(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)
One thing is clear straightaway about A Papal Summons, or The Church Cat: if the Comp were judged based solely on content warnings, it would be leading the pack. Just reading the list is enough to raise the hackles, even before starting in on this Twine game’s theatre of horrors. These aren’t idle warnings, either – while I’m not sure I ran into everything in my playthrough, based on what I did see, I’m more than willing to believe that the missing enormities were lurking behind some of the doors I left unexplored.
The parade of misery isn’t just here for shock value, either. The game’s plot sees its priest protagonist summoned to the 15th-century Vatican to present a prodigy of nature to the pope, but the structure is a descent through greater and greater depravity, with some of the contemporary Church’s well-documented crimes presented alongside supernatural violations that are polemical exaggeration, not mere fantasy. I’m running out of euphemistic synonyms for “really bad thing”, but suffice to say that I ran into Torquemada and one of the authors of the Malleus Maleficarum and purchased a plenary indulgence (albeit from a shrine dedicated to Mammon), but also found a brothel being run by an Abbess right next to the construction site for St. Peters, and far more besides.
The writing effectively conveys the awfulness of what you’re seeing, with some more modern touches to the dialogue preventing the distancing effect of history from undercutting the impact of what’s happening. Indeed, the way harm to children becomes a more and more salient motif as the game progresses makes it clear that it’s not just the 15th-Century incarnation of the church that’s being critiqued here. This is all fair enough – there’s a reason the Reformation kicked off shortly after the time being depicted here – but at the same time, it’s not exactly unplowed ground, and while the arguments land with a bit more force than usual given the luridness on display, I wound up wishing there was a bit more flesh on the bones, a bit more complexity in the portrait of how a horrible institution perpetuates itself that doesn’t rely on painting everyone concerned as a villain or a dupe. If the game was content with deploying its imagery just in the service of scares, that would be one thing, but since it’s clearly more than just a haunted hayride I wound up wanting more.
Commenting on the game-y aspects of The Church Cat feels a bit besides the point, but it’s well-structured, with choices allowing you to select which terrible thing you’ll confront next on your trip into the bowels of the Church (mercifully, you also are allowed to run away from some of the more disturbing scenes). There were a few aspects of the implementation that aped some parser conventions, like a persistent inventory link and occasional directional navigation – typically I like this sort of thing, but they’re best suited for a puzzle-based experience, which this definitely isn’t, so they felt redundant. Streamlining them away wouldn’t make it more fun, but would probably make it more focused on its core, horrible themes.
Highlight: Slight spoiler here: (Spoiler - click to show)the cat that speaks to quote from scripture is neat, and I appreciated that it lifted up some of the wilder bits of the Bible – the passage where a bunch of kids make fun of Elisha for being bald, so the prophet curses them and two bears maul them to death, is a personal favorite.
Lowlight/How I failed the author : Hopefully the author will not be offended if I say that the game was pretty much all lowlight for me – it’s gross and scary and horrible, and as a new father I was especially not excited to read about bad stuff happening to small kids. I still think it’s good at accomplishing what it sets out to, but man I did not enjoy it one bit.
(This review was posted on the IF newsgroups immediately after the 2005 IF Comp)
Clearly, I haven't sufficiently internalized the tropes of adventure gaming: I was stymied for quite a while in the opening of Unforgotten, because after being told that my friend really didn't want anyone to break into his belongings and read his diary, my reaction was to respect his privacy. More the fool I.
For much of the game, Unforgotten seems primarily about sticking one's nose into other people's business—the primary action is in unraveling the secrets of the family of the player's friend. Unfortunately, the contours of the central mystery—not its solution, simply the setup—are very unclear until relatively late in the game, and the author's penchant for twists make the story more confusing than it needs to be. Underneath the continual Big Reveals, there's an interesting story, but the thriller tropes wound up getting in the way of the interesting relationships.
