Move On has an interesting gimmick, which is that, playing as the director of a political advocacy organization you must choose where best to direct hundreds of thousands of emails – OK, apologies for the dumb joke. Move On does have an interesting gimmick, but it doesn’t have much going on besides the gimmick so I’m straining to pad out the word count (apparently I have for some reason decided to act like I’m getting paid by the column inch for these things).
Anyway talking about said gimmick is a mechanical spoiler, but it’s pretty impossible to talk about the game without revealing it, so probably best to nip over and give it a play – it’s short – before returning here.
To give some space for the spoiler-averse to flee, let’s lead off by talking about the story and writing of Move On, which are certainly things that exist. To be clear, there’s nothing at all wrong with them. The premise is a familiar jumping-off point for video games, though more so in action-oriented formats than IF: you’re a motorcycle courier racing to get some (unspecified) data package past some (unspecified) baddies to your (unspecified) patrons. There are little bits of color thrown in around the edges, but nothing that gets you beyond Prefab Cyberpunk Game – in fact one detail, which is that some of the baddies work for someone or something called Belltower, I think is a hat-tip to the Deus Ex prequels (like, yer Human Revolutions and Mankind Divideds. Though I suppose I can’t rule out that this is a very indirect precursor to Deus Ex Ceviche). The prose is action-oriented, typo-free, and does what it has to do, though honestly I found it hard to really engage with due to the mechanical gimmick, which we are now due to address.
The trick here is a clever one, which is that Move On is a choice-based game that presents itself as not having any choices. You only ever see one button to click – labelled Move on, duh – but depending on whether you click it while the little motorcycle icon on top of the window is moving or after it’s come to a stop, you’ll get a different outcome. This isn’t stated straight out, but there’s pretty clear hinting (the opening blurb says “keep your eyes on the road”, and explicitly states that those playing without sound aren’t missing anything, which I found helpful as I typically play with music off). Anyway I twigged to it pretty quickly and I think most players will too, though I did struggle for a couple minutes unsure whether the only differentiation was moving vs. stopped, or if some choices had three options, like moving in first half of segment vs. moving in second half of segment vs. stopped.
There’s a little bit of a guess-the-coin-flip vibe to the game, though on repeat plays, it’s clear that some segments have some signposting: if the most recent passage of text says something like “hurry up!” you should probably click while moving, whereas if it mentions a red light, you should probably wait. I noticed such hints in like half the passages, though, so there’s still a bit of trial and error, and of course there’s no save (the game only takes ten minutes tops, with a winning playthrough being maybe two minutes, so this isn’t that big a deal). Once I figured out what was going on, though, I took to scanning each passage as it came up looking for key words, then immediately either clicking, or being a bit disengaged by knowing I had to wait, so I think this undercut the impact of the writing since it just became a source of clues for a stressful, timing-dependent puzzle. I can pretty clearly remember what happens in the first half of the game, as I was working things out, but the second half is a bit of a blur as a result.
Move On is a lagniappe of a piece – I would have loved for it to come between Tangled Tales and Return to Castle Corlis, to be honest. There’s not a lot there, but it shows off its fun trick and knows to get out of the way before it risks wearing out its welcome.
Mother Tongue is a small thing, but oh, it does a lot with its fleeting play-time, boasting a grounded take on issues of identity, family, and assimilation, a surprisingly effective incorporation of puzzles, and great attention to detail. The blurb tells the whole story: you play a young Filipina/o (if the gender of the protagonist is fixed, I didn’t catch it) who’s exchanging some quotidian texts with their mom, when the conversation turns into an impromptu Tagalog lesson.
For all that this is a very short game, there’s a lot going on here. I haven’t directly experienced the issues Mother Tongue depicts, but my wife is Iranian-American and we’ve had lots of conversations about what Farsi means to her, how she’s treated differently from her folks because she doesn’t have an accent, and what we’d do about languages when and if we have kids. And while I’m a white guy, both my sets of great-grandparents came to the U.S. speaking something other than English but, bowing to the contemporary models for immigrant assimilation, didn’t want their kids to retain those languages, which is something I’ve spent a fair bit of time thinking about.
So hopefully I’m not completely off-base when I say that pretty much everything the protagonist and their mom say to each other (or, for the options I didn’t take, consider saying to each other) rings really true – the challenges of holding on to a home language, the push and pull between being in touch with one’s cultural identity and getting the advantages American culture bestows on those who “assimilate”, the feeling that food is maybe the only connection one has with one’s ancestors… it’s all really well sketched out, with only a few sentences here and there and without any heavy-handed didacticism. The attention to detail is impressive, too – it was only towards the end that I realized that the protagonist speaks all in lower-case, whereas the mother uses capitalization, emoji, and proper punctuation (including putting periods at the ends of her texts!)
Critically, the characters get to be characters, rather than just functioning as mouthpieces for these issues. The protagonist, at least as I played them, is a rather overenthusiastic person who can’t help but explain the plot of the CRPG Morrowind to their indulgent mom (reading this bit made me cringe a little as I remembered similarly babbling to my mother about how cool it was going to be when you could play nonhuman paladins in 3rd Edition D&D). And the mom is cheerful, unpushy, and clearly relishes the chance to play teacher.
