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.
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).
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.
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.
Arkham Abomination doesn’t put its best foot forward – a custom-parser game with no testers listed and a readme that’s actually titled “for testers” is spookier than any eldritch horror, and the fuzzy icons and garishly-colored text that greet you on booting up left me quaking in dread. Happily, it quickly shakes this negative first impression and serves up a quality bit of Lovecraftiana. If you’re burned out on the subgenre, it’s not doing anything novel enough to shake you out of your ennui, but it’s a well-crafted, well-written romp through the dark woods of Arkham Country with only a few flies in the ointment (or rather, mi-go in the slimy remnant of some nameless horror?)
Much of this is down to how it nails the Lovecraft style – and not in a “anyone with a skin tone slightly darker than ecru is a degenerate villain” way, thankfully, but by offering up prose that’s dizzyingly dense with recondite adjectives and ominously-overdescribed landscape. Here’s the opening location, for example:
"I am on a twisty trail west of old Arkham town. Looking around I see the hills rise wild, and there are valleys with deep, dark woods. I turn and see dark narrow glens where trees slope fantastically, and where thin brooklets trickle without ever having caught the glint of sunlight. On the gentler slopes I spot a few deserted farms, ancient and rocky, with squat, moss-coated cottages dilapidated and vacant now, the wide chimneys crumbling and the shingled sides bulging perilously beneath low gambrel roofs."
Some of this is word-for-word Lovecraft (“…the hills rise wild”) but the rest of it could easily be. Or take this description of the not-at-all-suspicious monoliths at the edge of town:
"Occasionally, through gaps in the trees, the sky silhouettes with especial clearness a queer circle of tall stone pillars upon which a large grassy hill in the distance is crowned."
It’s awkward sometimes, but sure, that’s the point. And all of this excessively-detailed scenery is implemented, every gambrel roof and narrow glen of it. In a sea of Lovecraft-alikes that nick the fish-men but present their stories in the same flat prose you’d use to recount a trip to the supermarket, Arkham Abomination stands out by adopting the style as well as the substance.
The plot itself is also cannily chosen, as it’s riffing off a specific Lovecraft story, but not one of the over-used ones like Dunwich Horror or Shadow Over Innsmouth (Spoiler - click to show)(we’re looking at the Colour Out of Space, here). The classic setup has you visiting a threatening village, looking for a missing friend who was trying to get to the bottom of a strange wave of sickness that’s laid many of Arkham’s citizens low. The shape of what’s happened is pretty obvious from early on, at least if you’ve got much familiarity with HPL’s oeuvre, but going through the steps of the investigation is a pleasure, with clues that logically connect one to another and a detailed but not overly-large game world. The readme implies this is an adaptation of a pen-and-paper Call of Cthulhu scenario, and if that’s right it does a good job of translating an RPG story into IF form.
There are only a few puzzles, most of which are pretty well prompted and pleasing to work through – light sources to use to illuminate darkened areas, makeshift ropes to discover, mazes to explore, and so on – and appropriately enough for a CoC scenario, it all ends in fire and explosions. The last major puzzle of the game was occasionally frustrating, though – it requires stealing some items from a half-crazed, randomly-wandering farmer, and avoiding the death-by-shotgun he visits upon you if he notices your thefts requires a lot of reloading, as UNDO won’t take you past the barrier of death. The puzzle is also a little fiddlier than it should be, due to some commands that work in earlier scenes not behaving quite the way you’d expect them to in this sequence – it’s not awful by any means, but in a game without hints or a walkthrough, it’d be unfortunate if these niggles put players off from finishing (if you are feeling stuck, this thread might get you going again).
To close with a word about implementation, Arkham Abomination is yet another example of a well-made custom parser that’s made me reconsider my previous negative feelings about such things. Modulo that UNDO inconvenience mentioned above, it has all the features a modern player would expect, and it understands basic actions in a completely transparent way. Besides a few small bugs (sometimes X FOO would result in “I X the foo…” before printing the description instead of the usual “I examine the foo…”), the only real complaint I had is that much like in Somewhere, Somewhen, it’s hard to look at or interact with objects in containers, even open ones, without first retrieving them (is there something in the water making custom-parser authors think players want to fiddle about with containers in this anal-retentive way?)
Does the world need another Cthulhu scenario, or another custom text-adventure engine? Probably not, but Arkham Abomination demonstrates that you can have a lot of fun with such things nevertheless, so long as the craft is there.
