or at least helpful to creating an “old school” vibe; and c) are those elements implemented well or poorly in a particular work?

That sounds like a lot of work that I’m not going to attempt now – maybe post-Comp fodder for the Rosebush – but having had these thoughts, I’ve decided to try to provide a slightly more critical look at Have Orb, Will Travel than I was first inclined to do. Because despite having enjoyed the author’s previous two games, this is another old-school puzzlethon that I didn’t quite get on with, but upon reflection I think that’s due to some particular design choices that deserve to be engaged with rather than just chalked up to de gustibus non est disputandum.

Start with the curious decision to play coy with the plot. It’s a hallmark of this style of game that the story isn’t a primary draw, but even by those standards what we’ve got here is curiously thin. The game’s blurb, its opening text, and the letter you start out with in your inventory all gesture towards your character having been given some sort of charge by a Council of Elders, which can be inferred to be to obtain the titular orb, but despite several hundred words being dedicated to this setup, it never comes out and says what the orb is, what it does, how it got lost, why you’re looking for it where you are, and why finding it will matter. Sure, it’s a MacGuffin, but this is uninspiring and even a little confusing, so much so that when I found a magical “sphere” I thought I’d just about hit the end of the game, even though I was only halfway through.

Speaking of magic, HOWT features a Vancian spellcasting system where you can learn spells from a spellbook and then cast them. I’ve liked this kind of system in games like Enchanter, but it’s again oddly vestigial here. There are only three spells in the book and you never accumulate more through play, there are only two places in the course of several dozen obstacles where spellcasting comes into play (meaning that yes, one of the spells appears to be useless), and the system is needlessly baroque, requiring the player to intuit that they need to manually LEARN each spell, which can only be done when you flip through the book page by page until you get to the appropriate one.

The puzzles are generally solid, though after a couple gimmes (there’s an early maze with a fun but straightforward gimmick that’s satisfying to solve) they quickly ramp up in difficulty. This is genre-appropriate – and kudos to the author for providing a full hint system as well as a walkthrough – but some design decisions around traversal made experimenting with them much more tortuous than it needed to be. The map is riddled with one-way passages whose existence isn’t disclosed in advance, and it’s easy to blunder into one before you’ve completed exploring a new area. It’s always possible to retrace your steps, but for much of the game, doing so typically requires either solving the maze again – which quickly grows tedious – or enduring a medium-length section with timed text, which similarly wears out its welcome almost instantly. Further, many puzzles involve interacting with some kind of mechanism that has an impact somewhere else in the map, often without a direct cue about what sort of changes you should be looking for. As a result, the puzzle design presupposes that the player will be making frequent laps around the map, while the navigation design contrives to make that approach pretty annoying.

I hasten to point out (er, 900 words into the review) that there are definitely strong elements here. The author’s homebrewed parser continues to be a highlight, feeling almost as seamless as the tried-and-true Inform or TADS ones (the only foible is that taking items from containers requires a little extra typing, but this is well signposted in the documentation, and a shortcut is provided). There are also a lot of little riddles and clues that help lead you through many of the puzzles, which is a style that I like and which is generally well-executed. And while the setting could be a bit more exciting – when you wend your way through a magically-confusing wood and discover a secret cottage hidden away at its center, it’s deflating to be told that it’s “totally uninteresting” in its features and décor – the prose is efficient at communicating what you need to solve the puzzles, and even manages to be fairly evocative. I think I found one bug (the game crashed when I tried to walk W into the lake rather than type SWIM) but otherwise it was completely smooth.

It’s these very positive pieces that make me want to beg off from any sharper critical judgment: this is a well-made game with a cheerful vibe, and its design choices feel intentional rather than being oversights, so if those design decisions frustrated me, again, maybe I should just blame myself. But thinking about them some more, I’m increasingly of the mind that actually some of those decisions were bad ones, and that HOWT could have been just as old-school but decidedly more engaging if it had paid a little more attention to its plot, or made the magic system a more integral part of its challenges, or reduced the friction of navigating its map. A game like this was never going to be my favorite in the Comp – again, this isn’t my subgenre of choice – but there’s no reason I couldn’t have liked it a lot more than I did.