I also found the language-quiz segments really fun, surprisingly so if I’m honest. Four or five times, the mother will ask you “how do you think you say X in Tagalog?” and offer you two choices; after the first one or two, these require thinking about what you’ve learned to date, and seeing how she structures her sentences. This kind of inductive learning mirrors how we actually gain languages, and made me feel like I was actually learning a little about Tagalog as I went (I’m proud that I got a perfect rating without any do-overs!) Mother Tongue isn’t the kind of thing I go into looking for an especially game-y or puzzle-y experience, but it wound up scratching that itch nonetheless.
If I were to cast about for critiques, I suppose I could list two or three bits of dialogue that are a little on the nose (there’s an exchange where the protagonist can tell their mom “it’s clear you care a lot and I appreciate that!”). But given how easy it’d be to write a version of this game that’s all Hallmark-channel schmaltz, those very few infelicities are more than forgivable, and don’t do anything to undermine a really satisfying, well-observed vignette.
Points for best title in the Comp to The Moon Wed Saturn, which is a clever pun as well as, I believe, an astrology reference. That same ethos of packing a lot of meaning into comparatively little text carries over into the game itself, which runs through a formative romantic relationship that unfolds over just a few days but reveals a lot about the main character and changes her life to boot. It’s a classic two-hander – it’s 95% dialogue between two characters, 5% flash-forward reflection – with a unique storytelling gimmick, and while I wasn’t as fully invested in the central relationship as probably would have been ideal, there’s a powerfully arresting moment of grace at the end that had as much impact on me as anything else I’ve played so far in the 2020 Comp.
You play as Verónica, who I think is about 19 – she’s got a dead-end job somewhere on the outskirts of a city I think somewhere in Latin America (there are a few well-chosen setting details sprinkled through the story, but no clunky exposition), and feels weighed down by expectations, other people, and the general difficulty of figuring out how to be in the world. Into her life sweeps Araceli, a freer spirit a few years older, who doesn’t seem to worry much about consequences and seems to take a kind of glee in prodding Verónica out of her comfortable rut. Described like this, these are stereotypes, but the writing is good enough to really conjure these characters up, and dive into exchanges and snatches of dialogue where the characters are sparking off of each other in lust or conflict, so even though the overall dynamic of the relationship is certainly familiar the player is always engaged by the particular.
Part of what makes this so effective is how the story is told – I’ll spoiler-block this, since figuring out what was going on led to an “aha” moment I wouldn’t want to ruin. (Spoiler - click to show)You start out clicking your choices in a part of the screen labeled “Monday”, but at a certain point suddenly your focus jumps to the side to a new paragraph labeled “Wednesday”, where one of the characters recalls a bit of the conversation they had a couple of days ago. Later the same thing happens with Saturday, until you’re following a thread of memory and resonance forward and backward through three separate conversations on three separate days that together constitute the relationship between the two characters. It’s all really well paced, too, jumping into exchanges just as they’re getting interesting, and jumping out when they’ve done what they need to do. The visual design backs this up too – when the days go inactive, they fade and go on a slight tilt, making clear where the action is but easy to refer to if you want to make sure you understand the connection points.
There are a lot of choices – at pretty much every pause in the dialogue, you’re picking what Verónica should do or say – but mostly they’re centered on whether she’s going along with Araceli’s attempts to shake up her status quo, or resisting them. For the most part they feel like impactful choices, though you can’t shift her characterization too far, which I think is appropriate, albeit there were a couple of times when I felt like the game’s interpretation of a choice was pretty different from how I’d intended it (at one point Araceli said something about how she liked places that are weird, and I had Vero ask if she was strange enough for her – I’d meant it playfully, but the blue text that carries Verónica’s inner monologue said it was because she wasn’t spontaneous and always wanted to know things in advance).
It feels like the choices shift the tone of the dialogue, though I didn’t do a ton of replaying to confirm that. They do build to a final, climactic choice, though I even though I’d played as something of a stick-in-the-mud even I had to go for the cathartic option, and I can’t imagine other players doing anything differently. Spoilers again for what was an amazing moment: (Spoiler - click to show)so throughout the game, Araceli has been pushing Verónica to leave her awful job, which is being a security guard for an abandoned, half-completed housing estate that’s basically a boondoggle for a corrupt developer. At the end of Saturday, she brings some spray paint and prods Vero to deface the place, and if you do, there’s a sudden splash of red against the heretofore pure white background of the game. The red paint is amazingly well animated – it’s sensuous and beautiful in a way that I, who’s typically way more attuned to text than images, usually don’t appreciate. It’s climactic and cathartic and a perfect moment of satori that ties the whole game together.
For all the things Moon Wed Saturn does right, I have to acknowledge that as I implied above, there were parts of the central relationship that didn’t work for me – specifically, I kind of couldn’t stand Araceli and thought she was just the fucking worst. Don’t get me wrong, I can get why someone like Verónica would be taken with her, but Araceli often came off to me as an aggressive manic pixie dream bully, like in the early segment where she tries to pressure Vero to smoke a cigarette precisely because Vero’s quit and doesn’t like smoking – people should be willing to do things they hate for those they love, you see. And later on, when Verónica explains the necessity of having this job given the challenges in her life, Araceli – who’s implied to come from a more privileged background – cheerfully bats it all away, because she thinks everything people do is just an expression of their character, and refuses to acknowledge how external reality can restrict one’s choices. I kept wanting to tell Verónica, get out of this relationship, this lady is toxic!
