Reviews by Mike Russo

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Jungle adventure, by Paul Barter
7 of 7 people found the following review helpful:
The parser's more disorienting than the jungle, November 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).

These days when I’m reviewing a custom-parser game, there’s a little introductory patter I usually launch into where I talk about how back when I was first getting into IF 20ish years ago, seeing that an author had created their own parser for a game was invariably cause for alarm – a sign that I was about to be subjected to an insufficiently-tested, awkwardly-designed system that lacked any of the conveniences that contemporary audiences had justifiably begun to take for granted. But over the years, the quality of custom-parser games has inarguably gotten much better – indeed, one even took fifth in last year’s Comp! – with authors paying attention to what the mainstream systems offer and incorporating most of the same features in their own work.

This trend is a very positive one all around, but here’s a downside – it meant I blithely booted up Jungle Adventure with high hopes for enjoying a round of puzzle-solving and treasure-hunting in tropical climes, and wound up striding gormlessly into a rusty old mantrap of a custom parser that brought me right back to the bad old days.

This is going to be a very negative review, because Jungle Adventure is a badly designed game that’s frustrating in the extreme to play. That’s deeply unfortunate, though, because it’s clear the author put a lot of work and creativity into it. This is most obvious in the detailed, often-clever ASCII art that decorates most scenes – it’s fantastic, with a sense of whimsy and humor (like the bend in the protagonist’s plane once it crashes) that always made me smile. But it’s also reflected in the many different gameplay modes Jungle Adventure boasts; much of it is typical parser fare, but there are also some choice-based sections as well as an extended graphical maze, complete with RPG-style combat.

If the author had a lot of fun putting the game together, though, the player is likely to have no such luck. While most of the puzzles aren’t especially challenging, Jungle Adventure is a beyond-punishing gauntlet of suffering, largely due to the extremely limited capabilities of the parser. From peeking at the python code, in fact it looks like there isn’t really a parser – just a whole mess of hard-coded if-then statements that manually match different input the player types. That means that unless you read the author’s mind and type the exact right thing at every stage, you’re doomed to see a litany of completely unhelpful error messages as the game fails to communicate whether you got a verb wrong, an object wrong, a preposition wrong, or are just barking up the wrong tree.

I’ll restrain myself from offering too many examples, but a few of the most egregious include the fact that neither X nor LOOK AT suffice to examine an object – just LOOK THING; that EXIT means QUIT but LEAVE means EXIT; to get the batteries out of a RADIO you can’t OPEN RADIO or LOOK IN RADIO, just TAKE OUT BATTERIES; and when you’ve got the opportunity to offer an object to another character GIVE RADIO doesn’t work but RADIO does.

Compounding this obfuscated system is an obfuscated game design. While there are hints offered in every room, they’re often fairly cryptic, and I found them inadequate to the challenge of gently leading me to the solutions to puzzles like e.g. the second one, which requires finding the aforementioned radio by intuiting that you’re probably wearing clothing with pockets and typing LOOK IN POCKETS, despite the inventory screen telling you nothing of the sort. Similarly, many of the remaining puzzles require you to squint at the ASCII art and guess what it’s depicting – and which of several synonyms for the object the game will deign to accept. I quickly had recourse to the inauspiciously-named junge_adventure_walthrough.txt (now I really want someone to make the Jung-themed adventure game…) but it only explains the solution to like half the puzzles, and just gestures towards them in general terms when what’s really needed is the exact syntax.

I was able to make it to the end by diving into the aforementioned source code and reading off exactly what I was supposed to do. This didn’t save me from a frustrating time in the maze, though – there’s a lot of randomization here, as well as a bunch of instadeath traps and unbeatable monsters (have I mentioned that there’s no undo, and while there are save slots, there appears to be a bug preventing you from overwriting them?), and a combat system that seems coded such that guns are strictly worse than punching, a fact the descriptions in no way makes clear. Still, I am a cussed, ornery soul on occasion, and I certainly did feel a sense of accomplishment at bashing my head against the maze over and over until I battered my way through – a sense of accomplishment significantly tempered by realizing, after I solved one more puzzle through the expedient of source-diving, that my reward was just a message congratulating me on getting past the first chunk of the jungle, and that there will be more to come once the author gets around to it.

It’s not impossible that part two of Jungle Adventure could be turn out well – stranger things have happened. But to accomplish that, the author will need to do what the authors of custom parser systems have done since they started making them good: look at what the major systems do, imitate them unless there’s a very good reason to drop or change a feature, and test, test, test. As it is, Jungle Adventure Part One is a testbed for some cool graphics and a diverse set of gameplay systems, but I can only recommend it to those looking to bone up on their python-reading skills, or people with disastrously low blood pressure. As released, it’s a frustrating, unrewarding experience that risks resurrecting my old prejudices, though I’m doing my best to fight them.

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Traveller's Log, by Null Sandez
5 of 5 people found the following review helpful:
Beware the snadwick, my son, November 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 ur-philosophy of video games was surely Existentialism. Regardless of whatever thin veneer of plot was spangled across the decals of early arcade cabinets – Space Invaders, Asteroids, what have you – in practice the player found themselves in an endlessly repeating world, set to some cryptic task that would finish only when their patience, or quarters, ran out, the myth of Sisyphus transformed by the alchemy of late capitalism from a punishment to an amusement. True, the ever-increasing score in the top corner provided some indication that progress was possible, but assigning meaning to an arbitrary number surely takes an act of will – and while, as overclocked apes, we’re wired to be susceptible to the draw of competition, even Camus couldn’t have come up with a vision of conflict more absurd than vying over a Pac-Man high score table. And even video games’ nerdier cousins weren’t especially different: the early treasure hunts of Adventure and Zork are just more score chases, albeit with gestures towards genre tropes to provide a bit of texture. The player is nothing but the sum of their choices, starting with the choice to assign a value to success at all.

We’ve gotten better at evading this dynamic over the years – with strategies ranging from leaning into the competition angle, drawing meaning from imagined dominance, to cloaking fundamentally empty, endlessly-abnegating gameplay in ever-more-elaborate narrative disguises, and maybe every once in a while creating something that can stand alongside the best music and novels and films in claiming to get as close as possible to inherent significance as anything can in this fallen world. But ninety-nine times out of a hundred, scratch the surface, and we are confronted with absurdity.

To bring this around to the point: one must imagine Sisyphus happy, sure, but after playing fifteen minutes of Traveller’s Log I’m definitely not.

What we’ve got here is an RNG-heavy RPG, implemented in Python, with as far as I can tell no goals, plot, or characterization beyond a randomly-generated backstory that wins points for silliness but has no bearing on the game itself:

You are impulsive, precise and mysterious.
You are a dragon
Your name is Zureom.
You were born and grew up in a fairly rich family in a normal village, and lived happily until you were about 4 years old. But, at that point, your life changed drastically.
You lost your parents when they left after a government takeover and are now alone, miserable and abandoned.
You now have to survive in a rough world, filled with magic and mystery.