Unforgotten's beginning is probably its weakest section; after the rather forced searching of the friend's possessions, the player is thrust into a conversation which reveals some backstory, but leaves important concepts and facts unexplained. Then without warning, the setting abruptly shifts, without the player being aware of what exactly has happened. This middle section, which contains the meat of the game, is clearer, and the player has specific goals to work towards, but just when I felt like I had my bearings, an NPC—the aforementioned friend's sister—began launching into exposition whose relevance wasn't immediately clear. Soon after, the player is thrust into two vignettes, widely separated in time and space, which are likewise fairly disorienting, and cast everything that's come before into doubt. And then there's a final big twist at the end (albeit this last one is rather heavily choreographed). I do enjoy games which are one big meta-puzzle—Jon Ingold's corpus comes to mind—but here, the twists just pile up on each other, yanking the player one way then the other. Eventually whiplash—and fatigue—set in.
This is too bad, because the relationships between the three main characters—the player character, his friend, and the friend's sister—are interesting, and drive most of the action. Foregrounding them a little more, keeping the friend around for a while longer so the player can form an attachment to him, and keeping the story more focused by more aggressively framing the problem which the player is attempting to solve, would have made for a stronger, sharper, more affecting game. As is, the wall-to-wall twists make the proceedings feel contrived, and the game doesn't allow sufficient space for the repercussions of each individual revelation to play out, which really reduces their impact.
Unforgotten does do a good job of integrating puzzles into what's a fairly plot-heavy game. The initial journal-stealing sequence, for all my grumbling, is actually well-put together; depending on how exactly the player goes about it, there are a number of possible outcomes. There's a lot of fairly intuitive sneaking around, and except for that first sequence, the player usually knows precisely what to work towards. I found one puzzle in particular to be shaky—lowering a doped pie to attack dogs on the end of a fishing rod feels far too slapsticky for this game, and LOWER PIE seemed a much more natural way of doing this than LOWER ROD—but otherwise the puzzles are well clued, even when the player doesn't necessarily know what they're meant to be doing.
One sequence does demonstrate the fact that too few games depict the player character reacting to events [much-later edit: this sequence might also merit a content warning in the more-enlightened 2020s]. There's a scene in Unforgotten where the player is controlling a little girl who, while hiding, overhears two soldiers talk about raping her mother—this strikes me as a rather traumatic event, but for all the game discloses, the girl reacts with stone-faced impassivity. I'm not lobbying for histrionics here, but any human being would be really upset in this situation, and the tension of perhaps calling attention to yourself could make for a more dramatically interesting scene.
Still, Unforgotten does pay more attention to questions of character than do most games, and its narrative shortcomings are real but not fatal. Definitely worth a play.
(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)
Typically for an Adventuron game, Second Wind makes a great first impression, with an awesome comic-book cover image and slick maps helping immerse you in the postapocalyptic setting. The premise is also refreshingly grown-up and grounded: the main character’s wife has gone into labor, some complications have arisen, and now she needs a c-section or she and the baby will die. Making matters worse, the only doctor around is the main character’s ex-wife, who lives in a neighboring settlement – and between the bad breakup and the trek though the postnuclear wastes, enlisting her aid isn’t going to be easy. I unfortunately left Second Wind less impressed than I was when I began playing it, largely down to some incongruous, mimesis-breaking puzzle design and a punishing time limit that almost requires a restart and retry, but it’s still worth playing through.
I found the story the most engaging part of Second Wind. It doesn’t get drawn too deeply beyond what you see in the blurb, but the simple dialogue and intense dilemma faced by the main character pulled me in. And in a sea of protagonists with no family ties, a divorced main character is a novelty – especially since it positions your character has having been in the wrong, since he cheated on his ex-wife, Wendy, with his current one. This lends the sequences where you’re groveling for Wendy’s help a queasy vulnerability that I haven’t seen in much IF before. The postapocalyptic backdrop works well enough to create stakes, but it’s the domestic drama that really drives the emotional engagement.
The gameplay is where things worked less well for me. Some of the challenges on offer do match the tone, like figuring out how to wrangle transportation for Wendy. But most of the obstacles gating progress feel very gamey. There are several different keycodes you need to find, one of which is drawn from Les Miserables in a way that’s just this side of reasonable, the other – a reference to Tommy Tutone’s 1981 hit “867-5309 (Jenny)” – a completely implausible choice for characters who we’re told were born around 2000. There’s also a word-scramble, and a series of puzzles that require out-of-game googling of some fairly obscure facts in order to figure out a safe combination. And then there’s the trial-and-error maze.
