I’ve said in other reviews that I think it’s really hard to make a successful “message game”, where the game’s main goal is to make some kind of political or cultural point – in my experience they too quickly devolve into humorless, didactic gameplay where the obvious right answers are rewarded and the obvious bad ones are punished, with no real authentic engagement with the nuances of an issue and the important questions of design, plot, and character left almost completely neglected, making even those who agree with the politics on offer resentful and unhappy.
Good Grub! is a message game, and if I’m honest it fits the above description pretty much to a tee – plus it’s got only the basic Twine visual design –but with one key difference: it throws that “humorless” bit way out the window, meaning that I was more than happy to laugh my way through three different playthroughs. Maybe that makes me shallow, but I was having so much fun none of the other things I’ve previously harped on as flaws mattered at all.
It helps that the message here isn’t one that I’ve seen argued to death in online flamewars: it’s that eating insects can be an environmentally sustainable element in a healthy diet. I suppose some folks could find the idea gross, and I have to confess I do too to – but that’s just because I’m vegetarian and eating anything alive kinda freaks me out; meeting protein needs through bugs doesn’t seem inherently weirder than doing it through curdled soy milk, after all.
Anyway, the way the game makes its point is by having you choose the main features of an insect-only restaurant you’re launching, then go on a radio interview to promote it. Success and failure are definitely possible, but the game is short enough, and funny enough, that you’ll probably want to play through a bunch of times to see many of the options. Some have definite right and wrong answers – warming my heart as a life-long user of public transit, the clear worst choice in the game is to drive to the interview when you have other options – but for the most part it’s forgiving, with successful possible even if you decide e.g. to name your restaurant “La Cucaracha”, like an asshole (I named my restaurant La Cucaracha first time out).
It’s a short but well-considered design, with the initial set of choices leading to payoff as you try to sell the place in the interview, and the ultimate reveal of whether your business succeeds or fails. Gameplay-wise, the only critique I have is that I wish there was a “replay” button at the end it make it easier to try out different branches. It’s solid enough, but again, what makes it sing is the humor. I don’t want to quote too many of the other things that made me laugh, because most of the joy of Good Grub! is seeing how the playful narrative voice responds to your choices, but I can’t resist one pointer: whatever you do, make sure you try naming your restaurant “Big Bill’s Big ol’ Bug Emporium while ensuring the game knows you are not yourself named Bill.
Is Good Grub! good enough to make me rethink my generally downbeat outlook on message games? I suppose not – if I take a step back, it really does share many of the limitations I outlined at the top – but it does apply demonstrate that with enough charm, you can get away with anything.
A short visual novel filtered through a Game Boy aesthetic, You, Me and Coffee (God, it’s hard to omit the Oxford comma) wears its gameplay on its sleeve: as a post-college twentysomething who’s just moved back home and bumped into an old acquaintance at a coffee shop, interactivity consists of choosing in which order to introduce these seemingly banal but deceptively deep topics of conversation.
This one is all about the dialogue, then, so let’s start out by talking about everything else. The retro graphics are definitely one of YM+C’s selling points, and at least to this child of the 80s, they impress; in particular the pinkish monochrome image of the friend is expressive enough to convey relatively subtle shifts in facial expression without getting overly-detailed and distracting. The game’s structure is also clever: a full playthrough is expected to exhaust each of the six possible orders for the topics, at which point a new final dialogue unlocks. It’s not clear how diegetic this is supposed to be – there’s no indication the characters know they’re experiencing a time loop – but it does succeed in making the player keep track of what they’ve already asked and when, making the game more involved than the choice-lawnmowing visual novels can sometimes promote. On the flip side, though, I found the interface a little annoying – as with most visual novels, by default you only get a line or two of slowly-displaying text at a time, so I kept banging keys to hurry things up and then inadvertently skipping bits of dialogue. Using more of the screen’s real estate would have obscured the graphics, I suppose, but could have increased the readability.
As for the conversations themselves, while each of the six variations hits on distinct subject areas, with one or two exceptions they all share a common tone of warm nostalgia hitting a wall of barely-concealed hostility (this awkwardness is mostly avoided in the timeline where the conversation winds up turning to books – yes, this seems right to me). As it eventuates, you remember this acquaintance as a fun person to hang out with, and with whom you shared some low-stakes stabs at romance; on the other hand, she (I think those are the right pronouns) recalls things differently, and as a result most of the time she’s kind of a jerk.