Hopefully dragons age in like dog’s years, or Zureom’s enemies could bring their adventures to an untimely end with one call to Child Protective Services.

You’re set loose into one of half a dozen different regions, with the options to “walk” – which basically means trawling for encounters – trade with some invisible, omnipresent merchants, or try your luck in a randomly-picked different region. Random encounters can be with foxes, who just provide a bit of atmosphere, handleless doors that can’t be opened, treasure chests that alternately provide a couple coins or kill you without explanation, inns that don’t do anything, and two different kinds of fights: against bandits, that never give any reward, or against the game’s one monster, a “snadwick”, which I kept misreading as sandwich maybe because I was hungry. Death has little sting, since you instantly respawn, though this sometimes will zero out your accumulated riches – that’s what brought my most successful run to an end, with 49 coins vanishing into the ether because I typed “s;ash” instead of “slash” when I attempted to attack a monster (you need to type full commands, as far as I could tell).

There’s a little more to the game than I’ve outlined – there’s a labyrinth region where you can unlock successively deeper levels, though they all seem to behave exactly the same, and there’s a map that allows you to choose which region to warp to. I also did a little bit of source-diving, and seems like some characters are born with the ability to wield magic (so much for existence preceding essence) which enables them to use spells to open those unopenable doors and occasionally zap baddies. But there’s nothing that changes up the basic mechanical gist of the gameplay – wander around, slash baddies (well, baddy), get a couple coins, repeat and repeat. As a demonstration of Sartre’s conceptualization of anguish, it’s gangbusters – and, to speak seriously for a moment, it’s competently programmed enough that the author does have the spine of what could turn into a solid RPG once more variety, story, and engagement points are added. But as is, it would take more nous than I’ve currently got handy to choose to push this particular boulder up this particular hill any longer.

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Cragne Manor, by Ryan Veeder, Jenni Polodna et al.
Show other authorsAdam Whybray, Adri, Andrew Plotkin, Andy Holloway, Austin Auclair, Baldur Brückner, Ben Collins-Sussman, Bill Maya, Brian Rushton, Buster Hudson, Caleb Wilson, Carl Muckenhoupt, Chandler Groover, Chris Jones, Christopher Conley, Damon L. Wakes, Daniel Ravipinto, Daniel Stelzer, David Jose, David Petrocco, David Sturgis, Drew Mochak, Edward B, Emily Short, Erica Newman, Feneric, Finn Rosenløv, Gary Butterfield, Gavin Inglis, Greg Frost, Hanon Ondricek, Harkness Munt, Harrison Gerard, Ian Holmes, Ivan Roth, Jack Welch, Jacqueline Ashwell, James Eagle, Jason Dyer, Jason Lautzenheiser, Jason Love, Jeremy Freese, Joey Jones, Joshua Porch, Justin de Vesine, Justin Melvin, Katherine Morayati, Kenneth Pedersen, Lane Puetz, Llew Mason, Lucian Smith, Marco Innocenti, Marius Müller, Mark Britton, Mark Sample, Marshal Tenner Winter, Matt Schneider, Matt Weiner, Matthew Korson, Michael Fessler, Michael Gentry, Michael Hilborn, Michael Lin, Mike Spivey, Molly Ying, Monique Padelis, Naomi Hinchen, Nate Edwards, Petter Sjölund, Q Pheevr, Rachel Spitler, Reed Lockwood, Reina Adair, Riff Conner, Roberto Colnaghi, Rowan Lipkovits, Sam Kabo Ashwell, Scott Hammack, Sean M. Shore, Shin, Wade Clarke, Zach Hodgens, Zack Johnson
23 of 23 people found the following review helpful:
A shoggothy shaggy-dog story, September 21, 2022
by Mike Russo (Los Angeles)

In an IF scene that’s largely oriented around a model of games as small, auteur-driven jewels, Cragne Manor stands out. There’s the unmitigated gall of its conception: pay tribute to the all-time-great Anchorhead by soliciting one-room contributions from basically everyone currently writing IF, then knit their divers productions into a single patchwork whole, exquisite corpse style. There’s the sheer avoirdupois: 84 authors producing an eight and a half meg game file, both of which are way, way too much. And there’s the clumsiness: this is the game that broke IFDB for a couple years with its gargantuan list of authors and tags. Fittingly, it’s also the rare work of IF that’s gotten a modicum of mainstream attention – it even has its own TV Tropes page.

It's surprising, then, that as of this writing its IFDB page boasts only 15 ratings and a paltry 4 reviews – three of which were penned by contributing authors, one by a key beta tester. Kudos to all those folks for their contributions to the game and to the discourse around it, but where are the players? Even accounting for the fact that its many many authors might feel some reluctance to evaluate a project they contributed it, are we to understand that Cragne Manor is a classic in the Twainian sense, that everyone wants to have played but no one wants to actually play?

Well, that’s probably part of the reason. Anyone who’s been around the block a time or two surely quail at the combinatorial hell promised by such a gargantuan, semi-coordinated game, for example, and given that you can play a dozen different high-quality pieces of IF in the time it takes to even crack open the door of the eponymous manse, it’s understandable that many folks have laughed at the premise but declined to delve into the reality of Cragne Manor.

Partly, though, I think the issue is that the game seems to frustrate the whole concept of rating or reviewing. This is in no way a single integrated whole; if I were to pull out three highlights and three lowlights, the way I would for an ordinary game, I would a) have communicated less than ten percent of the full measure of Cragne Manor, and b) not provided much of a guide to the remaining 90%, because the off-kilter mood piece that is Wade Clark’s Music Room has little to do with what’s awesome about Chris Jones’s gonzo Meatpacking Plant Bathroom, and the bugginess of the Cragne Family Plot isn’t what’s wrong with the cool-in-concept but overly obscure puzzle in the Disheveled Studio. Reviewing the game is like reviewing America: sure, lots of racist relatives, overall presentiment of doom, but in issuing a generalization that applies from Alabama to Wyoming, the texture of the thing risks being so profoundly lost that it feels like there’s not any point to the attempt – it might be that the most compact map of the territory is the territory itself.

Lucky you, though, if Cragne Manor is America, I am its de Tocqueville, an impartial foreigner who has visited its shores, traveled exhaustively, and comes now to render a judgment whose hubris is exceeded only by its smugness (here’s hoping tuberculosis doesn’t get me in my 53rd year).

(Incidentally, dear reader, if right now you’re feeling frustrated by this review’s verbosity, overall shagginess, and stubborn delay in getting to what per its title it’s ostensibly about you uh might not like Cragne Manor. If, on the other hand, you nodded along to that the-map-of-the-territory-is-the-territory bit, you might prefer to click the link in the previous paragraph, which goes to a 23-chapter annotated Lets Play of the full game I posted on the IntFiction.com forums.)

