Reviews by Mike Russo

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The Belinsky Conundrum, by Sam Ursu
3 of 3 people found the following review helpful:
Innovative but annoying format, December 28, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(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)

Oof, I can’t help but feel bad for the timing of launching a Facebook Messenger game the same week that it crashed. I didn’t run into any downtime, but I did find FB Messenger an awkward platform for this game, from really-annoying timed text, the need to manually scroll down the chat log after each prompt to see the options, and accidentally restarting the game several times when I tried typing instead of just clicking. It definitely seems like there could be advantages to the format that make it worth these downsides, but I don’t think The Belinsky Conundrum does anything that can’t be capably handled by more traditional platforms like Twine, and using one of those likely would have made the implementation a fair bit smoother.

The substance of the Belinsky Conundrum is also a little awkward. The blurb made me expect intense moral dilemmas, and then the opening seems to be framing a high-stakes espionage mission, important enough to be launched from the White House Situation Room, but your character’s dialogue options radically undermine any sense of gravity – like, upon being told that the mission will involve assassinating an American citizen and his minor children, my choices were “sweet!”, “that’s messed up”, and “oh my god”. Which, I mean sure, it is messed up, but I was expecting something a bit more articulate? This irreverent tone continues throughout the mission, and while I guess it’s meant to keep things grounded and conversational, it really took my head out of the game.

It doesn’t help that most of what you wind up doing is fairly dull. The primary gameplay is about managing the logistics of getting to the mission and gathering the needed weapons and transportation. Preparation can be a fun part of a heist story, but here there’s not much interesting going on in any of the sequences – even a (Spoiler - click to show)a surprise betrayal from a key contact played out in a low-stakes, low-consequence way – and I ran into what was I think a bug that made the resource-management part of these decisions moot, since I started out with several thousand negative credits (but could keep spending anyway).

I can see how things might pick up at the climax, but just as I got to the mission’s target the first time, I learned that they were about to be raided by the cops, and I decided to scrub rather than get caught in the middle. Turns out this ends the game, which is fair enough, but since there was no save functionality, rectifying that mistake meant starting over, and I didn’t have the endurance to face all that timed text again immediately (I eventually won -- see below). It’s a shame, since a good moral dilemma can be satisfying to work through, but I fear TBC might have gone too far in back-loading the good stuff.

Highlight: I did enjoy the drama of kicking off the story in the Situation Room – it’s a fun touch.

Lowlight: Getting a gun was a really tedious process, not least because you need to call through five different people with very-similar names to figure out which one is actually your contact. It’s pointless busywork since there’s no way to guess which one’s right, and no penalty other than sitting through identical wrong-number dialogue, if you fail.

How I failed the author: I haven’t logged onto Facebook in like 3 or 4 years (look, I’m not a big social media person) so I was distracted the whole time I was playing by a sidebar full of people I’ve flaked on writing back to for an extraordinarily long time. Sorry!

MUCH LATER UPDATE: I went back and replayed this one to a real ending. There’s definitely a climax that brings some excitement and ties together the plot threads laid down earlier, and presents the promised moral dilemma. This didn’t change my mind on the game too much, though, since the story felt very much on rails after the point where my first playthrough prematurely concluded. There’s a lot of action and some wrenching decisions, but they all appeared to happen automatically, with only one significant choice coming in at the very end. There do appear to be major consequences for the decisions made in the mid-game – there’s a score listed at the end, and there was definitely room for improvement – but I think front-loading the interactivity like this wasn’t a great idea, since it means there’s a lot of fiddly decision-making before the story kicks into high gear, then not much to do except click “next” once the ending arrives. If this had more of a heist vibe, where you could know a bit more about what the climax was likely to look like and make your preparations accordingly, I might have liked it better, but as-is the decisions felt too much like shots in the dark.

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Gamlet, by Tomasz Pudlo
3 of 3 people found the following review helpful:
A literary feat undermined by its puzzles, December 27, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2004

"Audacious" doesn't begin to do justice to Gamlet. Harry Potter by way of Portnoy's Complaint with a soupcon of Shakespeare; kabbala, pubescence, the luminous, somehow innocent attraction that sin holds for those just cresting adolescence; there's a lot to take in here, and the author's voice is bold and assured, weaving together the abstract and the vulgar to devastating effect. The writing is elliptical, content to take its time and draw the player into the world at its own pace. Themes and echoes are everywhere.

Frustratingly, though, this pregnant, compelling premise is swallowed up by overcomplicated puzzles which aren't sufficiently integrated into the game. Perhaps I'm just not clever enough at coming up with solutions, but it felt like important objects weren't always mentioned, and some of the puzzles seem to presume more knowledge and perspicacity than I could muster. I'm still not sure where the clock combination came from. As a result of the difficulty, I found myself forced to the walkthrough sooner than I would have liked, which broke the spell of immersion the game had been weaving up until that point; the fact that instead of evoking an "ah-ha!" the solutions left me wondering how I was supposed to come up with this stuff didn't help matters.