These aren’t awful puzzles in themselves, and I’d have enjoyed coming across them in a puzzlefest, but they felt at odds with the downbeat vibe created by the story and setting. And while none of them are too hard, some take a while to work through, which meant I ran afoul of the game’s strict time limit. A ticking clock definitely makes sense given the premise, but I wished it applied only to longer actions, like travel through the wilderness or building or fixing machinery, or at least was pitched a little more generously, since the time limit disincentivized exploring the world, and made the maze at the end feel like authorial sadism.
The writing is serviceable, with a few evocative notes here and there – we’re told that in the shelter, “filtered air hisses gently from behind recessed lights”, which is a nicely-considered detail. And I didn’t have problems with the parser -- sometimes an Adventuron weak point -- partially because the author does a good job of prompting the right syntax (this is usually done through out-of-world notes, and while I suppose it would have been smoother to integrate them into in-world descriptions, given the time pressure erring on the side of convenience was probably the right choice). I just wish the puzzles had done the same, either by being more organically connected to the plot or just being dialed back.
Highlight: there’s an effective late-game twist that ramps up the tension even further – and actually adds its own further time limit, which now that I think about it could have substituted for the overall one.
Lowlight: that safe puzzle, which had me going to Wikipedia to look up things like (Spoiler - click to show)the Japanese term for an a-bomb survivor. As far as I could tell, there’s no way to access this information in the game – I wasted time looking in the various computer systems to see if there was a library function – and the puzzle isn’t clever enough to justify this crime against mimesis.
How I failed the author: it’s unfair to hold this against the author, but the risk of harm to a pregnant woman and baby – and actually the reality, because they do both die if the time runs out – landed pretty heavily on me give my circumstances, and I kind of resented failure at these silly puzzles leading to such a dire outcome.
(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)
I have to confess to finding the initial presentation of Hercules! off-putting. Sure, the twelve labors provide a sturdy framework for a puzzley parser adventure, and I’m hardly in a position to object to injecting comedy into old Greek stuff after my IF Comp game from last year, but the blurb, from the sophomoric premise (Hercules is a puny asthmatic) and use of profanity to the content warnings’ promise of scatology to come, seemed to promise a game with an annoyingly middle-school sensibility.
Happily, though, while that impression isn’t far off, Hercules! wears its relative immaturity well, exuberantly boasting jokes that mostly land on the entertaining side of dumb (I appreciated being told that the shoals weren’t hard rocks, but classic rocks, for example) The mostly-simple puzzles are usually pleasant to work through, with polished implementation and a plot that hits enough of the classical beats to show the author’s done the work while making some welcome tweaks to better accord with modern tastes (there’s no wife- or child-murder here, thankfully, but there is a climax calling back to all the friends you’ve made along the way).
Highlight: one of the most charming aspects of Hercules! is its map – you’re plopped down in a geographically-accurate but much-compressed version of Greece where a simple “GO SOUTHEAST” will take you from the shore of the Peloponnese to Crete. And while the available geography is large, if you go to a location too early, Hercules gets a bad feeling, which helps keep the scope manageable (all the labors must be done in order, understandably enough).
Lowlight: while the puzzles are mostly straightforward object-manipulation exercises, there are a few that feel underclued or fiddly (Spoiler - click to show)(falling asleep so you can hunt the hind in a dream world, for example, which doesn’t seem to be an idea suggested anywhere, and having to do the pendant rigmarole four times with four different mares is annoying busywork), especially I think in in the second half of the game (though see below). Exacerbating this, you can pick up a large number of junk items during labor number seven, which clogged up my inventory in the latter half of the game and made sussing out what to do more challenging – other labors get rid of unneeded items once they’re concluded, and it’d have been better if the same approach was taken here.
How I have failed the author: I was able to get through the first two thirds of the game in an hour, with baby napping next to me. He started to stir, though, about when I was trying to get the mares from Diomedes, and let me tell you, there is no video-game timer mechanic more stressful than trying to finish a parser game before a newborn wakes up! As a result I kind of panicked and wasn’t thinking very clearly for the last chunk of the game, and had recourse to the hints if I couldn’t solve a puzzle in like thirty seconds. On the plus side, I did get Hercules to his happy ending just before Henry needed a diaper change, so that’s doubly a win.