With throat-clearing done, it's tempting to jump straight into a travelogue and talk about specific individual rooms, because of course that’s what you spend the game doing: come to a new place, suss out what’s on offer, solve a puzzle or soak up some atmosphere or realize you’ll need to come back later, then move on and do it all again, at least until you finally reach the limits of the map and wind up spending more time running down rapidly-collapsing puzzle chains to reach the endgame. And there are some really exciting set pieces to experience: beyond those I’ve already mentioned, Andrew Plotkin contributes a robust alternate take on his Hadean Lands magic system, Hanon Ondricek has what feels like a puzzle-light lost Stephen King short story, Daniel Stelzer and Jemma Briggeman offer a tough-but-fair and very atmospheric puzzle that serves as one of the game’s first choke-points… and beyond the justly-celebrated name authors, a couple I’d never heard of before wrote some of the moments I enjoyed best, like Michael D. Hilborn’s Church Steeple, which combines a forlorn backstory, an eerie landscape, and a clever, climactic puzzle mechanism. Original Anchorhead author Mike Gentry even takes a satisfying, self-effacing bow that’s a lovely grace note for the project, so how can I not discuss that?

But ultimately I think that’s a futile approach – as I’ve said, there’s so much variety here that it can’t be adequately conveyed in summary form and makes this a questionable use of word count (like, to return to this review’s leitmotif, I really enjoyed taking an architectural river-tour of Chicago one time, but in a review of America as a whole how much time can justifiably be spent on that?), and besides, much of the joy of the game is discovering what’s going to pop up next on the roadside. There’s also the risk of biasing things too much towards the big stuff, when the game’s also enriched by a number of quiet, unobtrusive rooms that have some well-written flavor text, or an easy but innovative puzzle, that risk getting lost in the shuffle. So I’ll try to stay focus on the overall gestalt, and what a whole made up of so many pieces can possibly add up to.

The first and most important thing to communicate is that this a trip that’s far less grueling than it appears on first blush. It’s of course a long, long game, and most players will probably want to pace themselves rather than dive in and not come up for air until they’ve completed it. But the puzzles are usually not that hard – some of the trickier ones even have bespoke integrated hints – and the structure of the game is such that you’re almost never looking at a gargantuan inventory list combing through it for the one item that’ll solve a room (admittedly, my inventory was often so big because I delighted in picking up clear red herrings and scenery that had been incorrectly flagged as takeable). Because most challenges are self-contained, usually the stuff you find in a room is what you’ll need to resolve it, and on the occasions when an item from elsewhere is needed, there’s usually more than adequate signposting. There’s even an in-game mechanism, heroically implemented by co-organizer Jenni Polodna, that will flat-out tell you if you’ve got everything you need to complete an area, or if you need some thing or information from elsewhere before proceeding.

Sure, a player will need to gird their loins for some disambiguation issues – by midgame, a command like X BOOK could easily generate a dozen potential options – but there are tools to manage that, too, so it’s much much less of a pain than it could have been. As the cherry on top, the game’s even Merciful for the most part, modulo the odd bug or oversight (one very small spoiler to protect the unwary: keep a save before you’re tempted to try on any dodgy gloves).

This isn’t to say there aren’t some rough patches – as mentioned above, there’s at least one room with fairly serious bugs, and several places where most players will either need to resign themselves to a lot of trial and error or a quick peek at one of the many, quite robust walkthroughs. Such things are inevitable in a project of this size, scope, and complexity. But the organizers have done an amazing job smoothing out the experience, providing not just hastily beaten-out trails running through an untamed wilderness, but a gleaming, modern Interstate system linking the game’s incredibly disparate pieces. All of which is to say, if you’ve been daunted by the prospect of taking on Cragne Manor, as I was for a long long time, you’re not necessarily wrong, but you should probably reduce your imagined daunting factor by like 70% or so.

As for structure and the big-picture narrative: if (I repeat) Cragne Manor is America, the direction of its traversal must surely be east-to-west; starting with a reasonable grounding in New England, you work your way through an often-terrifying Deep South and an interminable Midwest with too many libraries and bathrooms, much like Dakotas (don’t get me wrong, some individual libraries and bathrooms are amazing, and I presume the same is true for Dakotas), then breaking into the clear air of the mountain states and feeling some momentum as you descend towards the endgame, before reaching the psychedelic, what-did-I-just-experience California that is Dan Ravipinto’s shack – the game’s clear climax, a brain-melting bit of parallel-worldism that I still haven’t fully digested – and realizing that there’s still the Alaskan anticlimax of wrapping up the last puzzles and an empty penultimate location to go, ultimately concluding the trip in a Hawaii of an ending that’s quite pleasant, though rather small-scale and not especially connected to anything that’s come before.

There is something resembling a plot, sure, which isn’t too far off from Anchorhead’s: you play Naomi Cragne, who’s married into a clan of necromancers, sorcerers, murderers, and worse, in search of your lost husband Peter. But of necessity, who Peter is, and exactly how far gone he’s wound up, changes from location to location, and Naomi is likewise a shapeshifter, giving different accounts of her upbringing, job, and personality depending on where she’s standing, and even occasionally implying that she’s a Cragne by blood just as much as is Peter (ick). There are forces arrayed against her: you’ll hear about an incredible list of similarly-named Cragne relations, with various Edwins, Edmunds, and Edwards portentously introduced then never mentioned again once you’ve left the room (which might seem unrealistic, but eh, I’m half Italian, I still remember the family trip where we took a detour to meet up with like six cousins who lived in Vegas, who similarly emerged seemingly ex nihilo and retreated immediately thence as soon as we’d left). Looming above it all is the sinister presence Vaadignephod – on loan from co-organizer Ryan Veeder’s Lurking Horror II – who sometimes wants to kill you, sometimes wants to lure you into practicing dark magic, and sometimes seems to want to preserve you for vague, nefarious ends. It’s all riffs on riffs on riffs; just about every author gets in some references to Anchorhead and Lovecraft, but you only need to do a shallow bit of digging to turn up tips of the hat to Monkey Island, to Frankenstein, to hacker jokes, to Francis Fukuyama(!).

If you’re the kind of person who likes to invent headcanons, you could have fun attempting to fit all the pieces together – in the aforelinked Let’s Play, I decided Naomi was actually a cover identity for Lovecraft’s immortal ghoul-queen Nitocris, who delighted in lying to everyone she met about who she was and what she was up to – but there’s something to be said for just letting the madness wash over you, going with the flow and interpreting the thematically-consistent, narratively-bonkers plot as like successive different interpretations of Shakespeare’s plays, or an endlessly-rebooted superhero movie. Either approach I think works; they key thing is to come up with some way to engage with Cragne Manor’s Protean nature, rather than keep your head down and hope to ignore it.

I should also say, there are some clear throughlines running through the game that do provide some sense of pacing and continuity. There are discrete puzzle chains that organize the player’s progress through the game: some challenges have to do with unlocking the map, others about a game-wide bibliophilic scavenger hunt, and there’s a compelling thread about digging up info on some extra-special Cragnes and their personal predilections. A few authors also managed to think creatively about how to weave their contributions into the weft of the whole game’s structure, most notably Lucian Smith, who constructs a multi-act plot that starts with an annoying inventory object and progresses into a surprising, emotionally-satisfying climax I wouldn’t dare to spoil. So while the game lacks one of the traditional pleasures of IF – gameplay unlocking the next bit of a narratively-satisfying story – it still definitely feels satisfying to solve puzzles and progress through Cragne Manor’s various tracks and systems.