There’s an explanation for this unpleasantness in the bonus dialogue that’s unlocked after exhausting the others, and it rings true so far as it goes – without going into spoilery details, it turns out that main character was a self-centered jerk who didn’t really notice what was going on with the people around them when they were 17. But to me, what this revelation gains in plausibility it loses in pathos. Perhaps I’m telling on myself here, but my memory of those long-ago teenaged years was that pretty much everyone was completely wrapped up in self-absorption, with only a minimal set of tools for perceiving, much less responding appropriately to, the subjective emotional experience of others. The fact that the friend has apparently held a grudge for what after all are quite venial sins for years, into their mid-twenties, came off as absurdly small-minded, and made the ending feel unduly prosecutorial: instead of an embarrassed but deserved flush of catharsis, I was left blinking in confusion.
If the ending didn’t sit quite right with me, though, I did enjoy the well-observed brittleness of the main dialogues – so much so that I replayed a second time, based on what I thought were hints towards how to get an alternate ending (turns out there isn’t one, or at least I wasn’t smart enough to find it). As befits its early-video-game aesthetic, You, Me and Coffee’s characters are perhaps more callow than they think they are, but there’s pleasure in following along with them all the same.
Filthy Aunt Mildred is a nasty little thing, reveling in the physical and moral grotesqueness of the revolting, infighting family who make up its cast of characters and the baroque, decrepit mansion where it lays its scene – call it Knives Out by way of Gormenghast. Beyond the overall squalor, the narrative is the most drunken, meandering sort of shaggy dog story, overencrusted with the largely-irrelevant biographies of sundry louche and long-since departed aunts and uncles, and it doesn’t so much end as collapse in a heap, the few surviving characters having learned nothing and forgotten nothing.
I worry I am being too positive. Here is the second sentence of the piece:
"The air was sticky and horrible and Old Uncle Thomas who lived in the attic was smearing his faeces on the dining hall window, which meant it was six o’clock, because Old Uncle Thomas always smeared his faeces on the dining hall window at six o’clock.”
This is not the kind of filth I had in mind when I eagerly clicked “begin” on what is sold as a wholesome story about poisoning an awful spinster.
As a right-minded person I can under no circumstances recommend, or even commend in the first place, such a disreputable game. But with that understood: reader, I had fun. Each character is more loathsome than the next – the protagonist, and I use that term loosely, very much included – but who cares when they toss off bon mots like this (from the inevitable iocane-powder-ish scene near the end):
"'One of the cups contains lethal poison.', I explained. 'The other contains the greatest tea you’ve ever had in your life.'
'What kind?'
'Arsenic.'"
The narrator gets in on the action too, evoking the family’s halcyon, prelapsarian days:
"Money was plentiful, nobody had been murdered yet and the general attitude of the Bladesmith family could be boiled down to a mixture of 'why not?' and 'do you know who I am?'"
Sure, the accumulated vignettes lose some steam and effectiveness as you go on, and there’s the occasional typo. And the only choices are about how deep into this sewer you want to throw yourself. But this is one entertaining cabinet of horrors, and for readers who are able to swallow their revulsion and the potty humor and moral bankruptcy here on display, the sharp writing and darkly-inventive imagination are ample rewards for slumming it – you might just need a cold shower afterwards.
The Prairie House is an aesthetically pleasing Adventuron game with slightly wonky implementation – but I repeat myself! Most Adventuron games have lovely visual design but have a parser that doesn’t provide the most helpful failure responses (it can be pretty fuzzy on whether you’ve referred to an item incorrectly, or it just isn’t there) and sometimes struggles with actions that are more than two words. Still, these foibles aren’t too hard to come to grips with, and the effort is usually well worth it, which is certainly the case with this moody horror vignette set on the Canadian prairie. While the game’s various elements didn’t fully cohere for me, this is still an enjoyable way to spend half an hour.
