Ratings and Reviews by Mike Russo

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Silicon and Cells, by Nic Barkdull and Matthew Borgard
3 of 3 people found the following review helpful:
Stylish cyberpunk upgrade-em-up, December 18, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

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

As I’ve mentioned in other reviews, I have evolving views about custom parsers, but at this point in the Comp I’m starting to realize I should probably develop some thoughts about custom choice engines too! I'm lucky that it’s Silicon and Cells that occasions the thought, because it’s a really impressive piece of work. The system has an attractive visual design, with a nice color scheme and the ability to display graphics; the text is clean, large, and readable; it’s quickly responsive to user clicks; and it’s got support for timed events and other bells and whistles.

The engine’s in service of a game that’s on the more systemic side of the choice-based spectrum, as you guide a plucky heroine through a heist and subsequent investigations in a cyberpunk world. The hook here is that through the course of the story, you pick up a variety of Deus-Ex-style upgrades – for each slot, you get a choice of either psionic or cybernetic options which works a little differently – that open up new choices if they’re activated at the appropriate time. You only have limited energy, though, so you’ll usually need to choose which to have powered up. In most sequences, you can freely reallocate energy so you can lawnmower your way through the options, but there are some timed events where preparation – or manual dexterity in clicking to shift energy – will lead to better outcomes.

It’s this aspect of the game that gives rise to the “metroidvania” tag in the blurb, as you spend a good amount of time looping back over previous locations to see whether a newly-acquired ability has unlocked any new possibilities. This is just as satisfying here as it is in a traditional side-scroller, too, so it’s neat to see the mechanic deployed in a radically different genre.

As for the story behind this system, it’s a solid one, though Silicon and Cells is less innovative on this side of things. The introduction feels rather abrupt, as we’re thrown into an expository conversation where Jaya, the protagonist, meets with a mentor character and gains her first ability in service of a planned heist of a high-rolling casino. It took me a little while to feel like I was up to speed on why we were doing this heist and how the characters related – plus I found Jaya was a bit of a cipher at first.

This initial awkwardness goes away reasonably quickly, though, as the momentum of the heist – and its fallout – creates immediate goals, and Jaya begins to develop more of a personality. She’s an appealing figure, from one of the city’s slums but trying to do better not just for herself but also her community, and as the plot expands in scope you wind up getting the chance to make decisions that can have a really significant impact. Most of the main beats are things you’ve seen before in cyberpunk stories – there’s an all-powerful AI running the city, a corporation with shady motives, a circle of founding hackers with messy personal fallout – but it’s all well executed, and the different environments and challenges provide good variety. There’s a fantasy MUD that’s the playground of one of the aforementioned hackers, the casino, which has some working gambling games to play (though I think I found a bug where I couldn’t win at the Yes/No/Go game in the Pearly Gates section, albeit I had so much money by that point it didn’t matter), and various cyberspace archives and corporate HQs, all rendered in tight prose that provides just enough detail to be memorable. Overall, by the ending, I was invested in the story and satisfied with how the choices I’d made – both about gear and about people – wound up playing out. I know download-only games sometimes don’t get as much attention in the Comp, especially if they’re choice-based, but this one’s definitely worth a play.

Highlight: I enjoyed the MUD pastiche, from the realistically-annoying veteran player to the bartender who uses timed-text to deliver a well-paced joke.

Lowlight: the plot thread involving the casino owner felt underdeveloped to me, which was too bad since I enjoyed the initial verbal sparring with her and would have enjoyed seeing it go somewhere – possibly there are alternate approaches where she plays more of a role in the endgame, though.

How I failed the author: the timed events are fun and well-designed, but I’m clumsy with my laptop’s touchpad in the best of circumstances (I haven’t had much chance to sit down at a desk these last few weeks) so reallocating energy to my mods in real time was very hard. Fortunately the game’s forgiving, and autoresolved the key challenges in my favor even when I was flailing, though I was embarrassed that it basically wound up playing itself.

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D'ARKUN, by Michael Baltes
4 of 4 people found the following review helpful:
Diet Anchorhead, December 17, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

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

I’m bummed I already brought up the comparison in my Ghosts Within review, because now that I’ve played D’ARKUN, I’m turning into the Boy Who Cried Anchorhead. The similarity is even clearer this time out, though, as while the former game had a dreamlike vibe very much its own, in this long Dialog game we’re firmly in remixed Lovecraft-plot territory. There’s a decayed mansion with secret passages a-plenty (including an attic telescope), a seaside town with more than its share of creepy inhabitants, nightmares that grow worse as the days go by, a wicked inheritance dredging the sins of the past into the present day, and – natch – tentacles galore. While D’ARKUN has its weak spots, with a thinner-than-it-needed-to-be story and some underclued puzzles in the back half, it very much scratches that old Mythos itch.