Worse than the difficulty, however, is the way that the puzzles become more and more contrived as the game progresses. Lighting a lamp, finding a hamster, raiding the kitchen; these are all reasonable actions, and a certain degree of spelunking in the PC's father's study makes sense given the premise, as well. But too quickly, the game falls prey to increasingly arbitrary puzzles, with little connection to the story beyond the necessity of padding the length. The game very much lost me once I entered the elevator; this new, fantastic world felt colorless and generic compared to the dim, claustrophobic house below. There's a symbolic logic which continues to work even here, and the prose continues to be strong, but ultimately the latter portions of the game are a disappointment.

Overall, Gamlet perhaps tries to do too much; cramming so much characterization and puzzling together is a tricky business, and the game might have been better served by privileging one over the other. As it is, its skewed, distinctive vibe makes it one of this year's standouts, but its flaws do far too much to weigh it down.

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The Song of the Mockingbird, by Mike Carletta
3 of 3 people found the following review helpful:
A well-implemented, serious historical adventure, December 26, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(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)

A tightly-designed and well-researched period-piece puzzler about a singing cowboy rescuing his sweetheart from a band of outlaws, The Song of the Mockingbird has a lot going for it: it nails a consistent voice that fits the setting, it boasts complex but fair puzzles that can be tackled in nonlinear order, and there are really robust post-game notes laying out the historical context. This of course did really well in the Comp, and deservedly so – but for a few mostly-idiosyncratic reasons it didn’t fully resonate with me, so I didn't wind up enjoying Mockingbird as much as I admired it.

First, I struggled with the puzzles. Some of this is due to my new-father brain, I’m sure (I played the game over a couple of late-night sessions), and all of them make sense once they’re solved. But I wound up using the hint system more than I was expecting to, largely because I had a hard time getting my bearings. Many of the puzzles hinge on using historically-appropriate equipment, like (Spoiler - click to show) making the lighter work and fixing the wagon-wheel, but the way objects were described often made it hard for me to picture what was going on. Location descriptions were also often really verbose, with a lot of detail on the environment and relevant objects, as well as usually having a couple of additional paragraphs laying out what a nearby bad guy was up to. Again, this is probably a strength, since it helps get the player grounded in a complicated, unfamiliar environment – but something about the writing sometimes left me feeling a bit at sea.

Another reason I found the puzzles hard is that the vibe of Mockingbird is much more serious than I was expecting. While the blurb and cover art aren’t zany by any means, the presentation of the disarmed singing-cowboy protagonist whose wits and guitar are going to save the day led me to expect something reasonably lighthearted. Deviating from parser-comedy conventions is no bad thing, but in this case, one way the difference plays out is that the puzzles are ruthless than I was expecting. They're all about getting rid of various outlaws who are keeping you from the ranch house where your sweetheart is being held, but while I was mostly trying to disarm them or knock them out, the actual solutions were way more bloodthirsty. Don’t get me wrong, I enjoyed how the game takes its premise seriously – but seriously doesn’t have to mean violent, and personally this choice didn’t work well for me.

Finally, while the game is technically solid and I didn’t run into any bugs, I found it was missing a number of conveniences that I’ve come to expect from modern IF. The biggest offender is a door locked with three different keys – once I’d solved all the puzzles needed to collect them, I tried just typing S or OPEN DOOR, but nope, I had to manually unlock each different lock, with lots of disambiguation issues along the way because UNLOCK BRONZE WITH BRONZE wasn’t understood (nor does UNLOCK DOOR WITH BRONZE KEY work – you need to match each key to each lock). This is a minor annoyance in the grand scheme, but it still look me like two dozen turns to get this stupid door opened, and there were a few other similar places, like futzing with (Spoiler - click to show)the gold casket or finding the block and tackle, where the parser wasn’t as helpful as I wanted it to be.

So yeah, this is a review full of niggles of what’s a really well-done game, and I know a good amount of my caviling above is really down to personal preference – there’s a lot of good work and solid craft that went into Mockingbird, and I love seeing more historical games in the Comp. Sadly it didn’t fully gel for me, but I’m definitely looking forward to seeing what the author does next.

Highlight: I loved the lavish historical notes available after winning the game – I’m kind of a history nerd so I love this stuff (though see next point…)

Lowlight: OK, so the game is set in 1867, but in the epilogue the main character reflects on how “President Johnson will snuff out the embers” of the Confederate dead-ender movement the outlaws are supporting. Come on, this is post Swing Around the Circle! Sure, the local military head, General Sheridan, was a staunch Reconstructionist, but from the timing implied by the notes, he was at best only weeks away from being transferred away by the soft-on-Confederates Johnson! (OK, I suppose maybe the singing cowboy isn’t so up on politics, but come on, this feels like an oversight -- albeit one the author's said will be changed in a post-Comp update).