But I’ve definitely known people who’ve been in relationships like this – I’m sure you have, too – and I can’t deny that they can be meaningful and important. So the fact that this isn’t an idealized picture of two soul-mates who should be together forever doesn’t undercut the strength of the piece – but it did make the game’s finale perhaps a bit less bittersweet than intended. At any rate, this is a small, subjective response to a work that definitely merits a playthrough.
For all that Minor Arcana is very clearly a fantasy game – you “play” a half-sapient deck of Tarot cards changing the fates of all who come into contact with you – what it most puts me in mind of is a bit of design from the classic sci-fi RPG Traveler. OK, I’m fronting, because I’ve never actually played Traveler, but I have played the (Godawful) MegaTraveller CRPGs that were based on it, as well as System Shock 2, which uses that same piece of design: the lifepath character creation system. The idea here is that instead of dryly assigning points to all your stats and running through a shopping list to get your equipment, instead you come up with your character by making a series of choices: join the Marines or the Navy? Volunteer for a diplomatic mission, or become an undercover spy? Each choice changes your character along the way, improving their attributes, teaching them new skills, giving them equipment – or even, if you roll poorly enough, killing them before you even get out of chargen. Once you finish the choices, you have a full character, and the real game can begin.
Possibly this association came out of nowhere because playing so many games is turning my brain to porridge. But I think it’s because Minor Arcana felt to me like a really involved prelude to a more involved experience that’s yet to come – which is an unfair expectation, to be sure, but perhaps speaks to the way that the game does a really good job offering exciting choices but maybe doesn’t go far enough in paying them off.
To return to what the game is actually about: there’s an initial stage of the game where you set some basics about what your deck is like, including visual motifs, what suits it contains, if any cards are missing, and what supernatural patron inspired your creation (these have fun, slightly-obfuscated titles and include not-Cthulhu, not-Mithra, and even for those of you who didn’t get enough Gnosticism from Accelerate, not-Ialdabaoth). Then you get a chance to do readings for a couple of petitioners, and find out how you’ve impacted their lives (spoiler: usually it’s not super positive!) before finally facing the option of whether to forsake your owner for a new patron, at which point you can either accept this as the end or start the story again.
I really dug the choices in the first part of the game: deciding what flavor of Tarot deck you are, and whether you have suits like the traditional cups and staves, or instead thorns and spikes, spirals and mirrors, or crows and gears, feels like it’s opening up intriguing realms of possibility. The author does a great job of world-building, letting a few evocative phrases and some ominously capitalized words hint at much deeper mysteries. These decisions are hard to make, because the choices all seem so fun, and seem like they’ll create fiendishly enjoyable scenarios down the line.
The second section feels a bit more slight by comparison; there are only two chances to offer a reading, and instead of full set-pieces involving cross spreads and multiple card draws, instead you only pick a single card, and get one passage apiece laying out the enigmatic repercussions. The choice of switching owners likewise comes and goes fairly quickly. This at least facilitates replays, but when I went back to the beginning and picked what felt like radically different choices, I was disappointed because it felt like very little changed – the King of Staves and the King of Spikes don’t produce meaningfully different outcomes when the fire-breathing radical draws them, for example.
Ultimately it felt like instead of there being hundreds of variegated paths to create a Tarot deck that was distinctly my own, I was inevitably being crammed into a one-size-fits-all template. Of course it’s unreasonable to expect an author to write radically different results for all possible combinations, but the magic of a choice-based game is to balance the difficulties of implementation with the fantasy that each option has an impact on the experience. Minor Arcana left me feeling like I’d created a unique protagonist, but stopped just when I was expecting the real game, and real consequences, to begin.
(I beta tested this game)
I have given the randomizer a lot of grief over the course of our five weeks together, bemoaning its feast-or-famine tendencies and bewailing its perverse glee at stacking like five sexmurder games right at the top of the Comp. But it did me a solid in the end, since it’s hard to think of a better way to play off the comp than Magpie Takes the Train, which is about as pleasant a piece of IF as you’re ever likely to find. That word “pleasant” can be double-edged – sometimes it’s a way of sinking in the damning-with-faint-praise shiv – and sure, as a one-and-a-half room spinoff game, it’s not aiming to be a barnburner or an epic. But when that one room is so cozily realized, lushly implemented, and entertainingly peopled, that’s not much of a complaint. MTT is great fun, from the main event – a satisfying, multi-step jewel heist – to the smallest incidental detail.
As mentioned, this is a spin-off from 2018 Comp winner Alias the Magpie – that was by J.J. Guest, but the present author offered an authorized sequel game as one the prizes that year, so here we are. While if you know the respective authors, you can definitely tell the difference – MTT uses the conversation system employed in many of Brian Rushton’s other games – and there’s no specific plot continuity, the writing and overall vibe are definitely of a piece with the earlier game. Which is great, because Alias the Magpie was delightful! Just so here, where the eponymous master-of-disguise is bent on infiltrating the private railcar of an American magnate and lifting an enormous jewel right off her lapel.
