Reviews by Mike Russo

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Inside, by Ira Vlasenko
1 of 1 people found the following review helpful:
Are you a good witch or a bad witch?, December 25, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

First two children’s-book games in a row, then two witch games back to back? I think the randomizer’s been drinking. Despite being a short, choice-based game, with a female magic-user pursued by witch hunters, though, Inside has a very different vibe than Witchfinders. It doesn’t attempt to locate itself in any particular historical milieu, for one thing, and it’s much puzzlier to boot. Perhaps most importantly, rather than a low-key day of visiting neighbors and creating workaday hexes, in Inside the protagonist is up against the wall, facing death at the hands of her inquisitorial pursuers.

The mechanics of this, I confess, were a little obscure to me. The game opens in medias res, with the player coming to awareness but not given much information about where they are or what’s going on – or even who they are, because you’re apparently playing not the witch herself but her familiar spirit. This displacement or bifurcation of identities winds up being effective, as it allows the game to lampshade the player/protagonist divide, and also sets up odd-couple style bickering that helps keep the game engaging even when the puzzles risk getting a bit dry. The precise nature of the challenges you face also helps keep the plot from cliched territory – after being nearly drowned by the witch-hunters, the protagonist (and you) has retreated into her own mind, and needs to revisit her past, present, and possible futures in order to wake up and escape.

You have a reasonable ability to customize the story; in particular, an early choice lets you establish whether you’re a good witch or a bad witch, or occupy a middle ground somewhere in between. Many puzzles also have alternate solutions, with a quick, selfish answer typically juxtaposed against a more laborious, selfless one, with concomitant implications on the plot and ending. The witch is also unique in that she’s married, and by choosing snide or supportive comments, you can do a little bit of characterization of the relationship (I wanted a lot more of this, but in fairness, I think I’m way more excited about marital-dynamics simulations than is the target audience).

This well-considered set-up didn’t feel quite as engaging to me as I’d hoped, though. Partially this is because I found decoding the dialogue between the witch and her familiar occasionally challenging to decode – they use different font colors, but to my slightly-color-blind-eyes, they amount to a somewhat brighter and a somewhat duller shade of beige, and there are no dialogue tags making clear who’s saying what, so I frequently found myself losing the thread of conversation and having to double-check who was saying what. Partially this is because the puzzles sometimes felt simultaneously overly laborious – there’s an alchemy one that’s cool in theory, but requires a lot of clicking to get through – and overly forgiving – I flubbed an early puzzle, only for the game to institute a do-over and automatically solve it on my behalf, which made me question what it even needed me for in the first place.

Still, as a reasonably short game, these faults didn’t do too much to undermine my enjoyment – Inside puts enough of a spin on a common premise to feel sufficiently unique, and it was fun to try to draw a line between the different versions of the protagonist I encountered in the various vignettes. Some tightening up of the gameplay, and cleaning up of the aesthetic experience, would certainly make it a stronger entry, but what’s here is still solidly worth playing.

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Campus Invaders, by Marco Vallarino
1 of 1 people found the following review helpful:
A zany my-first-parser type game, December 24, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Everyone who writes parser IF must, if I have my causaility right, have had a first game where they taught themselves to write parser IF. Traditionally, these games fall into two categories: my-dumb-apartment games that turn some familiar location in the author’s life into the backdrop for a series of puzzles that gradually run through the key features of the language, or games that superficially adapt some currently-popular bit of media and use it as the backdrop for a series of puzzles etc. (personally, I went for option B, working on a House of Leaves pastiche that thankfully never got nearly close enough to completion to tempt me into trying to release it). These games aren’t necessarily always bad, but they are almost always inessential, important only insofar as they hopefully will lead to other, more interesting games later on in the author’s IF career.

The signs that Campus Invaders is a teach-myself-IF game are pretty clear if you know what to look for. It’s set in a school, which I’m guessing is the author’s school, where aliens have attacked the protagonist’s game design class – there are twists here, but we’re recognizably in the my-dumb-apartment subgenre. There’s a small map, relying on cardinal directions. There’s a put-X-in-Y puzzle, a lighting puzzle, and unlock-door-with-key puzzle, a give-item-to-NPC puzzle… and all the puzzles fit together into a linear chain, with NPCs or the narrator spelling out exactly what you need to do at each stage.

With that said, Campus Invaders is a pretty solid example of the form. Another frequent hallmark of such games is that they’re buggy as all get-out, but here the worst thing I ran into was a line saying that “in the Doctor Eve Sturgeon’s car is a solar battery” – not bad. The prose also has a zippy, goofy charm that doesn’t take itself too seriously but doesn’t go too over-the-top zany (it appears to be translated from an Italian original, and while there are occasions where the syntax or word choice are a little wobby, that mostly just adds to its easygoing charm). Importantly, the author also knows not to wear out the game’s welcome – there’s little unneeded scenery, the simple plot is easy to follow, and it ends before the player has a chance to get bored.

