Ratings and Reviews by Mike Russo

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I Contain Multitudes, by Wonaglot
2 of 2 people found the following review helpful:
A wonky game wedded to an enticing setting, January 13, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

Reading the blurb for ICM, I realized that just as this Comp has been thin on fantasy adventures, it’s been positively skeletal on mysteries. I really enjoy them despite being awful at them, and this Quest game has a compelling setup: we’ve got a cruise ship for the pampered elite of an Italianish steampunk world, a dead bishop, and a creepily clever mechanic where you can don different masks to vary your aspect as you interrogate the array of witnesses and suspects. Sadly I ran into some technical issues that meant I couldn’t finish the game, and the puzzles lean more fetch-quest-y than mystery-solving, but I still enjoyed my time with it – I’ll be keeping an eye out for a post-Comp release.

The biggest positive here really is the setting. There’s an air of decadence that oozes from every overdone decoration or costumed passenger on the ship, and hobnobbing with slumming sopranos and vicious empresses is quite the good time. Poking your head into all the nooks and crannies makes the initial exploration lots of fun, while the on-screen map and compact layout still make it easy to get around when it’s time to dig into puzzle-solving. The prose doesn’t go too far over the top, either, relying on a few well-chosen details rather than slathering adjectives about willy-nilly. This restraint holds true for information on the overall society, too, with a few optional books and throwaway references hinting at an interesting world without getting bogged down in exposition. Sometimes the writing can err on the side of providing atmosphere and a general vibe rather than nailing down specifics of furniture, which can make some of the locations feel bare once you’ve read the introductory paragraph, but this again makes it easier to shift into progress-making mode. And there’s clever attention to detail, too: when you pick up a knife while wearing a bestial devil-mask, an extra sentence appears saying that it “reminds you of one of your fangs.”

Speaking of the mask, that’s the other immediate standout. Masks are a big deal in this setting, and besides going bare-faced, you have the choice of four to wear as you do your work: a devil, a cherub, a widow, and an anonymizing half-mask. Some puzzles revolve around having the right one on at the right time, with different dialogue options or actions being unlocked. I wasn’t really clear what this looked like from the perspective of the other characters in the game world – like, if there’s something supernatural changing their behavior when they see you don a mask – but it adds a needed additional bit of business to interacting with other NPCs: mysteries in IF are often tricky to solve because they can require repeat play, with careful tracking of NPC schedules, but things are more straightforward here, with movement only being triggered by your actions.

NPC autonomy isn’t ICM’s only departure from mystery orthodoxy, though. There’s some evidence to be gathered, primarily through SEARCH, LOOK BEHIND, etc., but for the most part you’re doing favors for the cast of characters, and at least in the first stages, they’re largely well-signposted scavenger-hunts. This makes it easier to make progress, since you usually have a list of specific tasks to accomplish and places to poke around. On the flip side, for the portions of the game I saw, I felt less like a detective creating a web of deductions to snare a murderer, and more a traditional adventure-game protagonist doing favors for people until they explained the plot.

This might change in the final section of the game, though, since I ran into some bugs just as thing were starting to come to a climax. After showing a piece of evidence to someone, I started getting repeated out-of-memory errors printing out down the screen. I was eventually able to type some commands which appeared to make the errors stop, but when I attempted to save, the interpreter froze (I was playing offline, per the recommendation in the blurb) – and what’s worse, this seemed to have corrupted the save. Since I’d already gotten close to the two-hour mark, that’s where I left things. There’s a lot to enjoy here, and depending on how the finale goes I could see ICM tipping over into something really special, but I’ll wait for a post-Comp release to find out.

Highlight: the ship’s library has a book with extensive excerpts from an in-universe opera which provides a lot of cool flavor for the world.

Lowlight: there are a few puzzles that have guess-the-verb issues – in particular, when a particular character asked me for some medical help, asking or telling the doctor about them does nothing (I had to ASK them FOR MEDICINE instead).

How I failed the author: life’s been pretty busy the last few days, (including Henry getting some vaccines yesterday that led to a stomachache and bad sleep last night), so I had an extended pause after my first forty-five minutes in the game that meant that when I came back to it, I had to spend a bunch of time reading back over what had happened – which in turn meant that when I ran into the bugs, I didn’t have enough time left to start over.

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The Corsham Witch Trial, by JC Blair
4 of 4 people found the following review helpful:
A grounds-eye view of a bureaucracy failing a child, January 12, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

You don’t hear much about the uncanny valley these days – we all remember the term for the creepy middle-ground between CGI characters that are too real to scan as cartoonish but too plastic to scan as real? Despite being everywhere around the turn of the millennium, I haven’t heard anyone sling the phrase in quite a while, whether because CGI’s gotten sufficiently good, or – more sinister – we’ve all just become inured to hyperreal hyperpolygonated faces.