Of course, it’s not as simple as all that – there are somewhere around half a dozen sub-puzzles that need to be solved before you’re able to successfully lift the rock and abscond, including foiling a rival's disguise and making friends with a cantankerous parrot. Almost all involve some quick-change artistry, as you’ve cleverly brought along a suitcase full of disguises and the occasional tunnels offer just enough lightless moments to change from your professor’s togs into, say, a waiter’s getup, or a maintenance man’s coverall. The various characters in the car react to you differently depending on your garb, and certain actions that would arouse suspicion if performed when incorrectly attired can be easily accomplished while wearing the proper uniform.
None of the steps involved in solving the puzzle are that challenging to work out – and in fact there’s no penalty to simply trying to take the jewel, which will prompt you with a hint towards the most immediate barrier to your larcenous designs. But nor are they too simple, either, or too wacky. I generally felt like I was half a step ahead of the puzzles, which is a very pleasant (…that word again) state to inhabit, as I usually had an idea of what I should be doing, but hadn’t fully worked out every step such that implementing the plan was drudgery. And in fact you miss out on most of the fun if you just rush for the win – there’s lots of entertaining dialogue to be had with the other characters if you try talking to them in all your various outfits, there’s a whole drink-mixing system that leads to entertaining combinations, and there’s tons of incidental detail that rewards poking about with some fun jokes.
Unsurprisingly given the legion of testers – I was among a nigh-numberless host – the implementation is as smooth as butter. There are lots of thoughtful conveniences, such as allowing the player to skip to the next moment of darkness if they’re too impatient to wait for the next chance to change outfits. The prose is typo-free, and just about every strange thing I tried was anticipated. It’s possible to make the game unwinnable, but it’s kind enough to tell you that and end, and I think a single UNDO will always retrieve the situation. Indeed, given its compact length, inviting setting, and robust implementation, MTT could be a nigh-perfect game for bringing new players into the IF fold – but it’s certainly got a lot to offer veterans as well.
Despite the name prompting me to think this might be an anime-inspired visual novel type thing, LA:MG puts some stage-magic theming on a zippy explore-the-crazy-mansion-and-solve-puzzles parser game. There are lots of typos, one or two wonky puzzles, and a few tonal issues that I found a little offputting, but in the main, this is a pleasant diversion, with plenty to do, solid pacing, and some laughs along the way.
The premise makes it clear from the off that the operative vibe is going to be zany: the player character is a magician’s assistant (named, inevitably, Trixie), who works for a stage magician who moonlights as a superhero, or possibly vice versa. After he’s captured by a member of his rogue’s gallery, you step up to rescue your boss by exploring his wacky mansion to find the various taunting clues the villain has left hidden about, Riddler-style. Oh, and also you’re on a deadline (Spoiler - click to show) (thankfully notional, rather than an actual turn limit) to get all this done before you have to leave to do a magic show for the President’s kid’s birthday party.
It took me a little bit to get a handle on the conceit here, since it’s mashing up a couple of different kinds of tropes. I eventually landed on “Sixties superhero parody” as the dominant note (even though there are newpaper clippings indicating it’s meant to be the present day), though partially that’s because it helped me make peace with an unpleasant undercurrent of sexism that runs through some of the text. I think this is meant to set up jokes about how everyone underestimates Trixie due to how attractive she is and her stereotyped job, but there aren’t the kind of internal eye-rolls that would undercut this and clearly mark it as dumb. Trixie is certainly presented as brave and resourceful as she solves the villain’s various challenges, but there are also lines saying that she found history class “SO BORING”, and upon typing X ME, she posits this as the reason she’s so good at her job: “with your golden blonde hair cascading over your shoulders like a shimmering waterfall, your full red lips so often coyly pursed into a tantalizing pout, and your ample bosom encased in a sheer sequined gown, distracting audiences is no challenge for you” (not a lot of straight ladies or gay men in these audiences, I’m guessing). It’s not omnipresent by any means, but every once in a while a bit like this would hit a sour note.
Moving on to the game itself, it is well-structured, with a just-large-enough mansion playing host to a series of challenges that must be solved one at a time, with the villain’s clues providing clear direction on which puzzle to be pursuing next. The puzzles themselves are generally fair, and you use your boss’s collection of magic tricks and wacky gizmos to good effect without requiring too much outside-the-box thinking, which can be a flaw of this style of game. There’s a hint system integrated into the game – you consult a crystal ball – but I only found it necessary to check it once.
That once was annoying, though: I had the right idea, but the situation wasn’t described well enough for me to clearly picture how the intended solution was meant to work, a key object wasn’t implemented, and near-miss solutions earn default failure responses. (Spoiler - click to show)This was the puzzle to get the drill bit – it’s clear you need to pull or cut it free from the larger drill, but the bit itself isn’t implanted, SAW DRILL WITH doesn’t indicate that you’re on the right track, and the drill and guillotine were somewhat hazily described, I thought. Some of these issues are present in other parts of the game, but this was the one place where they all overlapped to make things challenging.
Finally, the game is lacking that final coat of polish. There are a large number of typos, including one in the opening text, and some of the verbs in the HELP text don’t appear to work as advertised (despite what’s stated, you want to TALK TO characters, not SPEAK TO them). It’s a shame, because the jokes are often quite funny – the god-bothering clown is a highlight, and he’s presented with sympathy despite being a ridiculous gag character – but these issues mean they sometimes don’t land as well as they should. Regardless, LA:MG definitely scratches the itch for a quick, puzzle-y romp – but with a few small tweaks I would have enjoyed it a lot more.