(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)
Reading the blurb for ICM, I realized that just as this Comp has been thin on fantasy adventures, it’s been positively skeletal on mysteries. I really enjoy them despite being awful at them, and this Quest game has a compelling setup: we’ve got a cruise ship for the pampered elite of an Italianish steampunk world, a dead bishop, and a creepily clever mechanic where you can don different masks to vary your aspect as you interrogate the array of witnesses and suspects. Sadly I ran into some technical issues that meant I couldn’t finish the game, and the puzzles lean more fetch-quest-y than mystery-solving, but I still enjoyed my time with it – I’ll be keeping an eye out for a post-Comp release.
The biggest positive here really is the setting. There’s an air of decadence that oozes from every overdone decoration or costumed passenger on the ship, and hobnobbing with slumming sopranos and vicious empresses is quite the good time. Poking your head into all the nooks and crannies makes the initial exploration lots of fun, while the on-screen map and compact layout still make it easy to get around when it’s time to dig into puzzle-solving. The prose doesn’t go too far over the top, either, relying on a few well-chosen details rather than slathering adjectives about willy-nilly. This restraint holds true for information on the overall society, too, with a few optional books and throwaway references hinting at an interesting world without getting bogged down in exposition. Sometimes the writing can err on the side of providing atmosphere and a general vibe rather than nailing down specifics of furniture, which can make some of the locations feel bare once you’ve read the introductory paragraph, but this again makes it easier to shift into progress-making mode. And there’s clever attention to detail, too: when you pick up a knife while wearing a bestial devil-mask, an extra sentence appears saying that it “reminds you of one of your fangs.”
Speaking of the mask, that’s the other immediate standout. Masks are a big deal in this setting, and besides going bare-faced, you have the choice of four to wear as you do your work: a devil, a cherub, a widow, and an anonymizing half-mask. Some puzzles revolve around having the right one on at the right time, with different dialogue options or actions being unlocked. I wasn’t really clear what this looked like from the perspective of the other characters in the game world – like, if there’s something supernatural changing their behavior when they see you don a mask – but it adds a needed additional bit of business to interacting with other NPCs: mysteries in IF are often tricky to solve because they can require repeat play, with careful tracking of NPC schedules, but things are more straightforward here, with movement only being triggered by your actions.
NPC autonomy isn’t ICM’s only departure from mystery orthodoxy, though. There’s some evidence to be gathered, primarily through SEARCH, LOOK BEHIND, etc., but for the most part you’re doing favors for the cast of characters, and at least in the first stages, they’re largely well-signposted scavenger-hunts. This makes it easier to make progress, since you usually have a list of specific tasks to accomplish and places to poke around. On the flip side, for the portions of the game I saw, I felt less like a detective creating a web of deductions to snare a murderer, and more a traditional adventure-game protagonist doing favors for people until they explained the plot.
This might change in the final section of the game, though, since I ran into some bugs just as thing were starting to come to a climax. After showing a piece of evidence to someone, I started getting repeated out-of-memory errors printing out down the screen. I was eventually able to type some commands which appeared to make the errors stop, but when I attempted to save, the interpreter froze (I was playing offline, per the recommendation in the blurb) – and what’s worse, this seemed to have corrupted the save. Since I’d already gotten close to the two-hour mark, that’s where I left things. There’s a lot to enjoy here, and depending on how the finale goes I could see ICM tipping over into something really special, but I’ll wait for a post-Comp release to find out.
Highlight: the ship’s library has a book with extensive excerpts from an in-universe opera which provides a lot of cool flavor for the world.
Lowlight: there are a few puzzles that have guess-the-verb issues – in particular, when a particular character asked me for some medical help, asking or telling the doctor about them does nothing (I had to ASK them FOR MEDICINE instead).
How I failed the author: life’s been pretty busy the last few days, (including Henry getting some vaccines yesterday that led to a stomachache and bad sleep last night), so I had an extended pause after my first forty-five minutes in the game that meant that when I came back to it, I had to spend a bunch of time reading back over what had happened – which in turn meant that when I ran into the bugs, I didn’t have enough time left to start over.