Do games like this really need to be published and entered into IF Comp? Well, probably no, though see the spoiler text below for a potential caveat to that. But so long as they are, it’d be no bad thing if they were all as well put-together as Campus Invaders.

There is one aspect of the game that’s potentially interesting, but it spoils the one surprise in the game, so I’m spoiler-blocking it – if you’re planning on playing it, I’d wait to read this until you’ve reached the ending:

(Spoiler - click to show)In the ending text, the game gives you a password – deuterium – that allows you to “access the secret section of the game.” This is somewhat of an overblown label, since typing that just gets you an author’s note, which confirms that the game was written as part of a university event. But the author also suggests that they now view this game as a platform for crowdsourced expansion – winning players are invited to write in with ideas for new plot elements and puzzles, which will then be incorporated into a Campus Invaders 2.0 release next year. This is an interesting idea – not far off from Cragne Manor, from a certain point of view. And I can see how if you’re proposing the IF equivalent of stone soup, it makes sense to start out without anything too fancy or idiosyncratic, the better to allow the additions to shine. On the other hand – if you have to start out by trying the soup when there’s just the stone in there, it’s not going to be very tasty yet.

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INK, by Sangita V Nuli
2 of 2 people found the following review helpful:
A muddy meditation on grief, December 23, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

In one or another of my reviews, I think I’ve said that what I’m generally trying to do here is look at what a game seems to be saying, then engage with that somehow; depending on the work, that might mean analyzing whether or how the game meets that goal, or talking about my personal response to the questions it raises, or whatever seems most interesting or productive to talk about. But that’s the starting point: what is the author and/or game getting at?

Where things get difficult for me is when I finish a game and I’m not sure how to answer that question. Sometimes the general gist is clear, but there’s something about the implementation that muddies things up, so that’s a reasonable jumping off point. And sometimes what’s being communicated is mostly just: this is a game, have fun with it. That’s fine too! But INK represents the most challenging category; I get the themes the author is working with, and some of how the game folds, spindles, and mutilates them through its interactivity makes sense to me. But the different pieces are stubbornly failing to come into focus for me, and I’m honestly not sure whether that’s a reflection on the work, or on the reviewer (who, having just had a flu shot, is maybe having a hard time getting anything to come into focus right now). I suppose there’s nothing for it but to jump in and describe how I experienced the game, but apologies if this review winds up even less edifying than is typical.

Starting with the basics, INK is the author’s second entry in the Comp, after U.S. Route 160 – props for industriousness! – but the focus on loss, the two strike me as fairly different. For one think, INK invokes poetry more than prose in how it presents its words. For the most part there are complete sentences, and only a few rhymes, but line breaks make the reader pause and engage with the writing in a slower way:

Everyone talks about starting over
but it’s all fluff and no detail
nothing about the process of
rewiring your brain

As this excerpt indicates, the story is all about a protagonist coming to grips with the death of a loved one – I believe it’s a romantic partner, but I could be misremembering whether the possibility of a family member or friend is left open. In fact the game is short on specifics – who the protagonist is, where the action is taking place, even what happened to the dead woman – which usually I dislike, but wasn’t as much of a barrier as usual for me here. That’s because while the narrative may be vague, the mental and emotional contours of the protagonist’s grief are drawn with firm assurance. The above-quoted bit rings extremely true to me, and there’s a later scene where you attend a support group that also hits hard:

You don’t look anyone in the eyes
It’s easier to pretend there’s no one listening
But the words are scraped out
And suddenly you can’t stop
You’re telling every anecdote you can find
About the wildflowers she’d find
The little flecks of green in her eyes
How she was the purest kind of kind
She lives again in the pauses between breath

The game’s inciting incident is also strong, and similarly seems to me to say something true about the experience of losing someone. The protagonist is haunted by a letter that she thinks her dead loved one wrote to her before she died; she catches glimpses of it, finally finds it at a park bench that was special to the two of them, then brings it back to her home and gives it pride of place on the mantle while deciding whether or not to read it. It’s a potent image for what we carry of those who’ve passed on before us – in the author’s notes for my last game, I talked about the joys and sorrows of having a mental model of one’s predecessors still rattling around one’s brain – and also resonates with the more concrete hope that there’s something, anything left of your dead loved one that can still speak to you, share a new word, so that the relationship isn’t completely and eternally finished.

The envelope isn’t just an envelope, though. It’s printed with a dark, menacing ink that bleeds through the paper and infects the protagonist’s thoughts, before eventually becoming concrete in a distorted image of the dead woman who takes up residence with the protagonist. This fantastical twist provides the spur for interactivity, as there are quite a lot of choices and quite a lot of branching. You can accept help or wallow in self-pity, you can resign yourself to your new living situation or try to reject the inky double.