The comedy IF-transcript is a niche but venerable taste – my favorites are the DISAVENTURE series the late, lamented Scott Eric Kaufman wrote about the travails of academic life – but usually, the gag involves near-psychic levels of reactivity to player commands in order to make the comic timing work. It’s not surprising, then, that Daddy’s Birthday is the first time I’ve heard of someone taking on the challenging task of transforming such a transcript into an actual interactive work (here, the author’s daughter wrote up a silly transcript of her dad’s birthday morning, which has now been turned into an Inform game). It’s a nice touch that you can at any point call up the transcript to measure your progress against the initial inspiration, but what’s nicer is that you can go off the beaten path a little bit and find the game, and the story, still works.
Genre-wise, this is a straightforward domestic comedy – you, as the eponymous father, bumble your way through the house in order to reach your family, and the party they’ve prepared for you. There’s nothing stopping you for making a beeline for the cake and presents, and you can probably finish the game in a dozen commands or fewer if you want, but most of the fun comes from poking around. The house isn’t deeply implemented, but there are usually one or two things to interact with per room on this small map, one of which can wind up giving you an additional sub-objective for the morning. And the party is rendered with a good deal of depth – there’s a solid amount of dialogue for each of the three family members, a variety of interactions available with the celebratory accoutrements, and the possibility of reaching either an unsuccessful or successful birthday end.
The writing is straightforward throughout, enlivened by gentle humor, and stays simple without being twee. It prompts you to make sure you’re staying on track, but it never nags and you’re perfectly able to ignore its suggestions, though doing so might mean you’d miss my favorite joke in the Comp so far:
(Spoiler - click to show)You put the icepack on your head, and feel better immediately. Now that your head is better, you start to wonder about the missing table.
WONDER ABOUT MISSING TABLE
You stop for a minute to wonder about the disappearing table. Maybe it’s outside?</spoiler?
I love that sort of cleverness, where the author rewards a clearly-loopy command – it’s one of the unique joys of the parser, so it’s especially welcome in a ParserComp entry.
Daddy’s Birthday isn’t trying to be more than it is – an enjoyable five-minute slice-of-lifer – but it checks all the boxes it needs to, and then adds a few extra graceful touches on top, without its origin as a piece of static writing every showing through. It’s a lovely proof-of-concept – now to see if someone can take on implementing DISADVENTURE…
About a decade ago, I played the Lego Harry Potter video game with an ex-girlfriend. She was a fan of the franchise, but at the time it was probably the biggest gap in my nerd-milieu knowledge: I’d never read any of the books or seen any of the movies, so while I knew the setting’s basics (off-brand Gandalf, wizard rugby, Alan Rickman) I had no idea about the overall plot or the secondary characters. The game, unsurprisingly, was pitched towards fans: the cutscenes didn’t have dialogue, just mime-acted versions of famous sequences that the audience presumably knew by heart, and it boasted dozens of beloved side-characters to unlock. My memories of playing it are thus of bizarre story sequences where a mute Lego-guy seemed to be scared of the moon or an ugly-cute gnome was excited to read a book about a sock, while my ex excitedly crowed that we’d just unlocked Fistibum Crackettycrank, who looked exactly like the seven other randos we’d previously rescued. And yet, I had fun! The cartoonish pratfalls in the cutscenes had great comedic timing, and the low-challenge, welcoming gameplay was enjoyable even if I had no idea why killing plants with sunlight should work.
This is a long-winded way of saying that as with Zork, I’ve never actually played a Chandler Groover game, save for that cyberpunk fish-pope one he co-authored last year. But while that means that I’m pretty sure I’m missing a huge number of in-jokes, call-backs, and meta references in Grooverland, nonetheless it’s a well-crafted romp through a darkly fantastical playground that doesn’t require outside knowledge to be compelling. Starting with a dangerous situation that turns out to be innocent, then slowly shifting from innocence to spookiness then back to danger, there’s a smooth progression through a series of set-piece puzzles that are clever without being too hard, and if the relatively-thin overall plot means Grooverland doesn’t wind up being more than the sum of its parts, those parts are compelling enough in their own right.