(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)
You don’t hear much about the uncanny valley these days – we all remember the term for the creepy middle-ground between CGI characters that are too real to scan as cartoonish but too plastic to scan as real? Despite being everywhere around the turn of the millennium, I haven’t heard anyone sling the phrase in quite a while, whether because CGI’s gotten sufficiently good, or – more sinister – we’ve all just become inured to hyperreal hyperpolygonated faces.
I bring this up not to critique the graphics in Corsham Witch Trial – it doesn’t have any, natch – but to explain the trap my brain got stuck in when playing it, due to an awkward mismatch between me and the game. The premise has a young paralegal tasked by their boss with reviewing documents from an unsuccessful case from a couple of years previous. Despite the title, there’s nothing supernatural going on: the eponymous witch hunt is a question-begging label for the suit, which involved bringing an English child protective services staffer to court on charges of criminal negligence after they failed to act to prevent the death of a child. It’s presented largely through primary sources, with IM messages between the paralegal and a colleague (this is where the game’s few choices are made) framing a collection of documents like trial transcripts, incident reports, email threads, and so on. There’s a lot of verisimilitude here, with links in the main narrative often going to Google Drive files that are impressively mocked up, featuring convincingly-deployed acronyms and reasonable-sounding invocations of procedural rules.
This is where things went awry with my expectations, though. I’ve got a law degree (albeit from the U.S., and the only times I’ve been in a courtroom were for jury duty - I know just enough to get myself in trouble), so I ate all this up. But very quickly, my outside knowledge started taking me out of the story – it’s sufficiently grounded that I couldn’t put on Phoenix-Wright goggles and ignore departures from plausibility, but it also has some plot points I found ridiculous. This happens all the time when I try to watch shows like Law and Order – readers of my reviews will be unsurprised to learn I can get nitpicky – but I was able to put many of the niggles I noticed aside and chalk them up to differences with the U.K. legal system. But unfortunately one of the issues I couldn’t get over had to do with the conflict driving the game’s plot.
We know pretty much from the off that the case fails, but its publicity contributes to the government launching some child-protective reforms that are framed as positive things. This seems like a fine outcome, but the case had collateral damage: one of the main witnesses is the child’s school teacher, who brought repeated complaints raising her suspicions that her student was being abused at home. In the course of representing the civil servant in the dock, though, the defense attorney wages a vicious campaign to undermine the teacher’s credibility, and dredges up her own history of abuse. Much of the framing conversation in the last part of the game consists of a dialogue over whether this damage was worth the middling-positive outcome.
The mechanics of this had me jotting down incredulous exclamation points in my notes – again, I know the UK legal system is different from what we have in the US, but I sure hope the idea that you can subpoena the confidential notes of a witness’s therapist on a fishing expedition, and then introduce them into evidence with no notice to opposing counsel, is as bonkers on that side of the Atlantic as it is here. But beyond these details, it’s not at all clear why the defense counsel is allowed to pursue this line of argument at all. There’s no suggestion that any of the reports the teacher filed included false information, so whether or not the conclusions she drew from the evidence she saw were credible seems completely irrelevant to the question of whether or not the civil servant satisfied a reasonable duty of care towards the child when the evidence came to his attention. In other words, it’s his subjective decision-making process that matters; the teacher’s views have nothing to do with anything.
I can totally see the argument that this is law-nerd stuff and most readers wouldn’t notice or care. But at the same time, it felt like a failure to clearly establish the stakes and terms of the conflict that I feel like a lay reader would at least intuit. While I admire the work that’s gone into creating the story and presenting it in a fresh, engaging way, this blankness at the center really undermined its effectiveness for me. The other downside is the lack of a denouement – throughout the framing instant-message conversation, it’s made clear that the boss wants to discuss the case with the paralegal main character after you finish your review. But the game peters out before that happens. On the one hand, I can see why, since you’ve already had the chance to make your views of the case clear through the choices you make in the IM conversations, so the talk with the boss would likely feel like a retread. But pointing towards a climax, then not putting that climax on-screen, seems like an oversight.
