Reviews by Mike Russo

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The Vaults, by Daniel Duarte
4 of 5 people found the following review helpful:
A card game without much to offer IF fans, November 22, 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)

It’s a rule of thumb that every Comp has at least one oddball entry that strains the bounds of what counts as IF. In the last couple years, Jared Jackson has taken care of this slot, with last year’s deckbuilder and a Zachlike programming puzzle the year before that (I really enjoyed both, for the record). Comes now The Vaults to try its luck: it’s a virtual CCG whose claim to IF-dom appears to rest entirely on the paragraphs of static text that play between bouts of the PvE campaign.

Sadly, I didn’t find much to enjoy here, either as a piece of IF or on its own merits. On the former side, the game’s story appears to be very generic high fantasy, and the paragraphs only stay on screen for a little while, so I missed some of the plot due to alt-tabbing to take notes. Without any choices or interactivity between the battles and the story so far as I could see, there’s not much here for a traditional IF audience to glom onto.

As to the CCG, this isn’t my genre of choice – give me a deckbuilder any day – but even so, I think it’s too slow and confusingly-presented to be much fun. I eventually grokked the gimmick, which is that you have a trio of persistent “keeper” creatures who generate your mana, but only if you don’t use them to attack. That’s a fair enough tradeoff, but it made me feel like I struggled to make progress, as I was either forgoing attacks, nerfing my mana progression, or unsatisfyingly trying to split the difference.

The player’s starting deck is also oddly tuned, with few low-mana creatures, which added to the frustration as I repeatedly drew cool cards I couldn't do anything with. Finally, the visual design is muddy, with card watermarks making text hard to read, and colors rather than icons are used to convey too much information, so I couldn’t always remember what a creature’s purple number was supposed to mean. All told I won one round, lost the second four or five times, then decided The Vaults simply isn’t for me – though I’d be curious what someone better versed in CCGs thinks, and if future developments in the story make the game more satisfying for IF mavens.

Highlight : Your little keepers are kind of adorable, Jawa-like minions.

Lowlight : One tooltip mentioned that you can link any NFTs you own to the game, which is just the worst.

How I failed the author : I played this during a very late-night (or more optimistically, very early-morning) feeding for Henry, and my fuzzy brain was very much not up to retaining the info conveyed by the tutorial. I also played the opening cutscene but didn’t have the audio on, since Henry was drowsing awake, so the plot was pretty much lost on me (there were scrolls and a dude in armor?)

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Cygnet Committee, by P.B. Parjeter
4 of 4 people found the following review helpful:
Innovative sound-based explorathon, November 21, 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)

My initial foray playing Cygnet Committee was unsuccessful. A slickly-produced Twine game that from the credits and blurb seems to be mining Metal-Gear-Solid-adjacent territory, albeit with what might be a distinctive cult angle, Cygnet Committee requires sound to play -- and while I’m weirdly resistant to listening to any audio when playing IF in general, at the time of first playing I was in brand-new-parent mode where if I couldn't hear the baby’s breathing for a couple of minutes, I got anxious. I tried to see if I could bluff my way through the game with it muted, but the “sound required” tag does not lie.

Happily, I came back much later and played Cygnet Committee through, with the sound on this time, I can confirm my initial impression that this was going to be a high-production-value game with a lot of work behind it. It’s also got a novel puzzle mechanic that’s played out in a bunch of creative ways, a pomo plot that interrogates the uses and misuses of the historical memory of Joan of Arc, and a sprawling, metroidvania-y map. I’m still not sold on the use of sound in IF – and I wished there was a stronger connection between the puzzles and the plot – but Cygnet Committee is a confident, poised piece of work that makes a strong case for it.

Starting with that puzzle mechanic, it manages to be both brand new, but also really intuitive. As your operative infiltrates an island-based military installation, you’ll come across navigation challenges, patrolling robots, locked keypads, and spying drones. Each presents you with four different audio samples, and you need to pick out the right one to progress. Usually this just means choosing the one that’s different from the other three, though what this means diegetically shifts with context – the lock tumbler that clicks twice, the bit of the minefield that’s not beeping, and so on.

There are a few curve-balls that get thrown in, including some timed sequences, and a few more traditional find-the-keycode puzzles, but most of the hour and a half I took on the game was spent in these sequences, and I found the variation wasn’t enough to keep them from getting a little stale by the end. There’s a lot of going back and forth through the sprawling map – again, it’s got a kind of metroidvania structure, where you’ll get a new keycard or send power to a previously-visited area – and unless you use a slowly-accumulating currency to unlock shortcuts, you generally need to solve the puzzles all over again even when going back over already-trodden ground.

There are also some design choices in the back half of the game that exacerbated the drag, since you’ll repeatedly come across a device – a dam outflow wheel, a first-aid kit – a few locations before you reach the place it impacts, meaning that even though I figured out these puzzles pretty much immediately, there was still five minutes of tedious back-and-forth to implement the solution. This kind of thing is par for course in a metroidvania, of course, but much of this felt more like it was about padding the game length than offering cool new secrets to unlock.