I am I think of the last generation to grow up without deep social relationships in online spaces being a thing, so there’s something strange to me about seeing a game like Lore Distance Relationship offer an affectionate overview of a decade’s worth of living, as mediated through an online game, complete with the slow improvement of graphics and eventual introduction of a phone client (the something that is a bit strange is realizing that I am old). While I don’t have any experience of the specific nostalgic notes LDR hits, I can certainly recognize how resonant its touchstones will be for lots of folks, and there’s more than enough craft here to make it accessible and enjoyable even for folks outside that audience.
This is a relatively long game that plays out almost entirely within the chat function of an online game about magic dogs that fight monsters – I gather it’s meant to riff off of Neopets – and it’s almost entirely in dialogue, since 99% of the time you’re choosing different options for the main character to use to reply to Bee, their best friend in the game. As the blurb says, the game takes you through ten years in its hour-long playtime, and while there are some fun grace-notes around how the game updates in that time, the overwhelming focus is on how the central relationship shifts as the two main characters go from age 8 to 18.
There are heavy themes discussed – there’s a prominent trigger warning about domestic abuse – but not, thankfully, depicted: you engage with the aftermath, as the main character and Bee grapple with how to understand what’s happening and hopefully chart a path free. Similarly, I was a bit wary since the blurb flags that there’s some sexual exploration – a tricky thing to manage in any circumstance, but especially so when everyone’s underage for most of the play time – but the game strikes a nice balance of making clear what the characters are up to without getting at all explicit or too uncomfortable.
Indeed, if anything, despite all the traumatic themes and plot points on offer, LDR felt pleasant, and ultimately comforting to me. Bee is a supportive friend (Spoiler - click to show)(and if you go that direction, romantic partner), and his dad, who gets called in occasionally to offer advice, is invariably respectful and helps set good boundaries (re-reading this review, I'm now not sure whether Bee's pronouns are ever specifically stated, but their magic dog is male so I thought of Bee as "him" even though that's a dumb rubric). The main character likewise has a loving sister who’s there when things get tough. Don’t get me wrong, there are definitely painful and sad moments (Spoiler - click to show) (reflecting on why the main character chose “StaircaseHaven14” as their username was one of those for me – and both characters suffer some bullying and abuse for their marginalized identities, since the main character is trans and Bee has a disability), but the sweetness of the central relationship ultimately won out.
Partially this may be due to the choices I took – there are a lot of these on offer, as you’re prompted for input after every couple lines of chat, across ten different vignettes separated by a year each. And while most of them are more about emphasizing different aspects of the main character’s personality – especially around self-esteem and their ability to open up to Bee – I get the sense that your choices can add up in significant ways (Spoiler - click to show)(most obviously in how and whether you pursue romance with Bee). I mostly made choices that had the main character trusting Bee and trying to engage with their feelings, rather than bottling them up, which wound up working out really well – possibly the vibe is different if other choices are made.
I think either way, LDR would be effective, though. A good part of the credit here goes to the writing, which treats the situation, and the tender-age characters, with the nuance they require. The dialogue sounds exactly like I’d expect these characters to sound, with shifts over the time and clear differentiation between the two primary voices (the maybe-a-bit-uptight main character uses proper capitalization and punctuation pretty much from the start, but under Bee’s influence eventually loosens up). There’s the very occasional false note – at one point, the eight-year-old protagonist replies to a question with a diffident “Maybe. We’ll see.” – and maybe a few small anachronisms, but LDR overwhelming succeeds in creating a plausible milieu.
Where LDR maybe errs in going too far in creating plausibility is the jankiness of the presentation. Obviously the messy-but-improving-over-time graphics are both a gag in themselves, and a way to mark the passage of time, but I found some of the art actively off-putting (one of those dog-aliens will haunt my nightmares). You primarily move the story forward by clicking a large reload icon, and it’s occasionally replaced by a large picture of a keyboard or a blown-up mouse cursor. But the game window is usually at the top, so need to do a bunch of scrolling, and it took me a while to realize that the graphics are completely static and none of the displayed interface elements actually do anything. There’s also some timed text that I found sometimes went too slow, and sometimes too fast. After I played for 15 minutes, I figured out how the game wanted me to play it, and again, it’s clear that much of this is an intentional throwback to how much the early-mid internet kind of sucked, but it was still a bit annoying.
Anyway, though, this one is all about the relationship between these two characters, which it charts very well. There are lots of touches that I think a specific target audience will especially enjoy, but LDR’s resonance goes well beyond just those folks by offering a sympathetic, well-written depiction of a challenging but ultimately hopeful adolescence.
(While the first part of this review notes I was only two hours into it when I wrote that section, I later went back and finished it, with an addendum running through the ending right below the main review)
As of this writing, I’m only two hours into what’s advertised as a 15-hour experience, I’m a little underconfident in this review – I could see some of the things that worked for me wearing out their welcome 10 hours hence, and similarly, some of my critiques might vanish once the overall framework of the game becomes clearer. But if I let a lack of sound factual underpinnings keep me from mouthing off, these reviews would be a lot, lot shorter.
You know, it’s probably not worth interrogating that in depth – let’s just get on with it.