And I confess, here’s where the game lost me, because I started to lose track of the metaphor. Is this about having one’s life taken over by the memory of your loved one, so you can’t move forward and engage with those who are still living? If that’s the case, wouldn’t the double have positive qualities that lure you away from the present, instead of the twisted parody that’s actually presented? And the endings also diverge, from resigning yourself to the horrible situation, to trying but failing to escape it, to become an ink creature yourself; again, I had trouble unpacking how to relate the incidents of the plot to the emotional core that gave the first half of the game its power.

I repeat, this could just be me being dull and suffering from flu-shot side effects – so I’m underconfident offering an assessment or any feedback on how the game could have worked better for me. I will tentatively say that I think there might have been a bit too much choice, and a bit too much openness to the narrative. There’s a thin line between an allegory that’s too obvious and one that’s too diffuse, but when you’re tapping into something as elemental as INK is I think there’s more upside to marshalling one’s powers and pushing for the catharsis or resolution that seems most fitting, rather than frittering away momentum on too many different dendrites of story. Again, though, this could be wrong and if I’d played the game in other circumstances I might have thought it held together beautifully. At any rate, while it didn’t completely land for me, the well-observed depiction of mourning and evocative central image mean that I still found INK a rewarding experience.

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The Tin Mug, by Alice E. Wells, Sia See and Jkj Yuio
1 of 1 people found the following review helpful:
A raggedy but endearing kid's story, December 22, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

The randomizer is up to its tricks again, as I played this second choice-based game pitched at kids right after the somewhat-similar Esther’s. The Tin Mug also has a classic children’s-book premise – here, the setting is the big, cozy kitchen in what feels like an English country house, and the main character is a mug who comes to life on its birthday (…it’s probably best not to think about what that implies about drinking-vessel re/production in this world) and gets into a series of high-spirited adventures, alongside various other sentient bits of cookware, while the big people go on with their day (mostly) oblivious. The juxtaposition with Esther’s didn’t do it any favors, since it’s not quite as cleverly designed and cleanly implemented, but the comparison is a bit unfair: the Tin Mug is also a winning little tale in its own right.

Let me get the negatives out of the way first, so I can focus on the positives. The prose is generally clean, but there are a couple of small typos, including in the first paragraph (the main character is called “the tin Mug” a couple of times, which surely can’t be right). The art is inconsistent, sometimes cute (I liked the little spoon and the illustration of the (Spoiler - click to show)crest the mug gets at the end), but sometimes really awkward looking (I’m thinking especially of the two kids). And the use of interactivity feels clunky – it often feels like there’s a lot of text in between choice points, and your decisions sometimes come off low-impact, frequently only adding a short paragraph or two of narratively-irrelevant incident before returning to the main, linear thread of the story.

Within those constraints, though, there’s also a lot to enjoy. The Tin Mug makes for a dynamic protagonist, as it’s kind but also rambunctious, so there’s always something going on – this also plays well with the choice mechanics, since the Mug’s characterization felt like it gave me permission to pick to more interesting options rather than the more straight-ahead ones. The Mug’s energy is also conveyed well by the prose, which, while it does have the occasional overly-elaborated sentence, has a sly sense of humor. Here’s how the Mug’s rival in a race around the kitchen counter is described:

"the eggcup…though he did not know it was a relative of the trophies on the mantelpiece in the dining room. Sport was in his blood."

The door-mat’s flirtation with the dessert spoon was also a humorous highlight (how many games could you type that sentence and have it make sense!)

The plot is quite episodic, with three or four sequences that each feel like they could stand alone reasonably well, boasting satisfying setups, elaborations, and payoffs. This injects some welcome novelty through the course of the game’s fifteen-minute running time, which is a good decision – since, appropriately for the genre, no individual element has much depth, more incident and new characters help keep the momentum up. This does mean that I thought the game was coming to an end once or twice before it actually did – but when it did come, the ending boasted an unexpected callback to the very opening, which left me smiling. That’s the Tin Mug in a nutshell – it’s a little bit ragged, sure, but it’s got enthusiasm and is sometimes more clever than it appears.

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One Final Pitbull Song (at the End of the World), by Paige Morgan
11 of 13 people found the following review helpful:
A satiric phantasmagoria held back by slack pacing and flabby prose, December 21, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Aww, man. I went into this one expecting to like it: the mixtape blurb and eye-catching title mark it out as something special, and the disorienting science-fantasy opening is boldly ridiculous, laying out a post-post-apocalyptic society that’s reconstituted itself in near-total apery of our time based on the fortuitous discovery of a pop-culture-crammed hard-drive heavily featuring – of course – the songs of Pitbull, who winds up having a religion built around him. The game has an endearing ensemble cast, and while the interactivity isn’t especially engaging, that’s an intentional decision in service to what it’s trying to say about agency in relationships (I also get the sense it’s in dialogue with some of the seminal texts in the Twine canon), and if its go-anywhere do-anything gonzo spirit leads to some memorably disgusting scenes, well, they’re certainly memorable.