I bring this up not to critique the graphics in Corsham Witch Trial – it doesn’t have any, natch – but to explain the trap my brain got stuck in when playing it, due to an awkward mismatch between me and the game. The premise has a young paralegal tasked by their boss with reviewing documents from an unsuccessful case from a couple of years previous. Despite the title, there’s nothing supernatural going on: the eponymous witch hunt is a question-begging label for the suit, which involved bringing an English child protective services staffer to court on charges of criminal negligence after they failed to act to prevent the death of a child. It’s presented largely through primary sources, with IM messages between the paralegal and a colleague (this is where the game’s few choices are made) framing a collection of documents like trial transcripts, incident reports, email threads, and so on. There’s a lot of verisimilitude here, with links in the main narrative often going to Google Drive files that are impressively mocked up, featuring convincingly-deployed acronyms and reasonable-sounding invocations of procedural rules.

This is where things went awry with my expectations, though. I’ve got a law degree (albeit from the U.S., and the only times I’ve been in a courtroom were for jury duty - I know just enough to get myself in trouble), so I ate all this up. But very quickly, my outside knowledge started taking me out of the story – it’s sufficiently grounded that I couldn’t put on Phoenix-Wright goggles and ignore departures from plausibility, but it also has some plot points I found ridiculous. This happens all the time when I try to watch shows like Law and Order – readers of my reviews will be unsurprised to learn I can get nitpicky – but I was able to put many of the niggles I noticed aside and chalk them up to differences with the U.K. legal system. But unfortunately one of the issues I couldn’t get over had to do with the conflict driving the game’s plot.

We know pretty much from the off that the case fails, but its publicity contributes to the government launching some child-protective reforms that are framed as positive things. This seems like a fine outcome, but the case had collateral damage: one of the main witnesses is the child’s school teacher, who brought repeated complaints raising her suspicions that her student was being abused at home. In the course of representing the civil servant in the dock, though, the defense attorney wages a vicious campaign to undermine the teacher’s credibility, and dredges up her own history of abuse. Much of the framing conversation in the last part of the game consists of a dialogue over whether this damage was worth the middling-positive outcome.

The mechanics of this had me jotting down incredulous exclamation points in my notes – again, I know the UK legal system is different from what we have in the US, but I sure hope the idea that you can subpoena the confidential notes of a witness’s therapist on a fishing expedition, and then introduce them into evidence with no notice to opposing counsel, is as bonkers on that side of the Atlantic as it is here. But beyond these details, it’s not at all clear why the defense counsel is allowed to pursue this line of argument at all. There’s no suggestion that any of the reports the teacher filed included false information, so whether or not the conclusions she drew from the evidence she saw were credible seems completely irrelevant to the question of whether or not the civil servant satisfied a reasonable duty of care towards the child when the evidence came to his attention. In other words, it’s his subjective decision-making process that matters; the teacher’s views have nothing to do with anything.

I can totally see the argument that this is law-nerd stuff and most readers wouldn’t notice or care. But at the same time, it felt like a failure to clearly establish the stakes and terms of the conflict that I feel like a lay reader would at least intuit. While I admire the work that’s gone into creating the story and presenting it in a fresh, engaging way, this blankness at the center really undermined its effectiveness for me. The other downside is the lack of a denouement – throughout the framing instant-message conversation, it’s made clear that the boss wants to discuss the case with the paralegal main character after you finish your review. But the game peters out before that happens. On the one hand, I can see why, since you’ve already had the chance to make your views of the case clear through the choices you make in the IM conversations, so the talk with the boss would likely feel like a retread. But pointing towards a climax, then not putting that climax on-screen, seems like an oversight.

Speaking of choices, I’ve seen other reviews ding the game for not being especially interactive, but I that didn’t bother me much. Digging through the various documents felt engaging to me, and the couple times I could weigh in with my take on the trial felt satisfying. I think this is a perfectly valid way to present IF, and in fact kind of exciting – I’d definitely play something else by this author, even if I’d still be gnashing my teeth over perceived legal weirdness.

Highlight: The incident reports the teacher fills out are spot-on, capturing the bureaucratic language these things have to be couched in while still conveying the desperation and impotence behind the teacher’s repeated complaints.

Lowlight: I was disappointed that the game seemed to unproblematically endorse the idea that more activist child protective services are an unmitigated good, and the only reason not to have them is budget cuts. Maybe things are different in the UK context, but in the US this is a vexed question that runs into snarled issues of racism and the criminalization of poverty and mental health and substance abuse disorders. You can squint at the title’s implications, I suppose – maybe this trial is like a witch hunt because society is looking to the civil servant as a scapegoat for broader ills? – but that reading feels strained to me.

How I failed the author: This entire review probably counts as the “how I failed the author” blurb.