Speaking of choices, I’ve seen other reviews ding the game for not being especially interactive, but I that didn’t bother me much. Digging through the various documents felt engaging to me, and the couple times I could weigh in with my take on the trial felt satisfying. I think this is a perfectly valid way to present IF, and in fact kind of exciting – I’d definitely play something else by this author, even if I’d still be gnashing my teeth over perceived legal weirdness.
Highlight: The incident reports the teacher fills out are spot-on, capturing the bureaucratic language these things have to be couched in while still conveying the desperation and impotence behind the teacher’s repeated complaints.
Lowlight: I was disappointed that the game seemed to unproblematically endorse the idea that more activist child protective services are an unmitigated good, and the only reason not to have them is budget cuts. Maybe things are different in the UK context, but in the US this is a vexed question that runs into snarled issues of racism and the criminalization of poverty and mental health and substance abuse disorders. You can squint at the title’s implications, I suppose – maybe this trial is like a witch hunt because society is looking to the civil servant as a scapegoat for broader ills? – but that reading feels strained to me.
How I failed the author: This entire review probably counts as the “how I failed the author” blurb.
(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)
Given that most IF Comp games are pretty heavy on the story, I quite enjoy a mid-Comp lagniappe of pure puzzling, and while I wasn’t expecting one to come from the team that produced the excellent heist comedy Lady Thalia and the Seraskier Sapphires – a standout entry in this year’s Spring Thing – it was a welcome surprise nonetheless. At its heart, Starbreakers is a collection of brainteasers, with only a bit of story connecting its different challenges. But both narrative and puzzles are generally strong enough to make this an enjoyable entry in the genre.
I won’t say too much about the narrative here, since unpacking exactly what’s going on is part of the draw, except to point out a clever touch, which is that when you fail a puzzle – and you will, since at the default difficulty there are time and move limits that even the cleverest will run afoul of at least once – you get another chance, but along with the puzzle-reset, the genre of the story can change, from medieval fantasy to space opera to tomb-raiding to pirate adventure. This is an intriguing hook, and also just a lot of fun – plus it plays a clever mechanical role in some puzzles, since often details change with the genre shifts so you can't just brute-force your way to victory.
The puzzles on offer here are for the most part old chestnuts – there’s a small crossword, a word-search, a couple of decoding puzzles, and a nicely-done classic logic puzzle. You’ll have seen almost all of them before, but they’re implemented well, incorporate some good jokes and clever design, and are satisfying to solve – and if any are giving you too much trouble, there are integrated hints and explicit solutions close at hand in the sidebar.
It’s hard to say too much more without diving into the details of all the puzzles, but hopefully from this description it’s clear that if you like this sort of thing, you’ll like Starbreakers – and even if puzzle-fests aren’t your usual cup of tea, the relatively short length and good-natured mystery threaded through make this a good one with which to get your feet wet.
Highlight: when approaching a collection of classic puzzles, I always have a sliver of fear in my heart because of the possibility that it will include the dreaded towers of Hanoi. I don’t want to spoil its appearance here, but the fact this is a highlight rather than a lowlight should convey how delightfully Starbreakers manages things.
Lowlight: I had an excessively tough time with the first puzzle – one of those lever-balancing jobbies where you have containers that all hold varying amounts of liquid and you need to pour things around to get the right amounts in the right places. It’s simple enough, but I think I ran into a bug that meant that the game said left-hand side was always lower than the right no matter how much liquid was in either container – so that put me off on a wild goose chase trying to figure out if there was a trick, and then once I realized that the puzzle was playing straight, I still managed to flail around and fat-finger my choices so I lost maybe a dozen more times – I failed way more on this first puzzle than on all the others combined!
How I failed the author: Despite there being an easy mode that would have removed the time and move limits, and despite the fact that I was as usual playing left-handed on my phone and couldn’t type quickly or take notes due to holding Henry while he napped, I stubbornly refused to activate it.
(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 Library posits the player as a force of chaos, using the possibilities of Borges’ Library of Babel to haunt a dozen-odd works of classic literature. In pursuit of a conventional goal set out by an ersatz Morpheus (er, from the Matrix, not the god) – help Ulysses escape Polyphemus, or make sure Edmond Dantès makes it out of the Château d’If – you'll bumble through other books as well, sometimes simply reenacting the plot points but as often upending their plots or cross-pollinating their characters and stories.