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The Finders Commission, by Deborah Sherwood
1 of 1 people found the following review helpful:
A feisty heist, December 19, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

There are a lot of things I enjoyed about Finders Commission, a parser-like choice game where you carry out a museum heist — like, for example, everything in that clause I just wrote – but my favorite was the breezy way it lays out its premise:

"Bastet is a beautiful cat.
She believes she is an ancient deity who should be worshipped by all.
Her Aegis, or breastplate armor, has been missing for centuries.
She read online that it was sold at auction to the Museum of Egyptian Antiquities."

Each line of is wackier than then next, but it’s delivered with such supreme nonchalance that you almost don’t notice how off the wall it is – to say nothing of the way the brilliantly impossible-to-argue-with first line just slips by. The game largely delivers on this promise, offering an entertaining set of puzzles and a straightforwardly pleasant story; it’s a bit rough in places, and I think it had room to lean more into the silliness of its setup, but I found it an engaging way to while away half an hour.

The planning is an integral part of any heist, and here Finder’s Commission offers just enough to whet the appetite. You get to choose your protagonist from a menu of gender-ambiguous options, each of whom boasts a special talent or two (I opted for Nat, “strong and compassionate”), and then negotiate your fee with Bastet (to no real end, as far as I could tell, but it’s still a fun touch) before heading to the museum to reclaim the unjustly-stolen antiquity. This phase did seem to have a peculiarly large number of empty, useless locations, and that feeling persisted once I got to the main gameplay space; fortunately, it doesn’t take long to find a map to make the compass navigation more intuitive, but there’s still way more real estate in the museum than seems necessary to support the handful of puzzles on offer. I’m guessing that this is partially in service to the character-selection portion of the game – there was at least one interaction I found that I’m pretty sure was available because of Nat’s strength, so I wouldn’t be surprised if some of the useless places I encountered play host to bespoke options for other protagonists – but there might have been a more elegant way to accomplish this.

The writing also feels a bit perfunctory once the heist proper kicks off. There are a few vignettes that have some charm – I liked the sequence where you can do some light flirting with a cute docent – but for the most part the descriptions are quite functional. This isn’t the kind of game that should provide reams of historical context for each inessential artifact displayed in the museum, nor should there be long dialogue trees with NPCs when you’re trying to keep a low profile, but I couldn’t help think of the way the Lady Thalia games get a lot of mileage out of a few well-chosen period details and a couple lines of witty banter.

The actual process of making off with the aegis doesn’t have too many steps, but some do require some timing and forethought, which pushed me to scout out the scene, and try to come up with a plan before making my move, all of which felt in-genre. Each puzzle is relatively simple on its own, but the game does have time limits in a few sequences, and the inventory system requires manually selecting an item when you want to use it in a location, which discourages lawnmowering, so accomplishing the goal felt satisfying even though it was ultimately fairly straightforward.

I wound up with 87 points out of 100, though I characteristically want to try to argue my way to a better score – for example, I got dinged for leaving a security camera pointing at the aegis, but while I had figured out how to move it, the game didn’t do a good job of explaining which direction it needed to be pointed so it couldn’t see the case I was breaking into. I also got dinged for not charging my phone, when the last time I checked it it had 162% battery power, and for not tipping a barista when I’d never actually ordered a coffee. So I think we can all agree I deserved to get 100%.

Beyond these small oddities, I think I ran into a couple of other bugs – in particular, an important box-shaped gizmo seemed to go missing most of the way through the game, though I was able to undo back until it popped up again. These weren’t a very big deal, but hopefully they can be cleaned up for a post-Comp release.

Still, even when I was thinking of ways the game could be improved, I was still smiling as I played Finder’s Commission. I believe it’s the author’s first piece of IF, and it appears they’ve taken the oft-given advice that new authors start out with a short, manageable first game; if that’s the case, perhaps there’ll be a future, more robust Finders Commission game to come (this one is labelled as Episode One), which I’d certainly look forward to!

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Lake Starlight, by SummersViaEarth
3 of 3 people found the following review helpful:
Introduction to camp, December 19, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

The girl whose two moms were a mermaid and a pirate did most of the job, but it was the Prana Yurt that broke me.