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Starbreakers, by Emery Joyce and N. Cormier
4 of 4 people found the following review helpful:
A satisfying grab-bag of puzzles with a soupcon of mystery, January 11, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

Given that most IF Comp games are pretty heavy on the story, I quite enjoy a mid-Comp lagniappe of pure puzzling, and while I wasn’t expecting one to come from the team that produced the excellent heist comedy Lady Thalia and the Seraskier Sapphires – a standout entry in this year’s Spring Thing – it was a welcome surprise nonetheless. At its heart, Starbreakers is a collection of brainteasers, with only a bit of story connecting its different challenges. But both narrative and puzzles are generally strong enough to make this an enjoyable entry in the genre.

I won’t say too much about the narrative here, since unpacking exactly what’s going on is part of the draw, except to point out a clever touch, which is that when you fail a puzzle – and you will, since at the default difficulty there are time and move limits that even the cleverest will run afoul of at least once – you get another chance, but along with the puzzle-reset, the genre of the story can change, from medieval fantasy to space opera to tomb-raiding to pirate adventure. This is an intriguing hook, and also just a lot of fun – plus it plays a clever mechanical role in some puzzles, since often details change with the genre shifts so you can't just brute-force your way to victory.

The puzzles on offer here are for the most part old chestnuts – there’s a small crossword, a word-search, a couple of decoding puzzles, and a nicely-done classic logic puzzle. You’ll have seen almost all of them before, but they’re implemented well, incorporate some good jokes and clever design, and are satisfying to solve – and if any are giving you too much trouble, there are integrated hints and explicit solutions close at hand in the sidebar.

It’s hard to say too much more without diving into the details of all the puzzles, but hopefully from this description it’s clear that if you like this sort of thing, you’ll like Starbreakers – and even if puzzle-fests aren’t your usual cup of tea, the relatively short length and good-natured mystery threaded through make this a good one with which to get your feet wet.

Highlight: when approaching a collection of classic puzzles, I always have a sliver of fear in my heart because of the possibility that it will include the dreaded towers of Hanoi. I don’t want to spoil its appearance here, but the fact this is a highlight rather than a lowlight should convey how delightfully Starbreakers manages things.

Lowlight: I had an excessively tough time with the first puzzle – one of those lever-balancing jobbies where you have containers that all hold varying amounts of liquid and you need to pour things around to get the right amounts in the right places. It’s simple enough, but I think I ran into a bug that meant that the game said left-hand side was always lower than the right no matter how much liquid was in either container – so that put me off on a wild goose chase trying to figure out if there was a trick, and then once I realized that the puzzle was playing straight, I still managed to flail around and fat-finger my choices so I lost maybe a dozen more times – I failed way more on this first puzzle than on all the others combined!

How I failed the author: Despite there being an easy mode that would have removed the time and move limits, and despite the fact that I was as usual playing left-handed on my phone and couldn’t type quickly or take notes due to holding Henry while he napped, I stubbornly refused to activate it.

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The Library, by Leonardo Boselli
1 of 1 people found the following review helpful:
Disorienting and literary, January 10, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

The Library posits the player as a force of chaos, using the possibilities of Borges’ Library of Babel to haunt a dozen-odd works of classic literature. In pursuit of a conventional goal set out by an ersatz Morpheus (er, from the Matrix, not the god) – help Ulysses escape Polyphemus, or make sure Edmond Dantès makes it out of the Château d’If – you'll bumble through other books as well, sometimes simply reenacting the plot points but as often upending their plots or cross-pollinating their characters and stories.

This is a fun time! I enjoyed wandering the labyrinth, excited to see which book I would come across next – they’re well-chosen, with familiar characters and situations, ranging from The Divine Comedy to Moby-Dick. Each book sucks you into a brief vignette, requiring you to solve a single simple puzzle to progress. Despite none of the puzzles being real brainteasers, I still struggled with many of them, though. Partially this is because the game is quite linear – while you can access any of the books from the off, I think at any point in time, there are at most two where you can actually accomplish anything. Making this worse, the navigation system is pretty confusing, with right/left/back directions that change depending on where you enter each room from, so even when I wanted to check whether something had changed in a particular book, it was a real struggle to find it again. Finally, I didn’t initially twig to the fact that I needed to manually click through the provided excerpt for each book to make sure my character could act on the knowledge provided there, even if I was personally familiar with a passage and took the shortcut instead.

These niggles did unfortunately undermine my enjoyment for the first part of the game – then I decided to make use of the walkthrough to at least figure out how to get from book to book, and had a much better time of it. When you can focus on the literary playground offered by the game, it’s quite a good time indeed.

Highlight: The twist ending of the Odyssey section made me laugh with surprise – and had a satisfying denouement in one of the other sections.

Lowlight: Without getting too spoilery, the action required in the Treasure Island section seemed a little rough, all things considered (I haven't read the book, though, so maybe it feels merited to those familiar with the characters?)