This is a fun time! I enjoyed wandering the labyrinth, excited to see which book I would come across next – they’re well-chosen, with familiar characters and situations, ranging from The Divine Comedy to Moby-Dick. Each book sucks you into a brief vignette, requiring you to solve a single simple puzzle to progress. Despite none of the puzzles being real brainteasers, I still struggled with many of them, though. Partially this is because the game is quite linear – while you can access any of the books from the off, I think at any point in time, there are at most two where you can actually accomplish anything. Making this worse, the navigation system is pretty confusing, with right/left/back directions that change depending on where you enter each room from, so even when I wanted to check whether something had changed in a particular book, it was a real struggle to find it again. Finally, I didn’t initially twig to the fact that I needed to manually click through the provided excerpt for each book to make sure my character could act on the knowledge provided there, even if I was personally familiar with a passage and took the shortcut instead.
These niggles did unfortunately undermine my enjoyment for the first part of the game – then I decided to make use of the walkthrough to at least figure out how to get from book to book, and had a much better time of it. When you can focus on the literary playground offered by the game, it’s quite a good time indeed.
Highlight: The twist ending of the Odyssey section made me laugh with surprise – and had a satisfying denouement in one of the other sections.
Lowlight: Without getting too spoilery, the action required in the Treasure Island section seemed a little rough, all things considered (I haven't read the book, though, so maybe it feels merited to those familiar with the characters?)
How I failed the author: As mentioned above, despite having figured out how the relative-direction navigation system worked in theory, I could not use that knowledge to get from Point A to Point B if my life depended on it – thus going to the walkthrough sooner than I probably should have.
(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)
I mentioned in my review of Finding Light that I was surprised to go so late in the Comp before finding a puzzley fantasy adventure – and here we are half a dozen entries further in, getting to the first game that centers on a kid. Despite the fact that you’re playing as an off-brand Care Bear, Brave Bear isn't particularly whimsical. There’s a creepy vibe to the dark presences that are scattered around the bear’s owner’s house, and the threat they pose seems darker than the toy-focused premise led me to expect. Unfortunately, this short game withholds the full picture of the plot, leaving inference to fill in the nature of the danger, and it also ends pretty quickly, with only a few simple puzzles to solve before the thing is done – there’s enough here to intrigue but not, alas, to satisfy.
The premise, of toys coming to life to help their owner, is a nice one, and the basics are definitely covered. Thematically, it’s all about the power of togetherness, and solving the puzzles requires building a team: recruiting other toys gives you the strength you need to banish the threatening miasmas that gate progress through the house (I imagined the Care Bear Stare, given my demographic). This is satisfying to work through, and the supporting cast – a Transformer, a toy car, several stuffed animals – are briefly but satisfyingly sketched. They also have a few abilities that are used to get the band together. These challenges are all simple enough, though they feel quite old school, since most of them require a CHARACTER, ACTION command syntax that I associate with Infocom games. The ABOUT text flags that this will be required, though, so it’s all fair enough.
I’m struggling to find much more to say about Brave Bear, though, since it doesn’t do much with this solid framework. This isn’t just a matter of its brevity; first, the owner and her relationship to your protagonist feel very archetypal, without much lived-in detail. Similarly, the house is quite generic, with the room descriptions spending more time mentioning exits to other parts of the map than offering up any scenery or anything that offeres a window into the owner’s life. Nor is the origin of the evil phantoms haunting the house ever explained, and the game ends without a climactic action showing the Bear rescuing the owner – there’s some mysterious ending text that hints at the real story, but it’s pretty thin gruel. It’s all implemented smoothly enough and it goes down easy, but I can’t help wishing Brave Bear had a little more to it – there’s a down side to wearing out one’s welcome, of course, but the game errs too much in the other direction.
Highlight: I liked the other toys, who definitely have a spark of personality coming through – my favorite was the nervous Transformer.
Lowlight: I was enjoying the game for what it was, so I was sorry to reach the overly-conclusory ending so soon.
How I failed the author: Henry was feeling a bit fussy while I was playing Brave Bear, so I was only able to play it in five minute chunks in between seeing to him, which probably made it hard for me to integrate all the different hints as to what’s going on.