But it’s let down by one enormous flaw I just couldn’t get past: a flabby, long-winded writing style that drains the prose of its urgency and makes the game feel far too long for its plot – in fact, there are three distinct branches, I think all of comparable length, that make up the game’s overall story, but I was ready to be done with it by two-thirds of the way into the single branch I played (which took me about the requisite two hours). This is really frustrating because there are definite strengths here, but they’re sapped of their effectiveness by the enervating slog that the late game becomes.

Let me start with the good stuff, though. As mentioned, the world-building is completely deranged without being an anything-goes gonzo type of setting. The fact that everything’s been blown up and then rebuilt along familiar-ish lines means that the author’s got a free hand to lean into the ridiculous, without needing to invent entirely new institutions and mores for the new society. And some of the gags here are really out there, like the idea that there’s a wave of oppression based on the new religion centering on Pitbull, with an ominous jail described thusly:

"It’s where they put everyone guilty of “Pitbull Crimes” — any crime related to the concept or work of Pitbull. The list is expansive and slightly vague: Unauthorized Selling of Pitbull-related Contraband, Plagiarism of Pit, excessive party fouls in Miami, all the way to the extreme category of Pitbull-motivated Homicides."

While this is an entertaining concept, I’m not sure it fully worked for me, though. I’m not sure I can explain why, but some of the jokes and setting elements felt too specific and took me out of the world – like, the Pitbull stuff is part of the premise, but when there are gags about how homophobic Papa John is, and references to Twitter, which I guess has been rebuilt, I felt like the game was having trouble keeping track of its own premise. Similarly, in my playthrough the Pitbull stuff dropped out almost completely by about halfway through, replaced by a lot of sci-fi-horror-action-comedy business (though this does lead to a joke, near the end of the game, where there’s suddenly an out-of-context Pitbull reference and the narrator admits “Oh right. I forgot about that part of the world.”)

So yeah, it’s not all fun and games – the protagonist is a trans woman going through a rough patch in her relationship with her partner, a trans man, and while their society as a whole seems a bit more accepting of trans folks than ours is, they’re fairly marginalized folks eking out a living through crime, which leads to them getting locked up in the aforementioned Pitbull-prison (at least in two out of the three branches – not sure about the last), and forced into a desperate fight for survival while making new friends and working through their relationship issues.

(I feel compelled to note that the identity of the protagonist is a bit more complicated than I made it out in the above paragraph – actually there’s also a different character, also trans but from just a few years in our future, who’s now dead but shares brain engrams with the main protagonist, or something, so she’s able to perceive and comment on what’s going on. It’s a little confusing but in practice just means that there’s an additional, somewhat fourth-wall-breaking narrative voice in the mix, which given everything else going on doesn’t register all that strongly).

These are a potentially-compelling set of conflicts, but it’s at the prison that the momentum really starts to sag. While the protagonist remains appealingly chipper throughout her travails, the narrative here introduces a half-dozen major supporting characters, plays some flashbacks to establish her relationship, and teases an upcoming event that will subject the prisoners to even more danger. It’s a lot to juggle – and in fact too much to juggle for the author. Forward progress feels like it slows to a crawl, even as each of those elements feel underbaked, because the prose throughout is overly plodding and verbose, dulling the notionally-exciting ideas and action on display to a shapeless mess. Exacerbating the flabbiness, dialogue is written screenplay style, and most scenes have the protagonist accompanied by a significant portion of the supporting cast, meaning there’s often a lot of filler conversation just there to remind the player that a character is part of the action.

To give an extended example, here’s what should be a thrilling action sequence – the prisoners are being thrown into a giant pit (somehow there’s a cave network under the Florida Keys, which seems worthy of comment from a geological point of view though the game doesn’t provide one), and after a struggle with one of the guards, a prisoner and the guard wind up dangling over the edge, so the prisoner’s friends – including the protagonist, TeeJay – attempt a rescue:

Val pauses before making her next move. She stares at the Enforcer, then reaches into her pocket and pulls out something shiny.

Val: Take the clip!

The Enforcer grabs it from Val’s hands and attaches it to their harness. They look back up at her.

Shattered Visor Enforcer: I can’t hook myself down here, something’s wrong!

Val turns around on Grace’s back and disembarks. Both girls dangle on their own, but close to each other.

Val: That’s 'cause you just have the rope, idiot! You need to climb up and use this one after I unclip Grace!

Shattered Visor Enforcer: But that’ll take so long!

Val: Think about that next time that you attack someone on the edge of a hole!

The Enforcer fidgets on the rope, trying to steady themselves. Val is above them, grabbing ahold of Grace. She sneaks a look down at the Enforcer.

Val: God, you’re pathetic…

She looks up at us.

Val: Someone up there grab ahold of our ropes!