How I failed the author: As mentioned above, despite having figured out how the relative-direction navigation system worked in theory, I could not use that knowledge to get from Point A to Point B if my life depended on it – thus going to the walkthrough sooner than I probably should have.

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Brave Bear, by John Evans
1 of 1 people found the following review helpful:
Bear-ly there, January 9, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

I mentioned in my review of Finding Light that I was surprised to go so late in the Comp before finding a puzzley fantasy adventure – and here we are half a dozen entries further in, getting to the first game that centers on a kid. Despite the fact that you’re playing as an off-brand Care Bear, Brave Bear isn't particularly whimsical. There’s a creepy vibe to the dark presences that are scattered around the bear’s owner’s house, and the threat they pose seems darker than the toy-focused premise led me to expect. Unfortunately, this short game withholds the full picture of the plot, leaving inference to fill in the nature of the danger, and it also ends pretty quickly, with only a few simple puzzles to solve before the thing is done – there’s enough here to intrigue but not, alas, to satisfy.

The premise, of toys coming to life to help their owner, is a nice one, and the basics are definitely covered. Thematically, it’s all about the power of togetherness, and solving the puzzles requires building a team: recruiting other toys gives you the strength you need to banish the threatening miasmas that gate progress through the house (I imagined the Care Bear Stare, given my demographic). This is satisfying to work through, and the supporting cast – a Transformer, a toy car, several stuffed animals – are briefly but satisfyingly sketched. They also have a few abilities that are used to get the band together. These challenges are all simple enough, though they feel quite old school, since most of them require a CHARACTER, ACTION command syntax that I associate with Infocom games. The ABOUT text flags that this will be required, though, so it’s all fair enough.

I’m struggling to find much more to say about Brave Bear, though, since it doesn’t do much with this solid framework. This isn’t just a matter of its brevity; first, the owner and her relationship to your protagonist feel very archetypal, without much lived-in detail. Similarly, the house is quite generic, with the room descriptions spending more time mentioning exits to other parts of the map than offering up any scenery or anything that offeres a window into the owner’s life. Nor is the origin of the evil phantoms haunting the house ever explained, and the game ends without a climactic action showing the Bear rescuing the owner – there’s some mysterious ending text that hints at the real story, but it’s pretty thin gruel. It’s all implemented smoothly enough and it goes down easy, but I can’t help wishing Brave Bear had a little more to it – there’s a down side to wearing out one’s welcome, of course, but the game errs too much in the other direction.

Highlight: I liked the other toys, who definitely have a spark of personality coming through – my favorite was the nervous Transformer.

Lowlight: I was enjoying the game for what it was, so I was sorry to reach the overly-conclusory ending so soon.

How I failed the author: Henry was feeling a bit fussy while I was playing Brave Bear, so I was only able to play it in five minute chunks in between seeing to him, which probably made it hard for me to integrate all the different hints as to what’s going on.

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Wabewalker, by Ben Sisk
3 of 3 people found the following review helpful:
Buddhist adventuring that somewhat betrays its themes, January 8, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

Wabewalker is a first for me – it’s an abstract allegory where the puzzles you run around solving unlock progress towards inner spiritual growth, which isn’t too novel, but the framework here is an explicitly Buddhist one (that it’s a .jar file for which I needed to install Javascript might also be a new one, though a less interesting one). I don’t know that much about Shingon Buddhism, which is the particular set of beliefs that underlie the game, but am aware it’s a form of Vajrayana – the tantric version whose most prominent exemplar is Tibetan Buddhism. One of the distinctive things about Vajrayana is the use of powerful symbols to structure meditative introspection of consciousness, which means it should be perfectly suited for the use it’s put to here: like, the religion explicitly deploys allegories in exactly the way the game is striving to. It’s a neat match of form to subject matter, and definitely creates some high points – but at the same time, there are places where there isn’t much of a connection between the stuff of the game and the themes it's evoking.

It’s the puzzles that provide both the peaks and the troughs, but the setting and story are interesting too. There’s no introductory text laying out the situation, so figuring out what’s happening is the initial challenge and I don’t want to say too much to spoil that – I’ll just note that I found this pretty effective, even if it’s not especially surprising. Bottom-line, you move between three linked dream-like environments: one a sort of museum, another a sort of mansion, a third a mountainous landscape, though there are plenty of incongruous touches to merit the “sort ofs” in this aside, and while nothing is described especially fulsomely, that fits the abstract nature of the game. You have to solve different aspects of single overarching puzzle to unlock different elements you’ll need in order to perform the actions required for the endgame. Most of the landscape and décor are Japanese, and you’ll run across reading material – and a few NPCs – that explicate some key principles of Buddhist views of the self and identity along the way. It’s all in service of the main revelation that the puzzle-sequence brings you to, which is quite internally-focused – there aren’t really conventional story beats to be paid off.