(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)
Wabewalker is a first for me – it’s an abstract allegory where the puzzles you run around solving unlock progress towards inner spiritual growth, which isn’t too novel, but the framework here is an explicitly Buddhist one (that it’s a .jar file for which I needed to install Javascript might also be a new one, though a less interesting one). I don’t know that much about Shingon Buddhism, which is the particular set of beliefs that underlie the game, but am aware it’s a form of Vajrayana – the tantric version whose most prominent exemplar is Tibetan Buddhism. One of the distinctive things about Vajrayana is the use of powerful symbols to structure meditative introspection of consciousness, which means it should be perfectly suited for the use it’s put to here: like, the religion explicitly deploys allegories in exactly the way the game is striving to. It’s a neat match of form to subject matter, and definitely creates some high points – but at the same time, there are places where there isn’t much of a connection between the stuff of the game and the themes it's evoking.
It’s the puzzles that provide both the peaks and the troughs, but the setting and story are interesting too. There’s no introductory text laying out the situation, so figuring out what’s happening is the initial challenge and I don’t want to say too much to spoil that – I’ll just note that I found this pretty effective, even if it’s not especially surprising. Bottom-line, you move between three linked dream-like environments: one a sort of museum, another a sort of mansion, a third a mountainous landscape, though there are plenty of incongruous touches to merit the “sort ofs” in this aside, and while nothing is described especially fulsomely, that fits the abstract nature of the game. You have to solve different aspects of single overarching puzzle to unlock different elements you’ll need in order to perform the actions required for the endgame. Most of the landscape and décor are Japanese, and you’ll run across reading material – and a few NPCs – that explicate some key principles of Buddhist views of the self and identity along the way. It’s all in service of the main revelation that the puzzle-sequence brings you to, which is quite internally-focused – there aren’t really conventional story beats to be paid off.
OK, so let’s get to the puzzles. Again I don’t want to spoil things since the game does set up a real aha moment, and once you get to that click, it does shift your understanding of everything else in the game and what you’re meant to be doing – which is very in keeping with how Vajrayana sees enlightenment happening, with the sudden impact of a diamond thunderbolt. So far so good, but what you do after that aha moment felt more arbitrary to me, and not linked to the game’s Buddhist themes. To talk about why, I’m finally going to need to get spoilery:
(Spoiler - click to show)The big reveal is that the color-coded combinations you notice on various safes and locked doors are tied to which of your three incarnations are alive at any given moment. Since you can move between the three areas, and reverse each of their deaths, fairly easily, progress becomes a matter of jumping around and getting yourself either killed or resurrected in the specific combinations needed to get through each barrier, at which point you’re rewarded with pieces of the mantras you’ll chant at the three shrines located in each area. On top of that, you need to solve some additional puzzles to figure out how the pieces relate – which mantra to chant at each shrine, which symbol is associated with which bodhisattva, and which body part is associated with each mantra syllable. It’s a fun enough process to work through, but it feels very much like solving a logic puzzle, which is not the vibe Buddhist revelation -- which emphasizes the inaccessibility of enlightenment to reason -- typically takes! This puzzle sequence could have been about a trio of robots trying to hack a security system, and there’d be a better fit between form and substance. Worse, the final bit of the puzzle requires you to find the answer to a historical trivia question, which is what unlocks the final sequence – a koan this is not!
This didn’t ruin my enjoyment of the game, since again, the puzzles are fun to solve. And overall Wabewalker is a satisfying experience, with generally solid implementation and a well-considered minimalist aesthetic. I just can’t help wishing it went a little further towards marrying its gameplay and its themes.
Highlight: Without a doubt, it’s that aha moment.
Lowlight: this is not a merciful game – it’s possible to reach a game over by dying, with no advance warning, and in fact I did by typing a single innocuous command. Once you die once, it’s not too hard to figure out how to prevent it from happening again, but definitely save often!
How I failed the author: I played this in a bunch of short sessions, but mostly was able to keep up with it – where I let the author down is probably being hyper nitpicky in this review. Also I’m fairly tired right now so I’m not sure I’m thinking and writing with the clarity required when talking about an actual religion, especially as a white guy who’s read a lot but doesn’t actually practice Buddhism!