How I failed the author: er, per the above, I may have been overly-fixated on historical minutiae.

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Gilded, by John Evans
1 of 1 people found the following review helpful:
Yearning for a polished re-release, December 25, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2005

(This is a repost of a review originally posted on the IF newsgroups immediately after the 2005 IF Comp)

Gilded is one of the more ambitious games in this year's field; unfortunately, it's also one of the least polished. It's got an interesting premise, and the prose is fluid and distinctive, but the player isn't given enough direction, and sloppy implementation further confuses things. There's plenty of creativity on offer, but lack of guidance and bugs suck away most of the enjoyment, and I found myself floundering and using the provided hints and walkthrough as a lifeline.

The set-up for Gilded—a fairy-tale in reverse—is initially compelling, and after reading over the introduction and ABOUT text, I was looking forward to leading the adventurers on a merry chase. The descriptions and especially the dialogue were amusing, but almost immediately the fun of using my powers to play pranks on the poor mortals gave way to a life-and-death struggle. Instead of proactively coming up with clever mischief, the player is himself forced to react to a series of threatening situations, which increases the feeling of being off-balance, as the player doesn't have the leisure to experiment and explore. While there's nothing wrong with such an evolution towards reactive gameplay, it happens far too suddenly, and feels too much like the rug being pulled out from under the player. The opening sets up a lighthearted scenario where the player will be in control - and then midway through the second location, this control is history. A more gradual transition would allow the player more time to master the fey's powers, and flesh out the characters more fully. Indeed, the rivalry/flirtation with Val is one of the most enjoyable elements of the game, but again, it isn't given much space to develop—you chat for a while outside the tavern, and then are off solving puzzles and trying to escape him. Most of the world is open from the very beginning, and while there's quite a lot which isn't directly related to your struggle with Val, its relevance is rarely clear.

Puzzles based on magic and allusion are always difficult to pull off; when they work, they work beautifully (see the Moonlit Tower, for example), but it's often hard to communicate the operant logic to the player. This difficulty is compounded in Gilded; not only do the player's abilities work on metaphor, so too do those of the primary antagonist—when Val begins plastering papers etched with sutras all over the forest, it's difficult to know what the appropriate course of action is. The endgame, by way of contrast, seems to vary wildly in tone, and brute force comes to the fore; while I'm sure there are cleverer ways out than simply fighting, I wasn't able to come up with any, and as a result, the ending was very anticlimactic. Still, the writing as a whole is a pleasure to read, and there's plenty of visual creativity on display—the sutra-plastered forest might be somewhat obscure as a puzzle element, but it's a beautiful image.

Contributing to the sense of disorientation is the feeling that the game isn't quite finished. There are only hints for two areas of the game, and I got stuck in the help menus at some point, unable to return to the root menu. I encountered a number of disambiguation problems, and in one play-through, the conversation in the tavern would display no matter how far away I traveled.

Overall, I found Gilded to be a frustrating experience; the writing is good, and the scenario should present fertile opportunities for enjoyment, but the lack of guidance and lack of polish makes it more frustrating than it should be. A post-comp release with some better clueing and some of the quirks ironed out could really improve the game; it's deep and interesting, but doesn't quite cohere as-is.

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The Golden Heist, by George Lockett and Rob Thorman
3 of 3 people found the following review helpful:
A classical romp, December 24, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(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’m a firm believer in playing games in the random order that the Comp page spits out. Sure, it’d be easy and immediately-rewarding to jump around looking for games from authors I know and picking the ones with blurbs that immediately appeal. But that would mean I wouldn’t give as much attention to games by new or lesser-known authors, and would probably make me burn out on getting through the full Comp, since I’d be front-loading the stuff I’m likely toto dig and backloading games that might take more of an effort to play. With that said, I am only human, and every Comp, there’s a game or two that strikes my fancy right off the bat, leaving me to furtively scroll down, drool over the blurb, and anticipate the moment when I finally get to play.

Reader, since October first I’ve been jonesing to dig into The Golden Heist, since it seems laser-targeted to appeal to my interests. I’m a sucker for a good heist, and the record will show I’m quite a fan of lightly-comic Classical settings (ahem). And I’ve long wanted to visit the ruins of the Domus Aurea – while I haven’t managed it yet, I have walked past the entrance while pestering my wife with fun facts about it (she really appreciated that, I’m sure). So while I think this is a fun, well-designed game that anyone will enjoy, you might want to take the following rave review with a grain of salt given how many of my buttons it manages to hit.