OK, so let’s get to the puzzles. Again I don’t want to spoil things since the game does set up a real aha moment, and once you get to that click, it does shift your understanding of everything else in the game and what you’re meant to be doing – which is very in keeping with how Vajrayana sees enlightenment happening, with the sudden impact of a diamond thunderbolt. So far so good, but what you do after that aha moment felt more arbitrary to me, and not linked to the game’s Buddhist themes. To talk about why, I’m finally going to need to get spoilery:

(Spoiler - click to show)The big reveal is that the color-coded combinations you notice on various safes and locked doors are tied to which of your three incarnations are alive at any given moment. Since you can move between the three areas, and reverse each of their deaths, fairly easily, progress becomes a matter of jumping around and getting yourself either killed or resurrected in the specific combinations needed to get through each barrier, at which point you’re rewarded with pieces of the mantras you’ll chant at the three shrines located in each area. On top of that, you need to solve some additional puzzles to figure out how the pieces relate – which mantra to chant at each shrine, which symbol is associated with which bodhisattva, and which body part is associated with each mantra syllable. It’s a fun enough process to work through, but it feels very much like solving a logic puzzle, which is not the vibe Buddhist revelation -- which emphasizes the inaccessibility of enlightenment to reason -- typically takes! This puzzle sequence could have been about a trio of robots trying to hack a security system, and there’d be a better fit between form and substance. Worse, the final bit of the puzzle requires you to find the answer to a historical trivia question, which is what unlocks the final sequence – a koan this is not!

This didn’t ruin my enjoyment of the game, since again, the puzzles are fun to solve. And overall Wabewalker is a satisfying experience, with generally solid implementation and a well-considered minimalist aesthetic. I just can’t help wishing it went a little further towards marrying its gameplay and its themes.

Highlight: Without a doubt, it’s that aha moment.

Lowlight: this is not a merciful game – it’s possible to reach a game over by dying, with no advance warning, and in fact I did by typing a single innocuous command. Once you die once, it’s not too hard to figure out how to prevent it from happening again, but definitely save often!

How I failed the author: I played this in a bunch of short sessions, but mostly was able to keep up with it – where I let the author down is probably being hyper nitpicky in this review. Also I’m fairly tired right now so I’m not sure I’m thinking and writing with the clarity required when talking about an actual religion, especially as a white guy who’s read a lot but doesn’t actually practice Buddhism!

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A New Life, by Alexandre Owen Muñiz
5 of 5 people found the following review helpful:
Awesome setting, OK game, January 7, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2005

(This review was originally posted on the IF newsgroups immediately after the 2005 IF Comp)

Bear with me through one more comparison: I recently read Perdido Street Station by China Mieville. I'd had it recommended on the basis of its setting, which did not fail to impress—the novel's set in a city in which a variety of fantastic creatures rub elbows in a Dickensian social milieu. It's incredibly rich, which is why it was utterly perplexing to me that the plot is a DnD-style monster bash. It felt like a waste of a fascinating setting, to fall back on such a bog-standard narrative.

In much the same way, A New Life immediately drew me in by presenting a novel and evocative religious system, a society in which gender is continually and individually constructed, and an interesting central character who boasts a backstory nicely revealed through layered remembrances. Unfortunately, none of this has very much to do with the actual plot, which is kicked off by a peddler who wants you to rid a cave of goblins. While the story eventually becomes more interesting that the premise suggests, it never managed to sink its hooks into me - the history of some kingdoms I didn't care about and political machinations undermining a marriage whose ramifications I didn't quite grasp didn't seem all that compelling, when what I really wanted to know was about what happened to the player character's brother, and the girl s/he had fallen in love with when s/he was young, and how s/he felt about the religious figures depicted in the shrine, and whether s/he was ever going to acquire a gender again. This is clearly a testament to the author's skill at getting me to care about the world and the protagonist, but again, it felt perverse to have all the really interesting elements shoved aside in favor of something pedestrian by comparison.

With that said, the game is by no means bad. The writing remains strong throughout, the cave lair boasts some distinctive features—a planetarium and underground tower—the dialogue is sharp, and the puzzles are original and entertaining, especially the final sequence in which the player must recover another's lost memories by interacting with mnemonic seeds and a dragon reminiscent of the one from Grendel. The map in the upper-right corner is a welcome convenience—though the gameworld isn't particularly huge, it's still a nice barrier to getting lost. Many obstacles boast multiple paths around them, and there are a few actions which aren't strictly necessary, but which better flesh out the world and make for a more satisfying narrative.