My real hesitance with the puzzles, though, is that the gameplay didn’t feel all that deeply integrated with the interesting plot. There’s a complex backstory, involving the creation and deployment of a military AI based on Joan of Arc that’s gone mad and is now threatening the globe with nuclear war, which is related through stylish cutscenes that juxtapose text read aloud by a French text-to-speech program (like, it speaks the English words as if they were French, which is a neatly alienating effect) with clips from The Passion of Joan of Arc, a silent movie beloved by cineastes (I’ve never seen it but can confirm the images are very compelling).

Befitting the Metal Gear Solid inspiration cited in the credits, this narrative has some bonkers ups and downs, involving cyborgs, the intersection of warmongering and commerce, and an extended shaggy dog story about canned beans (there’s a note of humor here, though it’s played bone-dry). Careful attention also suggests that there’s more going on than meets the eye – in particular, the ending I got pretty strongly implied that (Spoiler - click to show)that the nuclear apocalypse threat isn’t real, the protagonist is just an aspect of the AI’s personality, and the game’s action is a pageant of persecution and immolation Joan has constructed for herself to satisfy the imperatives of history.

This is cool stuff, but again, it’s mostly fed to the player in cutscenes. There’s some thematic resonance between the audio-based puzzles and the fact that Joan of Arc was said to hear voices – plus the construction of the AI featured some gross stuff involving auditory nerves – but the separation between the gameplay layer and the narrative one feels pretty wide. With a deserted base and no other characters to speak to, and no clarity on how the various features of the island – there’s a chapel, a forest, a lighthouse – relate to the AI’s plans, I sometimes felt like I was solving abstract puzzles to unlock plot coupons. I did enjoy both sides of the equation, but stronger integration of these pieces would have made the experience more compelling.

Highlight: there are some cool secrets to find along the critical path – I turned up two, and am pretty sure I missed a bunch more – getting these was really rewarding.

Lowlight: winning the game gives you the option of unlocking a new “hard mode”, but to access it you need to have accumulated 500 of the game’s chip currency, and I only had like 100 left over at the end. Better secret-finding would have helped, but I think you’d also need to pass up the various options to spend chips to make navigation easier, so I doubt even the most thorough player would finish with the requisite chips, and requiring two full playthroughs to open up the option to play a third time feels like inaccessible design (though the author clarified there's no additional plot in hard mode).

How I failed the author: as I mentioned in the stub I wrote before I played, my current setup is not conducive to playing games with sound – I was constantly pulling off my headphones to listen for Henry’s noises, or talk to my wife, and these regular interruptions probably undermined my immersion in the game.

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The Faeries Of Haelstowne, by Christopher Merriner
7 of 7 people found the following review helpful:
Immersive and lovely, July 10, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

(I was a beta tester on this one, and as the below review will hopefully quickly make clear, you might want to take my opinion with an even bigger grain of salt than usual).

There are some things that as soon as you encounter them, you realize that they’re for you (where by you I mean one, though I certainly hope that you, the person reading this review, have found some of these things for yourself!) Ideally you fall head-over-heels without losing the ability to understand why others might not be as into this thing as you are – it isn’t so much a matter of retaining a critical perspective, because of course you have none, but of preventing yourself from becoming a spittle-flecked evangelist, a John the Baptist who won’t take no for an answer until some kindly dancer-with-veils sticks your head on a plate. Look, the metaphor’s getting away from me: all I’m trying to say is that I have hopefully gotten to the point in life where I understand that e.g. some people think early Tori Amos is overly precious, or can’t stand the way Tristram Shandy never gets to the point. I can walk my brain along the paths that lead to those conclusions, and through force of intellection sometimes even see that the complaints proceed from real flaws in the works at issue. But none of this can shake my unbreakable adoration for these things that feel like someone made them just for me.

I have to confess that I haven’t fully replayed The Faeries of Haelstowne since I tested it a month or so back. Partially this is because it’s a very big game, and after the past week-and-a-bit of playing and reviewing, I really need to get back to my IFComp work-in-progress. Partially this is because the thought of having to solve the darkroom puzzle again intimidates me. But mostly it’s because I enjoyed my first playthrough so so much that it’d feel ungrateful to replay it, like I was asking for even more joy than it had already given me.

I can recite the issues a player might have with the game chapter and verse: it’s so big it can be hard to get and stay oriented; the Adventuron parser struggles to keep up with this ambitious a level of detail and interactivity; the Merrie Olde English milieu is twee and more literary than historical; it’s hard to figure out how to make immediate progress on the missing-vicar case the policeman protagonist is notionally investigating, so progression requires solving seemingly-unrelated problems just because they’re there; and the puzzles require a precision that can veer into pixelbitchery (I know the author did yeoman’s work smoothing out issues since I did my testing, but from a quick glance at the forum traffic and itch.io comment threads, it seems like some of these issues remain). It’s not too hard for me to imagine the review that gives it a right old kicking for all this.