I know it sounds like I’m saying that to make fun of Lake Starlight’s world’s-wokest-wiccans premise, but I think – or at least hope – I have some substantive critiques beyond just being a hopeless geriatric reactionary. This choice-based game is the first part of what promises to be a much longer YA-style story, following the tween protagonist as she leaves her home in a polluted, dystopian city and attends a sleepaway camp where she’ll make friends, learn about her magical heritage and, from the cues in the game’s ending, eventually take on the greedy companies that have ruined the land. The game is resolutely BIPOC-centered; the protagonist is a Latina (though oddly, the game has you choose a name before letting you know that), and a major part of her journey is connecting with her family roots and encountering other characters who are likewise empowered by their respective traditions. And it’s also staking out a clearly environmental-justice-oriented stance in laying out who’s made the world as bad as it is, and who needs to be stopped to begin to heal it.

This is all fine, I think – it’s as subtle as a brick to the face, but it seems to be pitched to younger players so that’s forgivable. Similarly, the worldbuilding is fairly thin, since there are lots of details making clear this is basically our world (the man character speaks Spanish, another one is named “Marie Bayou” and is from “Orlenze”) while the major departures, like the swarms of blood flies and the mind-control cults, are never explained, but I’m not sure heavy helpings of lore would have improved the experience. The writing had a number of typos, but generally struck me as in-genre for a YA work; it’s fairly simple and frequently made me feel like I was crumbling into dust:

Together, all of you yell out, “Yessss!” Then Stella shouts for everybody to jump up and she teaches you a super-fun cheer routine that involves lots of booty shaking and kicking and jumping and spinning around while shouting: “Oak Grove cabin, Pump it up! Oak Grove cabin, Pump it up!”

There are some 13 year olds who would find this cringe, but others for whom it would work, I suspect.

So all of that is to just say this is very much not for me, but that’s completely OK! Not everything has to be, and in fact I think the IF scene is stronger when there are more games not pitched at nerdy middle-aged white guys as the key audience.

I do think there are some issues here that go beyond mere preference, though. For one thing, the player isn’t given very much to do – there are sections of the game where ten minutes will pass in between choices – which I generally don’t mind too much, but I confess I did get annoyed when Lake Starlight felt like it was actively undermining my choices. Like, there’s a segment where you get to choose which of your cabin-mates to pair up with for task, except when I clicked on the one I opted for, I got told she’d already teamed up with someone else and I got automatically assigned to another girl. Previous to that, there’s a bit where you need to choose your strategy for introducing yourself to the other campers, and I decided to focus on my self-assurance – only for that to completely fail as I turned into a bundle of nerves. Making matters worse, I made that decision because I’d previously chosen for the protagonist to be born under the Fire Moon, which was supposed to make me brash and strong-spirited, so it felt like the author was doubly-negating my input. If a game has a specific story it really wants to tell without the player getting in the way, great, but in that case I think it’s much better not to present false choices.

The deeper critiques I had about the game go back to where I started this review. First, there’s the girl with the pirate mom (the mermaid one is blameless in all this so I’m leaving her aside). She tells the rest of the cabin about her mom’s occupation with a clear sense of pride, and they all nod along like this is a cool, normal job for someone to have. Sure, she does say something about “colonizers” being the target of her mom’s piracy, but given the absence of any active colonial activity being foregrounded in the story and the setting’s resemblance to the real world, this feels like it’s justifying violence against people based on their group identity. It’d be one thing if this was an isolated incident, but the game several times gives a pass to “good”-coded characters recklessly threatening violence against the protagonist. The camp head has a trio of pony-sized attack dogs charge the main character in what’s played as a small welcome-to-camp practical joke but looks way more like hazing to me, and later in that same scene, one of your cabin-mates draws a bow and points a nocked arrow directly at you, seemingly to show what a cool rule-breaking badass she is, but which is entirely equivalent to the decidedly un-cool activity of pointing a loaded gun at somebody.

Maybe I’m being overly-precious about this – and in an empowerment fantasy like this, I totally get that part of the draw is the cathartic idea of unleashing redemptive violence against bad people who share traits with the real-world politicians and oligarchs who’ve inflicted harm against communities of color and the environment. But Lake Starlight seems to me to have a too-cavalier attitude towards violence, and having played it not two weeks after the self-appointed representatives of an oppressed people unleashed horrifying violence against civilians and sparked a confrontation with a vicious government that’s killed thousands more innocents, its juvenile take on these issues grated.