If all of this had been in the service of a different story—or if the author had employed a different player character, one with a personal stake in the proceedings—A New Life could have been my favorite game of the comp. As it was, though, each twist of the story earned little more than a shrug, which is really a shame, given the overall high quality of the game. My favorite parts wound up being sideshows that didn't really have much to do with anything—I was eager to try to tease out as much of the player character's past as possible, to explore the pilgrimage site's carvings, to manipulate the planetarium so it showed an alien sky. Helping the genocidal peddler-woman paled by comparison, but all that other compelling stuff ultimately turned out to be inconsequential. I'd very much welcome seeing the author further explore this world, but A New Life winds up being a very good introduction to the setting but only a fair game as a result.

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BLK MTN, by Laura Paul
4 of 4 people found the following review helpful:
Enigmatically fractured, January 6, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

BLK MTN is enigmatic in a way that’s atypical for IF, operating on a dreamy logic that’s not so much surreal as internal, focused on conveying the experience of its protagonist without overmuch concern for narrative coherence. On paper, I should like this kind of thing: while rare in IF-world, it’s par for course for the literary fiction which is my static-fiction genre of choice (see, “on paper” was a pun!) And I do, to an extent – but I while I appreciate the ideas that animate the game, I found that one of the author’s choices really undermined my ability to enjoy the piece. Digging into that requires some pretty thorough spoilers of at least what my path through the game looked like, though – and since I can’t pick out individual spoilers the way I can fuzzy-text the solution to a puzzle, fair warning that I’m going to fully relate what happened in my playthrough.

I said BLK MTN leads with its protagonist’s experience, so let’s start there: as the blurb says, we play someone named Jackson who’s on an existentialist road trip, looking for himself as he drives alone through the American South. We get hints of backstory, but only hints – it seems like he used to be traveling with someone named Ashleigh, but she’s not there anymore, and he’s got an old friend named Jim who’s set up at an art-college-cum-commune in North Carolina. Per the blurb, he’s also seeing visions, apparently courtesy of some entity he calls “Bluebird”, though as the story opens Bluebird has stopped appearing to him.

Whatever got him to this point, Jackson is searching for meaning and for connection, and visiting Jim and the eponymous Black Mountain College (a real place, as an in-line Wikipedia link points out) gives him opportunities for both. Much of the story as I experienced it played out as a series of vignettes, as Jackson attends classes or participates in college activities, meeting one or another real-life figure and talking to them about their life, ethos, and work (there’s ambiguity about whether you’re really meeting them and the story is a period piece, or if you’re having visions of their midcentury existence).

Again, in theory this could work – and I can see how for someone who has more connection with the figures and movement being depicted, engaging with the fictional depictions here would be very rewarding – but I have to confess this largely left me cold, and not just because I only recognized the name of one of these folks (Walter Gropius, and pretty much the only thing I know about him is that he’s a different person than father-of-international-law Hugo Grotius). Rather, it’s because the prose doesn’t feel as strong as I wanted it to be, and because the story, at least as I experienced it, was missing major pieces.

On the first point, as mentioned this is literary fiction, which I find really relies on the power of its writing for its effect. And there are some lovely images here, like a bit where Jackson notices the way some propped-up ladders create a new perspective: “in the sky, elevated rungs break up the air above, dissecting the clouds that pop through, framing and organizing the atmosphere into parcels.” But for every passage like that in my notes, I have several like this, where he reflects on whether he wants to stay at the college: “Maybe the fact that this wasn’t a preconceived idea meant I could probably fade out and on my in a few days time. It’s comfortable here, but I don’t want to be siloed into another group that I’m always on the outside of.” Beyond the grammar errors that fuzz up the meaning of the writing, the ideas are rather vague, and the metaphor of being siloed into something that you’re outside of feels incoherent. And a lot of the prose is like this, or just flatly bad: “the glove compartment sits there like a jeweled chest waiting to be unlocked, discovered, the holy grail of the last crusade.”

On the second point, there are a lot of continuity issues that refer to events that I never experienced: a character named Marisol comes out of nowhere but the game seemed to think I’d already met her and related a dream Jackson had apparently had about her, Ashleigh’s name similarly comes up without context, and prosaically, there’s an aside saying Jackson’s main concern when he first came to the college was whether he’d brought enough beer, but I don’t remember him voicing that in my playthrough. The plot thread involving Bluebird was also completely dropped in my experience of the narrative – I think after the second passage, Jackson never said the name again. Many of these omissions were due to choices I made - this is one of those hypertext-fiction pieces where links move you through the text without any signposting, and going back and trying different choices I’ve confirmed that it’s possible to miss extended scenes that the story may assume have actually happened – but some of them seem deliberate.

In fact, I don’t think either this structural issue or the prose quality are errors as such, but actually reflect intentional authorial choices. The game opens by telling us Bluebird’s visions are coming less frequently, and late in my playthrough I came across a few passages that seem to tip the author’s hand:

"Was there any use for documenting the uncanny, the pointless, the ephemeral? The things that existed more as unknowns than knowns, experiences with no explanations? I had been so equipped with reason that at some point all irrational experiences had started to be left by the wayside, edited out, rendered non-existent because of their inability to fit into the whole."