Starting with that plot, the impetus for getting the protagonist to this accursed stretch of the German coastline is a new one on me – your student character is on vacation and managed to rent the world’s worst Airbnb – but after an eldritch encounter all thoughts of relaxation are put aside as you start delving into the mysteries of your rented house. This shift happens too abruptly for my taste, as there isn’t much time spent establishing why you’re suddenly climbing down cliff-faces and looking behind paintings, except that there’s not much else to do to pass the time (if the cosmic horrors hadn’t materialized, one wonders how you’d have spent your holiday).

Exploration is almost immediately rewarding, though, and it’s just fun to find a madman’s scrawled notes or hidden compartments in the family mausoleum. This first half of the game is well paced too, as new locations gradually open up as the clock moves forward (the accompanying map is really evocative), and you work through satisfying puzzles that aren’t too tricky: there’s a well-implemented set of climbing gear that allows you to clamber around obstacles, and while there are some objects that require SEARCHing to find, the ABOUT text gives fair warning. There is a tricky light puzzle, where you need to make good use of the handful of turns your lantern has before it runs out of oil, but copious use of UNDO saw me through.

I found the second half didn’t fully pay off the promising opening, though. Partially this is due to the implementation starting to feel less polished: I started running into disambiguation issues, there are some guess the verb issues (figuring out how to use the syringe was tortuous), and to get to one location I think you have to type RIDE TO SIEBENSCHIEDERSTEIN, which should never be required of any player. There are also more NPCs to deal with, and they’re drawn rather thinly, without many dialogue options or much in the way of interactivity to make them feel like anything other than contrivances. Beyond implementation, the clueing also starts to get thinner: there’s a puzzle involving getting past a guard that feels like it involves reading the author’s mind, a maze that has a clever twist but will probably get brute-forced, and at another point progress requires you to get into what looks like an unwinnable situation and spend several turns waiting before a deus ex machina rescues you, rather than undoing or restoring to safety.

More impactfully, I didn’t feel like the plot really cohered. It gestures in the direction of enough Lovecraftian tropes that I can see where things are meant to be going – there’s a horrifying ritual, an extradimensional temple, a surprise or two – but the stakes are sketchy, both for the world as a whole but also for your character. A bit more polish and a bit more focus on the subjectivity of the protagonist would have made D’ARKUN a very worthy Anchorhead-alike; as it is, it’s a good time but requires the player to fill in some blanks.

Highlight: the creepy mansion is a good example of the genre; it’s not too big, but dense with creepy scenery and not-too-tough exploration puzzles.

Lowlight the recipe puzzle is neat in theory, but required more trial and error than I wanted – there are clues helping you figure out what the mixture is supposed to look like, but there’s some vagueness in the puzzle (Spoiler - click to show)(I got the potion to look “shiny”, as the notes said, but still needed to add another dose of the relevant ingredient) that made it unsatisfying to solve.

How I failed the author: this is a long one and it took me a couple days to work through it, so that’s perhaps contributed to my feeling that it’s a bit scattershot.

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Universal Hologram, by Kit Riemer
5 of 5 people found the following review helpful:
An ontological heist, December 16, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

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

Universal Hologram takes the player on a joyride through altered states both inner (via lucid dreaming) and outer (via stacked simulated realities), with enough big ideas to make Philip K. Dick blush and off-kilter prose that sells the premise with brio.

Admittedly, it starts a little slow – the opening is well considered in name-checking some of the major concepts that will be explored in what’s to come, and giving the player the opportunity to dig into what they’re most interested in, be that the history of the far-future world, the mechanics of lucid dreaming, or just interacting with other people. But it isn’t until maybe a third of the way in that a real conflict or sense of urgency start to come into the story; before that, it’s pretty much all exploration. Since the writing is good and the world is interesting (it’s a sort of Martian post-scarcity techno-utopia where the Internet is a person and the Earth is gone, but much less annoying than I’ve made that sound), I was sufficiently engaged to stick around until the game got more grabby. I’m once again in the position of having played on my phone, so I was too lazy to copy and paste bits of writing that I liked and I’m therefore in the unenviable position of having to broadly characterize it and say “trust me, it’s good.” But I really liked the way the writing takes a off-kilter conversational, even occasionally lightly confrontational, tone while digging into the heady concepts underlying the setting.

The plot, once it comes, ties together the game’s different themes with some elegance, and the choices at that point shift from being primarily about which parts of the setting you want to dig into to allowing you to decide how or whether you want to cooperate with the ontological heist your character gets press-ganged into, with some surprising action-y bits even coming into play to change things up in the late game. I’m not sure the ending I got completely stuck the landing (though see “how I failed the author,” below), but the journey was well worth the price of admission.