To be successful, The Golden Heist needs to walk a tightrope between breezy accessibility and historical grounding – anyone drawn in by the specificity of the premise is going to want to see the game reflect what we actually know about this time and place in early-Imperial Rome, but at the same time, a heist needs zippy dialogue, narrow escapes, and surprise reversals that can’t be too indebted to plodding realism. It’s a tough balance to strike, but the game manages it really well, with incidental details about things like the fire hazards endemic to ordinary life in Rome lightly scattered throughout the story. The take on Nero, too, is pretty pulpy, but I think is closely modeled on the portrayal in Suetonius (whether or not the dishier bits of the Twelve Caesars were anything other than scurrilous gossip is whole separate question).

Of course, the player needs something to do in this well-realized setting, which brings us to the heist. It’s all well-motivated – your father was an architect who helped build Nero’s new golden palace, but was cruelly cast aside after an injury, so now you’re out to rob the place blind as an act of revenge that will incidentally make you rich – and while there’s not much of a separate planning phase, which is something I enjoy in these kinds of stories, you do get to choose one of three mutually-exclusive partners for the caper and bring their particular specialty (fists, wits, or brains) to bear. I went with charming rogue Felix – he seemed lucky – which had a major impact on how things played out, both lending his talents to overcoming some of the obstacles we encountered and adding some complications of his own, as some of his past swindles caught up with him at the wrong time.

The heist itself plays out as a series of obstacles that need to be confronted in sequence, from making your way in (I had the choice to blag in the front or sneak in the back) to connecting with a contact to setting up your distraction to the light puzzle-solving required to get into the vault, and climaxing with the desperate rush to escape once things go inevitably pear-shaped. While the tone stays breezy (and bringing Felix along set up some pretty good jokes, including his threatening bluff that the main character’s a Macedonian known as Alexander the Great With His Fists), there’s definitely a ratcheting up of tension.

I’m not sure whether it’s possible to have to abort the heist early if things go too wrong, but it certainly feels like there are degrees of success or failure that have consequences later, especially in the push-your-luck escape bit. I have to confess that my run was more Benny Hill than Danny Ocean, with a few small missteps in the opening cascading into big problems on the way out. Still, I managed to get away with a reasonable chunk of loot (though the game seemed to think I’d lifted Nero’s golden lyre when I’d actually left it behind), and I’m eager to replay post-Comp to see if I can do any better. And given how big a role Felix played, I’d imagine that picking one of the other sidekicks would feel like a substantially new experience.

There are certainly some parts of the game that don’t work as well as the rest – in particular, the puzzle to unlock the vault feels too adventure-gamey to me – plus there are a couple typos, and it’s a little disappointing not to have the larger cast and cross-cutting of scenes that you sometimes get in heist stories. Still, even discounting the way the setting and vibe play to my preferences, Golden Heist is a fun, fleet piece of work that lived up to my high expectations.

Highlight: Picking just one is really hard, but I did especially enjoy the bonkers way the running-away portion of the heist played out, with priceless treasures of the Julio-Claudians bouncing across the marble floors.

Lowlight: I’ve refrained from mentioning it so far, but much of the game’s text is timed, fading in sentence by sentence. It comes in pretty quickly, but still, why must authors do this?

How I failed the author: While I was 2/3 of the way through the game’s major puzzle, Henry woke up hard from a long nap, with a dirty diaper, a gas back-up, an empty stomach, and a nose stuffed with boogers. Seeing to all that took quite a bit of time, but it’s a testament to how much I dug this game that I felt like I’d barely missed a beat when I came back to it.

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You are SpamZapper 3.1, by Leon Arnott
2 of 2 people found the following review helpful:
Too much of a good thing, December 23, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(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)

With a new Matrix sequel coming out I think reasonably soon (“linear time” is a concept that feels like it only applies to other people ever since Henry came) I’ve been reminded of why I found the previous set so utterly disappointing. Like basically every then-teenaged boy I was very excited by the first one, and I thought it ended on a really exciting note: the humans were poised to go on offense, and clearly the way they were going to do that was via mass-Satori, awakening all the people trapped in the Matrix from their illusions - and crashing the machines’ power systems in the process. But then the sequels arrived and were, uh, not that – instead of a Buddhist parable of human liberation, we were suddenly supposed to be invested in all these new AI characters and their muddy Gnostic maundering about destiny for two long movies.

This may be running a little afield when assessing You are SpamZapper 3.1 – though the turn-of-the-millennium setting means it’s tapping into at least some of the same zeitgeist – but I had a similar reaction to the game, as what initially seemed like a winsome workplace comedy turned into an overlong melodrama about immortal intelligences and their codependent relationships with their users. There’s a lot to enjoy here, and I think it’ll find an audience that enjoys the heightened emotion and big-idea twists it has to offer, but it didn’t land for me as well as it probably deserves.