Frankie snaps into action, grabbing Grace’s rope first. I grab onto Val’s, and yell down to her.

TeeJay: We’ve got you!

Val: Okay, when I clip Grace to me — you’re going to give us a little more slack in the ropes! More than one person should be holding onto my rope, since I’ll be carrying her!

The other members of Cabin Seven file in around me and grab ahold of the rope. A few of the other prisoners help as well.

Frankie: You’re good!

Val: I’m going to attach Grace to me now!

Shattered Visor Enforcer: What about me?

Val: Can you climb any further?

This is full of fine-grained logistics and dialogue that doesn’t say much, dreadfully stretching out what’s tended as a taut bit of business. There’s also not much of an authorial voice to make the process of reading all these words engaging – again, it’s screenplay style, so everything other than the characters’ lines often feels excessively bottom-lined. And as for the dialogue, the characters often don’t feel especially differentiated in how they speak: while specific personality traits do come through, everyone comes off like an extremely-online twentysomething joking their way through what are often quite horrifying situations.

There’s a lot more that could be said about One Last Pitbull Song. It’s clearly intending to problematize the concept of agency in choice-based IF, for one thing. There’s a major bifurcation of the plot based on what choice of side-dish you make in the cafeteria, which determines whether the protagonist gets through into an Aliens pastiche or a dance-off, and is clearly sending up the often-arbitrary nature of the much-hyped decision points in other games. And the protagonist reflects that she feels like she defaults to passivity and struggles to articulate and act on her desires, which is at the root of many of her relationship issues – from the epilogue that you’re meant to read after you complete all the branches (and that I, er, read out of order to see what it’s like), this appears to be positioned as the central conflict whose resolution terminates the game.

I can’t say this is the most engaging deconstruction of the tropes of choice-based interaction I’ve seen – it’s fine so far as it goes, but the presentation is fairly shallow – but it’s potentially interesting, and without having seen the remaining 60% of the game I can’t really assess whether it’s ultimately successful. Similarly, some apparently-parodic elements in the survival-horror branch that I wound up struck me as intentionally ridiculous and deconstructionist, in a way that undercut my engagement but which might add up to something compelling if I had the whole picture. So even some of the things I experienced as weaknesses, it’s possible, could turn out to work well. But checking the size of the game’s Twine file, getting the full experience looks like it requires reading about 100,000 words – twice the length of the Great Gatsby! – and unfortunately that’s far more of this lifeless prose than I’m able to commit to. One Last Pitbull Song feels very much like a work that thumbs its nose at the very concept of an editor – to its credit, it boasts a wild mélange of genres, tones, and plot points that would leave the blue-pencil brigade gobsmacked, but also demonstrates the risks of thumbing one’s nose at concision.

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Hanging by threads, by Carlos Pamies
1 of 1 people found the following review helpful:
A unique city on the brink, December 20, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Gather round folks, for I am about to propose a parabolic theory of metaphors: on one side, you have metaphors that are effective because they’re subtly allusive, creating a tickle of almost-recognition at the back of your subconscious that you can’t ignore. As the metaphor gets more obvious, it gets more plodding, the idea clearer but weighed down by impossible-to-overlook clumsiness. If a writer’s bold enough, though, they can push past this trough, build the image up until it’s a monolith, commanding attention and understanding, imparting power through sheer avoirdupois. So it is with Italo Calvino’s Octavia, a city suspended above an abyss by a constantly-eroding web of chains and ropes that anchors it – for now – to the mountainous heights, a city that’s the setting for, and also main character in, Hanging by Threads (while the debt of inspiration isn’t mentioned in a credits or about passage so far as I could see, and it’s renamed Oban, there’s a hat-tip of acknowledgment to Calvino in one of the game’s branches).

In this short, choice-based game, you play tourist in this impossible place. Brought to its precincts by a guide and told you can only bring one object with you, you have your choice of areas to sightsee – delving down into the lower passages of the city, ironically enough, gives you a vista of the emptiness below, while climbing up will give you a taste of how the city lives, from its bars where you drink clouds to bazaars that run on the honor system. Many of these scenes are exotic and compelling (there’s a glimpse of Oban’s funerary customs that’s especially worth witnesses), but over all of them looms the inevitability that some day, one of the shakes that periodically rattle the city will bring everything crashing down.

Described like this, the game sounds awesome – to go back to parabola thing, you couldn’t think of a clearer metaphor for the trapeze-swinger’s ignorance of mortality we all need to conjure up to go about our daily lives, but because it’s so obvious, and the imagery of the city so rich, as an idea it really works. Unfortunately, the prose often doesn’t live up to this promise, with some awkwardness in the writing undercutting its effectiveness. Like, here’s an exchange between the protagonist and a local priest who’s pushing back on the idea that the city’s doom doesn’t need to be inevitable:

“Don’t you see it a bit excessive? Has no one thought about how to save the city? Keeping it afloat. I suppose the network could be repaired, right?”