Are there weaknesses? Sure; as I’ve mentioned, there are some rooms and puzzles that don’t work as well as others, due to technical issues or inadequate clueing or just going on too long (Christabell and Carol, I loved ya but please hire an editor next time!) Towards the end, the game can start to creak under the great weight it’s being asked to shoulder (DROP ALL would only divest me of like half my inventory list by the time I hit the Manor’s second floor). And as I’ve hopefully made very very clear, if you’re hoping for subtly-limned characters and the Aristotelian unities, friend, you are so out of luck.

Without underselling these flaws, and without steamrolling over the fact that there surely are people for whom Cragne Manor will be very far from what they value in IF, though, I feel it’s churlish to accentuate the negative here. What’s on offer is an overabundance of riches, far bigger, far weirder, but also far friendlier than you’d assume (I’m still sufficiently naïve to think that maybe that’s another way the comparison to America works?) There’s nothing else like it in IF, which is probably on balance for the best, but good Lord I’m glad this miraculous thing exists. And I suspect if you give it a try, you’ll feel the same way too.

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Of Their Shadows Deep, by Amanda Walker
6 of 6 people found the following review helpful:
Elegiac and affecting, August 18, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

I beta tested this game. My game Sting is also listed in the author’s note as one of its inspirations, a paragraph ahead of such lesser influences as Sylvia Plath. I can assure you that I’m no way biased by this, because Jesus, I can’t go five minutes without being compared to Sylvia Plath. Like, if you asked me, “Mike, would describe Sylvia Plath’s writing as lambent, incisive, and alive to the contradictory power and vulnerability that have been freighted into the concept of the feminine,” I would of course say yes; and if you asked me, “Mike, would you describe your own writing as lambent, incisive, and alive to the contradictory power and vulnerability that have been freighted into the concept of the feminine,” I mean, I wouldn’t want to negate your interpretation, so I’d have to say yes to that too. Plus we both have a love-hate relationship with Ted Hughes, we’re basically the same person.

More seriously, the reason I usually say my responses to games I’ve beta tested aren’t reviews is less because of a fear of being biased – I generally have no problem giving polite but direct feedback even to my nearest and dearest when I think it’s justified, which as my wife will attest is a delightful character trait – and more because I don’t trust my own experience of game. Usually I’ll have tested a beta version just a few weeks before the final version is released, and it’s really hard to revisit the game and put aside the impression I had of it when it was in a less-refined form and my brain was in testing mode, which can vary quite a lot from how I’d normally approach a game.

Here, though, I think I last looked at the game in February, which is long enough that I feel like I was coming to it fresh when I just replayed it. So I’m confident in my judgment: this is a really good game, a compact jewel of a thing that only really does one thing, but that one thing is so complex, and so well-realized, that it feels quite big indeed.

On the most mundane level, this is true because the author’s implemented a bevy of helpful features that make this feel like a proper game, not simply an amateur affair. There’s very helpful help text, a small number of evocative line-drawn images, an ASCII map, hints for the puzzles – well, riddles – on offer, and a good amount of quite complex “concrete poetry”, where words take on the shape of what they describe, which must have taken an ungodly amount of work to get right (plus there’s a screen-reader mode to make this all accessible to those with visual impairments). It’s easy to dismiss this stuff as trifles, but it makes an impression, communicating that this is something the author cares about and is trying very hard to create inviting on-ramps to all sorts of players, and engage as many of their faculties as possible.

That’s just the mortar holding the thing together, though. To stick with the architectural metaphor, there’s also the façade. Prose in parser-based games is so often workmanlike, pressed into service of many masters at once; I can count on the fingers of one hand the authors who can achieve real literary effect under these constraints without landing the player in a hopeless muddle. Well, add Amanda Walker to that list – all the writing here is just lovely, but the landscape and wildlife descriptions are especial highlights. One early excerpt will stand in for many:

Shadows dapple and darken. A rabbit darts across the steps in front of you, its white tail bobbing briefly, and then it is gone into the undergrowth… Birds call. They flash bright against the naked branches: cardinal screams red; goldfinch blazes sun.

Still, the façade is just the façade, and we’ve yet to talk of the bricks. What ultimately makes Of Their Shadows Deep so affecting is what it’s about: aphasia, the loss of language as words are stripped from a once-vital mind. There’s a layer of fictionalization here, via the magic realism of the puzzles, but even without the author’s note at the end stating the real-world background, it feels very obvious that this is an autobiographical work. Nothing in this dilemma feels abstract; there’s real emotional weight behind everything the protagonist does, from their game-opening flight from an unbearable situation to the final return and catharsis.

Impressively, this isn’t just a frame around standard meat-and-potatoes gameplay. While you do solve such typical IF puzzles as lighting a dark area and chopping through a foredoomed door, all this is accomplished primarily through words – not in the degenerate way all IF is words, of course, but by solving riddles. Half a dozen times, you’ll be confronted with an obstacle, only to find a sheet of paper with a bit of poetry that poses a riddle. Answer it correctly, and you’ll be gifted with an instantiation of the thing you’ve guessed, allowing you to progress.

It’s easy to overlook how smart this is, because of course riddles are a traditional part of the IF repertoire, but here the point isn’t to tease the player’s brain – in fact the game’s riddles are all fairly simple, which is good because every single riddle is too easy or too hard, or both – it’s to play the theme. The primarily gameplay consists of receiving intimations and cues pointing to an object, then, once you’ve successfully carried out the act of naming, gaining mastery over the thing. There’s an elemental, Adamic resonance to this that implicitly communicates its own negation: what happens when you can’t summon the name? Does that mean losing the thing itself? Of Their Shadows Deep has an answer to that, in a lovely final puzzle that wasn’t there when I did my testing, and which ends the game in an unexpected moment of grace.

If the reader will forgive my wrapping up this review by once again talking about myself – and spoiling Sting while I’m at it – I found this last note quite moving. I don’t have the same experience Amanda writes about, of having a loved one’s mind eroded away bit by bit, but I did lose my twin sister to cancer two years ago, at the untimely age of 39 (Sting is a response to this, and the way it retroactively reconfigured pretty much every memory I have). Everyone always says people fighting through cancer are brave – and they’re right – but even by that standard, Liz was a tough, ornery patient, refusing pain meds until literally the last week of her life. By that point they needed to give her very strong stuff, and over the course of the days she spent more and more time sleeping, or staring off in a daze, her use of language mostly fled as her mind and tongue went slack.

The last night but one, before I headed to bed, I hugged her and told her that I loved her, and that I’d be the one sitting up with her tomorrow night (we were taking turns to make sure someone was there, just in case… nobody completed the thought). I’d done this before, and she mostly wasn’t able to respond – but this time, with difficulty, she got her arms around me too, and was able to grunt something incomprehensible, then did so again, just about the only sounds she’d made that day.