Said plot has a straightforward setup: the player is a little girl whose family have brought her to the eponymous amusement park to celebrate her birthday, and after a short introductory sequence you’re given a list of regalia to collect ahead of a climactic celebration for your big day. This framing provides a perfect excuse for running around the various attractions – your character is clearly excited to be there so seeing all the sights and chatting with all the characters is in-theme, but you also have a puzzle or challenge awaiting you at most of the park’s sub-areas, which move you closer to completing the scavenger hunt. The structure isn’t a simple hub-and-spokes (or maybe spine-and-ribs?) model, since some of the challenges are initially locked off by an independent puzzle, and there are some connections between the areas so only a few are completely self-contained. This helps proceedings feel less artificial than scavenger-hunts sometimes do – progress requires more than going north to solve a puzzle and find a MacGuffin, then going to east to do the same, then south…
Collecting the pieces of regalia also slowly transforms the park, adding to the dynamism of the world. What starts out as a purely kid-friendly, sunny playground takes on a more sinister cast, with the patrons growing more inhuman and members of your family going missing one by one. This effectively raises the stakes, again making Grooverland more engaging than the typical “solve five puzzles and then you’re in the endgame” scavenger hunt. Unfortunately, on my playthrough, this meant I never actually got a chance to talk with my sister Alice, since she was the first to be taken despite being located the farthest from the entrance, so I’d solved the first major puzzle before I came across her. I’m not sure if the choice of abductees is randomized, and of course other players might explore more systematically before trying to crack the puzzles, but it was still disappointing to miss out on meeting her, especially since the help text indicates that she can provide some background info on the various easter eggs and Chandler Groover references.
The writing is effective but for some reason I couldn’t quite put my finger on, I found the prose wasn’t always quite as evocative as I wanted it to be. Take the Midnight Laserfight area, where vicomtes and countesses, clad in fools’ motley and armed with laserpistols and cutlasses, fight savage skirmishes for the parkgoers’ amusement. That’s a great setup, redolent of ancien-regime decadence, but some of the descriptions once you dig in are a little flat. Here’s X VICOMTES:
"This group of people are so wild and diverse they are impossible to describe. Your sister Alice might say they have a look that 'inspires passion', but that’s just Alice. They are carrying some red laserpistols and wearing some red motley."
It’s definitely not bad, but I wanted a little more to sink my teeth into. With that said, there are also places where the prose does go the extra mile, like the descriptions of the too-big, too-sweet cake you eat your way through in pursuit of one piece of the regalia.
The puzzles are ultimately the main draw here, and they’re a fun bunch, widely varied and rewarding to solve. There’s a series that involve luring animals out from the petting zoo to help overcome a bunch of different obstacles, an optimization puzzle involving feeding the right foods to the right animals in the right order, two mazes that play very differently (though neither is frustrating), and the aforementioned Laserfight area, which has a profusion of levers to pull, dials to turn, and noblemen to arm, in a pleasingly tactile way. These are lots of fun to work through, since you never feel like you’re doing the same thing twice. The difficulty also hits a nice middle ground, since most of the puzzles require a little bit of thinking or note-taking, but once you do that they fall pretty easily (I build a spreadsheet for the food puzzle, which was overkill but that’s OK, I love making spreadsheets for puzzles!)
Despite these varying mechanics, the implementation of the puzzles is completely smooth, with every synonym and alternate syntax I could think of easily accepted. And even when there were multiple layers of events firing off in some of the more complicated scenarios, I didn’t notice any holes that took me out of the world. There are also a really large number of conversation topics implemented for the sizable supporting cast, which added to the fun of exploration. With all this spit and polish for the key parts of the game, it’s forgivable that there are a few small rough patches in some inessential areas – a few typos and missing line-breaks, the inability to pet the animals in the petting zoo, the persistence of a few members of the crowd after the part is evacuated, and a non-updating description of the layers remaining in the giant cake after you start eating are niggles that would be nice to see fixed in a post-Comp release, but don’t do much to impact enjoyment.
While I’m levelling small criticisms, I also found the endgame weaker than the beginning and middle. Again, it’s not bad by any means, with callbacks to the opening and some nice thematic weight, but the final sequence is a fairly straightforward matching puzzle that’s not as mechanically interesting as what comes before. And the ending wraps up the fate of the park, its rulers, and its inhabitants perhaps a little too neatly, and doesn’t linger on the impact of the day’s events on the protagonist and her family.
But perhaps that’s for the best: I won’t remember Grooverland for its epic narrative but for as the small moments along the way, like meeting the delightful Morgan the Mechanical, dancing a frenzied tango with the gentlemanly Eugene, and winding my way through the world’s creakiest (and rattlingest, and shakingest) mansion – it’s more of a place than a story, in other words, and what a marvelous place indeed.