The plot here is fairly straightforward – you’re an academic who spends the night at an old field house, and spooky shenanigans ensue – but there are three well-researched bits of flavor that enrich the basic narrative. First, there’s a well-chosen amount of detail on the research; while you don’t need to actively do anything, it’s rewarding to explore the prairie, examine the various plants, and read about the standard practices and approaches to this kind of work. Second, the house you’re staying in was built and originally inhabited by Ukrainian immigrants, and there are some documents in the house that flesh out some of this history. Finally, many of the supernatural occurrences are drawn from the stories of some First Nations peoples – the author’s note cites the Anishinaabe and Ojibwe.
Since there aren’t really puzzles to speak of, beyond finding a couple of keys and going through a well-prompted pre-bed ritual, the game does rely on this research to enliven what would otherwise be a fairly direct case of things going bump in the night. It mostly works, and I was definitely engaged as I wandered around the house looking at stuff – it’s fun to learn about things I previously knew quite little about! Once the supernatural elements started kicking into higher gear, though, I wound up wanting a little more of a direct link between the research-y bits and what was happening in the game. There are definitely some allusions, but the game plays things pretty coy and ambiguous as to what’s actually going on. That’s often a fine authorial choice, but in this case it left me feeling like the ending was a little anticlimactic, with the game’s disparate elements never being fully knit together in my mind.
I did mention some implementation niggles, and while some of them do seem like features of the Adventuron engine, there were a couple of oversights that could be worth correcting in a future release. X ME doesn’t include a description of the PC, for example, which is a missed opportunity. X [document] and READ [document] are separately-implemented commands – it’s usually not an issue because upon examining one you’re often asked whether you want to read it as well, but this isn’t invariably the case. In my first playthrough, I missed an achievement, and some important flavor, because X BOOKS told me “you notice nothing unusual,” whereas READ BOOKS would have let me browse one of three different volumes. And when I tried to sit down in the armchair in the morning, the response indicated the game still thought it was night.
Still, I don’t want to end on a negative note – and I should admit that I played the game without music, which is apparently an original soundtrack, so I suspect I would have entered even more fully into the mood with that playing in the background. The Prairie House is an accomplished game that offers a unique, compelling experience that goes beyond the standard haunted-house experience.
“Abstract Twine game about mental health issue” is a cliché, but if it produces games as engaging and dare-I-say educational as fix it, that’s no bad thing. I’m a little wary of my response here because I have a fair bit of personal experience of OCD – one of my loved ones has it – and I’m curious what others who don’t come to the game with that context would think of it. Still, I can say that for me it very much works in depicting OCD’s hellish destructive-ritual-and-self-loathing cycle, as well the potential way out.
The game deliberately chooses to leave the inciting incident that sets off the OCD spiral abstract – you’re just told that there’s something making you (who you are is left vague) uncomfortable and standing in the way of the things (also not specified) you want to do. This means there’s not much of a narrative framework for the gameplay loop to hook into, but I think that’s ultimately a good choice. It universalizes the experience and creates the opportunity for more direct player investment, and also avoids the challenge that the stuff that sets off OCD can be so minor – touching a particular part of an article of clothing, fretting about ultra-rare side effects of common medications like Tylenol – or so over-the-top – worrying that somehow you’re secretly a serial killer or child molester, or that you’ll harm others for no reason – that it can seem completely ridiculous from the outside.
The rituals and behaviors you engage in to compensate for the feelings of unease are also left unspecified (though there is an intimation that hand-washing to the point that they bleed is included – this is I think a good example of a detail that’s 100% true to life but I worry could feel unrealistic), with the focus instead put on how you feel after performing each one: it doesn’t work to relieve the feeling of discomfort, but now there’s a healthy dose of self-directed criticism for being weak enough to engage in the ritual, or feeling like it’s made things worse, or that you’re just doing it for attention, so now more talismanic behavior is required to desperately try to set things to right. The writing in these bits of self-reproach is queasily compelling, and I thought did a good job of communicating what I understand is among the worst parts of OCD.