Then there’s the Prana Yurt, which struck me as taking two vaguely non-Western words bespeaking alternative wisdom or lifestyles and mashing them up without any rhyme or reason. There are parts of the game that seem well-observed to me, like the protagonist’s home life and relationship with her family. But there are other parts, like the Prana Yurt, that feel like the result of antiracist mad-libs – I don’t think I’ve mentioned that the pirate-mermaid daughter is named “Lilo Keanu”, which I’m pretty sure is the Hawaiian Kemal Pamuk*. The BIPOC Avengers is a cool concept, but given the hard work that goes into building nonracial solidarity, it again feels like it can trivialize important real-world history to treat things so superficially.

I’m aware as I say all this that I could just be a big old hypocrite (emphasis on the old) – back in the day, I enjoyed the heck out of the tabletop roleplaying game Mage: the Ascension, where various stereotypes, including kung-fu monks, violent neo-pagans, and indigenous spirit-summoners team up to fight an authoritarian technocracy, and it’s definitely guilty of all the sins I’m laying at Lake Starlight’s door. Still, Mage came out in 1993; 30 years on, I think it’s reasonable to expect more.

* I don’t think I’ve recently explained the Kemal Pamuk thing anywhere. See, in the first couple of episodes of Downton Abbey, there’s a sexy Turkish guy who shows up as a guest star, and Julian Fellowes, when deciding what to call him, very clearly just stole the first name of the first political leader who popped into his head (Kemal Ataturk) and the last name of the first writer who popped into his head (Orhan Pamuk). This is extremely racist, but IMO also quite hilarious when you play the parlor game of applying the same logic to Western countries – Abraham Twain, Winston Shakespeare, Louis Hugo, etc. etc. etc.

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Creative Cooking, by dott. Piergiorgio
2 of 2 people found the following review helpful:
Stuck at a low boil, December 18, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

I have played a lot of IF over the years, and as a result – not to brag or anything – I’m kind of a big deal. I’ve rescued crashing spaceships, defeated maniacal supervillains, slain more evil wizards than you can count, and saved humanity, earth, the multiverse more times than I can count; I’ve bearded Lovecraftian horrors in their dens, and performed great acts of perspicacity in ferreting out whodunnit (albeit typically with a lot of restarts). So to play a game where the inciting incident is that you’re missing a couple of ingredients for the dinner party you’re going to throw for your friends, and you rise to the occasion by popping out and grabbing them with little more fuss than it takes to make a Trader Joe’s run… is actually a nice change of pace.

Creative Cooking is a cozy, exploration-focused game that, pace the title, doesn’t require you to do any cooking at all. Instead, it’s got two phases: first, you wander your house and learn a little more about the protagonist and their world – this is a fantasy world and you’re a sort of elf, and there are a lot of proper nouns being thrown around – then you get to the pantry, realize that you’re out of some stuff, and the second, puzzlier portion kicks off. You automatically jot down the three ingredients you’ll need, as well as some notes on how to obtain them, and head out to the elf village proper to find them. Between the three, there’s maybe a puzzle and a half; one is just lying on the ground, you get another just by talking to two NPCs (who have maybe two or three possible topics of conversation apiece), and then the last requires you to take one additional action after you pick it up, which is explicitly cued but I still managed to mess up due to my blind spots when dealing with two-word parsers (Spoiler - click to show) (I tried putting the vine in the pond, and throwing it in the pond, and dropping it, but had to get a hint to land on just THROW VINE). Then you go home, cook the meal, and have a nice time with your friends – actually, an especially nice time with one in particular.

I’m all for this kind of thing; not every game needs to have world-shaking stakes or brow-furrowing challenges, especially this deep in the Comp randomizer list. A simple premise with easy puzzles that just provides an excuse to hang out and explore a setting is a great concept for a game, especially one that, per the blurb, is meant to ease players into a forthcoming longer piece set in the same world. Unfortunately, I don’t think the implementation of the concept worked especially well for me. In large measure this is due to the shallowness of said implementation. Creative Cooking is written in a successor to the very early AGT language, and since I’m not familiar with that, I can’t say how much of this is due to the choice of language, but regardless, the game feels significantly more primitive even than other intentionally old-school games entered into this Comp. Very very few nouns are implemented – room descriptions will routinely mention objects that seem worth investigating, like a table with a drawer, or tools on a workbench, but rarely is any of this stuff even minimally implemented. Seemingly-obvious actions, like COOK, are also disallowed, and see the spoiler above for the parser issues I ran into trying to solve the one real puzzle.