I’m aware that sounds like a horrible story when I tell it, but maybe if you’ve ever been in similar circumstances, you’ll believe me when I tell you those few seconds were the happiest I’d felt in months. Moments like that can’t change what’s going on, but in those situations, when you’ve lost so much but there’s somehow so much more still to be lost, they’re all that’s left – and that can be enough. I can’t being to imagine how to render that in prose in any real way, though – all I’ve done here is kind of describe and gesture at the experience – but I think Of Their Shadows Deep captures something of that intuition, which on top of everything else it does, is a hell of a crowning achievement.

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You Won't Get Her Back, by Andrew Schultz
3 of 3 people found the following review helpful:
A narrative chess puzzle, August 17, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

(I beta tested this game, so this is more a series of impressions than a full review – and full disclosure, I don’t even get to the game until paragraph six, so it’s not even short)

I’ve enjoyed seeing other folks sharing their histories with chess as part of their reviews of You Won’t Get Her Back, so here goes with mine. As a nerdy kid, I was course into chess: before the internet and the long tail all nerdy kids were pretty much into the same five things, plus whatever you randomly stumbled across in thrift store-used bins or bootleg tapes from a friend with relatives in Japan. And so since chess was part of the package, so I was in the chess club in middle school.

This basically just meant that during lunch periods, I’d play chess against other kids, and occasionally Mr. Young, the teacher who ran chess club. He was a short, powerfully-built ex-player for the Israeli national soccer team – with some level of celebrity, we kids were dimly aware, though now that Wikipedia is a thing I can confirm he was definitely the real deal – who now coached sports classes in a suburban New York school. In retrospect, he was straight out of a Philip Roth novel, though that wasn’t one of my main reference points as a 12 year old. Anyway every once in a while he’d play against one of us, and he didn’t hold back in the slightest, chortling with demoniacal glee as he slashed a queen into the back ranks or wove an ineluctable web of pawns to pin down a free-floating rook.

There was one time, though, when I was playing him, and playing the game of my life – I mean I don’t remember it in any detail, but I must have been, because I actually made it to the endgame with him, and in better position. What I do remember is that I had a bishop in reserve, that once I got it out from behind a yet-unmoved pawn, I’d be able to set up long-range checks that would let me clean up his remaining pieces, probably advance that pawn, and finally, finally win against Mr. Young.

Then he giggled, and somehow took the pawn with one of his that was next to it, putting my king in check while he off-handedly told me about the en passant rule. That was pretty much the last time I enjoyed a game of chess – something about the idea that there was this secret, hidden rule to the game that nobody had ever bothered to explain to me, just lurking until it was sprung like a trap to deny me this one moment of glory, profoundly offended my sense of fair play

Years later, I became a lawyer, an irony that I’m only now noticing.

If this has anything to do with You Won’t Get Her Back – and it doesn’t, that was just an incredibly self-indulgent lead-in, sorry Andrew – I repeat, if I were to try to reverse-engineer some relevance to the actual game I’m theoretically reviewing, it would be to say that I came to it with a predisposition to dislike gimmicks in chess, and it must be confessed that this chess puzzle in parser form has even more of a gimmick to it than the author’s previous games in this genre. Those – Fourbyfourian Quarryin’ and Fivebyfivia Delenda Est (best title of 2021) – involved placing different pieces on a shrunk-down chess board to set up a favorable endgame scenario. Here, we’ve got a straight chess puzzle, like you read in the newspaper, with the player’s actions actually moving the pieces and the opponent moving their pieces in turn – and it all hinges on pawn promotion. Despite that predisposition, though, I really dug YWGHB.

Partially this is due to the narrative content of the game, because it’s not just a dry exercise in piece manipulation. The setup involves the white player being down to just one pawn and their king (the player character), partially because the king couldn’t bear to see any harm come to his wife (the queen) and played too conservatively. Black has their king and a rook, so definitely has the advantage, but of course there’s a chance to succeed, as your king sets his sights on getting his pawn to the enemy’s back rank and promoting it to bring back his queen (thus the title). The writing takes this situation seriously, which I found surprisingly effective – I was definitely motivated to win not just because I wanted to solve the puzzle, but because I wanted to reunite these lovers cruelly torn apart by war.

Still, the game is 99% chess, and the other takeaway from the above story is that I haven’t played the game even semi-seriously in 30 years, so I pretty much suck at it. As a result, my progress through YWGHB primarily involved trial-and-error bashing as I got to the right solution after trying pretty much every incorrect one I could think of. Thankfully, even this rock-stupid way to play is still satisfying, because much as you accumulate knowledge through your failures, you also get a bit of fun ending text describing how you’ve fouled things up, and also get an achievement for your trouble. I’d like to tell you that I’m annoyed by achievement mechanics and how ridiculous it is that we’ve gamified our games. But I’m not made of stone, achievements are fun, and there are a ton of them here so even if winning felt beyond my grasp much of the time, I could at least try to lose in ever-more-exotic ways.

I won’t say too much about the solution, except that it does involve a really cool aha moment, so I can see why Schultz was motivated to implement this puzzle, specifically, in IF – plus it doesn’t require too much chess knowledge to hit on the answer, and the game does a good job of providing a few nudges after the obvious moves fail. There’s also an included walkthrough if the going gets too tough, alongside the author’s characteristically-extensive help and meta commands to orient the player (I realize I also haven’t yet mentioned that the chessboard is fully implemented in ASCII art).

I suppose there are expert chess players for whom YWGHB will be too lightweight to be enjoyable, as they just buzz-saw through the puzzle with their superior knowledge. Similarly, as someone’s first introduction to chess, it’s likely too punishing, with that damned rook jumping on the slightest misstep and resetting things back to the beginning – one critique might be that stalemate doesn’t feel much better than a loss, which may be true in the land of chess puzzles but maybe makes less sense given the conceit that this game is a war between countries, where the difference matters a lot. For folks with some experience of chess but who don’t solve the thing as soon as they look at it, though, I think this is a satisfying puzzle to chew on, with really robust implementation and some nice narrative grace notes.

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Things that Happened in Houghtonbridge, by Dee Cooke
4 of 4 people found the following review helpful:
A very strange, very British mystery, August 17, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

(I beta tested this game, so this is more a short series of impressions than a full review)

One of my favorite games of last year was Christopher Merriner’s ParserComp entry The Faeries of Haelstowne, and Adventuron game set in an English backwater where supernatural doings are transpiring. Comes now Things that Happened in Houghtonbridge, and I’m happy to report that IF’s hottest mini-trend, “great ParserComp entries in Adventuron with an implausibly-named British village in their title” has continued into its second year.

Okay, the resemblance is mostly superficial, and plotwise the two games don’t actually have much in common – this is set in the present day, with an appealing teenage protagonist who’s investigating some strange goings-on that have a family connection. If anything, though, THH goes even further than Haelstowne did to make the sometimes-finicky Adventuron parser feel just about as smooth as the far more mature Inform or TADS ones, and it boasts engaging prose that’s incredibly clean (even in the version I beta tested, I didn’t detect a single errant typo in this largish game).