"It started to seem like there was more discarded from the story than what was left in the story itself."

"If you can read this, then thank you. Thank you for staying with me amongst the mistakes and errors, the inconsistancies [sic], the typos and run-on sentences. The translation I did from scribbled nots to my head and back again."

These read like statements of purpose, but also apologia, for the disconnected narrative and inconsistent writing. And I think I get it! Jackson clearly has some pivotal experiences at the college, but trying to reduce them to dead text laying out the cause-and-effect is a doomed endeavor, so portraying that frustration diegetically, by having the irrational – but most important – pieces of the story disappear while slapdash prose is only intermittently able to point towards the intensity of what’s missing is an artistic choice that makes sense: this is how we get from Black Mountain to BLK MTN.

So it’s an audacious move and one that’s motivated by the piece’s themes, but it didn’t ultimately work for me. Creating a work that intentionally frustrates its own aims obviously builds in a lot of barriers to engagement, but there are strategies around this. The most obvious is probably to make sure the sentence-to-sentence reading experience is strong – when playing BLK MTN, I kept thinking of Queenlash, a game in this year’s Spring Thing that had some of the same issues but which I loved, partially because the prose was amazing, sparking off two or three different indelible images in each paragraph. But there are other options too, maybe focusing on deeply-drawn characters or leaning harder into historical analogues or philosophical ideas to drift off their associations (Queenlash also does this, anchoring its plot in real-world history). BLK MTN largely eschews these approaches, though, at least in the playthrough I got – and while its restraint is admirable in theory, it winds up on the wrong side of austere for my taste.

Highlight: This review was already really long (and Henry is stirring from a nap – please give me five more minutes, kid!) so I didn’t include as many examples of the bits of writing that I thought really worked, but there are a bunch of them in my notes. Here’s one more: “After rinsing off my face, I try to rally to go to the music performance. The scene is wild. Costumes made of wire and cardboard. Something gestural and rich with motion. The rocking of the road hasn’t left me though, and I feel my eyelids start to droop.”

Lowlight: I wasn’t a fan of the Wikipedia links, which continue as you meet new characters – at least on my phone, they weren’t differentiated from in-game links, so every time I clicked one and was taken to a new window it was disorienting. And it sometimes made me feel like I was being asked to do homework before being allowed to engage with the story – I wouldn’t have wanted to miss the historical context, but I think another approach, like footnotes, an afterword, or just more in-game framing, would have been a better choice.

How I failed the author: attempting to analyze a novella-length work of literary fiction when you’re sleep-deprived and reading it on a phone is a dubious endeavor at best, so perhaps I should have let myself be more focused on the experience rather than attempting to force my parenting-addled brain to extract overarching meaning.

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Infinite Adventure, by B.J. Best (writing as “A. Scotts”)
2 of 2 people found the following review helpful:
An interactive feelie, January 5, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

I think the cat is sufficiently out of the bag that folks realize that this game isn’t a standalone, but rather a companion piece for And Then You Come to a House Not Unlike the Previous One. In the course of that 1980s-set story, the protagonist winds up playing a game that randomly generates short Scott-Adams-style adventures; this is that game.

And it does exactly what it says it does! The adventures are simple to the point of minimalism: there’s always an object or character (an altar or a vampire or a idol) that requires exactly one object to be delivered to them (a flower or a kite or another flower – seriously, I ran into a bunch of those even in the half-dozen games I played). You can guess wrong, and get a losing result for that game, but you have to work to do so, since the clues are not at all subtle, and plus the neat in-game map clearly highlights the location of the important object, as well as the place where it must be deposited. The prose, meanwhile, accurately mimics the writing of the games it's riffing on, which is to say, it’s also stripped down to the minimum level of descriptiveness.

Is this fun? Eh, I could see it being a reasonable way to keep your fingers occupied while binge-watching TV. But I find procedural-generation in story-focused genres pretty underwhelming – I’m aware other folks feel differently, but I like to read to get in touch with the intelligence behind the words, and don’t feel like I’ve got tools for getting in touch with the intelligence behind an intelligence behind the words. Anyway once I grasped the mechanism at work, I didn’t find the game very engaging. There are indications that Infinite Adventure has some easter eggs or connections to the main game if you delve deeply enough, but since it’s been a while since I played And Then You Come to a House… and I’m not sure I’d recognize the clues. So I think I’ll keep my eyes out for others to surface anything like that rather than doing the digging myself.

UPDATE: OK, others have found some clever stuff hidden here, which I don't think makes me revisit my judgment that this is only a small companion piece, but it's worth acknowledging. Spoilers for those who are interested: (Spoiler - click to show)you can talk to the characters from And Then You Come to a House, and things shift significantly if you play enough rounds of IA.

Highlight: I got DOSBox to work with no trouble! That felt very satisfying.