But look, I am here to tell you none of this matters in the slightest, or at least I am here to tell you none of this matters in the slightest to me (let me reassure you that, as I write these words, my garments are not made from camel’s hair, and I have not lately fed on locusts and honey). It’s a commonplace to say that the best works of IF are worlds you can get lost in, and part of what makes Faeries of Haelstowne so lovely is that you can and will get lost in it. It conjures a completely and idyllically realized interwar milieu for your immersive pleasure, but part of the trick is that the map is too big and awkwardly laid out; that you’ll need to look carefully at every single patch of vegetation and confusingly-labeled bottle of photographic fluid; that you’ll have to get the match out of the matchbox, and light the match, and realize you didn’t put the candle on the candleholder, but then by the time you’ve done that the match has gone out, so you need to start the whole process over again; that you’ll hang on every word every NPC says, not because they’re finely characterized (though they are) but because you’re desperate for some guidance. To play this game is to be a well-meaning bumbler who eventually succeeds through a bit of cleverness, sure, but mostly through perseverance, luck, and aid from some more-competent allies – and that’s as true for the player as for the protagonist.

The reason I call it a trick is that this kind of thing doesn’t always work – I’ve given up on games with far fewer frustrations, and my closing thoughts were not of how immersed I was in the fictional world.
Here, it’s the writing that’s the secret ingredient and makes the magic come off. There are a lot of words in this game, and pretty much all of them are perfect, calling out just the right details to delight the player while communicating exactly what kind of place Haelstowne is. Like, here’s the kitchen of the vicarage where Arthur, the protagonist, is staying – there’s nothing at all special or concealed here, this is a simple quotidian description:

"The kitchen was a warm, busy space looking out on the path that ran along the west side of The Vicarage. The plain whitewashed walls held residues and aromas from centuries of cooking and had been privy to all the usual intrigues, plots and scandals that hatched in the average kitchen. There was a venerable old range set into an enormous alcove where once the fire would have roared and various pots, pans and utensil hung upon the walls. A heavily scarred tombstone-thick slab of oak served as the kitchen table and general worksurface."

Yes, this is what this kitchen would be like!

Or a small strange occurrence, from when Arthur has started to attract the attention of the eponymous fair folk:

"A pair of field mice tumbled from a nearby bank and scurried across Arthur’s shoes as he passed. The little animals paused and seemed to observe him for an instant, before disappearing into the long grass on the other side of him."

It’s all very homey and exactly right, and even when other characters are getting snippy with Arthur or there’s real danger in the air, I still found myself grinning as I read, so pleasing is the prose.

There’s much more to do than soak up the atmosphere, though: there are puzzles here, and some of them are pretty hard. Partially this is due to how large the map is – while much of it is initially locked off, there’s still quite a lot of real estate over which to range, all the more so once Arthur is able to find transportation to the village. Partially it’s because the author’s hit a nice balance between open-ended sandbox and time-gated progression and there are a whole host of puzzles that can be solved before it’s strictly necessary to do so, which means there are a lot of objects and a lot of sub-objectives at play at any given time. And partially it’s because, admittedly, the parser’s foibles can make it hard to know whether the problem is with your thinking, or with how you’re typing your actions in. Once I realized that if the game gave me the kind of unhelpful response that I’d understand as telling me I was barking up the wrong tree were I playing an Inform game, here I might want to persevere with some synonyms or alternate syntax a little longer, I had a much easier time. And there are two levels of hints available to help get players unstuck. Still – it’s likely you’ll need them at some point!

This review is already far too long and I suppose I should start trying to bring it in for a landing. There’s so much more I’d love to highlight – like Ottoline, Arthur’s eventual partner in faerie-fighting, who quickly became one of my favorite IF allies ever. Or the climactic puzzle, which involves one of the best, most satisfying figure-out-the-ritual puzzles I’ve played. And I’ve barely mentioned how drily, understatedly funny it is. I’ll simply have to have faith that these things will all be discovered and appreciated as they deserve.

Maybe all this has put you off, and as you’ve read this review you’ve weighed the positives I’ve mentioned against the negatives I’ve acknowledged, and decided that the balance doesn’t come right for you, which is completely fair. But if your interest is piqued, and you have the time and space for it, I really encourage you to block out a few hours, pour yourself a big mug of tea, resolve not to look at hints until you really need them (and then to consult them posthaste), and jump into Faeries of Haelstowne – I can guarantee (I can’t actually guarantee) you’ll love it.

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Foreign Soil, by Olaf Nowacki
5 of 5 people found the following review helpful:
Breaking new ground, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

(I beta tested this game, so this is less a review than impressions of a version of the game no-one can currently plan, biased both positively by having personal interaction with the author and some investment in the game from doing a tiny bit of work to help it come into existence, and negatively by experiencing the game in a buggier, unfinished state. If after seeing this disclaimer, your reaction is “I don’t see the point of reading this so-called review,” you’re probably right!)

There’s an undeniable romance about making a new home after being shipwrecked, pushing civilization’s light into a heretofore-unlit corner and staking a claim: it’s a heady mélange of self-reliance and creativity, of being tested by a hostile and untamed wilderness without the support of society, and then constituting that society anew. Of course, the historical reality at the root of these fantasies is something else entirely, as it’s not possible to separate them from settler colonialism, given the common tropes they invoke – genocide, land-theft, and the exploitation of indigenous bodies for labor and worse belie the sunny Swiss Family Robinson image (points to Defoe for including the character of Friday in his original novel, making clear exactly how the trick works).

