I dunno – on this one I’m slack-jawed, don’t have much to say.
…sorry.
Anyway, The Land Down Under, which I’m going to call LDU from here on out to avoid further temptation to quote Men at Work, is an appealing fantasy adventure with a moral and an entertainingly-realized world, plus some jokes that, unlike the one at the top of this review, actually work.
The fantastical bit of the premise is immediately grabby – the player character needs to explore a magic sort of paper-doll world to find other kids who’ve been sucked into it – but I have to admit I found the character introductions, and the emotional dynamics between them, made for a somewhat confusing opening. I suspect this is because I haven’t played the earlier games in this series, though LDU does draw attention to their existence and even includes links to play them in-game, so that’s on me I suppose. Still, given that the heart of the game is the relationship between Lin, Wanda, and Peter, I felt like I had to fill in those details based on what I learned once in paperworld, rather than coming into it with a strong understanding of them from the real-world sections.
Once Lin is shrunk down and paperfied, though, I experienced charm overload. The mechanics of how this paper world work are clearly thought through and delightfully presented, both in a playful narrative voice and the occasional illustration that really fits the storybook vibe. I’ll spoiler-block two of my favorite bits so as not to ruin things: (Spoiler - click to show)trying to surf the breeze as a paper-person was super fun, and the kitchen table that flips from breakfast to dinner back to breakfast was a great gag!
There are lots of choice along the way, and the game clearly signposts which are important by presenting them as an exclusive list at the end of a passage, with regular progression and exploration handled with inline links. There are some dead-ends, but there’s an undo mechanic that’s sufficiently generous to make them not feel punitive, as well as providing a further reward for poking beyond the critical path.
Surprisingly to me, LDU does touch on some relatively heavy themes – not just the expected look at escapism and conformity, but there are also hits of trauma, divorce, and depression around the edges. This is done with a light touch, though: they add weight and some added significance to the story without creating a tonal mismatch by dragging things into grimdarkness.
I did run into issue that I think is a bug, though I’ll hide it since it involves a mechanical spoiler (I also believe it may have been fixed in a mid-Comp update). (Spoiler - click to show)After I found the second part of the poem right after getting to school, I was asked if I wanted to trade in my poetry power for extra jetpacks. When I said yes, the story put me back to where I was when I found the first half of the poem, just before entering the paper world. I was able to replay and then finish the game with no further issues, though). But overall the implementation was smooth, allowing me to focus on experiencing the heartfelt story.
Much like Hansel and Gretel, this one needs a bit more time in the oven, I fear.
The overall setting and structure for JAFT are nothing close to original – the player character is a ten-year-old who’s contacted by a wizard and transported to a fantasy land to save it from a wicked queen – but some good old tropes are good and old for a reason. Entering the world is at first like entering a warm bath, as you pick clean a homely cottage in the woods and then enter a dark forest for some light adventuring. The writing is undistinguished, but fits this high-fantasy story with a pre-teen protagonist just fine.
There are a few things that distinguish JAFT from the countless other stories with similar premises. First, there’s a note of whimsy and humor – I’m thinking especially of the puzzle involving the trolls (Spoiler - click to show)(they’re from Poland, so of course when they’re turned to stone by the sun, they transform into poles made of petrified wood) and a punny bit of business involving a magic clock. Several puzzles also have alternate solutions or offer multiple paths through the game, which is very helpful given that I found the difficulty level of the game quite high.
On the negative side, there are two primary issues I had with JAFT that wind up reinforcing each other. Many puzzles rely on what I’d call pixel-hunting design in a graphic adventure – there are many progression-critical objects that can only be found by methodically examining every single word that’s mentioned in a description, and even some that aren’t (Spoiler - click to show)(for the former issue, I’m thinking primarily of the sprig of thyme, where you need to examine one specific piece of the hedge despite there being no reason to think to look there; for the latter, all of the hidden spots on walls that don’t draw any attention to themselves).
The related issue is that “near-miss” solutions don’t wind up generating helpful nudges to the right track, but rather parser confusion. I had to go to the walkthrough to get through the aforementioned bit with the trolls, because something I was expecting to be there wasn’t, and the responses to trying to interact with it didn’t lead me in the right direction, even though what was going on should have been obvious to the player character (Spoiler - click to show)(that is, I kept trying to X TROLLS or X STATUES to no real effect, even though apparently there were a bunch of undescribed giant troll-shaped wooden poles lying in the clearing). Dialogue with characters similarly felt very fiddly – there was one puzzle (Spoiler - click to show)(talking then listening to the wind to get the dragon’s name) that I couldn’t get to work even when I was trying to just type in the walkthrough commands. And there were several guess the verb/guess the noun issues that stymied progress.
Combined, these two issues meant I felt like I was groping my way through JAFT, unclear on what I should be doing or how I should be doing it or whether I was close to a solution or miles off. Again, I think the basic concept is solid, and some of the puzzles do have some promise, but there’s some significant polishing to be done to make the experience of playing the game fit the charming, winsome mood the story’s trying to create.
If you’ve played other games by these authors, you probably have a reasonable sense of what you’re in for in JSEC: an off-kilter comedy with some surprisingly serious character work, clever implementation, and puzzles that are mostly there to shunt you to the next bit of story. You might rarely know exactly what’s happening at any point in time, or what you’re meant to be doing, but that sense of dislocation is integral to the game’s deadpan, absurdist delivery.