Aesthetics predominate in Waiting for the Day Train, a game of two parts: this Adventuron amuse-bouche presents a non-interactive pixel-art opening, and then segues over to photographs to accompany the puzzle-solving gameplay. Living up to my expectations for Adventuron, both parts are absolutely gorgeous, and while I’m not sure they ultimately cohere into a united whole, they’re individually well worth experiencing.
It feels a bit odd to lead off a review of a parser game emphasizing what you look at rather than what you read, but I suspect even the most prose-focused of players will have the same response I did. The prologue section is well-written, with an intriguing opening line (“The night is a different world”) leading into some efficiently-conveyed backstory about the main character’s efforts to escape a world of tormenting spirits about to be thrust into everlasting night. But it’s the pictures that accompany the writing that really make an impression: they’re moody, all black and beige and gray, with fat pixels of raindrops streaking the screen; your character, a robed, faceless figure a la Bobbin Threadbare, seems authentically beleaguered just from their posture and way of holding themself.
Once day breaks and you head to the station to catch your train, the visuals completely transform, with the night-time pixel art replaced by photographs. You’ve fallen asleep in the forest near the station, and the environment here is absurdly lush, with the green landscape half-concealing sturdy old wooden bridges and lovely, weathered stonework. These photos create a day-world that’s absurdly pleasant and welcoming, bucolic and nostalgic all at once.
Getting to the train before the time limit is a matter of solving three or four simple puzzles, none of which are very challenging on their own but do put you up against a time limit. While this did mean I had to restart my first playthrough due to overmuch faffing about, the short playtime made the replay painless, and without the deadline the puzzles might feel a bit thin. They’re standard sorts of thing – districting a flock of birds, feeding a hungry animal – enlivened by a bit of unexplained magic, but primarily serve to give you something to do as you explore the lovely setting. The implementation is largely solid, too, with the only niggle I ran into some confusion about how to retrieve a gem from the stream after I’d spied it trapped by some stepping-stones: (Spoiler - click to show)since it was described as being right near the stones, I’d thought a simple TAKE GEM should work, on one bank or the other – CLIMB ON STONES is what eventually worked to put me in the middle of the crossing, where I could pick the jewel up, but that seemed a bit unintuitive to me.
My only real critique is that it was hard for me to tonally reconcile the peaceful, welcoming daylit world with the foreboding and terrible nighttime (oh, and that reminds me, there’s a typo with “forboding” subbed in for “foreboding” – only error I noticed). The contrast certainly made me want to make sure I stayed in the daytime and didn’t get trapped in the world of eternal night. But while I intellectually understood my character as desperate, rain-soaked and rushing to reach their last chance for escape, the lovely photos made the daytime section so peaceful, homey, and pleasant that the urgency drained away, and I enjoyed it more as a hang-out game, with the challenges feeling less like barriers and more like a prompt to slow down and spend time in a beautiful place. Still, I can’t find much to complain about getting two different aesthetically engaging experiences in one short game, and I found Waiting for the Day Train very much worth a play.
Reader, a confession: I have played a large amount of IF over the last few decades, but have never been able to dip more than the tiniest toe into Zork before I get bored and wander off. I’ve faffed around in the white house, reconnoitering the mailbox and display case and thinking “this will be fun!” as I lift the trap door and enter the Great Underground Empire – but despite making that descent at least half a dozen times, I have no clear memories of actually accomplishing anything down there, my impressions a uniform smear of over-large maps and exploration-punishing mechanics like time and carrying limits and the murderthief, which always lead me to abandon the attempt.
I’ve read a bunch of appreciations so I certainly understand why this works for others, and some of this is definitely down to expectations – I got into IF in the early days of this century, when a wholly different set of design aesthetics was in the ascendant, so while I’m as subject to nostalgia as the next person, I’m not nostalgic for Zork. And some of it’s down to the ridiculous plenty of the modern age – when Zork was the only thing going, beavering away at its devilish puzzlery was I’m sure the glorious work of many a late night and weekend. Here and now, though? It’s hard to justify the time investment to myself when I’ve also barely scratched the surface of Counterfeit Monkey, to pick one example from literally hundreds.
I bring all this up to lay the groundwork for my two central takeaways for Somewhere, Somewhen: 1) it’s pretty Zorky; and 2) I really didn’t get on with it, partially though not exclusively for the reasons I’ve never got on with Zork. If Acid Rain, the game I played right before it in the Comp, was an example of an old-school game whose archaisms don’t stand in the way of contemporary enjoyment, Somewhere, Somewhen serves as a caution for how easy it is for this approach to go awry. A custom-parser fantasy adventure with a wacky mix of magic and anachronistic technology is certainly appealing to a specific audience, but I think even their patience would be tested by SS’s sprawling, red-herring-choked map (including one literal red herring – no, this doesn’t make it better), arbitrary puzzle design, and too-dense prose. There are some individual puzzles that aren’t bad, and the custom parser is pretty well implemented, but ultimately I didn’t find much to enjoy.