LGiML feels most of all like an old-school graphic adventure, albeit in text form (there are graphics depicting the characters and a few key events, and the author has said that there’s a full graphic version in the works). You’ve got a sprawling map to explore, lots of different puzzle chains, a setting that draws equally from fiction, fairytales, and Python-esque satire, and an interface that requires chaining a specified list of verbs to a specified list of targets. There are some significant deviations from this well-worn template, though – some that I liked, and some that I was more mixed on.
The elephant in the room here is that the primary way of interacting with the game isn’t constructing commands like USE RUBBER DUCKY ON MISANTHROPE – most commands also require you to add an intent, so you’d have to say USE RUBBER DUCKY ON MISANTHROPE TO FRIGHTEN SOMEONE, or USE RUBBER DUCKY ON MISANTHROPE TO WIN ELECTION TO CONGRESS. Trying the correct action with the incorrect intent or rationale will fail just as surely as trying the wrong object with the right intent.
On the one hand, this pretty much eliminates the too-frequent experience in old graphic adventures of clicking everything on everything else just because you’re out of ideas, and seeing the main character embark on an extended bout of moon-logic that you in no wise had in mind when you made your click. And it usually isn’t too hard to suss out the right option, since you choose the intents from a list and it’s pretty clear if there’s something that might match.
There are places where this does lead to difficulty spikes, though, especially in the variant where instead of coming up with an intent tied to a concrete outcome (like, saying that you’re doing X in order to get the character in front of you to leave the room), you need to link what you’re doing to a vague high-level goal (like, saying you’re doing X in order to defeat Dracula). This can be challenging because you can’t do standard adventure-game things like examine a suitcase to see whose it is, or what’s in it, unless you have the correct goal in mind (what if I wanted to look at the suitcase to figure out what I can do with it?)
Compounding the difficulty, this is a big game, with a lot of text, and clues aren’t always as signposted as I think they could be. Here’s a spoilery discussion of one that stymied me for a long time: (Spoiler - click to show)at one point, the player character decides she wants to meet a mermaid. There’s a book about mermaids in the library that describes some of their behavior, emphasizing that they’re mischievous creatures who like playing pranks. This didn’t really help me much, though, and all the obvious things I tried – making a sand castle that she could wreck, playing music to see if she wanted to join in – failed, so eventually I turned to the hints. According to them, what the book was meant to communicate was that mermaids like playing pranks specifically on ship’s captains. With that prompt in hand, I was able to use the intent system to dress up as the down-on-his luck captain down by the docks, at which point the puzzle solves itself, but due to the intent system, there was no way of blundering into the solution by having a new “hey, can I borrow your clothes?” dialogue option unlock after reading the book that was supposed to give me the idea -- or, if more subtlety was preferred, changing the description of the sailor to mention his clothes.
The other structural consideration that sometimes makes the difficulty harder is that there are always a lot of different goals available. The game provides a really helpful interface for tracking them, and allows you to rewind to key conversations or bits of observation so you can’t get too lost, but much of the time, you get the goal well before you can do anything significant to advance it – at the point above where I first had recourse to hints, I had five different goals, but the first hint for three of them was “go do something else, there’s nothing you can do to make progress on this yet.” Ultimately, for the second hour of play I typically consulted the first hint or two anytime I got a new goal to make sure I knew what to focus on and see if I was missing something that was meant to be obvious, which made for a more pleasant play experience, though I’m not sure that’s intended.
…just noticed we’re almost a thousand words in and I haven’t even mentioned what the game’s actually about. OK, speeding this up: the setting is a sort of skewed fairytale, featuring a brash and fearless six year old girl as a protagonist who’s bent on avoiding her chores by meeting some fun people, most of whom are monsters of some description. She’s a lot of fun, and when she hooks up with a princess her same age early on and you wind up playing dual characters, the banter between the two is one of the high points of the game. There’s a lot of humor, though much of it is scatological and wasn’t quite my taste (your protagonist barfs a lot, and if you find the idea of Dracula having diarrhea funny, you’re in luck because there’s an extended sequence that I thought ran the joke into the ground) – there’s also some errant profanity that might be less kid-appropriate. There’s some tonal oddity in the graphics, too: the main characters are depicted in a loose, cartoony style that I really dug, but many other characters look like they come from traced-over photos, and have a more realistic vibe that felt like it didn’t sit easily with the rest of the art.
The plot, at least as far as I got (solving Dracula’s castle, meeting the mermaid, and winning the horse race, along with some miscellaneous other progress) is a series of self-contained sequences that don’t interact with each other all that much. Each of them is entertaining – Dracula’s castle especially had a fun series of puzzles that played with the classic-monster gimmicks of the different characters (Spoiler - click to show)(cutting off Frankenstein’s monster’s electricity by hitting him with his back taxes made me chortle) – but there was nothing really to be gained from any of them. Meeting the mermaid leads to a ride through the ocean, but that doesn’t help you solve any other puzzles, or advance any overall plot that connects the vignettes; ditto winning the horse race, or even stealing (Spoiler - click to show)an evil orb of necromantic power from Dracula. As a result, dropping the game part-way in felt a little easier than it maybe should have, since there’s no real indication of how the story would be any different if I put in an additional 10+ hours. I’m still looking forward to coming back to LGiML and checking out where things go, but some kind of overarching plot or structure in the earlier parts of the game would probably make players more likely to put in the extra time beyond the Comp threshold.