Much of what I enjoyed about the game was delving into the mystery of what exactly was going on with the disappearance of the protagonist’s aunt – that’s a stereotypical setup, but the truth of what’s going on boasts some creative zigs and zags, and the game does a great job of presenting different pieces of the puzzle through varying means, including but not limited to well-written letters and diaries. The structure is well judged to support this slow unlayering of the onion, too: much of the game revolves around unlocking different rooms in your aunt’s kinda-spooky house, but you also travel to a handful of other locations which helps change of the vibe, and time passes as significant plot points are reached, giving the story time to breathe. The puzzles are likewise there more to help pace things out and provide a sense of engagement than to melt the brain – you’ll have seen most of them before – but they’re generally well done, solidly clued, and satisfying to solve; the release version also has integrated hints.

There’s a late-game turn that’s not exactly a plot twist, nor even a shift in genre – I guess I’d call it a tweak to the vibe? (For those who’ve played the game: ). I could see it being somewhat polarizing since it isn’t especially heavily telegraphed in the first two-thirds of the game. Still, I enjoyed it; the early parts of the game clearly establish that there’s some unexplained strangeness that’s been hovering over the town and the protagonist’s family, and it’s satisfying to encounter said strangeness and instead of it just being ghosts of Cthulhu or whatever, it’s actually still really strange!

Regardless, THH is a really fun time, with good writing, characters, story, puzzles, and implementation; I have a hard time picturing the IF fan who wouldn’t dig this one. Definitely recommended, and I’ll be keeping my eyes peeled next ParserComp for any game set in like Chipping Sodbury, or some Welsh town without vowels, in hopes of a three-peat.

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The Impossible Stairs, by Mathbrush
5 of 5 people found the following review helpful:
An impossible follow-up, August 16, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

(I beta tested this game, so this is more a short series of impressions than a full review)

If ever there was a tough act to follow, The Impossible Bottle is it. Co-winner of the 2020 IF Comp – out of a field of 103 – TIB dazzled with a space-warping gimmick for its puzzles, but was more than merely clever, adding winning characters and impeccable implementation. It also proved an excellent demonstration of author Linus Åkesson’s bespoke IF system, Dialog, allowing for interaction just as smooth and deep as anything you can manage in Inform or TADS while also letting the player get through the game without typing and just using hyperlinks instead. Anyone of sound mind would think twice before asking players to compare their game to TIB, but that’s just the situation The Impossible Stairs is in: the present author, Brian Rushton, offered to write a sequel game as a prize in that year’s Comp, Linus picked that prize, and here we are.

Wisely, TIS mostly doesn’t try to one-up TIB; it’s a smaller game, and while it too has a gimmick (that’s actually a rather elegant complement to that of the former game, messing with time while TIB messed with space), said gimmick is comparatively straightforward, and the scope of the game, and difficulty of the puzzles, are both much more modest this time out. That’s definitely not a bad thing – there’s nothing here like that &^% dinosaur from TIB, for one thing, and this is still a satisfying slice of game, probably taking an hour or so to solve and offering at least one or two aha moments as you figure out how to use the strange properties of the titular staircase to resolve the trickier conundrums.

Still, there is one area where it’s at least competitive with TIB, and dare I say it, maybe even one-ups the original, which is the cast of characters. Both games are family affairs, casting you as a daughter doing chores before a party. TIB’s Emma is a child of six, and her interactions with her loving but distracted parents – and kinda-jerky older brother – are sweet but don’t draw from too rich of an emotional palette given her youth. TIS’s CJ, though, is an adult (well, mostly), and gets to interact with a broader set of relatives, including her father, grandmother, a cousin, and an uncle, in the course of checking the items off her (well-implemented) to-do list. These conversations are also spread over several different time periods, with characters aging, changing personalities and circumstances or even sometimes passing away as the decades progress. The game’s definitely not a downer, don’t get me wrong, and while the menu-driven dialogue is well-written it isn’t an elaborate focus of gameplay like in an Emily Short game – but still, there’s a surprising poignancy to seeing these kind, well-meaning people at different stages of their lives, and learn to hold on to their memories once some family members are no longer there.

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Lantern, by Sylfir
6 of 6 people found the following review helpful:
Lost and gone forever?, August 16, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

A couple days ago as of this writing, Sylfir’s games vanished from itch, without so far as I know any explanation. I’ve seen speculation that this was an attempt to withdraw Lantern from ParserComp, which I suppose is plausible though in that case I’m not sure why they got rid of all their other games, as well as their account information, too. Given the game’s current unavailability, and the uncertainty about why that is and whether it will ever be available again, it’s perhaps inappropriate to write anything about it. But as I said in another thread, if we listened to Virgil the Aeneid would have been destroyed in antiquity, and despite Kafka’s posthumous autographopyromanic wishes the consensus is in favor of reading and engaging with his previously-unpublished stuff. Those are maybe too-exalted reference points, but Kafka at least didn’t have much of a predecease reputation; it mostly came later, based on the work. Anyway to square the circle, I resolved the check out the game, but only review it if I had positive things to say.

Given that you’re reading this, of course, it’s clear that I did. Lantern is a bit rough, and I must confess I played it almost entirely with the trackpad rather than using its parser, but it’s creative and has some charm. It’s part of the escape-the-room (well, three rooms) mini-genre, with the uncharacterized player character dropped into locked oubliette without explanation and forced to rely on their wits to solve a series of contrived puzzles and break free. To be clear, I’m not harping on the lack of plot or realism as flaws: they’re part of what I expect from this kind of game, and their presence helps to set player expectations accordingly. What departs from the standards of the genre, though, is that while you start out unable to see anything, that isn’t a barrier that’s quickly vanquished by the titular bringer of light: no, you’ve somehow been deprived of your sight, so you need to navigate your way through these brainteasers with your other senses.

This is a conceit that’s actually ideally suited for IF, I think, since depriving the player of sight in a graphics-based game would be perverse and probably lead to significant interface issues. Here, though, it’s just a matter of changing how the world is described to the player, forcing them to feel around rooms to find out what’s there, listen for movement, and lick and smell to identify objects. The author doesn’t make this too taxing a process – and in fact does a nice job of updating the names of objects as you investigate them with your different senses and figure out what they are – but it’s an effective gimmick that works well with the obsessive investigation escape-the-room games typically require.

While the concept works, there are some foibles in implementation. Most obviously, there are a host of typos littering pretty much every description of a room or object, which is fairly distracting, and there are a couple of bugs (one item’s name appears to incorporate fragments of code, and I was able to simply reach through a locked closet without first finding the key). The interface can also be frustrating if you go into Lantern expecting to type your way through it. The game engine appears to be primarily choice-based, with descriptions highlighting certain clickable keywords and ending with a likewise-clickable inventory list that includes your sense organs (you can click an item once to select it, then click it on another to combine them or use a sense; double-clicking does a closer inspection of the thing). The game allows you to type commands as an alternative to using the links, but this implementation means, however, that if you’re examining an object the keywords for the other objects in a room, or those denoting your inventory and senses, usually aren’t displayed. This means that typing TOUCH TABLE, then TOUCH PAPER might fail, whereas the commands would work fine if you tried them in the opposite order. I can see this being hideously frustrating, but I switched to playing exclusively via clicking very early, and found the interface worked just fine that way.