“Sacrilege!” The priest turns red and lets out a large amount of air through his nose. “This city was meant to have an ending, we are no one to contrary God’s wishes. Don’t let those hippies brainwash you, this is the way” he says pointing the chasm.

Again, the idea – of a religion so dedicated to humility and the status quo that it endorses mass suicide – has a lot of force, but the references to hippies, the substitution of contrary for contradict, and the overly-conclusory nature of the exchange means that force is dissipated.

My other complaint about the game – well, the rest of this is spoilery, albeit for the end of a game that takes maybe ten minutes per playthrough: (Spoiler - click to show) pretty soon after you start your exploration of the city – usually after I’d been to two locations of the eight or so on offer – you see the following text pop up without warning, and without any apparent connection to whatever dialogue choice or navigation option you’d just selected:

"My surroundings seem strange, as if everything is moving and I can’t stand, so I sit where I am. There’s no doubt now. I don’t have time to watch what the others are doing, and being honest I don’t care, they should be ready for it, and I shouldn’t be living this situation."

And then after a minute of looking at that, you get a thank you for playing screen, at which point I realized that what this cryptic text is saying is that the city’s fallen, right after we started our visit. I really don’t like this choice! It encourages replays, I suppose – as does the choice of which object to bring in, though I found the use of the binoculars at least to be underwhelming, since it just gives access to a view that your character declines to describe in an epic copout – but it makes each visit comically short, and it also winds up negating this incredible metaphor. The point of the image, the way the player relates it to their own experience, is that the city could collapse at any moment; if it does collapse, that’s no longer a metaphor, that’s a disaster.

I’ll repeat that the overall idea here, and many of the specific ideas too, are very fine indeed. With some more polish on the writing, and subbing the rocks fall, everybody dies ending, it could be something special. As it is, though, it sits too close to the middle of the parabola of metaphor to be entirely successful.

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The Hidden King's Tomb, by Joshua Fratis
3 of 3 people found the following review helpful:
A bland first game with glimmers of promise, December 19, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

There’s a bit in the British sitcom Extras where Sir Ian McKellen, playing a parodic version of himself, goes on an extended monologue laying out his acting method – which in this case means he explains, at length, that he is not actually a wizard, but he pretended to be one, and people wrote lines for him in a script, which he said, while he imagined that he was actually a wizard and acted the way he pictured the wizard might act.

(The bit is funnier when Ian McKellen does it).

I was put in mind of this skit by one of the pieces of introductory text in The Hidden King’s Tomb:

"The goal of this game is to escape the dungeon. You’ll do this by exploring, gaining an understanding of the dungeon in order to find and navigate towards the exit, and clearing any obstacles that stand in your way. These obstacles can be thought of as “doors” opened by “keys,” though these “doors” and “keys” are usually disguised as other objects entirely. For example, a key could be a secret password used to gain entry to a thieves” hideout, a rope used to climb a cliff, or a lantern used to light a dark room. These are puzzles."

This is hard to gainsay, but also seems to be belaboring the obvious. That maybe holds true for the game as a whole, which is about as straightforward a piece of extruded text-adventure product as you’re likely to see. There are some hints of more distinctive writing, as well as some implementation issues albeit nothing you wouldn’t expect to see in something from a first-time author, so I’d definitely play another game by him. But as for this one, it left me asking myself “well yeah, this is how this kind of game works. Is that it?”

Partially this is due to the game’s tomb-raiding premise, which goes back at least as far as Infidel (though the instant piece lacks that game’s ironic bite; the graverobbing is played straight). While that’s a trusty old setup, it’s not going to set the world on fire – it all comes down to the quality of the traps, the cleverness of the puzzles, and the splendor of the treasures to bring the setup to life. But what’s here checks the minimum of each box. There are three tombs to loot, but they’re all completely unguarded; there’s a little flooding mechanism and a secret passage that provides a bit of a gimmick, but it’s very straightforward and that’s the only actual puzzle; and as for treasures, well, here’s an excerpt from my transcript:

>i

You are carrying:

fourteen lit candles (providing light)
three treasures
The Book of the Dead
The Hidden King’s sword
some wrappings
some bones

>x treasure

You see nothing special about the treasure.

Ooof.

Beyond the bland writing and design, the coding, while competent, could use some polish. The treasures aren’t the only thing lacking a description, and there’s lots of unimplemented scenery in most rooms in this small map. Sometimes default reporting rules aren’t suppressed when there’s a custom one that should take priority, and the corpses of the royal family – at least one of which you need to loot in order to complete the game – are implemented as containers, leading to awkwardness like this:

> open coffin

(first removing the lit candle)

Taken.

Resting in the coffin is a rag-wrapped skeleton.

You open The Hidden King’s Coffin, revealing The Hidden King (wrapped).

> search skeleton

You can’t see inside, since The Hidden King is closed.