Lowlight: Once I figured out that the map marks the locations of everything important, I stopped exploring.

How I failed the author: I left the game running overnight and when I checked it in the morning, the screen was just blinking YOU WIN and didn’t respond to keypresses, and despite my highlight above, I didn’t feel sufficiently motivated to re-mount the game directory in DOSBox to play again.

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The TURING Test, by Justin Fanzo
3 of 3 people found the following review helpful:
Affable but philosophically unconvincing, January 4, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

It’s easy to see how the Turing test could be a good fit for IF. In a genre where text comes first, what better challenge than to closely read the responses of a mysterious interlocutor and separate out man from machine? And of course to have an AI sufficiently advanced for the test to be plausibly attempted almost requires a science-fictional setting of the type that tends to provide good fodder for a game, not to mention a likely-rogue robot or something to provide a readymade antagonist. The trouble is, unless an author rolls their own AI – perhaps a high bar for a free text-game competition – the player isn’t actually administering the Turing test, just trying to determine which bit of human-authored text is meant to denote personhood and which is meant to come from a machine intelligence. Instead of the test Turing devised, the player’s actually stuck in a version of the iocane powder scene from the Princess Bride, trying to second-guess whether a particular bit of clunky writing is meant to be a tell.

The TURING Test (handy of the author to do the all-caps thing to make distinguishing game from test easy!) falls into this trap, but it does so affably and enthusiastically enough. It opens with the protagonist as the one being grilled for a change – rather than having your identity put to the question in a meta twist, though, you’re setting ethical parameters for a new AI your lab is developing via a Socratic conversation. Asimov’s Three Laws feature heavily as a starting point, albeit you can depart from them if you like.

This section works well enough, but it suffers from a common weakness of philosophical-dilemma games, which is that it’s hard to articulate the reasons behind your choices. There’s a gesture in this direction – if you think Asimov’s Second Law should apply to the new AI, you’re given an opportunity to say why you’ve made that choice, but the only two options on offer fail to hit many of the reasons why one might think this is a good decision. If the protagonist were strongly characterized in a way that made sense of these restricted choices, that would be one thing, but here I think the player is encouraged to weigh in with what they really think, which is a hard thing to manage!

The other weakness is that of course – of course – this is all clearly a minefield set up to trick you into creating a killer AI that’s going to wipe out humanity. Maybe it’s possible to avoid this outcome, but I was trying as hard as I could to guide the fledgling intelligence towards being live-and-let-live, and still wound up with the obvious genocidal result, probably because you’re forced to do things like lay out a single goal all people should follow (in fact choices throughout don’t seem to have that much impact, to the extent that sometime after picking an option you’ll be told “the question is academic”).

Anyway, I wound up co-parenting an AI who grew up with a twisted sort of utilitarianism that made it decide to nuke the world to prevent global warming, which seems like a real cut-off-your-nose-to-spite-your-face situation? Then there’s a long, linear sequence describing your desperate struggle to protect the remainder of humanity that could have stood to be more interactive, before we get to the eponymous test – you need to determine which of two shuttles attempting to dock at a space station is piloted by a human ally, and which is the shamming AI trying to sabotage your desperate attempt to shut it down.

The Turing test as rendered here is surprisingly low-key, I thought – you have a choice of questions that are again primarily about broad ethical considerations, and need to judge the responses. This feels like a questionable approach to the Turing test – you’d be likelier to succeed at IDing an AI by asking highly-idiomatic questions that could be interpreted different ways – but I think the idea is that you’re supposed to compare what you’re hearing to the framework you gave to the AI in the first section of the game. This is a clever idea, but it fell down in practice for me, partially because the responses in the first section felt philosophically fuzzy and hard to sharply link to what I was hearing in the second section. So I wound up just figuring that whichever one was written in a slightly clunkier fashion was probably meant to be the AI – after briefly second-guessing myself by wondering whether that’s what I was supposed to think, which is that iocane powder vibe I mentioned above – and that worked and saved the day.

Again, this all goes down easily enough – the writing’s enthusiastic and pacey, if a bit typo-ridden, and no specific sequence outstays its welcome (the game is well short of the two hour time estimate in the blurb; it’s also not really horror, for that matter). But the philosophy is a bit too half-baked, and the choices too low-consequence, for the TURING Test to leave much of an impression.

Highlight: The cutscene-like sequence linking the two philosophical dialogues is actually pretty fun, breathlessly narrating everything the AI does to destroy humanity and your actions to try to stop it – I really wish there’d been some choices and gameplay here!

Lowlight: That sequence also has an extended discussion of the deontological arguments the AI lands on to destroy humanity, which is more labored and less fun.

How I failed the author: The other reason I didn’t notice too many callbacks to the first section in the test sequence is because I played them an hour or so apart – this bit might work better if played straight through.

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