Displacing these fantasies into a science-fictional setting makes a lot of sense, then, as you get to invoke the tropes while starting from a place of relative innocence – with our scene laid at a completely uninhabited planetoid, it’s possible to simply enjoy watching a plucky hero (or in this case, heroine, as yes, I’m finally starting to come around to the game) carve out a settlement. Foreign Soil does have its moments of darkness – given that the protagonist first wakes up alone in a colony ship on the fritz, it’s clear that the life she left behind wasn’t great, and it’s quickly confirmed that we’re in a Botany Bay type situation – but it’s mostly an uncomplicated good time, as you solve some puzzles to wrest power and sustenance out of an unwelcoming hunk of rock.

That wake-up scene is probably the high point of the game, not because Foreign Soil goes downhill sharply, but because it’s a really compelling opening. The main character comes to amidst sleeping coffins, shivering with hibernation sickness and her mind and perceptions disordered. It’s hard to write a scene like this in IF, since you need to convey the character’s disorientation while still giving the player enough concrete information to figure out how to act. The sequence walks this tightrope very well, as the player is kept off-balance and doesn’t have a full sense of what’s going in the scene, but is always told about one salient detail or recent change that should be investigated, giving them a thread to pull to keep moving ahead. The game was an entrant in 2020’s IntroComp, and even though it’d been about a year since I’d last played this bit, I still remembered almost every detail, since it’s so strong.

Once you’ve got your colonist sorted, it’s time to get to the colonizing, and the challenges and puzzles are usually logical and fun to work through. As in the opening, you don’t usually have a complete understanding of what you’re doing – it appears the government that sent you out here isn’t big on briefings or instruction manuals – but the game is usually good at signposting what you should be paying attention to, and progress is typically possible with a little bit of prodding and poking. There are places where the implementation could be a little more robust, though, as a few puzzles flirt with guess-the-verb issues (when I replayed today, less than a month after doing my beta playthrough, it still took me forever to figure out how to fill the water bottle the second time), and there are a few errant typos – stray line breaks, missing spaces, that sort of thing – which is I suppose is primarily an indictment of how well I did my job as a tester.

The prose strikes an engaging tone throughout. I’m having a hard time nailing it down precisely, but I want to call it jauntily cynical, or maybe cynically jaunty? The main character definitely has a personality—I got a good sense of her as brash and determined – and her voice lends color to what could otherwise be a dull environment made of rocky landscapes and generic corridors. Here’s her take on an empty bit of crater, for example:

"This part of the crater gets a lot of sun, so… Ok, all parts of the crater get a lot of sun, and yet: This should be a great place for a vineyard slope! But only if the terraforming works. And even then, probably not for another 1,000 years."

This rough-edged but inviting narration also takes the edge off of death when it arrives, as it is possible to perish from a variety of missteps. It also helps that these deaths aren’t permanent, as they’re considerately rewound as soon as they happen (for a reason that makes sense once it’s ultimately revealed). And indeed, the plot winds up in a surprisingly sweet place that, much like the game overall, worked really well for me. Foreign Soil has room for more polish, it’s relatively slight, and it never manages to top its bravura opening, but if you want to play out an unproblematic colony-seeding narrative, it certainly meets the need.

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Gruesome, by Robin Johnson
5 of 5 people found the following review helpful:
Quite agrueable (I'll stop), July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

(I beta tested this game, so this is less a review than impressions of a version of the game no-one can currently plan, biased both positively by having personal interaction with the author and some investment in the game from doing a tiny bit of work to help it come into existence, and negatively by experiencing the game in a buggier, unfinished state. If after seeing this disclaimer, your reaction is “I don’t see the point of reading this so-called review,” you’re probably right!)

I copped to my inexperience with Zork in one of my earlier reviews for this Comp, but of course, even though I’ve never played, I know pretty much everything about it. Partially this is from reading things like the Digital Antiquarian’s series on the early days of Infocom, but largely it’s because of parodies. By my count there have been approximately… (checks IFDB) four trillion games riffing on all things Zorkian, with the violent, kleptomanic tendencies of its notional hero coming in for a kicking as early as Enchanter, and the heroic journey of progression inverted and parodied in Janitor and Zero Sum Game. Gruesome cleverly combines and re-inverts these parodic tropes, placing you in the shoes (claws?) of a noble grue trying to help a mob of violent, dull-witted adventurers complete their quests so they’ll leave the poor denizens of the dungeon alone.

This is funny, but it’s still a one-and-a-half joke premise at most, and throwing in a reimplementation of Hunt the Wumpus doesn’t do much to change things up. Yet Gruesome really works, on the back of solid puzzle-design and jokes that do the work to be funny, rather than just gesturing at something that happened in Zork and calling it a day.