MUCH LATER ADDENDUM: I went back and won LGiML, and had quite a good time doing so. The first two hours do give a solid indication of what’s to come, so I think what’s in the existing review holds up – the plot, in particular, continues to be a shaggy-dog story, albeit with a good number of recurring characters and story-threads, which I wound up enjoying even though there wasn’t much of an overarching structure. Once I got deeper into the game, I think I clicked with its approach to puzzle solving a little better, and while the scatology-plus-parody humor did wear out its welcome, there are definitely some funny bits that made me laugh (the bits with the (Spoiler - click to show)pope and the (Spoiler - click to show)undead pirates were especially good, I thought – to be clear, those are two separate bits, not one bit involving both things!)
There’s a whole second town, with a whole new set of characters and, more importantly, puzzles, and while I’m not sure whether this was just a sign of increased familiarity with the interface, I found the challenges in this part of the game a little easier to engage with, with a few really clever ones mixed in (I especially liked the one where you need to find a cave…) The large size of the game does lead to some scope issues later on, however. Old areas are never blocked off – and in fact several late-game puzzles depend on going back to very early areas and noticing what’s changed, which sometimes stymied me due to my reliance on fast-travel – and inventory items tend to stick around after you’ve used them. This increased the complexity of the game while meaning that sometimes I felt like I’d figured out four or five potential solutions but only one would be accepted. Spoiler-y example: (Spoiler - click to show)when trying to track the dragon’s servant through the caves, I considered putting manure on him so I could smell him, using the dog again to track him – or just using the time-travel potion to “catch up” anytime I started falling behind. In fact there are a lot of puzzles that potion should be able to bypass! Clearing out used inventory items, and maybe more clearly signposting when an area has changed (or doesn’t have anything else to offer) as a hint option, might be helpful quality-of-life features.
At any rate I’m glad I went back and finished the game, since it was a good time – the author’s apparently also working on a version with full graphics and gave me a sneak peek, and I have to say it’s really lovely, so for folks who didn’t get all the way through this one during the Comp, I’d definitely recommend a revisit once the updated version comes out!
Like everyone who played last year’s Limerick Heist, when I saw there was a sequel in this year’s Comp I was chomping at the bit to play it – and therefore wasn’t best pleased when the randomizer decided to save it for sixth-to-last out of 104. I wound up getting to it on Halloween, which is perhaps fitting, because in addition to the predictable linguistic legerdemain and some surprisingly robust puzzling, Limerick Quest also offered me an object lesson in being careful what I wished for, albeit a much more cheerful one than in the seasonally-appropriate monkey’s-paw model.
To my mind the thing that was brilliant about Limerick Heist wasn’t so much the concept – although it was amazing – but rather the execution. When I read the blurb, I thought to myself “this sounds super fun, but stretched out to game length inevitably like 30% of the limericks are going to suck.” But then, miraculously, they didn’t, with not a single dud in the bunch! I don’t mean to damn with faint praise in the slightest; a prudent person contemplating the challenges of writing narrative with a demanding rhyme and meter scheme would give up before they got out of the starting gate because of the inevitable clash between fitting the framework and allowing the reader to understand what’s happening.
Limerick Quest, though, does this one or two better, both by keeping the quality of the limericks absurdly high, but also by frankly just showing off. Not only are the accessibility options limericks – and inevitably, good ones – so is the complex, dynamically-updated inventory! Unlike the more traditional choice-based approach of Heist, here you can navigate around a map, with the movement options predictably also limericked, and again, not just with a single rote one listing north south east etc. but with a unique one in each area listing available and unavailable exits and what you can expect in each direction. Possibly best of all, there was one early limerick that I thought was a bid fudged (it rhymes “door” with “square”) except then I dusted off that one semester of Russian I took in college and realized it works perfectly if you can read Cyrillic characters.
I don’t to risk this review devolving into just a list of all the poems I thought were great – and it’s not just gags, I thought the relationship and banter between the two adventurers was also really well-depicted – but I can’t go without citing two, just to show how the author uses different approaches to the limericks to keep things fresh. Here’s an example of using baroque vocabulary to make the limerick work and the joke land:
You insert the egg in its station.
The clockwork maintains its rotation
as part of the Earth,
for what it is worth,
in orbital circumgyration.
But sometimes, all you really need is to rhyme “it” with “it” three times and it’s just as effective (though yes, the known/honed/prone bit provides some additional rhyming ballast):
Sacrifice. Aztecs were known for it.
This altar was carefully honed for it.
By what weird criteria
is this near Siberia?
You don’t know - just don’t end up prone for it.
As that first excerpt suggests, to go with the free navigation, this time there are also inventory puzzles – I realize I haven’t mentioned the setup, which is that following on from Heist, the Faberge egg you stole leads two of the crew on an adventure to a hidden temple in search of treasure. Some of these are traditional red-key-goes-in-red-door type inventory puzzles, but very quickly, they invite the player to participate in the fun of making a limerick, as you’ll need to do things like choose an option that fits the rhyme scheme or meter of the limerick representing the outcome you’re trying to achieve. I don’t want to give these away, since they’re really decidedly clever, but I will include my favorite in a spoiler block: (Spoiler - click to show) the mine cart puzzle, with the words you need to rhyme slowly fading in, was a blast, though I did have the accessibility option that means you can’t lose turned on.