Clicking also makes it easy to exhaust all the different action combinations, which I had to do a couple of times. There’s at least one puzzle here that defies all logic and I can’t imagine a player solving it except by lawnmowering through the possibilities on offer (Spoiler - click to show) (using the knife on the scratches reading HELL to change it to HELLO, which summons another character to a different room). But again, I kind of expect that from these kinds of games, and the number of potential actions is sufficiently low that it’s not too onerous to power through.

So we’ve got a puzzle game with a fun gimmick, many rough edges, not much plot to speak of, and an interface that can feel like rubbing your face against a cheese grater if you try to play the game the way its entry in something called ParserComp seems to imply you should. I whiled away a pleasant enough half an hour on it, but I can’t say it moved me or made me laugh or clap with delight at its cleverness. So I suppose by some standard it’s no big deal that it’s not online anymore, and wouldn’t even be a big deal if it vanished completely with nobody ever the wiser. I’m not sure I can muster a rigorous rebuttal against that argument, but it still makes me kind of sad – and if that’s where the standard is set, I think a lot more of us than just Sylfir are in trouble. 98% of pretty much everything pretty much every one of us does is imperfect, compromised, wouldn’t stand up to even the flimsiest scrutiny – and oblivion is the destination it’s all hurtling towards. Call me sentimental, but I’m not inclined to hurry the process along.

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Cost of Living, by Dorian Passer
8 of 8 people found the following review helpful:
A promising experiment that doesn't pay off this time, August 15, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

We’re getting close to the end of the Comp now (of the remaining five games, I’ve beta-tested four of them, and the remaining one has been pulled from the competition at least for now, though I may still write a review), and for me it’s closing at it began, with a game whose interface pushes the limits on what counts as a parser game – in Cost of Living, you type into MadLibs style boxes embedded in the dialogue of two characters discussing a short story from the Golden Age of sci-fi, with your input affecting some of the finer details of their conversation. In fact, the game was briefly disqualified from the competition before an appeal brought it back, and while as I’ve said I’m not especially fussed about policing genre boundaries, I can see why, since while the only interface element is typing text and seeing more text get spit out at you in response, it departs from some of the deep unwritten rules about how parser IF works, like the player’s typing corresponding to some actor taking some distinct and discrete in-world action.

One could argue about the epistemological status of the game all day, of course, but I had my fill of arid formalism back in law school so I return to the principle I outlined in my Kondiac review: if it’s in ParserComp, it gets a ParserComp review. So how does this work? On the whole, not great, in my view, though this isn’t so much down to the novel interface as specific thematic and narrative choices the author made in the flame story which conflict with the text being riffed on. It’s hard to explain why that is without going into some detail on the embedded short story, so fair warning for 70-year-old spoilers.

The story, also titled Cost of Living and apparently in the public domain so it’s fair game for reuses like this, is by Robert Sheckley and while it was published way back in 1952 it has some moments of spooky prescience in the way it depicts a far-future family living lives of convenience, swaddled in a home featuring numerous labor-saving appliances that spring to life with a single press of a button, and an omnipresent voice-activated assistant that’s not too far off of Alexa. It’s also modern in the way that it shows the corrosive impact of a rampant consumerism that’s displaced all other aspirations and values – the central conflict is about whether Carrin, the family patriarch, who’s more than maxed out his credit to buy all the gizmos and gadgets he barely uses, will effectively sell his son into debt peonage to finance yet more useless consumption that will keep him level with his neighbors.

This crass materialism and keeping-up-with-the-Joneses status anxiety are juxtaposed against the hopes of the aforementioned son, who dreams of one day getting to be one of the few skilled laborers remaining in this static society – fixing the automatic machines rather than being effectively infantilized by them – or escaping it entirely by piloting a rocket ship to Mars and fulfilling a long-promised, but long-deferred, colonization effort.

In other words it isn’t saying anything you haven’t heard of, or thought of, before, as a person actively participating in the world circa 2022, but it is certainly relevant in a way a lot of 1950s sci-fi no longer really is, and while it’s written in functional prose that lacks much in the way of subtle emotional shading or nuanced dialogue, Sheckley’s a good enough writer to make it work for the ten pages or so it takes for the story to unspool.

(Parenthetically, I should say that the whole debt peonage angle doesn’t really make sense. The family is in hock for millions of dollars, with an annual salary of 30k, while the monopolistic company that makes all this expensive-to-produce junk pushes yet more stuff on them in order to heap up ever more implausible IOUs. This doesn’t make sense given how these kinds of debt arrangements work in real life, which is to drive down the cost of labor and put it under the thumb of the owners of capital – think of the sharecropping system – because it’s clear that the labor the father performs is completely useless, and it’s not so much the high cost of labor inputs that’s holding back the company’s profitability as it is their habit of giving loans to people already leveraged a hundred to one. There are hints in the story that this is more a matter of political economy, as the company has secured legislation that makes some purchases mandatory, so maybe the idea is that the corporation is trying to substitute itself for the state by effectively privatizing the generational public debt that governments carry to steward society – that would be interesting to dig into, but the story doesn’t really go there).

Again, all of that is completely non-interactive and just as Sheckley wrote it in the 50s. The part that’s interactive is a dialogue between two bodiless, backstory-less, quality-less characters (they have names, that’s it) who are discussing the events of the story. As they talk, one of them will say something like “Why is Carrin ____ about Miller?” (Miller being a neighbor of Carrin’s who committed suicide before the game opens) and you get to type something into the blank. Then the next bit of dialogue will incorporate and respond to what you typed in. As I said, it looks like MadLibs, and sometimes that seems to be exactly how it’s implemented, with your input mechanically parroted but not meaningfully impacting the course of the conversation. Other times the game does pull off the neat trick of seeming to understand what you wrote – I think at minimum, it’s got a word list or algorithm that allows it to know whether a word has positive connotations or negative ones, so the dialogue can proceed accordingly.

Here’s an example of it working well. I got a prompt asking me to characterize the son’s mood after he responded somewhat sullenly to Carrin’s overtures, and I wrote in “enthusiastic.” The game recognized this was an inappropriate response:

Harris: What made you think Billy was in a enthusiastic mood?

Vesper: I was just being sarcastic. It’s obvious Billy isn’t happy about something.

It’s a neat trick (even if now that I paste it in, I notice the game can’t figure out how to get a/an to work). However, the reason I was being kind of a jerk and pushing back here is that I’d first tried to type “disaffected”, which I thought was a good explanation for Billy’s mood, only to be told to check my spelling, and then hit the same rejection message after trying two or three more options. If this restricted approach was needed to keep the game on track, that would be one thing, but sometimes the decisions for what’s accepted and what isn’t seem bizarre. In that above-mentioned “Why is Carrin ____ about Miller?” I tried putting in “thinking”, only to be rebuffed and asked whether I meant “thinning” instead, which it was happy to accept when I dutifully typed it in. And due to the failure to characterize either of the conversationalists in any real way, it never felt like I was playing a particular role, or even that their disagreements had anything behind them other than airy abstraction, which further reduces the stakes and creates an aura of artificiality.