Let’s start with the funny business. There’s a broad array of humor on display here, so I have to imagine at least some of the jokes will land for most players. You have your direct Zork jokes, sure – and these are good, from the opening line to “It is bright white. You are likely to be slain by an adventurer” – but also silly puns (“Handel’s Opening Number” is my favorite, because when you look at it, it’s an awful pun, but when you think about it some more, you realize there’s an additional, even worse pun hiding in plain sight!) as well as a whole bunch of physical comedy as the adventurers blunder around in the dark.

And save for the cute-as-a-button Wumpus, the adventurers are really the stars of this particular show. They each skewer a specific heroic archetype, like the mighty-thewed barbarian who “hails from the frozen wastes of the far northlands and, in accordance with Jones’s Law of Sartorial Inversion, dresses in a few leather straps and a tiny loincloth,” and they’re modeled with stunningly realistic AI: just like real adventure-game heroes, the bastards wander around at complete random and get into fights at the drop of a hat. My first time through the game, I was informed that one of the dopes had snuffed it, and I thought it must have been because the dragon had got him, but no, the pugnacious %#@#$ had picked a fight with one of his fellow hotheads and wound up pushing daisies – like a Zork-themed remake of No Exit, the dungeon in Gruesome may have monsters, but hell is other heroes.

Speaking of my first playthrough, it ended with all the adventurers save one dead in a ditch. That’s all right though, not because they deserved it (though they did) but because the game’s a giant optimization puzzle that’s meant to be played more than once. As you do your initial round of exploration, you’ll slowly work out the rules of the game and solve some of the component puzzles. Mostly these involve creating and extinguishing light, as the surface-dwellers unsurprisingly flee the dark and seek out rooms where they can see, which allows you to manipulate their movements. Invariably, solving the individual puzzles – which are a pleasing mix of simple object manipulation, maze traversal, and lateral thinking – will lead to an adventurer going somewhere they oughtn’t, and my initial impression of the game was a bit overwhelming, with chaos breaking out everywhere. But once you get your oar in and start considering how to sequence your actions and fit the pieces together, the meta-puzzle isn’t actually too hard to crack, though it’s very satisfying to come up with the final resolution.

Is there room for improvement in Gruesome? Sure – the climax and denouement aren’t quite as compelling as the main body of the game, for one thing, and there are some puzzles, like the one involving the dwarven foreman, that can feel a little perfunctory. And the lack of grue puns beyond the title is a real missed opportunity – like, your protagonist should feel grueful after allowing one of the adventurers in their charge to perish, or let out a self-congratulatory “gruevy” upon accomplishing a task. Or if you play your cards right in the attic, perhaps you could have finished the game as a bride-gruem. Come on, these were lying right there! (Perhaps the author considered them, but found them egruegiously bad).

Don’t let this significant flaw keep you from enjoying Gruesome, though. It’s a fun, funny farce whose jaundiced view of the typical IF protagonist doesn’t make its parody too acidic (I kind of want the slice-of-life sequel where you just hang out with Jessica the orc and the Wumpus), and it’s got some of the best puzzling of the Comp – plus the implementation seems quite smooth, though of course given I’m not playing with fresh eyes, I’m not best suited to make that judgment. If all Zork parodies hit this level of quality, keep ‘em coming!

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Grandpa's Ranch, by Kenneth Pedersen
4 of 4 people found the following review helpful:
A great introduction to IF, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

Grandpa’s Ranch stands out in the Comp for being the only ADRIFT game, and also for being initially intended for a different competition entirely, the recent Text Adventure Literacy Jam. That slight delay is to ParserComp’s benefit, though, as this is a refreshing palette-cleanser of a game. The plot is simple and lighthearted – you play a kid whose grandfather is looking to give away the family valuables via a treasure hunt – and the small setting (the grandfather’s house and yard) is agreeable to explore, with compact descriptions enlivened by some pleasantly-chunky pixel art. And while there’s a tutorial that walks new players through the basics of playing IF, you can deactivate it if you’re more experienced or want a challenge, which I’d certainly recommend, as while the puzzles aren’t especially hard, they’re definitely fun to work through.

I haven’t played many ADRIFT games, but Grandpa’s Ranch is a good case for the platform by making thoughtful use of its features. In addition to the previously-mentioned graphics, there’s also an always-available map window that starts out showing the locations the player would already know about and updates as you explore more of the world. And there’s a clear attention to ease of use throughout: objects present in an area are listed out and underlined, making it easy for new players to understand what they can interact with, and when picking up objects whose use is obvious, the relevant command is disclosed, avoiding guess-the-verb frustrations.

This clean presentation makes most of the already-easy puzzles even simpler, but that’s not necessarily bad – there’s a primal joy in discovering secret doors that can be messed up if the process is too obfuscated. And I thought the climactic puzzle sequence was very well done, with several clever steps that all made sense given the goal you’re trying to accomplish, and no parser fiddliness despite the somewhat complex physical manipulations required. As with the rest of the game, the puzzles of Grandpa’s Ranch aren’t going to set the world on fire, but they’re better than they need to be for something with such a clear introductory remit. You could do a lot worse than have this as your first piece of IF, but even if you’ve been around the block a time or two, it’s still a worthwhile coffee-break diversion.