Now that I’ve spoiled a bit of where the story goes, I should lay out where it starts, which is with your anthropomorphized spam-blocking software meeting a new coworker (an email plugin that dings when an arriving message hits the inbox) and logging in for a busy day’s shift zapping spam. This segment of the game makes elegant use of the sometimes-constrained nature of a choice-based game, since the only agency you have is to block or approve incoming messages one by one. As the flood of email rises, you start to get a sense of who the human user’s friends are, and also a retrospectively-idyllic look at vintage-2000 email ads.

I enjoyed this bit, but it definitely goes on for a while (I think 50-odd emails) before the main plot stats to emerge. Because this is not just a regular workday: a friend of the user’s (Laurie) is having issues with her Christian-conservative father, who’s considering taking her computer away. The stakes for this are higher than just being e-grounded, though, since Laurie has, uh, fallen in love with another program, the letter-writing wizard in her word-processor. To avert the separation of these two lovers, you need to work together with the other programs to change the father’s mind about the temptations posed by technology. Along the way, you also learn to deal with your crippling self-esteem and anxiety issues (you’re perpetually worried that if you make too many spam-blocking mistakes your user will uninstall you), plus there’s a recurring subplot going into way too much detail on the mechanics of why the programs are sentient – it’s not just a comedy bit we’re supposed to go with, in fact these email plug-ins are incarnations of immortal noosphere intelligences who exist simultaneously at all points in time (there’s yet another plot strand set in a post-climate-apocalypse world).

It is a whole lot, in other words, and reader, I can’t say I followed all the way along the journey. The writing is solid enough – the different programs have a good amount of characterization, and there are some really good jokes involving the different chimes the new-mail signal program can make (I remember that duck quack!) and all the different obnoxious spam running around the early-00’s internet. But there’s also a lot of text here, most of it delivered in linear click-to-advance fashion that started to feel exhausting by the second hour, and some things are definitely over-explained. Similarly, Zappy’s various crises of confidence began to feel fairly belabored by the end. I also really had a hard time investing in the love story between a girl and her Word template: I get that we’re supposed to see the programs as metaphors for people, but their obsessive, near-slavish devotion to their user stands as a creepy barrier to taking the metaphor seriously.

There are some puzzles and choices to break up the progression of the story, and a few of these I thought were quite clever: your merry band of AIs only has a few things they’re allowed to do, so figuring out how to leverage those abilities, which includes leveraging opportunities in the giant mountain of spam, is generally pretty fun (though there is one pick-the-right-spam-message-to-exploit puzzle that felt like it required reading the author’s mind, as the characters even comment on what an off-the-wall idea it is). The balance between puzzles and reading seemed off to me, though – I wanted less text in between the interactive bits.

In fact that – less – is just what I wanted for You are SpamZapper as a whole: less word-count, sure, but I also think I would have enjoyed the game more if a few of the plot’s twists and turns had been excised in favor of a leaner and more compelling progression, and if some of the crazier ideas had been weeded out where they get in the way of the emotional core of the story.

Highlight: I really liked all the mail-ping jokes – something about that bit of circa-2000 Internet nostalgia works for me.

Lowlight: I ran into a bug around the bit where you (Spoiler - click to show)open a new credit card – a development-tools window popped up at the bottom of the screen that made it hard to click the links, though eventually this went away (I played in a Safari browser on an iPhone).

How I failed the author: I was really tired when I played the first part of the game, so the business where two characters were sharing an email account left me permanently confused about who was who.

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Cheiron, by Elisabeth Polli and Sarah Clelland
4 of 4 people found the following review helpful:
Intimidatingly educational, December 22, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2005

(This is a repost of a review posted on the IF newsgroups right after the 2005 IF Comp)

The dual nature of IF—works generally are both stories and games - is one of those things which authors need to grapple with. Regardless of where the balance point winds up being, the best IF manages to weave the two strands together so that they're complementary rather than antagonistic. The authors of Cheiron aren't particularly interested in that task, however, and the result isn't so much antagonism as it is an all-out rout. The game is a medical-care simulator, with deep implementation of the process of diagnosis; gameplay consists of poking and prodding at patients until you discover what's wrong with them. Concerns of story are chucked out the window to an almost unprecedented degree—as far as I can tell, there's no way to even get the game to acknowledge that you've "solved" one of the "puzzles" and identified a patient's malady, which means Chieiron provides even less narrative closure than a hand of Freecell.

Which isn't necessarily a bad thing, don't get me wrong. To borrow a paradigm from Will Wright, Cheiron is more of a software toy than interactive fiction as such, but (see above) I'm hardly a purist in such matters. However, the reason that I'm harping on the lack of narrative context is that Cheiron's approach to its subject matter is pointillistically detailed, and makes no concessions to the nonspecialist. The overall effect is austere and forbidding, and a more robust frame, more deeply-drawn characters, more story, might have rounded off some of its sharper edges, making for a more satisfying and more approachable experience for those who don't happen to be in the rather narrow core audience. There's definitely something to be said for sticking to one's guns and refusing to compromise a vision in favor of accessibility—hell, if you can't get away with it in IF, you can't get away with it anywhere—but here, while the end result is certainly impressive, it doesn't have much to offer to anyone who isn't a doctor or medical student.