The game doesn’t put its best foot forward, which is part of the issue. After a quote from The Raven that doesn’t connect to anything in the game so far as I could see, you get a vague but wordy introduction where you’re plucked from your ordinary life (in the regular, real world? It’s unclear) and told by a mysterious voice from beyond that you’ve been chose to retrieve an unpronounceable MacGuffin that the mysterious voice and pals have somehow lost (adding insult to injury, when you finally find the MacGuffin at the end of the game, it has only a default description, underlining the arbitrariness of proceedings). Then you show up in a deserted labyrinth, and well, this is the description of the initial location:
"You are in a high-domed and circular chamber suffused with a soft ambient light, which seems to have no obvious direct source, but which appears to emanate from the very walls and ceiling. On those walls, at some distance above your head and spaced at equal intervals around the periphery of the room are six inscriptions deeply inscribed into the vertical stony surface. There are thus first, second, third, fourth, fifth, and sixth inscriptions. In the very vault of the dome and well above your head there’s an aperture. Deeply embedded into the floor of the chamber there’s an inlay. Beside you there lays a lamp and sword."
Yes yes, lamp and sword, but it’s too wordy, and the parser doesn’t allow you to abbreviate the inscriptions to FIRST, SECOND, etc., so you’re in for a lot of typing to fully explore things. And before you’ve gotten a chance to get to grips with your surroundings, the mysterious voice comes back and tells you how to solve the first puzzle, which by that point I’d only started to dig into.
After this rocky beginning, it does improve for a bit – that initial puzzle gives you some magic words that open portals to various other locations, which each have a couple of puzzles to resolve, mostly hinging on unlocking doors and collecting kit. And the writing starts to get a bit more fleet, though it’s never a real draw. By the time I was about a third of the way in, though, I started having additional complaints. First, the various locations you explore are fairly monotonous – there’s a castle, a cellar, and a hall that all felt pretty much interchangeable, though a deserted village at least somewhat changes things up – but have large, sparse maps. There’s an EXITS command to help with mapping, but it has some issues, like closed doors not being listed and a few exits opened by puzzle-solving not being included even once they were available. There are also one-way connections that require a lot of step-retracing, and non-cardinal directions (northeast, southwest, etc.) are used without much rhyme or reason, which complicated getting around to no real benefit.
The other issue that reared its head at that point was the inventory limit. Its existence was predictable enough, but what was less predictable was that worn items still count against it, and the conveniently-provided carryall you get towards the end of the first act also has its own limit. And as mentioned above, there are rather a lot of useless items and red herrings scattered throughout the game – in addition to a number of critical ones only findable via SWEEPING DUST and LOOKING UNDER and LOOKING BEHIND – so you will run into this limit, and it will require a whole lot of inventory-juggling and backtracking, which combined with issue number one (remember those sprawling maps?) makes much of the mid-game an unfun exercise in logistics.
The puzzles themselves are a mixed bag. Most are pretty traditional and straightforward – collecting ingredients for a witch’s brew, navigating a maze, solving riddles, getting an iron key with a (Spoiler - click to show)magnet – but there are a few that rely on authorial mid-reading. One late-game puzzle requires realizing that a safe has a key lock rather than a traditional dial one, but there’s no indication of that in any of the descriptions I found. And then there’s the riddle that had me tearing out my hair – I’m going to spoil it, because if you try to play Somewhere, Somewhen you’ll need it spoiled to. Getting into the witch’s cottage requires entering a code on a keypad (remember what I said about the wacky mix of magic and technology?), clued with the following message:
"Winifred accepts digits
spider’s legs and octopus
arms on weekdays."
Right, so that’s 885, easy enough. But no! “Digits” is meant to indicate that you should type a 10, and “weekdays” translates as 7. Maybe this is a Downton Abbey joke (you know, “what’s a week-end?”) but it sure requires some trial and error. And some of the puzzles like this are item-based, so playing the game straight would require a whole lot of item-hauling to enable you to run through the red herrings and figure out which are actually useful. Others might have the patience for this, but I very much don’t, especially when the rewards of advancing the story and exploring more of the setting are pretty lackluster – I started having regular recourse to the hints about halfway through, and didn’t regret it one bit.