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Return to the Stars, by Adrian Welcker
3 of 3 people found the following review helpful:
Solid but dull, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

The stereotype of parser games is that they’re lightly-comic puzzle adventures crammed with jokey responses and groan-worthy puns. There are obviously so many exceptions they overwhelm the rule, but there’s definitely something to it, and so usually I enjoy it when I come across a game that commits to a different prose style, as long as it fits the story. So Return to the Stars presents a bit of a conundrum: it intentionally eschews the comic-opera standard in favor of stripped-down prose that’s completely apt given the military sci-fi tropes of the setting. I can’t really fault the writing for being dry as a piece of toast since it does help advance the mood, but since that’s of a piece with the straightforward plot and unexciting puzzles, the game feels duller than it deserves.

Right, so the setup. Stop me if you’ve heard this one before: you’re a soldier in a sci-fi army, and you’ve been captured by the forces of your enemy, the awkwardly-named Shwabolians. After they stop checking on you, the moment’s right for you to attempt a jailbreak so you can escape their clutches and, like it says on the tin, return to the stars and your home. Standing in your way are a bunch of locked doors, a shuttle missing its ignition key, and a few of those evil lizard-people whose name I’m not going to attempt to spell again moving forward in this review.

There’s nothing wrong with a standard premise, but it can feel a little boring if you’re not careful, and unfortunately, it sometimes feels like the author is steering into this particular skid. The various environments you explore are plausibly-realized but generic – a stockade, various control rooms, a barracks, a briefing room – but at least poking around them could offer, say, an opportunity to learn more about the aliens you’re fighting. And you do in fact find something out about their culture as you kick around their digs: specifically, they’re very down on any unnecessary display or extraneous details in their living and work-spaces. A noticeable portion of the word-count is devoted to flagging things that aren’t actually there, as room after room is described as “sparsely-furnished” or having “no decoration.” And when there is some scenery, it’s almost always called out as generic, with “nothing noteworthy” about it. Again, this fits the mood – as a no-nonsense space marine I’m sure the player character isn’t especially interested in the fine details of furniture styling. But it makes for a pretty dull time.

When it comes to the puzzle-solving that’s the main focus here, things improve, but there’s still not much that’s exciting or novel. Like, if you’d guessed that you escape the cell you start out in by crawling out through a ventilation duct, give yourself a cookie. There are keycards to retrieve, launch sequences to initiate, and an RNG-heavy shootout that I had to abuse the UNDO command to get through. There are one or two clever pieces – I enjoyed figuring out how to get from the prison island to the main base, for example, and how to evade the force field – but also some read-the-author’s-mind bits. I figured out that I’d need to look for a keycard someone had inadvertently misplaced in order to get through a locked door, but the place where it can be found is so far away from the door it unlocks that I needed a hint to get me back on the right track. And the final step to turning on the shuttle was one of the worst guess-the-verb puzzles I’ve seen in a while, though it’s certainly possible I missed a prompt somewhere.

Implementation is solid for the most part, with a few nice touches. I liked the way the status bar updated with additional information once you recover your fancy armor, and once you find the enemy’s barracks you can wash yourself clean after you do things that make you dirty with various unpleasant substances. On the other hand, there are some minor bugs – I got stuck in the early stages when I typed CRAWL to get back into my cell after escaping, but then couldn’t CRAWL back out again, and the ignition-notch in the shuttle will accept anything you try to put in it, including the corpse of a large murder-lizard.

Even though I’ve caviled a lot in this review, I have positive feelings about Return to the Stars. It definitely passes muster as a solid slice of military sci-fi, and really commits to its premise in a way that I find admirable. I just wish it, and I, could have had a little more fun along the way.

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Black Knife Dungeon, by Arthur DiBianca
3 of 3 people found the following review helpful:
A great rou-IFalike (I'm trying to make this a thing), July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

Has there ever been a pairing more obvious in theory, but more challenging in execution, than the IF/roguelike mashup? I mean I’m sure there has been, but let’s just go with it: the marriage seems natural, given the overlap in presentation, interface, subject matter, and, I think, audience – like, if you enjoy typing stuff into a text window to explore a dungeon, evade traps, juggle an inventory, and beat monsters in Zork, it’s not crazy to think you’d be into Angband or Nethack as well. And, importantly, so long as you’re sticking with text or ascii, neither genre requires the author to create art, which can be a significant barrier to entry.

On the flip side, there are really deep differences between these beasts that can make the hybrids rather awkward, if not sterile. First there’s the varying expectations for what “fairness” means – modern IF players expect to triumph with nary a restart, whereas if you win a roguelike without standing on a pile of the dead bodies of your previous avatars, it would feel unsatisfying. Similarly, it’s the rare piece of IF that takes more than two or three hours, while a mainline roguelike can easily take 30 or 40 for a single successful playthrough, and you need radically different gameplay systems and design ethoi to support those different playtimes. Finally, most of the fun of IF comes from bespoke puzzle-solving and hand-crafted text, whereas roguelikes are all about applying a consistent set of tools to wildly varying circumstances of inventory, monsters, and dungeon layout, with small shifts in positioning and granular inventory usage – awkward things to model well in a parser – providing most of the turn-by-turn interest.