Thankfully, fix it doesn’t trap the player in a forever-static loop, but does eventually provide the possibility of a way out. In contrast to the way the rituals are played, this piece is very specific, and from my understanding lines up pretty exactly with the tools folks suffering from OCD often find successful in managing their intrusive thoughts and behaviors. Getting to this off-ramp definitely felt like a relief, with calm blue coloring on the fonts replacing the angry red of the rest of the game. Again, this is very much not a narrative-driven experience, but it definitely has an arc, and catharsis at the end. It’s a focused experience, but the gameplay elements, visual design and layout, and writing all work well together to provide a compelling and accurate view of OCD from the inside, which I can see being impactful and even useful for all sorts of players.
It’s always nice when the first game you play in a festival or comp gets things off on the right foot, so I count myself lucky that The Light in the Forest was the lead-off game in my randomized shuffle. Admittedly, it didn’t make the best first impression on me, with default-Twine formatting and a wall-of-profanity opening that situates the player in a deeply unpleasant situation – the protagonist is a trans woman with some mental health issues about to flee a Dickensian psychiatric facility. But the game quickly reveals that it’s anything but miserabilist, as she’s soon able to make a charming, supportive reconnection with an old friend, and some creepy-yet-compelling fantasy elements start to come into the narrative (the formatting also gets more creative). While there are definitely still some intense challenges to face, the game’s grounded, low-key writing and fundamentally decent characters made my experience of playing the game a really positive one.
Most of the story is focused on the protagonist’s relationship with two women – Mandragora, an acquaintance from school who happens to be working as a barista at the coffee shop where the protagonist takes shelter after the opening and who quickly gives her a place to stay, and Nightshade, who’s a sort of half-demon witch from another dimension with a mystic connection to her (everyone is named after plans, including the protagonist who’s called Solanine). Things with Mandy primarily focus on Solanine working through her social anxiety and ADHD in a series of well-realized set-pieces – there’s a complex bit about making a grilled cheese sandwich that’s almost-but-not-quite a puzzle – while choosing how flirty to get with someone who’s clearly into her. As to Nightshade, it’s a matter of deciding what to make of a series of strange happenings and whether or not to maintain their connection or separate it. This makes the character interactions engaging on a gameplay level, beyond the often-charming dialogue itself.
I also really enjoyed the fantasy elements, which isn’t always a given for me. They aren’t overemphasized, but it’s mentioned in passing that there’s been a magical apocalypse that’s seen demons hopping into our reality. It’s nonstandard, but I liked the fact that the world has ended but life still goes on – and isn’t even all bad, making it a nice metaphor for the identity struggles the game’s focused on, as well as a nice idea on its own. Again, this isn’t a central part of the story, and there isn’t like Tolkien-style WORLDBUILDING by any means, but there are some compelling details in this part of the game, like the way Solanine performs a regular ritual to ward off negative spirits:
"You left your candlebone pen on the dresser. Ideally you would light a candle as you do this, but with only their bones and nothing for fire you are forced to make do without as you trace over the sigils on your arm."
Sure, there are some niggles here. For example, while the writing is generally strong, beyond the odd typo there’s the occasional line of clunky dialogue (at one point Mandy says “Like I said, you’re important and I don’t want to let anyone be abandoned. Especially not when everything is likely to be much worse for them because they’re being constantly misgendered.” Nice idea, but a little on-the-nose). And sometimes the low-key vibe can undercut the intensity of events – I hadn’t realized how close to panic Solanine was meant to be as she was rattling around the cabinets trying to rustle up her sandwich. Similarly, the ending I got was also more understated than I might have preferred. But none of this did much to impact how much I enjoyed my first dip into Spring Thing!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Is there a harder genre at this point to parody than Hammer horror flicks? By this point, not too many people have actually watched the movies, but we’ve all seen a million I-vant-to-suck-your-blood-bleh-bleh sendups that make it seem like the originals were just as silly. Dr Horror’s House of Terror manages the task, though, keeping the traditional comedy monster-mash angle while adding a meta twist (you’re not running around actual Transylvanian villages and Alpine laboratories, just movie sets) and playing some moments of horror just straight enough to land. To be sure, the main draw of this big puzzlefest is working through its just-hard-enough challenges, but the tone is also just-novel-enough to make the fourish hour runtime go quickly.