I’ll close by repeating that the custom parser is actually pretty good for such things. It doesn’t like abbreviation of objects, and you can’t interact with objects in containers or on supporters, even to examine them, without first taking them (I haven’t mentioned the inventory limit yet this paragraph, have I? Yes, this makes the inventory limit even more annoying. And it applies to the caryall too). But other than that, it affords most of the conveniences of a modern system, including being able to recall recent commands. It’s clear a lot of time, energy and enthusiasm went into coding it, and I’m sure that’s true of this big game as a whole – and for someone looking for another Zork to pour hours and hours into, I could see Somewhere, Somewhen being the most fun they’d have in this Comp. But for someone like me, who’s barely ever been eaten by a grue and sees a flood control dam and just wishes the whole thing were over, it sadly misses the mark, especially with a bunch of other games I’m excited to get to.
The gods of randomization decided I should play both of Garry Francis’s games back-to-back, so here we are with another older-school Inform game – but instead of the tepid parody of Danny Dipstick, with Acid Rain we’ve got a puzzle-y adventure that I quite enjoyed. Sure, it’s got some player-unfriendly archaisms, like an inventory limit that adds nothing to the gameplay and a too-tight time limit that required a restart, but there’s definitely pleasure to be had in scratching a familiar itch in a well-designed, well-implemented playground.
Per the ABOUT text, this is actually a reverse-engineered reconstruction of a game from the late 80s, which helps explain the title – I grew up in the northeast U.S. in a similar time period, and remember hearing lots of worrisome news stories about acid rain, so using it as an ominous near-future setting element makes sense in world before a regional cap-and-trade system (the endearingly-named RGGI) got the problem under control. Acid Rain isn’t about getting recalcitrant Reagan Administration officials to take Canadian concerns about trans-national pollution seriously, however – instead you’re some flavor of scientist driving home from a conference when your car dies due to a drained battery. Good thing your car fetched up right outside the mansion of a mad scientist, who’s surely got a replacement battery stowed somewhere amidst all the junk from their electrical engineering hobby!
It doesn’t take long for the structure of the game to emerge – you’re quickly trapped in the house, and in addition to finding a new battery, you also need to gather a bunch of components to create a door-opening gadget so you can escape. There are also a host of strangely-behaving animals scattered throughout the mansion, serving as both barriers and occasional sources of assistance. Some of this is explained (the animal stuff), but some of it you just have to chalk up to text adventure conventions (why the mad scientist made the front door automatically trap visitors inside, but then also provided a sign clearly laying out the situation and a note with a list of the parts needed to build the opener).
This isn’t the only way Acid Rain is a bit of an archaism: as mentioned above, there are some retro design touches that maybe provide some aesthetic pleasure to grognards, but serve mostly to annoy in the here and now. The refusal to allow X NOTE or X SIGN to reveal what’s actually written on them is just a niggle, and the inventory limit isn’t too harsh, though I ultimately found it rather pointless since it doesn’t force any decision-making or interesting gameplay, just a bit of backtracking tedium. The time limit is the worst offender here – you start out with a flashlight with limited battery power that will die if you take too long exploring the dark house, which I don’t believe you can recover from. There are new D-cells available within the house, and they appear to function indefinitely, but they’re not in a place you’d reasonably expect to find them meaning it’s pretty much blind chance whether you come across them in time to avoid a restart.
On the flip side, the game is well implemented, with a surprising amount of scenery implemented and some nice conveniences too. It’s definitely possible to die, but a quick UNDO sorted any trouble out, and there’s a character who provides in-game hints. I didn’t need to use this feature much, though, since the puzzles are typically well clued and fit the world reasonably enough once you grant the premise. There’s nothing you haven’t seen before, but they’re satisfying to work through, with a bunch of keys to juggle and animals to feed on the easier end, and a secret passage to find and a code to decipher on the harder side. The code was probably my favorite puzzle, as it’s possible to solve via brute force but also has a good number of clues for those who don’t like grinding through such things.
Is Acid Rain anything other than a scavenger hunt through a medium-sized map of rooms that primarily hold one gettable object and one bit of scenery? No, and if that kind of thing isn’t your jam, or you’re easily turned off by clunky gameplay elements that haven’t stood the test of time, nothing here is going to change your mind. But if you’re the sort of person who sometimes looks at a long list of ice cream flavors and picks a vanilla – occasionally, one just wants the simple thing – Acid Rain fits the bill.