> open king

You pull the wrappings from The Hidden King, revealing The Hidden King’s sword and The Book of the Dead.

Again, this is all quite forgivable for a first game, and there were some descriptions I quite liked – beyond the Hidden King, the tomb is also the final repose of the Furtive Child and the Secret Queen, and something about those proper-noun titles carries an evocative hint of mystery, for one thing. I’m guessing the author learned a lot from making it, and entering it into the Comp, so I wouldn’t be surprised if their second game is worth checking out; sadly, Tomb of the Hidden King isn’t.

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An Alien's Mistaken Impressions of Humanity's Pockets, by Andrew Howe
1 of 1 people found the following review helpful:
A gag-game that could use more polish , December 18, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

Credit where it’s due – it’s hard to come up with a good game title, but “An Alien’s Mistaken Impressions of Humanity’s Pockets” is a doozy. It’s slightly awkward and wordy, true, but that’s consonant with the comedically-rich premise it encapsulates, of over-earnest scientists drawing over-confident and overly-detailed conclusions from inadequate information, generalizing about our society based on the random detritus that’s happened to fetch up in our pockets. I’d seen the name when I first skimmed the list of games in the Comp, and I was excited to see it come up relatively quickly in my queue.

Now that I’ve reached it and played it, does it live up to its name and my expectations? Well, yes and no. The plot and premise are exactly as it says on the tin; there’s some extremely light choice-based puzzling as you help an alien named Gaffor (he refers to his people as “aliens”, which is confusing!) do experiments on ordinary household objects to identify their purpose, with their inevitable incorrect guesses played for laughs. But once I was in, I realized two things: 1) there are a ton of typos, including lots of misspellings, inconsistent capitalization, and missing spaces, and a few small bugs (nothing game-breaking, but several sequences that seem like they should only fire once are repeatable ad infinitum) that make the experience less pleasant than I’d hoped, and 2) I’d radically misapprehended how the humor would work.

This is on me rather than the game, I suppose, but going in I’d assumed that this would be a work of satire – like, the aliens would think that our smartphones were religious icons we hold in high veneration to remind us of our connection to transcendent reality – why else would we never let go of them – and conclude that 2001:A Space Odyssey was a documentary about the monolith in whose image they were created. That’s a not very clever gag, I admit – but still, given this setup it seems like you should be able to do something with some teeth in it.

That’s not really part of the author’s agenda, though – the aliens just confuse things by e.g. thinking clicky pens are used for tattooing or maybe as hole-punches, or that credit and debit cards were pieces in a dominoes-style card game. These confusions are played for laughs (as well as being the basis for a desultory puzzle or two) but the jokes are at the level of the Little Mermaid calling a fork a dinglehopper and trying to comb her hair with it. I didn’t find them especially funny, I have to confess, though partially that’s because I was distracted by the omnipresent typos and awkward grammar, which would have made even the funniest gag hard to land.

This is an inoffensive game – and the ending credits suggest it was made as a class project – and as I said, my disappointment was largely about me going in with incorrect assumptions. The few puzzles are reasonably designed and pleasant to solve, boasting at least a little variety so you don’t get bored with them even though they’re all quite simple, so that’s a solid base to start from. There’s nothing wrong with a short gag game that isn’t going for social comment, and the author’s clearly mastered the art of coming up with a grabby title! Still, the game desperately needs a fair bit more spit and polish to get the prose up to snuff – it’s hard to enjoy what is here when the reader is wincing at a typo or grammar error every other line.

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Headlights, by Jordan White and Eric Zinda
2 of 2 people found the following review helpful:
A new engine moving through its growing pains, December 17, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I beta tested this game, and didn't replay its final IFComp version so caveat lector).

I have a bit of history with the Perplexity engine that powers Headlights. A custom parser that aims to provide a natural-language approach to IF so that it can be played via voice (though I’ve admittedly never tried this out), I first encountered it in last Comp’s Kidney Kwest, an educational game aimed at helping kids with kidney disease manage their conditions; despite its humanitarian aims, I cold-bloodedly lambasted it for running slowly, requiring finicky syntax (you couldn’t even drop “the” when referring to objects without the parser complaining), and neglecting basic conveniences offered by mature IF languages (no pronouns, no UNDO, awkward disambiguation). Then this year’s Spring Thing boasted Baby on Board, a comedy about dropping a kid off at day-care, which I similarly found weighed down by an engine that made things way too hard, with few upsides to justify its idiosyncrasies.

So when I saw the author of a new game using Perplexity asking for testers on the forum, part of me groaned, but a fortunately-bigger part of me realized it’d probably be better to be inside the tent peeing out rather than continuing to stay outside peeing in, as LBJ used to say (well, in slightly saltier language). And I have to say, Headlights is a great improvement over what’s come before, at least for my playstyle. At a technical level, it runs notably faster, with barely any noticeable pauses on my machine, and while the game still accepts more complex sentence structures that mimic human speech, typical IF commands are catered to as well. And because the game also offers more traditional gameplay – use-object-A-on-object-B puzzle-solving, for the most part – I could actually see the advantage of some of Perplexity’s key features, like the ability to ask where you left certain items or otherwise interrogate the game about the state of the world.