The other strong element here is the pacing. I find long games can often feel awkward on this score, with an intimidatingly-big environment at the beginning and a saggy late-middle as you run out of things to solve. Dr Horror does well out the gate, though, with a focused, linear opening that establishes the premise and stakes – the head of the horror-movie company moonlights as a cult leader and wants to give you a starring role in a sacrificial rite to summon their demonic patron to earth. Then the map leads you to a hub where you find five different themed soundstages where the bulk of the game plays out, but you need to solve the first one, and get a feel for how the puzzles will work, before all the doors unlock.
Indeed, the game actually winds up being a bit formulaic. To fight the cult and their demons, you need to build an army of undead, since turns out Dr Horror has been cutting costs by enslaving real-life (er) zombies, vampires, and mummies. On each soundstage, you’ll need to deal with a roving security guard (in gruesome ways that raise the question of who exactly is the monster here), then figure out how to find, summon, resurrect, or control the various flavors of monster before doing it again at the next stage over. There’s enough variety of theme – you’ve got your werewolf-stalked hamlet, your sun-blasted Egyptian ruins, your voodoo-y New Orleans – as well as puzzle style – there’s some traditional object manipulation, some messing around with NPC behavior, some light futzing with machinery – that this formula winds up being a strength, since it gives the player a framework to grab onto without making things stale. Then there’s an endgame that introduces a fun new puzzle-style that’s not too out of left field, nor too hard – often the bane of late-game mechanical twists.
Speaking of difficulty (what a segue!) I found it tuned well throughout. Most of the soundstages are self-contained, with only a few requiring bringing items over from other areas, which helps limit the possibilities, and several puzzles have alternate solutions implemented. The puzzles aren’t easy enough that I solved them immediately, but at the same time I only needed one hint (Spoiler - click to show)(I didn’t realize the animal cages were portable) which is impressive in a game as long as this. The implementation was also quite smooth, and once I had an idea it usually didn’t take any wrestling with the parser to make it happen. I did run into a couple of bugs, though – I encountered a thematically-appropriate resurrecting security guard in the sands of Egypt, and one time when I got thrown out of Dr. Frankenstein’s lab, the crematorium wound up accompanying me to the parking lot. But some quick UNDOing was enough to set things back to right.
The writing is another strong point, with jokes that generally land (I liked the main character’s perhaps-forced naivete about where their co-stars kept disappearing to) and some real moments of gross-out horror preventing things from getting too weightlessly silly (those poor security guards!) There are some typos, though, and I did find things got a bit overly wordy in places, leaving me scrolling through more than one page of text just to see what was happening in a location. These are small niggles that hopefully can be ironed-out for a post-Comp release – given its long run-time, I’m guessing some folks won’t completely finish Dr. Horror’s House of Terror during the judging period, but this would be a perfect one to revisit once the time-pressure is off.
Highlight: There’s one puzzle that was a standout for me, a Delightful-Wallpaper-style combinatorial riff that requires you to reenact a Cajun-spiced melodrama of family secrets and voodoo curses. The writing and puzzling are both really fun, and there are enough clues to prevent things from devolving into the trial-and-error slog that often reduces the fun-factor of these kinds of puzzles.
Lowlight: When you solve that puzzle, instead of recruiting the cast of messy antebellum ghosts, you just got a crowd of zombies to swell the ranks of your undead army. Boring!
How I failed the author: I played the first half of the game while keeping my wife company during one of Henry’s late-night feedings, when I was feeling pretty loopy – things got pretty wacky in my transcript as a result.
(This review was originally posted on the IF newgroups immediately after the 2003 IF Comp).
Slouching Towards Bedlam involves eschatology, a British insane asylum, a player character whose mental state is very much in doubt, gnosticism, a memetic word-virus, steampunk, the "Second Coming" of W.B. Yeats, the Kabbalah, and a Benthamite panopticon of the type deconstructed by Michel Focault. Let me say right out that the only way the authors could have possibly done a better job of pandering to me would have been to include some Buddhism. So authors, if you want a 10 from me next year, that 's your blueprint right there.
But regardless of the personal affinity I have for the subject manner, the game is still easily one of the best in this year's comp. The authors tackle some dense, weighty problems, and manage to wrap theological speculation in a compelling mystery and pose an insoluble moral quandary to boot. While there are a very few missteps, they're easily swept away by the sheer power of the work.