The bigger issue is that, perhaps in recognition of the fact that making this kind of natural-language input work well is really, really hard when engaging with ideas of any complexity, the author’s chosen to have the dialogue focus less on the ideas of the story but on having the Greek Chorus try to figure out the emotional states of the various characters. This is not very interesting because nothing here is at all mysterious; it’s a sci-fi story from the 50s written by a white dude, everybody’s motivations, desires, and feelings are pretty straightforward throughout. Having the peanut gallery constantly interrupting the story to say stuff like “Do you think Billy is ____?” also has the effect of flattening out what ambiguity there is, and making the story feel clumsier (it’s also strange that it’s not clear whether they think they’re responding to a piece of fiction – they don’t seem familiar with the story’s world, but they also appear invested in the characters’ emotional well-being and eventual fates in a way that felt deeply weird to me, a metafictional construct seemingly playing dumb).

As the story comes to a conclusion, the framing dialogue also goes off on a weird tangent – I don’t think I can coherently talk about this by blurry-texting spoilers, so fair warning the rest of this paragraph discusses the latter portions of the frame narration. Without any solid textual prompting, the two characters decide that part of why Carrin is upset is that a throwaway reference to life expectancy now being 150 years means that there are life-extending drugs available, but these are unpleasant to take and his son being indebted means that he, too, will need to take these unpleasant medications to live long enough to work off the increased debt. Again, there’s no basis for this turn towards the more overtly dystopic – it’s clear this remark is just Sheckley filling out his picture of a post-scarcity society, with no indication there are downsides to living longer – and it’s at odds with where the story ultimately goes, which is an ironic coda showing that the characters have become so stunted by their situation that when they imagine the great adventure of going to Mars, all they can picture is pushing a button. There’s no comparable final tag to the frame dialogue, or last moment of interactivity, so it feels like that whole thread just peters out.

There’s clearly innovative thinking that went into presenting this story in this way. And I definitely get the draw of trying to create an interactive Socratic dialogue that uses textual input without being limited to the medium-dry-goods model of traditional parser IF. I can even see that this approach has some potential advantages, since at least with a keyword-based system you don’t need to deal with the challenges of parsing grammar and can focus on understanding nouns, verbs, and adjectives that might not be bound by concrete physical objects, actions, or properties – which is still a hard enough nut to crack!

But I don’t think Cost of Living qua game is a good advertisement for the power of this model; while there are moments where the game does seem to respond in a nuanced way to the player’s input, even then it comes off as a parlor trick, not just due to the limitations of the current implementation but because there’s a fundamental disconnect between the engagement the interactive frame offers and the themes the static fiction is presenting. In the end, I’d have to say that I’d have probably enjoyed this story more if I’d just read it in a book, rather than playing through it like this. That’s a damning indictment, I recognize, but I repeat that it’s not because I think any departure from parser conventions is doomed to failure, or even that this particular departure is likewise preordained for perdition: it’s primarily that the cogs in the two pieces of the game just don’t mesh at the basic literary levels of theme, character, and tone. In theory these are fixable problems – though they’re also generally the hardest problems in any kind of writing – and at any rate there’s value, and honor, in a failed experiment. From some of the conversation on the game’s itch page, it’s clear the author is looking to refine their model, so I hope this critical review is useful for that, and I’ll be around to check out what they come up with next.

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Midnight at Al's Self Storage, Truck Rentals, and Discount Psychic Readings, by Thomas Insel
1 of 1 people found the following review helpful:
Funny title, stripped-down game, August 14, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

Hey, python game, you still around? I know I said some mean things about you, but it wasn’t anything personal; just a little tough love, you know? Anyway I hope you’re here, because see this ^? All in bold up there? Now that is a title, funny and intriguing and creating a vibe as well as doing some real work grounding the player in the situation they’re going to be inhabiting once they load the game up. Why settle for less, when you could have something like that for yourself, too?

(Although, now that I think about it: I’m hoping that “Self Storage” rather than “Self-Storage” is just a typo).

OK, the unkind might say that beyond a killer title there isn’t all that much to Midnight at Al’s. It’s got a quotidian premise that doesn’t fully exploit the craziness said title seems to promise and which only twists late in the day, pivoting to the less-than-compelling Generic Horror Plot #17 (Spoiler - click to show)(woooo it was built on an old Indian burial ground woooo – kinda problematic!) at that. There’s only one real puzzle, and fewer jokes than you’d think. And there’s some wonkiness to the implementation, including one game-ending bug that’s really easy to trip into.

I can’t deny that the unkind have a point, and we’ll return to those complaints in due course. But despite the flaws I had a good time with this one. Partially, I admit, is that it’s just nice to sink into a nice, familiar Inform 7 game after a Comp that’s been heavy on custom parsers and old-school text adventures – this is my IF comfort food, and I don’t think I’m alone on that. But it’s also the case that that one real puzzle is very satisfying to work through, requiring you to think about what you’re trying to accomplish, deduce what’s going on with a non-obvious but clearly-implied barrier making the simplest way of solving the problem fail, then reassessing your options and capping things off with a nice aha! moment. I’m being intentionally vague here since there’s just the one puzzle so for folks who’ve played the game there’s no ambiguity about which one I mean, and it’s fun enough to solve that I don’t want to spoilt it even a little.

Admittedly, that puzzle does have more than its share of fiddliness – there’s part of it that involves unlocking something, and despite the game clearly knowing exactly what I was trying to unlock and with what, it took me like six tries to phrase the action so that it would be accepted. And it also plays host to the game-ending bug: fair warning to players, if you try to enter the freight elevator you’re never getting back out (heartbreakingly, I’m 99% sure I know exactly what gave rise to this bug – I’m also not one to criticize, since the initially-released version of my entry in last year’s IFComp could lead to the player get stuck in the middle of a swarm of bees being stung forever, which we can all agree is infinity times worse than anything an elevator can get up to). And outside of this, there are several places where things feel a bit more duct-tape-and-chewing-gum than they should, like the ability to cram inappropriately large objects into your backpack and a too-sudden ending that maybe indicates the author ran out of time.

Again, though, I think the pros outweigh the cons. I’ll wrap up with one more thing I liked about Midnight at Al’s: despite the fact that her characterization didn’t come through much after the opening, I enjoyed the protagonist, a disaffected teenager with a dumb summer job and a predilection for hardcore bands (I assume ironically, unless maybe it’s hardcore’s time to come round again?) She seems scruffy but scrappy, the kind of underdog you root for, much like the game itself. The winning sequence promises that she’ll return for future adventures, which I’ll definitely be down for, though hopefully those will get a bit more testing first!

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