Due to the combination of the appeal and the challenges, I feel like this sub-genre has a lot of entries, but comparatively few successful ones: I’m of course thinking of Kerkerkruip in the latter category, but honestly struggling to name a second stand-out example. Fortunately, after playing Black Knife Dungeon, I’ll struggle no more, as it offers a distinct, intelligent take on the rou-IFalike (I know it looks awful on the page, but say it aloud, it’s pretty good!), by adopting some more player-friendly, rogue-lite style approaches.

There’s a plot here, with the find-artifact-or-kill-foozle coin landing on the former side this time out; you’re drinking in a tavern with a sot of a dwarf, who tells you of an unrecovered treasure waiting at the end of a dangerous dungeon, and closes with these urgent words:

"'A steadfast adventurer may find it,” he murmurs, “but first, seek Blornang’s Hall.' With that, his head falls on the table, cushioned slightly by a coaster."

So yeah it’s minimal and trope-y, but at the same time, if you’re not enchanted by that “cushioned slightly by a coaster” bit, you and I are very different people.

Anyway it’s all about gameplay, and since the town is only sketched in, with two shops (one level-gated) and a tavern for getting gameplay tips in the shape of rumors, it’s all about the dungeon. In the first two minutes, you’ll notice two key examples of BKD’s streamlining. First, there’s no navigation within the dungeon – you’re always either fighting or searching in a room, or moving on to another randomly-generated one. There’s also no examine verb, possibly the first time I’ve come across this in a piece of IF? Combined, this means that the focus is on decision-making from a focused palette of actions that slowly expands as you level up, buy more kit, and encounter new foes.

At the start, the main mechanic is a low-stakes push-your-luck calculation – in another bow to roguelite convention, death only means missing out on the small gold bonus you get from leaving the dungeon alive, so it seems like all there is to do is fight your way through each set of foes and then bail out when the going gets too tough. The main wrinkle at this early stage is that monsters all come in a normal and extra-tough flavor, with the difference usually being signaled by a subtle tweak of a single word in the sentence-long descriptions printed at the start of each encounter. It’s typically more trouble than it’s worth to fight these pumped-up versions of the bestiary, so once you learn to recognize them, you’ll usually just slip right by (since you can bypass any monster at any time, even once you’ve launched into combat). You can also choose whether you want to search a room once you’ve killed a monster, with some kinds of rooms more likely to yield treasure and others tending to conceal traps.

Later levels of the dungeon complicate this simple dynamic in ways that keep BKD fresh through its hour-long playtime. Beyond incremental weapon and armor upgrades, you’ll be able to purchase three different magic items. The first is a simple ranged attack, but the other two are more interesting, consisting of an I-win nuke that must be charged up by conventional victories, and a ring that uses the environment against your opponent by casting a spell that’s unique to each room. As a result, every time you go down stairs into a new layer of the dungeon, there’s a pleasing bit of business as you figure out which text identifies the hard version of the new monsters, test their vulnerability to the various attacks, and fill out the ring’s room/monster grid. Ultimately, of course, there’s a boss who tests your mastery of the previous mechanics while injecting a few new spins of its own, and then the story wraps up tidily, though the player is left with some extra-challenging postgame goals to work through if the spirit so moves.

It’s all well considered, and if, unlike Fivebyfivia, the story’s “twist” ending didn’t land that strongly for me, well, that’s no big deal, as the journey getting there is clearly what’s important. And I did have a lot of fun with BKD, though I think the tuning requires a bit more repetition than I would have preferred. Progression through the dungeon isn’t gated by flat experience, but rather by accomplishing specific goals. Many of these are grindable – earning enough gold to upgrade your equipment, coming across the right room in your random explorations – but others require a bit of luck, like being able to kill a certain number of monsters before your hit points or a time limit runs out. This helps proceedings feel less mechanical, but in the later stages of the game, even after I’d figured out all the relevant tricks it felt like it still took a lot of replays until the stars aligned just right so I could check off these boxes and make it to the boss.

A heavy reliance on RNGesus for success is a central part of most roguelikes, of course, but this did make the final act of the game sometimes feel like a drag. And I would have liked the game better if there was a little more going on in the town, since there are no characters as engaging as the coaster-napping dwarf from the opening. Still, these are small complaints – RKD is a short game so having a bit of ennui set in for the last 10 minutes is no big deal when I enjoyed the rest of it so much, and my eyes were skipping over most of the text by the end anyway. There’s a lot to be said for a game that makes succeeding at a tricky design challenge look effortless, even if the perfect rou-IFalike is still yet to be written (admit it, it’s starting to grow on you now).

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Fivebyfivia Delenda Est, by Andrew Schultz
4 of 4 people found the following review helpful:
Working on my knight moves, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

If this wasn’t ParserComp but rather BadassTitleComp, let’s all take a minute up front to acknowledge that FDE would be the runaway champion (I see you over there, Black Knife Dungeon – you’re ballpark but you’re trying too hard). Take a genocidal threat from the ancient world, blend it with a made-up mathy word, and slap it on a chess-based puzzler, and you have a sure-fire recipe for coloring me intrigued. Happily, rather than just skating by with a neat title and cool concept, Fivebyfivia Delenda Est has as much substance as style.