The other factor distancing me from the game was the prose style. English isn’t the author’s first language, and several native-speaking testers/proofreaders are listed in the credits, so I don’t want to harp on this element too much, but there are still quite a lot of typos and confusing syntax, compounded by dense worldbuilding that lacks an immediate hook, a chatty approach that bombards the player with gossip without much context, and a reluctance to present text as anything but a single overlong paragraph (this might be a limitation of the engine). Like, when you examine yourself, the game notes that you’re an elf with a “kirune” body, so when I found a book in my library about kirune physiology I was hoping to learn more about what that meant. But here’s what you get when reading the book:

"This book on kirune physiology is the gift from Senpai Miryarai; when I unwrapped it, I was perplexed of the choice, Miryarai is a very accomplished healer, and for me is a really trusted friend and senpai. And she knows it. Noticing my perplexity, she says, with all her proverbial phlegm and calmness, a strange phrase: “a page a day keeps the healer away”. I never heard something like. Seeing my increasing perplexity, she coquettishly looks toward Etuye Alasne, hugging her with her right white wing. “it’s a saying from another world, far in the past and space”. Her matter-of-fact, objective explanation makes sense, Etuye is an exceptionally well-versed Soulmancer, and her soulmancy led to the first Soulmating till the end of Time in more than 10,000 years, the one between Miryarai, Etuye Alasne and Atuzejiki, but I still felt something off in her manifestation of love towards Etuye. Sometime later, I asked Miyai about this, and she explained, but it’s another and long story, to be narrated elsewhere, later…"

It’s interesting to see a game implemented in an older IF language that does something other than bog-standard collect-the-treasures gameplay, and I admit that I’m probably more down on fantasy worldbuilding bollocks than I should be, so I don’t want to judge Creative Cooking too harshly – and again, I really did like the setup. But with gameplay that’s so simplified, and the fruits of exploration so baroque and unrewarding, I didn’t find much here that clicked with me.

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CODENAME OBSCURA, by Mika Kujala
2 of 2 people found the following review helpful:
Floyd I'm ready to be heartbroken, December 18, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

There’s a longstanding tradition in parser IF that authors should eschew the generic USE verb. The conventional wisdom, which I ascribe to, is that there are two major reasons for this: on the player’s side, it removes much of the fun of playing a parser game if you can just mindlessly spam USE X or USE X ON Y without actually thinking through a potential solution, and on the author’s side, you wind up with one mega-verb that can function radically differently in different contexts, which can make debugging really tricky, and can paradoxically make implementation even more work, as the player might expect USE to work as well as whatever more bespoke actions might be needed to resolve a challenge. After playing CODENAME OBSCURA, a spy-themed Adventuron game that’s an intentional 80s throwback, I can adduce a third rationale for avoiding USE: I, specifically, am very bad at figuring out when to try it, such that I had to go to the walkthrough three separate times to figure out what I was missing, and each time it was because I’d attempted everything but USE.

Admittedly, I expect the Adventuron parser to be a bit picky in the best of circumstances, and in each case, it was immediately obvious what to do once I got unstuck, so I shouldn’t pretend my repeated oversights about USE were that much of a barrier to enjoying the game. It makes a winning first impression, efficiently setting up a silly James Bond plot (you’re a secret agent working for an organization called TURTLE, visiting a town in Northern Italy to foil the plans of a German Count who’s stolen a diamond from England and is in league with the Sicilian mafia) and charming with lovely, colorful pixel art. The picturesque opening quickly segues into an action set-piece and then a simple escape puzzle, before setting the player loose to tackle the meat of the game.

There’s a lot to do, from visiting a witch to infiltrating a costume party to breaking into the compound where the Count is building a doomsday weapon. The map is reasonably open, but there’s typically only one or two puzzles where you can make progress at any point in time, which could be frustrating if the game world was much bigger, but CODENAME OBSCURA just about gets away with it. Speaking of the puzzles, they’re typical medium-dry-goods affairs; there’s perhaps a bit too much repetition, with three different blocked-off areas requiring you to WEAR something and/or SHOW something to gain entry, and one sequence where you solve a puzzle to find a password which allows you to find a combination which allows you to find a code, but they’re generally straightforward enough – save for a computer puzzle that combines unclear instructions with a bit of timed text to make for a fairly irritating barrier.