Highlight: I’m a sucker for a good heist sequence, and this one delivers, with high stakes and curve-balls coming left and right.

Lowlight: A tradeoff of this fleet, too-clever-by-half voice is the occasional clanger – there’s one out-of-context Lawnmower Man reference that really should have been left on the cutting room floor.

How I failed the author: after I finished the game, I was turning over its big-picture themes and intentionally-disjointed plot in my brain to see how it all coheres. But almost immediately Henry needed a diaper change, and it was a rough one with two mid-change pees, and after the chaos died down I’d lost the thread and as a result my final take on what the game’s saying and doing is fuzzier than I’d like!

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Beneath Fenwick, by Pete Gardner
2 of 2 people found the following review helpful:
Lovecraftiana with a twist or two, December 15, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

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

The blurb for Beneath Fenwick says its genre is “suspense, with horror overtones”, but the opening of this parser-aping Twine game couldn’t be hitting the Lovecraft notes harder if it tried. The protagonist is on a creepy old bus, being driven towards an isolated New England town, and once you arrive the dilapidated architecture, pug-ugly inhabitants, and even the creepy grocery store invoke Shadow Over Innsmouth so directly that it’s clearly intentional. The story doesn’t stick too closely to that template, though – we’re in the present day, not the 1920s, and rather than being alone, the botany-student protagonist (named… Hedgerow) arrives alongside her boyfriend, as they’re both planning on attending the local college. Vive la difference, but still, I wound up wishing it had stuck with the horror tropes more fully, as the story slowed down in its last half before ending too abruptly. And while I usually enjoy the puzzley gameplay this kind of Twine game enables, Beneath Fenwick could have benefitted from leaning into its choice-based nature a little more fully.

Starting with the second piece first, the game’s interface does a really good job of mimicking parser conventions. Notable bits of scenery, usable objects, and other characters are highlighted in the text, and clicking on any of them pops up a new window with a more detailed description and possibly further possibilities for interaction – taking, unlocking, all the usual medium-dry-goods stuff, plus talking, which gives you a choice of topics. There’s a full inventory a click away, which works similarly, as well as a subsystem that lets you combine two or more carried objects. The major departure is in navigation: instead of compass directions, exits are listed by name.

This works well, but what you get is what you get, and I wound up missing more traditional Twine touches. Beyond the plain-vanilla puzzles, there are long cutscenes – especially the opening sequence – where there’s just a single continue option available, and the keyword-based conversation system doesn’t allow for dialogue choices. I suppose that it’s odd that I’m totally willing to roll with these limitations in a parser game, but it still seems a shame to do so much work to re-create in Twine the things that parser systems aren’t as good at.

The other issue I ran into had to do with moving around the world. The map is very dense, with a number of different roads and locations in the town, and the boarding house where the main characters wind up staying has an especially large number of rooms whose interconnections aren’t obvious and which have forgettable names. I know many folks find compass directions inaccessible, but they would have made it much easier for me to build a mental model of how the geography fit together.

Story-wise, Beneath Fenwick does a good job with the gradual build of tension. It’s beyond clear from the get-go that something’s deeply wrong in this town, but the game doesn’t tip its hand too early by indicating which of the many, many creepy people, places, and things on hand are the main threats. There’s at least one clever bait-and-switch (Spoiler - click to show)(the university at the edge of town isn’t a Miskatonic-style hotbed of occultism – in fact you never make it there), and it steers clear of the typical Lovecraft-game shift into gonzo violence midway through. At the same time, that means that some of the mid- and late-game felt slow, and even unmotivated – the requirement to fully explore the boarding house on the second day before running your errands felt artificial, and to get to the endgame sequence you need to break into a shed with no indication there’s anything important there.

Speaking of the ending, it’s effectively surprising, but rather abrupt – there’s no denouement to speak of, and the resolution of the mysteries of Fenwick felt disappointingly straightforward. I almost felt like the game stopped midway through – I would have definitely stuck around for a second hour that added in some more interesting puzzles and deeper interactions, while ramping up the tension into a more sustained climax. It’s always good to leave the player wanting more, of course, but maybe not so much more.

Highlight: The main character’s boyfriend – Randall, an architecture major – is a delightful fuddy-duddy despite being in his early 20s. He even introduces the protagonist (his girlfriend, again) as “my companion”!

Lowlight: It is possible to die in Beneath Fenwick, and while it offers a one-turn rewind, I think this can leave you stuck in an unwinnable state. Fortunately I’d done a save at the beginning of the day when this happened, but it was still frustrating to have to replay a bunch of the quotidian exploration I’d already completed.

How I failed the author: Playing the game went fine, but Henry’s been super congested and fussy today so I’ve written this review in like ten two-minute bursts, so apologies if it’s choppy and doesn’t make sense!

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