The flip side of these moves towards the norm is that the scenario is also less novel than in the two previous Perplexity games – it’s a simple series of deserted, dreamlike environments setting up a twist you’ll see coming a mile away, with straightforward puzzles that help pace the experience appropriately but don’t have much inherent interest. And some of the parser’s remaining weirdness – like its tendency to expose ugly game-mechanical constructs at the slightest provocation when they’d better be kept discreetly out of sight – undercuts mimesis. I’m still waiting on the Perplexity game that wouldn’t be better off just being implemented in TADS or Inform, but I think Headlights shows a path towards getting there: firm up the fundamentals, and once the base is solid, lean into a design that takes advantage of the system’s idiosyncratic strengths.

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4 Edith + 2 Niki, by fishandbeer
5 of 5 people found the following review helpful:
Food is terrible and the portions are small, December 16, 2022*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I sometimes worry that I give short games short shrift – I mean I guess in a way that would be appropriate, as often there’s just less to say about a game that says less and in the attention-economy it’s easy to equate length with value. But still, there’s a lot to admire in a game that knows how long it should be, knows that the 90-second punk-rock version of a song is often strictly better than the 12-minute prog-rock version. In last year’s Comp, I adored some shorter games, like Funicular Simulator 2021, Closure, and My Gender is a Fish (I only just now realized that sometime in the last year my memory had invisibly renamed this game to I am a Fish, which of course would be the title of the inevitable genderqueer Faulkner mashup) – they didn’t need to maunder on endlessly to make an impression.

Sometimes, though, short games are too short to adequately develop their ideas, and sadly, such is the case with 4 Edith + 2 Niki. Per the blurb, this is a dating sim, implemented in basic-Twine style, though it takes a couple minutes to reveal itself as such. You start outside a shanty, given a choice of whether to enter or stay outside. If you choose the latter, you’re treated to a series of increasingly random vignettes with questionable grammar, before being railroaded into going outside. Here’s the last, so you get a flavor:

"You decide to stay longer. A horrible young man appears and names him a coffee-mouthed boy. Marvel starts entertaining with stories, especially the X-Men, Iron Man, and Dr. Strange sequels. After a while, though, it’s just Enter…"

Once inside, it turns out the shanty is a spacious office, with six different sub-locations to explore; two have people named Niki inside them, and four have people named Edit (not Edith), each with a different number to distinguish them. The various Edits will ask you on dates or mention an event they’re going to, and after visiting all the rooms you decide which of the four to pursue, at which point the game ends with a different, but identically-cynical, ending involving you getting coupled-up with that iteration of Edit. Like, here’s the one where you go get Slovak food with Edit 1 (I’m like a quarter Slovak, and since that’s an especially random ethnicity even by the low-stakes standards of Eastern Europe you’d better believe I picked that first when I saw it was an option):

"You decide to go to the Museum Village, where you will meet Edit 1. At first you fuck like rabbits, but less and less often, and you can listen to his head-voiced laughter at his shitty jokes. Plus, by the end, you’re completely silly."

Lest you think this is an outlier, punishing those who foolishly think Slovak food sounds like a good time – lots of love to my grandmother, but so far as I could tell from her cooking, flour dumplings, sausages, and doughy pastries were the highlights of the cuisine – here’s the one where you go to a concert:

"You went to the Anne and the Barbies concert and then you became a couple. Over the years, you realize that she’s a little hysterical, but which woman isn’t. That’s all there is to it."

That sounds pretty misogynist, but maybe it’s a knowing pun, you know like hysterical → hystera → uterus? This is awfully abbreviated to try to draw conclusions from, though, and indeed, that’s how I feel about the game as a whole. Is this meant as a satire of dating sims, making fun of the idea that you make a few low-context choices and you wind up mated for life? Is it trying to say something about the banality of identity in modern society by having all the romantic options have the same name? Is the juxtaposition of dateable Edits and standoffish Nikis (one’s implied to be an ex) getting at the sometimes-arbitrary way people present themselves or don’t present themselves as potential partners? Is the fact that the only option you have is which of these people to date, with remaining self-assuredly single not even a fail state or but-thou-must false choice like the one in the opening, trying to critique the normativity of coupledom, a la Lanthimos’s The Lobster?

I dunno, man, nor do I know what that any of that has to do with Iron Man or TARDIS-like shanties that contain office buildings. It just feels like stuff, and while individual vignettes have some disorienting zip, there’s just not enough here – not enough characters or plot or engagement – for them to cohere into anything with impact.

* This review was last edited on November 7, 2024
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