Speaking of annoyance, that USE issue is a real one, however, and bespeaks a game that has a very particular idea of how it wants you to interact with it. There are relatively few actions implemented – despite sound being important at several points, the player can’t ever LISTEN – American spellings for common commands aren’t accepted (PET vs. PAT, PUSH vs. PRESS), there are lots of items that you can’t examine until you pick them up, and it wasn’t just the USE case where I had to play guess-the-verb (the worst offender was a bit where you have to manipulate a part of a statue, and only one very precise syntax will work). CODENAME OBSCURA also does the default-Adventuron thing of bluffing when you try to interact with or examine an object that’s not actually implemented – it just says “you notice nothing special” rather than admit it doesn’t know what you’re talking about – and then makes the problem worse by retaining that same “you notice nothing special” default description for several game-critical items. I suppose that thinness of implementation is part of the game’s intentionally retro vibe, but a bit more testing could have helped the author strike a better balance between that lo-fi feel and player convenience. Likewise, I twice ran into a bug that led to the game hanging and not accepting input; fortunately, I was able to simply reload the webpage and seamlessly pick up from where things went off-track, but it was nevertheless kind of a pain (that’s why I’m attaching three transcripts).

For all these complaints, I did enjoy my time with CODENAME OBSCURA; it’s a far friendlier old-school puzzler than The Witch, and it’s got more meat on its bones than Magor Investigates…, so it did scratch an itch – and I say that as someone who doesn’t have any nostalgic attachment to the old two-word parser games that it mimics. I’d say it needed a bit more time in the oven, but from the blurb it sounds like the author’s been working on the game off and on since 1987, which is quite the gestation period; still, a little more testing and refinement to sand off some of the unintentionally rough edges – and provide alternatives for the USE-allergic among us – would be quite worthwhile.

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Trail Stash, by Andrew Schultz
1 of 1 people found the following review helpful:
There's no Spoonerism for "Spoonerism", December 17, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

I've played a lot of Andrew Schultz games, and while there are definite themes and sub-series, he’s a wide-ranging author and about the only thing that applies across the board to his work is that he’s always doing something other than regular parser stuff, be it anthropomorphized chess puzzles, an inverted tic-tac-toe game where losing is winning (and vice versa), or the extended wordplay riffs of Bright Brave Knight Knave, which I already played in this Comp. To my knowledge, though, outside of a few short jam entries, he’s typically stuck to parser engines for his more robust games, so I was curious to see what he’d gotten up to with Twine.

Trail Stash is actually not that far off from Schultz's other entry in the '23 Comp, Bright Brave Knight Knave, in that it hinges on Spoonerisms, a kind of wordplay the initial sounds of two words swap – like, you’ll win twaddle if you make a twin waddle (I don’t even know what the term is, if there is one, for the more complex stuff in BBKK and its ilk). The game’s replete with them – every location is a Spoonerism, and so are all the items you pick up along the way, because yes, this is a parser-like choice game with a persistent inventory and a navigation system that enables you to revisit places you’ve already been. And in fact you’ll have to, because each location contains one, and only one, item, and requires you to use one, and only one, other item to solve it (and thereby obtain one of a dozen pieces of a treasure map).

There is a story here, but it’s pretty vestigial even compared to the sometimes-sketchier frames for Schultz’s other wordplay games; it basically reduces to “you’re a guy who likes treasure, go find the map.” Likewise, if there’s any theme that unites the various situations and problems you face, it felt pretty light to me. Nothing wrong with that since it lets the player concentrate on the gameplay, and that suited me just fine. I often find the wordplay games a bit tricky, but shifting to a choice-based engine makes proceedings much simpler, since you just need to click the item you want to use; no need to sound things out and decide whether you want to write a word with an f vs. a ph, for example. Of course, that risks making things too simple and turning the game into a lawnmowering exercise, but I thought the game mostly managed to hit the sweet spot in between; with 16 total locations, comprising a training-wheel set of four and the meat of the game in four additional sets of three, the set of possibilities is manageable while still making trial-and-error unrewarding unless you’re really feeling stuck.

I also thought the hit rate for the jokes was pretty good. Plaid base is a good gag, as is funk pail. And I had to stop and think for a second when I found the one-word item to figure out how that one could work. And Trail Stash trusts the player enough not to belabor its point – it usually avoids spelling out the Spoonerism so that you can get the pleasure of feeling the click in your brain. I liked this description that came after figuring out how to solve the “weedy nerds” area:

"The weedy nerds are quickly very interested in the wee freights, be they ships or trains. The process of moving and organizing said freights gets longer. They analyze the structure of the freights and build bigger ones. All this is a good workout—something the weedy nerds once avoided."