For one thing, there’s an actual plot here, about a daring knight sent out to conquer a neighboring kingdom via dynastic assassinations and a terrain-occupying tour, that’s written with humor, fleetness, and an understanding of the actually quite problematic nature of what’s occurring here. As with most of Andrew Schultz’es games, though, FDE is a puzzler through and through, and this time it’s chess that’s going through the wringer. Of course, chess puzzles are a genre unto themselves, but the spin here is quite clever and would be hard to implement outside IF – you need to arrange pieces to set up a checkmate, which you do by dropping off your allies then summoning the enemy king as your knight traverses the board in the expected L-shaped pattern, with a move limit adding an additional dimension of challenge to proceedings.

I should say at the outset that I would like to be the kind of person who’s good at chess puzzles, but am in fact the kind of person who’s awful at them. As is also usual for Schultz’s games, though, there are a host of features that invite players of any skill level in so they can enjoy things at their own speed. There’s a map that helps you visualize the state of play; many different ways to input your moves, so guiding the knight is easy; a full tutorial and a quick precis of the rules of chess; and gentle hints that ramp up if it’s clear you’re not getting a particular puzzle. So while the initial challenge definitely presented a learning curve as my head desperately tried to wrap itself around this unique take on the chess puzzle, it was a smooth curve with lots of support (so a flying buttress, I guess?)

The puzzles do escalate as you go, with the two-rook training wheel scenario giving way to more complex arrangements that were delightful to work through. My only real complaint, besides wishing there were more challenges beyond the four here on offer, is that the second one wound up having additional constraints that I don’t think were clearly signposted in the setup – my first solution was rejected because one piece didn’t want to be too close to the enemy king, and the second one because the player character wanted to hold it in reserve. I came up with a third one soon enough (and then was able to re-use my second solution in the following puzzle), so no harm no foul, but I think clearly telegraphing these added rules from the jump would have been more satisfying.

At any rate, FDE left me wanting more and hoping that, like the Punic Wars, it would be one of a series – given the way the imperialism-kicking plot wraps up, though, I’m not sure that’s in the cards, and perhaps it’s for the best since I don’t think I’d be up to the difficulty of solving puzzles in the untrammeled wilds of the knight’s home country of Twelvebytwelvia.

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Yesternight, by Robert Szacki
6 of 6 people found the following review helpful:
Flower follies, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

When I was in college, I had a running conversation with a friend where we tried to determine the smallest discernable unit of various things – like, what is the band such that next-worse band is actually bad, therefore allowing you to express the goodness of all other bands as a multiplier of the goodness of that one band? We decided that there was, and it was Jimmy Eats World, for reasons I can’t currently recall or defend.

This was a weird pastime – we were taking quantum mechanics at the time, so that’s why were interested in trying to come up with discrete measurements for things that are typically experienced as continuous or analogue – but I bring it up because Yesternight is a plausible contender for a sort of text-adventure eigenunit, complete in itself but so stripped down that if you took almost a single thing away from it, you’d have something that felt more like a tech demo than a full game.

The player character has no history and no future, their only goal to work through the obviously-signposted puzzle chain that doesn’t constitute a narrative beyond the inevitability of union between one object, one action, and one barrier that it resolves. Eventually you go north, having traded all the money you had in the world (in fairness, a single coin) for forward progress on a road, with no indication of where it leads (maybe existentialism would have been a better one of my early-adult obsessions to organize this review around, since the protagonist and their world is entirely defined by absurd but compelled actions? …probably not).

Matching the thin puzzles and thinner narrative, the game is pretty underimplemented, too. It’s written in AdvSys, a fairly obscure mid-80s language that I was unfamiliar with before a quick google, and look, I’m not going to make you sit here and listen to me pretend to have an opinion about LISP-based parsers, but even with allowances for the limited technical affordances of the time, there’s no excuse for the guess-the-verb silliness that only accepts POUR FLOWER to indicate that you want to pour some water on a desiccated flower (the instructions do indicate this is a two-word parser, but even still, POUR WATER, WATER FLOWER, EMPTY BOTTLE, and various permutations thereof would have been far more intuitive!)

So like I said: plausible candidate for the eigen-venture. And yet! When I said there almost wasn’t a single you could take away from Yesternight and still have a game, I was being precise. There is exactly one superfluous item in the world, a medical book of some description (I say “of some description” because its description is “you see nothing special”, and you can’t actually read it), that serves no purpose whatsoever. It must be there because the author wanted it there; there was no puzzle-logic or worldbuilding rationale that required it to exist, after all. There’s something intriguing about its completely unnecessary presence in this otherwise minimal game, and I’m almost tempted to argue that the seed of all art is putting something like that into a work that clearly doesn’t need it – and the seed of all criticism is trying to figure out what it means that it’s there. Right now it’s not very interesting art, and it can’t lead to interesting criticism, since the medical text is an empty signifier, an invitation into the author’s mind that only leads to an empty house with no lights on. But hey, a seed is a seed.

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