Slouching Towards Bedlam opens inside the eponymous asylum, where the player character is listening to your own voice describing the slow realization that you're going mad. The player's explorations are periodically interrupted by a (mental?) burst of strange words; at first the tendency is to tune them out, but soon they begin to take on a terrifying significance. As you attempt to understand what has happened to the player character, you find your course unerringly transformed into the reverse of the path a particular inmate took to Bedlam; this perverse recapitulation is retrograde in more ways than one, for your investigation is also the vector for an agent of infection. Soon, the player is caught in a crux: to play midwife to a new paradigm of humanity or to safeguard the status quo, if such a thing is even possible.
The above summary doesn't do the game justice. At all. Each elements works in concert to create a thrilling sense of momentum and discovery. There are distinct phases, through which the player passes effortlessly. The mystery surrounding Cleve's disposal in Bedlam segues into an investigation of the society whose secrets he uncovered, and once the whole is apprehended, the player gets to make a choice of monumental import. Throughout, the razor-sharp prose keeps the player tense and engaged. The alternate London the authors have conjured is a brittle place, where violence, communication and becoming lurk under the surface of an ordinary street market: "its presence threatens to overwhelm the senses - the smell of an abattoir, the din of a thousand voices shouting, the sight of masses of humanity talking, shopping, selling." Or this, the first chilling line of the response to KILL DRIVER: "A false destination. It is as easy as that." The Logos' interjections could have easily been ridiculous, but they are in fact alien and obscure, as they should be.
The allusive brew of the game is thick and heady, but while some knowledge of gnosticism and Jewish mysticism will deepen one's enjoyment, everything one needs to fully appreciate the game is right there on the screen - an impressive feat considering that this involves communicating certain nonstandard ideas about the Christian Logos and the relationship between Kabbalistic sefirot!
Remarkably, all this thematic activity doesn't occur in a puzzleless environment. There are real obstacles to progress, and while the difficulty level is generally low enough to allow the story to drive forward, thought is definitely required. The tasks facing the main character range from the mundane (fixing a radio) to the complex (operating the Panopticon and the Bedlam archives) to the recondite (feeding a dying madman's ravings into a mobile steampunk computer), and each manages to be well-clued and flawlessly integrated into the whole.
The endgame is perhaps the most impressive of Slouching Towards Bedlam's many achievements. Once the mystery is solved, the player must make a difficult choice. While some resolutions are easier to achieve than others, there is no facile "right" solution; ambiguity is inevitable. Even acting on one's choice can be quite difficult; the Logos is a powerful entity, and arresting its growth requires sacrifices far more terrible than merely the player character's life: to be humanity's savior is to be a monster.
I could go on; one could fruitfully apply the techniques of structural analysis to examine the game's pervasive twinning of progress with regression (the player character's forward movement is often exactly the reverse of the path taken by the madman Cleve, for example), or chase down references to the authentic texts that lie behind the fiction, but I think I've said enough. While I do have a few minor complaints - I thought the TRIAGE computer was underutilized, and some NPC interactions were a bit lightweight - I feel like an ingrate for even mentioning them. My favorite game of the 2003 comp, hands down.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The ingredients in this Adventuron game aren’t especially novel by IF standards – a dungeon-crawl with a combat system, an Alice in Wonderland riff, an inversion of the typical adventurer-vs-monster moral framework, a pun-filled scavenger hunt – but there’s something about the way they’re stewed up in Off-Season at the Dream Factory that feels fresh and coherent. The clean prose and fantastical yet grounded visuals help create a unified aesthetic that equally fits the orc protagonist’s dead-end job (he gets repeatedly slain by paying adventurers looking for a thrill) and his occasional visits to his fetch-quest setting uncle, who’s straight-up Lewis Carroll in orc drag. And the one element that’s thematically out of place – the occasional dungeon-delving segments where you’re a customer, not an employee, of the Dream Factory – is set off by bespoke vector graphics that make these sequences visually distinctive too.
(Side-note on my expectations on Adventuron games – by this point I’m unsurprised to find one with great visuals, but I also mentally prepare myself to struggle with the parser. But this time I didn’t, and that’s been true of other more recent Adventuron games I’ve played too. I’m guessing this is some combination of authors gaining familiarity with the platform and the system maturing, but it’s awesome to see).