Here’s where the monkey’s-paw bit comes in, though: I think there were one or two gentle puzzles like this in Limerick Heist, and I remember wanting more and thinking there was a lot more fun to be had exploring variations on this kind of challenge. The author has more than delivered on the brief, but now that I’ve got what I wanted I think I was wrong? The puzzles are all nicely constructed – they build on each other so you’re always doing something new, there are neither too many or too few so the pacing is good, with the hardest, fiddliest one coming right before an easier lightning round and then you win, and there’s an easily-accessible, well-integrated hint system to keep you moving.
But for all that, I found several of them quite hard, and while the game is generous in not letting you die, there are some puzzles you only get one try for (there’s no save game option) and wasn’t sure why I failed until I replayed and accessed the hints. Eventually it all makes sense, but the later puzzles do require you to spend a lot of time assessing rhymes and counting syllables and word length, which I think felt a bit too much like constructing a limerick and not enough like reading one – it was harder to appreciate the end result when I’d spent so much time at the brick-and-mortar level, and I often found myself clicking from room to room and grabbing different objects to try as I worked to get myself unstuck, without paying much attention to the delightful writing, which felt like a real shame.
Again, I’m not sure any of the puzzles are too hard or inadequately clued or anything. And there’s an amazing number of options and lots of hidden depth on offer here (there’s a whole achievement system you can use to help find some fun unexpected interactions and easter eggs, though I didn’t get very far with it). It’s just that Limerick Quest made me realize that maybe what I actually want out of this franchise is a worry-free romp rather than than well-designed adventuring. With the ending teasing a possible third, pirate-themed outing, though, I’m definitely on board for any voyages to come!
Despite a little bit of ethical wonkiness (and the title cueing me to expect a horror game), the setup here really drew me in – the neighborhood weird old man has just died, and the player character, who seems to be a kid of 10 or so, decides to pair up with their best friend and search the house for treasure. Again, leaving aside that this is a bit ghoulish, there’s a pleasant Goonies or Stranger Things sort of vibe to the premise, and you get to choose which of three possible characters is your best friend – they accompany you on your adventure, reacting in different ways to everything you find and each even providing a shortcut to solving a different puzzle.
Where things go off the rails is in the implementation. Beyond a lot of typos, the game unfortunately sometimes seems like it’s running through a checklist of common complaints about parser IF. Default X ME description? Huge numbers of under-described red-herring objects? Puzzles that are mostly either guess-the-verb or hunt-the-pixel? Items not listed in room descriptions? A light source that can permanently run out of charge? An inventory limit? They’re all here, and make the experience of playing the game highly frustrating.
A typical sequence involves entering a new room which might have a sentence or two of description, seeing 8 or 10 items (all of which are listed in Inform-default style, e.g. “Here in the living room you can see LiYuan, a comfy couch, an easy chair, a mantel, on top of which are a silver picture frame, a gold picture frame, a brass picture frame, a blue picture frame and a photobook and a nearly-empty bookshelf, on top of which are a white picture frame and a plain picture frame”) examining each in turn to see that only a few have real descriptions implemented, but all can be picked up, then hoping that you’ve guessed the right verb for finding anything hidden (at one point, you can open a dresser, which reveals some clothing; SEARCH CLOTHING gives you a default failure message, but if you SEARCH DRESSER – you also get a custom failure message the first time, though if you repeat the action twice more you’ll find a key you need to progress).
The puzzles are nothing you haven’t seen before, but they’re reasonably well-conceived and fit the story and setup. Solving them, though, often feels like it requires reading the author’s mind. About midway through, you find a trap door leading to the attic, but the pullchain’s been detached and there’s no ladder to help you get up there to reattach it. I hit on the idea of pushing furniture into the room and standing on it to get the height I needed, and when that didn’t work, stacking a chair on top of a bed, none of which worked – when I checked the walkthrough, I had the right idea, but to solve the puzzle I had to move in a different piece of furniture (a chest from all the way in the basement), and instead of climbing or standing on it (those commands lead to failure messages), just try to attach the pullchain to the trap door, which makes your character automatically clamber up and accomplish the task.
Adding insult to injury, this all takes place in a darkened room that can only be lit by your quickly-depleting iPhone, and if you run out of charge, you appear to be in a dead man walking scenario. And OK, just one more example: later on, I was stymied for how to progress because I needed to MOVE COUCH in the rec room to find a (totally unhinted-at, so far as I can tell) panel leading to a secret tunnel. The only difficulty is, I’d already moved the couch out of the room via PUSH COUCH EAST, which didn’t mention that I’d revealed the panel (and in fact when I went into the neighboring room and typed MOVE (the now nonexistent) COUCH, I was told that I’d found the panel there!)
It’s a repetitive bit of conventional wisdom that IF needs testing, and parser IF needs it more than any other variant, but it’s conventional wisdom because it’s true. No testers are listed for Last House on the Block, and it really seems like the author, without an outside perspective, spent most of their time on adding cool stuff like the varying-BFF system and lots and lots of scenery, but didn’t make sure the puzzles made sense to anyone coming to them fresh. It’s a shame, because the concept here would make for a charming game, and you can occasionally see flashes of that game poking out from underneath the one we got. Hopefully the author sticks with it, but gets some good testers for their next piece of IF.