Sure, not all of the puzzles are so clean, and I was definitely reduced to mechanically clicking through my options a few times, or left scratching my head after somehow landing on the right answer. But for the most part, I felt like I got the logic of which object I should use when. I’m sure this is partially because of the shorter running time of Trail Stash, so despite its name, it’s able to stick to the cream of possible Spoonerisms rather than scraping the bottom of the barrel. Likewise, this fresh twist on the Schultz wordplay formula would probably feel restrictive if it went on too long. But as an experiment in taking a tried and tested parser approach into new, choice-based territory, I’d rate the game a solid success.

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Magor Investigates..., by Larry Horsfield
1 of 1 people found the following review helpful:
Perhaps too low-key, December 17, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

I have by now played a reasonable number of Larry Horsfield games – three just in this year’s ParserComp – so when I see his name on IFComp entry, I approach it with a certain amount of respect leavened by an also-certain amount of fear. He writes big, old-school games that fall into the traditional genres, but has an eye for appealing worldbuilding and an engaging, almost homey level of detail. But the puzzles he writes are almost always way harder than I’m able to solve, most often due to my own lack of brain-power, but occasionally also due to the idiosyncrasies of the ADRIFT system and parser; he’s also parsimonious with hints and typically doesn’t post a walkthrough. My quintessential experience with one of his games is to bumble my way to about a quarter of the points before giving up in despair, feeling like I’d missed out on something that could be really good if I was just more in tune with the intended gameplay.

This feeling, as it turns out, is right on, because Magor Investigates… is a sidequel to one of those aforementioned ParserComp entries, Xanix-Xixon Recurrence (yes, I looked that up), and the introductory text allows you to get a summary of what happened in that game to its two heroes (Duke Alaric Blackmoon, who’s the protagonist of many of the previous games in this series, and his buddy the king, whose name I’ve forgotten, and look, I’ve already looked one thing up in this paragraph so I don’t know what you expect). I left them flailing about in an abandoned city after a sandstorm, but apparently they had some cool adventures after that as they fought the titular lizardmen (they’re the Xanix, I think?) including a giant scary hybrid. It definitely sounds pretty neat, and there’s even a closing plot twist: Duke Blackmoon is able to use a special ability of the king’s magic axe, except only someone with royal blood should be able to activate that magic!

That’s where you – Magor, the court wizard – come in. Once the duo are back and rested from their journey, they charge you with doing some genealogical research to investigate Blackmoon’s connection to the royal family. I loved this premise – you will never go wrong pitching me a game about reading old documents – and the author’s worldbuilding strengths are very much on display. While the absent-minded wizard is a hoary old archetype, Magor is a great incarnation of the concept, and has his own idiosyncrasies: I laughed at his industrial-sized home distillery he’s got tucked right off his sitting room, because the guy loves his whiskey. So I embarked on this adventure hoping I’d get a little farther than usual.

And, er, I did; I managed to win, in fact. Magor Investigates…, it turns out, is an appetizer of a game; you have a ten-element task list laying out what you need to do to win, but some of them are optional (I forgot to water the plant, oops!), many of them are well-nigh automatic, like meeting with the king, and the few puzzles, which largely revolve around curing the royal archivist’s tummy-ache, are quite straightforward, though not without their pleasures (fussing about with the kettle and herbs to make an herbal infusion was just the right amount of busywork).

I was a bit disappointed the game was this slight. Partially this is just because it’s fairly easy, but also because of the way the difficulty is managed: there aren’t any conversational commands in the game, for example, with dialogue just happening automatically in cutscenes. Some puzzles also take care of themselves, in ways that actually sometimes wrong-footed me: I couldn’t figure out how to give the infusion to the archivist, because you’re not supposed to do that yourself – it’s all taken care of once you walk into the bedroom carrying the mug, but since I poured the kettle into the mug once I was already in the room, this “convenience” wound up being frustrating. And I was likewise momentarily stymied when I failed to notice that putting one herb in the kettle automatically put the other one in, too.