The other thing that makes the disparate pieces work well together is momentum. I tend to like IF Comp games with a good number of easy puzzles – they make me feel like I’m a clever person making good progress through the big competition (this is not a flattering observation about myself) – and it’s an effective choice here. There's a good variety of puzzles, from figuring out viable combat strategies for different opponents to some maze navigation, but none of them are especially difficult, and many even solve themselves, with inventory items being used automatically if your command is even in the right ballpark. Combined with the interesting worldbuilding, solid writing, and pretty pictures, this makes Off-Season at the Dream Factory go down easy.
Highlight: I figured out one somewhat outside the box puzzle straightaway (Spoiler - click to show)(catching lightning in the bottle) which made me feel clever, though I also worried it was underclued. Then I kept playing and found it actually was well clued, I’d just gotten to the solution a little early.
Lowlight: The ending is generally satisfying, but I felt like one subplot (Spoiler - click to show)(the fate of the protagonist’s father) was left a bit hanging – though I didn’t get the Last Lousy Point, which I suspect might bear on that.
How I have failed the author: not by very much, I don’t think! Henry was sleeping and I pretty much banged through this one, despite my new-parent brain.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Going into this year’s Comp, I knew that my time for IF would be limited, so I resolved not to get too sucked into any of the “longer than two hours” games on offer, to make sure I was able to play as many games as possible. Well, here I am, my resolve in tatters: I’ve probably put five or six hours into 4x4 Archipelago over the last few days, and immediately upon winning was tempted to start again to try a different one of the I think three possible main plots driving this slick, addictive Twine CRPG.
I call 4x4A a CRPG advisedly, not to imply it’s not IF – ugh to genre gatekeeping – but to highlight how far it goes to deliver the features you’d expect in a mainstream CRPG. As your randomly-generated adventurer embarks on a voyage across the 16 islands making up the titular archipelago, you’ll encounter a clever skill system that starts you with two skills out of a choice of fighting and noncombat options; a robust inventory tied to an economy that stays relevant throughout the playtime; a main hub boasting shops, services, a library, and more; a multi-step primary quest and numerous fleshed-out side quests; a host of dungeons and mines, many with a boss at the end; and random encounters out the wazoo. Oh, and an automatically-updating journal that puts all the key information you’ll need at your fingertips – seriously, this thing is better than the journal in any AAA CRPG I can recall playing. Plus it’s all randomly generated so replay value is high.
Of course, just as the game delivers so well on the CRPG genre’s positives, it also inherits some of the weak points too. It can feel grindy, with a few too many dungeons that are a few rooms too long. My main character was a magician, and I definitely wound up with a bad 15-minute-workday habit. Plus the early stages can feel a little tough, as you go from island to island building out a list of fun stuff to do but the ability to complete only like 10% of the tasks given how much of a greenhorn you are. But I can’t lie, there’s comfort-food pleasure even in these hoary irritants. 4x4A is the kind of game that isn’t always well-served by the Comp, since it’s long and a bit outside the genres that traditionally do well, but it’s super fun and I’m definitely looking forward to coming back to it post-Comp.
Highlight: The game sets out clear patterns and expectations around how side-quests work and the geography of the archipelago, but it also doesn’t hesitate to break those patterns to create some cool moments of surprise.
Lowlight: The writing here is actually better than it needs to be – here’s the description of one island: “The forests of Old Oak Island remember ancient times. They are dark and foreboding, and hide numerous secluded gorges and valleys. Many islanders are woodcutters, hunters, or pig farmers; local long-haired, black pigs are grazed in the oak woods, where they gorge themselves on acorns.” But it’s too bad that the well-crafted text really fades into the background as the gamier aspects take over and you visit the same places and encounter the same monsters over and over.
How I failed the author: Henry was having some rougher days sleep-wise whie I was playing this one, so after starting out the game and getting about an hour in, I didn’t get back to it until a few days later, only to find my saves were wiped (there may have been an update in the interim?) Too bad, Titus the Swashbuckler, but Letho the Tinkerer found the Heavenly Spire in your place!