The implementation, as mentioned, is very deep—you can PERCUSS all sorts of nouns, and ask the various patients about a wide variety of subjects. There are occasional bouts of awkwardness, however: I encountered a number of annoying disambiguation issues (many revolving around nipple-lumps and discharge, unpleasantly enough), which isn't helped by the parser often presenting degenerate possibilities. AUSCULTATE CHEST, for example, presents a host of available targets, one of which is the torso. But AUSCULTATE TORSO requires you to specify heart or lungs, and AUSCULTATE HEART is similarly not specific enough, prompting another deluge of Latinate nouns. Listing only the possibilities which would actually lead to a result would have been far more convenient. Some dialogue responses are shared across patients - diet in this part of the world seems remarkably uniform—but given the wide variety of conversational topics, this is understandable.

There are long help files provided, but they're fairly contextless - that is, they just give you a long list of things to try, without any guidance provided for individual patients. The help file points out that you can call the lab for test results, but I found the feedback to be meaningless. Again, there's no context or baseline given: if a patient has a peak flow of 418, is that high or low? Who knows? It seems like it would be possible to incorporate some cues of this kind into the game itself, and even if that would interfere with the pedagogic purpose, the authors could still have provided a reference manual or something similar, to allow the non-expert some recourse. Diagnosing an illness could be a rewarding puzzle, albeit one involving many highly-complex steps, but where a normal work of IF would provide clues at each step and attempt to guide the player through the process of deduction, Cheiron just leaves the player to flail around helplessly. There's no sense of progression, of working towards an understanding of a complicated problem by examining each part of the whole—rather, you're just left with a sea of atomized data. And the patients don't have much in the way of personality, which keeps the whole exercise feeling abstract.

So does Cheiron work on its own terms? Probably. I'm not aware of what training tools medical students generally use these days, and I'm certainly not qualified to judge whether the detail provided is medically accurate and sufficient to help students learn how to diagnose patients, but from my layperson's perspective, it seems like it would get the job done. Still, I feel like the authors missed an opportunity here. I enjoy playing around with complex systems, and going in, I was excited to play around and maybe even learn something about medicine, but there just weren't enough concessions on hand to allow me to do that. I have to respect what the authors have accomplished, here, but Cheiron unfortunately didn't have anything to offer me.

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Space Horror I, by Jerry
2 of 2 people found the following review helpful:
An early, flawed choice-based game, December 21, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2005

(This is a repost of a review I wrote on the IF newsgroups right after the 2005 Comp. What a difference 16 years makes!)

While I'm generally quite partial to knock-down drag-out argumentation on abstract matters, for some reason the question of what makes something IF has never really struck me as worth getting worked up about. Space Horror I is a Choose-Your-Own-Adventure style game, and that may or may not disqualify it from being considered IF under some (quite reasonable) definitions of the form, but its cardinal sin isn't that its structure is unconventional—rather, it's that the author hasn't made good use of that structure once chosen.

CYOA has a bad name because of how the eponymous series of books was put together—lots of "pick door No. 1, die horribly, pick door No. 2, the story continues," in my recollection. But this isn't anything inherent in the CYOA framework; it's just a matter of implementation. And CYOA does have its virtues: the author has a great deal of power to tell a compelling story; since only a limited set of player actions are available, it's possible to take every choice into account and weave a deft tale that's responsive to everything the player does. That is, the raw possibility-space may be highly constrained, as compared to typical IF—instead of deciding where to go, what to examine, and what to take, you can only choose from a pre-ordained menu—but the flip side of that those fewer choices can be more meaningful, more dramatic, have more of an impact on the story. Many IF authors choose to go with menu-driven conversations rather than the more free-wheeling keyword system for precisely these reasons, after all.

Space Horror, however, doesn't take advantage of the strengths of the CYOA model; instead, it's modeled (explicitly, according to the end-notes) on one of those books from the bad old days. The player is left making choices in the dark, with no real information about the likely consequences, and with death very often the wages of an incorrect choice. Progress in the game often resembles navigating a labyrinth more than creating a story; instead of picking what actions would make for the most compelling narrative, the player winds up backing up from dead-ends and going left instead of right, so to speak. Picking a small, quick car over a big, slower one will result in player death, but there's no a priori reason to know that. Going back to the player character's dorm rather than exploring around is likewise a one-way ticket to the restart menu. The game doesn't present interesting choices—it just presents frustrations. The only real exception is the series of choices at the beginning that determine which branch of the plot gets played, but again, there's no context informing the choice, so it has weight only in retrospect (and really, the way the options are presented isn't exactly the stuff of high drama - "oh, if only Oedipus hadn't gone into the bedroom before going to the kitchen, it might have all turned out differently!" And so on). Further reducing one's chances of doing well on these shot-in-the-dark quizzes, the author repeatedly uses the player character's thoughts as a head-fake; several times, the text indicated that the protagonist wanted to pick a certain path, which when followed led to certain death. I'm unsure whether this was intentional or not, but it felt unnecessarily punitive and served to emphasize how the other characters were much smarter than me. This is called "deprotagonizing," and it's not particularly fun.