This is the second of Horsfield’s games that I’ve finished; I made my way through another of his ParserComp entries, Bug Hunt on Menelaus, this summer. It likewise was fairly short and consisted mostly of simple puzzles, though it was subject to a very tight time-limit that required frequent reloads; there’s nothing like that this time out, and if anything the challenges were even simpler. In both cases, I enjoyed myself, but definitely wanted something a little meatier than what I got. I know, I know, I am being a jerk, like Goldilocks saying “this one’s too long and hard,” “this one’s too short and easy,” when I am just freeloading on the hard work of others. Still, I do hope that sometime, I’ll get to play a Larry Horsfield game that’s just right – and for all my bellyaching, Magor Investigates… is certainly a fun way to pass the time until then.

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Assembly, by Ben Kirwin
2 of 2 people found the following review helpful:
Cult decor, December 16, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

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

There are several ways to interpret Assembly – a short parser game about using your IKEA-honed furniture-construction skills to foil an incursion of Lovecraftian gribblies – but the most natural, I think, is to read it as a riposte to Walter Benjamin’s The Work of Art in the Age of Mechanical Reproduction. That seminal essay, of course, argued that the rise of technologies that allowed for the unlimited copying and display of objets d’art – photography, printing, the moving image, to say nothing of developments Benjamin couldn’t have dreamed of in 1935 – would sap them of their aura, the unique quiddity that gives it its authority by placing it in space and in time. Benjamin traces the concept of aura back to an imagined origin where the primary purpose of art was to create images of deities for religious purposes; thus, mechanical reproduction reduces or even eliminates the so-called cult value of the work of art.

Against this, Kirwin posits a thought-experiment by which a singular monument like Stonehenge can be crammed into an infinitely-replicable flat-pack:

Then, finally, a new age: an age of infinite repetition, of unbounded mechanical reproduction, of forms iterated out beyond imagination. These gods, and the few who remember them, have found their chance — for a ritual copied blindly from an instruction booklet, or a sacred ratio embodied in fibreboard instead of stone, still holds the same power.

This is a bold claim, and demands us to expand our understanding of what can constitute “cult value”. For Benjamin, it is axiomatic that while ordinary worshippers may not have access to the work of art and be fundamentally ignorant about it – think of the divine statues sequestered in the rear of Greek temples, or, less representationally, the placement of the Ark of the Covenant in the Holy of Holies – the priest does engage directly, physically, and intentionally with the image, and through their role as intercessor connects the veneration of the non-present worshipper with the aura of the artwork. Kirwin elegantly reverses this exclusive formulation – the worshipper remains ignorant of the higher mysteries, but is granted access to a mass-produced replica of the objet that nonetheless retains its cultic nous. What complicates this picture is the role played by the protagonist –

OK OK I’m dropping the bit. I’m reduced to comedy-art-history because for a change I don’t have a ton to say about Assembly; it’s got a killer premise that it executes with elegance, and my only complaint is that it left me wanting more; despite the blurb promising an hour and a half, it only took me half an hour to get through (my experience with estimated construction times for furniture is very much the opposite).

Really, it’s all very well done. The loopiness of taking something so workaday and familiar as IKEA and mashing it up with cosmic horror is inspired, but actually makes an odd amount of sense. And the jokes are spot-on – sure, making up punny IKEA-style names for different pieces of furniture is a common pastime (…we all do this, right?) but I got a good chuckle out of several of these, especially the way that the name of the table you start out building presages what’s to come.

Turning to the gameplay, the various puzzles are all logical, and build on each other in a way that makes the player feel clever; maybe they’re a little too easy, but better that than too hard. The implementation is top-notch, too – with all these flat-packs, instruction manuals, screws, pins, pegs, nuts, screwdrivers, hex keys, &c &c I thought this would be disambiguation hell, but instead everything feels very smooth, with the parser keeping up with even shorthand commands for each step of assembly or deconstruction. If anything, I thought the game could have stood to add more friction here, and make the process of building things more of a challenge (Spoiler - click to show)(I kept waiting for there to be a gag where one of the pieces of furniture had incorrect instructions or holes too small for its screws or something – c’mon, I love IKEA too, but we all know that it happens – and then that triggering a blood sacrifice or something when you inadvertently cut yourself, but that shoe never dropped).

So yeah, I guess I’m hoping for a sequel that just gives us more of all the good stuff here on offer; maybe Walter Benjamin wouldn’t have been so down on mass-production if he knew it’d get us awesome things like Assembly.

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