From the title alone, it would be unfair to expect Space Horror's story to be anything other than B movie fare, but given the choice of CYOA format, the narrative has to do even more heavy lifting than it would were the game a more conventional work of IF. Unfortunately, even judged by the standards of the aliens-invade genre, the tropes deployed still manage to be tooth-grating. Everyone from the player to the supporting characters immediately twigs to the fact that it's aliens behind everything, despite the ravaging monsters looking a lot like werewolves, and the mass disappearance looking a lot like the Rapture. This uncertainty could have been exploited to create some nice tension - of course the girl who runs the UFO web site thinks it's aliens, but then she's not all there, is she?—but sadly we're left with the dull (and somewhat silly) consensus that it's carnivorous wolf-aliens who've traveled untold light-years and deployed hugely advanced technology in order to eat us. And the Tina character is too transparently the Romantic Interest—immediately after seeing an 8-year-old girl horribly eviscerated by an alien monstrosity, her first words are a thank-you to the player for being thoughtful enough to hold her hair while she vomited from the horror. The other characters are generally more bearable, though are just as cardboard—the Defenseless Moppet, the Cop In Over His Head, the Kooky Survivalist. The overall amateurish writing doesn't particularly help matters.
The puzzles are nothing to write home about either, being decidedly abstract and poorly integrated into the story proper. The use of Morse code as a puzzle element is especially ill-advised; there isn't an in-game shortcut for deciphering the message, which means that the puzzle reduces to simple drudgery once the player realizes that Morse code is involved (I confess to immediately scurrying to the hints because I was too lazy to perform the transcription, which presumably isn't the desired behavior). There is an opportunity for a clever puzzle—discovering why the player character and the other survivors weren't taken—but the author immediately sabotages it by having the answer written in block-caps across the top of the screen. Simply presenting the facts and allowing the player to deduce the pattern would have been much more satisfying.

Space Horror just doesn't have enough room for player agency, both because of the CYOA format and the less-than-inspired puzzles. If all this railroading was in the service of a novel story, it would be forgivable, but the plot is an unpretentious genre exercise which barely registers the moment after it's over; more, because of the way the story branches, it's likely that what small narrative punch it packs will be diffuse the first time through, since many of the characters won't make it to the end or won't have had any screen time.

I can't close out the review without offering one unalloyed word of praise, however: "Is it the end of the world? :(" is perhaps the most hilarious parody of Internet-discourse I've ever read. The idea that someone, someday will greet the apocalypse with an emoticon still leaves me giggling.

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Fine Felines, by Felicity Banks
1 of 1 people found the following review helpful:
More than just cute (though it is cute), December 20, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(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’ve heard various theories for how to do well in IF Comp posited over the years, but Fine Felines cuts the Gordian knot with an outside-the-box strategy that’s obvious in retrospect: jam a game chockablock with kitty pictures and wait for the 10-out-of-10s to roll in. That’s not all this ChoiceScript entry has going for it, since I found the economic side of the cat-breeding system engaging, the potentially-twee premise is leavened by some more serious themes, and the writing is assured too, sketching in four different romanceable NPCs and juggling the different subplots with aplomb. But despite trying to maintain critical distance, I still spent a disproportionate amount of my time with Fine Felines cooing over photos of kittens – I’m not made of stone!

The main thrust of the game is as advertised: in the wake of the death of your disabled mother, for whom you’d been the primary caregiver, you’ve decided to use your inheritance to set up as a cat breeder. I know nothing about the specifics of the business, but Fine Felines goes into just enough detail to be fun, making sure you need to consider things like license requirements and the characteristics of different breeds of cat but providing enough info and context that I never felt like I was in over my head. The game’s roughly divided into two phases: in the startup portion, you meet different cat-breeder NPCs and decide which two (of six) cats you want to use to seed your stable, while spending your nest egg to keep the kitties healthy and happy, with options for food, exercise equipment, and more, as well as the advertising and overhead every business needs. Based on your decisions here, you’ll eventually wind up with a number of kittens, and the second phase is about caring for them and hopefully selling them to their lucky new owners.

These systems aren’t tuned particularly harshly – without agonizing over my decisions, I wound up with a successful business that was swimming in cash by the end. But the choices still feel meaningful, and it’s satisfying to see the main character’s life get better. It helps that this isn’t a dry management minigame – all the decisions you need to make on how to run your business are embedded in the narrative, and many of your choices aren’t made in the abstract, but also let you engage with the cast of NPCs. When you pick the breed of cats you want to purchase, for example, you’re also picking which of the breeders you want to spend more time with, and potentially check in with when crises hit.

Beyond this main thread, there’s an additional subplot involving your character being diagnosed with fibromyalgia, and having to use some of their financial and emotional resources to protect their health while running a successful business adds an additional, more serious tone – though again, I found that the game’s difficulty was easy enough that this became an upbeat story of adjusting to life with a disability, while not sugar-coating the challenges that the disease poses.

All in all, Fine Felines succeeds at what it sets out to do. If I have a critique, it’s that the various NPCs, while endearingly drawn and refreshingly diverse, didn’t for me take on a life of their own beyond their somewhat-tropey initial presentation. Given the game’s relatively short running time and the broad range of potential interactions, though, this is a minor fault. And did I mention that it’s lavishly illustrated with cat pictures? 10/10, wins the internet.

Highlight: look, I hate to be superficial, but again, these are adorable kitties, and despite the fact that I’m primarily a dog person, I still found the choice of which cats to pick super hard because they were all so adorable.

Lowlight: I wound up choosing a matched pair of cats from the same breed, since the game seemed to present that as the default option – going with two different breeds requires clicking through to a second set of choices, and also seemed like it required rolling the dice on whether these cats who didn’t know each other would get along. But this choice made me feel like I missed out on interacting with two of the main NPCs, since it was hard to come up with reasons to talk to them rather than the one who was an expert on the breed I selected. True, this design means replays will be more rewarding, and Fine Felines seems like it’s meant to be run through more than once, but I still think it’d be more fun if I’d been pushed more aggressively towards the mix-and-match option.

How I failed the author : again I’m going to mark this down as a secret success, since in the last few weeks I’ve gained a new appreciation for the joys of caring for a helpless but cute little creature.

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Earth And Sky 3: Luminous Horizon, by Paul O'Brian
2 of 2 people found the following review helpful:
A superheroic conclusion, December 19, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a repost of a review I wrote on the IF newsgroups right after the 2004 Comp)

Years in the making, the Earth and Sky saga finally comes to a triumphant end. All the stops are pulled out — both characters are fully playable, leading to enjoyably synergistic puzzle-solving, long-standing mysteries are resolved, though the focus is properly on action rather than explication, and it even comes with a Story Thus Far comic. Elegance is everywhere on display, from the completely in-character hint system to the question-and-answer which integrates the results of your playthroughs of the previous games in the series. And those sound-effect blocks never get old.

Picking up right where part two left off, Luminous Horizon does sadly involve a slightly pedestrian setting — yet another corridor-filled sci-fi installation — but the set-pieces are dense enough and the forward momentum rapid enough that one only notices in retrospect. Likewise, the evil plot isn't particularly interesting in of itself, but as an excuse to indulge in some property damage for justice, it more than serves its purpose. Banter between the siblings makes a welcome return, and it's context-sensitive, entertaining, and gives the floundering player some guidance besides. Overall, the narrative elements once again fit the genre and mood perfectly — Luminous Horizon simply screams "four color supers."

The puzzles likewise are completely in-genre. There are no real object puzzles to speak of — it's all about the clever use of each sibling's superpowers, singly or in conjunction. Many puzzles appear susceptible to solution by either character, allowing the player to pick a preferred approach. There's almost always some action going on, but one never feels too rushed, since the character who isn't being controlled can generally keep the heat off the active PC's back long enough to figure out the best approach. Each section of gameplay is self-contained and clearly set off from the others; while this may lead to some disappointment ("you mean part two is over already?!"), it works to focus attention on the particular crisis at hand and keep the aimless wandering down to practically zero.

It's clear that attention was paid to the smallest detail, and the game was extensively tested. Switching from sibling to sibling, even in the middle of complicated scenes, never resulted in continuity errors or pronoun bugs. Even somewhat nonsensical actions like PUNCH ROAD return a sound effect and a terrible pun. And just when you're thinking that Fire and Rain seems familiar, one character makes the James Taylor reference. Death is possible, but it's always obvious what killed you, and how to go about preventing it. All of this makes Luminous Horizon a pure pleasure to play.

Niggles? A few, I suppose. I spent a fair bit of time experimenting with the gizmos, but could never find a real use for them. They were certainly interesting, but the tinkering felt a little odd, in context. The sequence with Fire and Rain took me a little while to figure out, since I wanted Earth and Sky to both do something simultaneously. The ending might be a little abrupt, although part of that could just be me not wanting the series to be over. Overall, though, these nitpicks do nothing to diminish what's one of the most enjoyable bits of IF out there.

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