Attempting to sum up the plot here is a rather daunting prospect; yes, it’s a sort of private-detective missing-persons case, and you do track down victims using internet searches, interrogate suspects, and look for hidden doors in the villain’s lair. But you’ll also fend off a snake attack while sleeping rough in a garage, get into buddy-comedy antics with two deeply unexpected sidekicks, and stop a pervert from creeping out other patrons at the library. There are a lot of animals involved – the game opens in a petting zoo that doubles as a bar, or perhaps it’s the other way around – for reasons that aren’t entirely clear (but sort of reminded me of Blade Runner?) There is a narrative through-line of sorts, but it’s really all about the ride – you could almost shift the order of the four or five main scenes that make up the plot and with only a few tweaks it’d probably still work.
JSEC is all about the texture, in other words. If you’re hyper-focused on tracking down leads and getting through the case, you won’t get nearly as much out of the game as if you poke and prod your way through at a more leisurely pace. The narrative voice guides you towards this approach, I think – the game is in first person, which allows Jay’s understated, anxious but somehow languid vibe to come to the fore. He’s the butt of some jokes, but cracks some good ones himself (I was a fan of his response to the cell-phone mishap that, given the claims in the blurb, of course occurs almost immediately after game start). He’s not exactly a relatable character, and his behavior can sometimes be pretty off-putting, but he means well, and, crucially, gets along well with the generally-really-pleasant supporting case.
Gameplay-wise, this is a talky one. Conversation is handled smoothly, with a TALK TO command spitting out some ideas for topics to explore in depth, often with ASK X ABOUT Y syntax though sometimes, pleasingly, prompting alternative phrasing that make conversation seem more natural. These conversations aren’t puzzles – you can just exhaust the topics and get through just fine – but I found they had a good rhythm to them, which is really hard to manage in IF! There are also some puzzles, most of which are pretty straightforward but a few which are quite clever (though there’s one that I think will only be intuitive to folks in a very specific age band). Some even pull the rug out from under the player without making them the butt of the joke (I’m thinking in particular of the darkness puzzle in the cabin basement).
I did hit one puzzle that I think was a bit unfair and/or buggy: (Spoiler - click to show)I’d hit on the idea of trying to deter the snakes by lowering the temperature, but couldn’t get this to work until I followed the LOOK -> LISTEN -> LOOK -> USE REMOTE sequence listed in the walkthrough; after I’d finally managed to succeed, in the course of three turns I slept through the night, woke up and had breakfast, then got into a cab, only for the snake-murder event to somehow fire well after the threat made sense. But the included walkthrough got me past that without much fuss.
It’s hard to think what else to say here except recite the various things that made me laugh or grin in delight, which isn’t very useful as it just ruins the fun. I will say the ending was surprisingly affecting, though not necessarily in a wholly positive way ((Spoiler - click to show)I can’t believe those jerks killed Raisin!), which is maybe a good synecdoche for how JSEC does way more than it the average zany private-dick adventure, and is well worth your time.
Oof, this one just didn’t work for me. There’s obviously a lot that went into Infinitube – a lot of work, a lot of writing, and a lot of targets for an omnishambles social satire. But perhaps playing it on a day that was already a lot (it was the day Trump got COVID and the world went even more bonkers than we've gotten used to), in a season that’s already a lot, and in a year that’s a lot more than a lot, was just too much.
To back up a bit – the conceit is that the player gets a free trial to the eponymous product, which is some sort of reincarnation or simulation or mind-hopping service that allows one to vicariously experience various, well, experiences. Through each vignette, you make choices which give you different traits, which are worth different amounts of points (some can be worth negative points) and may have an “attribute” which modifies the scoring of other traits. You cash out your traits at the end of each round, and then need to pay a point toll, which ratchets up each cycle, to have another go-round. If you can’t pay the tax, it appears you get booted back to the beginning to try it all again. (Spoiler - click to show)There may be a way to end the cycle and come out the other side, but I was unable to do so – see below.
The game layer is pretty thin, though – the meat is really in the experiences, with the accumulation of traits primarily serving as sharp jabs of satire or polemic to underscore the narrative. And the experiences are – unpleasant, I guess was my main reaction? I’m not sure if the sequence is truly random, and if so, whether I got dealt a bum hand, but the ones I pulled included being:
• An orca stuck in Sea World
• A 7-month-old inducted into the Marines to re-enact a new civil war
• A conniving sitcom star working on an abusive set
• A frustrated sculptor pinning all their hopes on finagling a rent-controlled lease
Each of them were evocatively written – the style is very David Foster Wallace in Infinite Jest, to give a rough flavor. But man, they’re all pretty dark, and at times I’d even say flirting with nihilism. To give some more detailed, spoilery analysis for the Marines bit:
(Spoiler - click to show)the premise is obviously over the top, but the sequence condenses into having to choose a side in a conflict that’s based on current struggles for racial justice: either a “Waker”, who’s super-woke, or a “Dreamer” who’s blinded by the American Dream, per Ta-Nehisi Coates’ writing (which is explicitly cited). You are white – in fact you get a “white” trait which makes all the other traits worth more to you, which is a good illustration of how the mechanics underline the social satire. I chose the Waker side, which shunted me into a sequence where I had to prepare for battle by giving away some abstract inventory items to different members of my squad – my “ten year plan” to parley military service into personal success, and my “bouncy body” from being an infant. I found one combination that let me win the first battle, but that took a lot of trial and error. And then there’s a final sequence that reveals that you lost after all, because the buddy you joined up with – who’s now revealed to be Black, I guess? – chose the other side because he feels responsible to support his family. It feels like an out-of-nowhere gotcha, punishing the player for trying to believe in change with a “twist” that’s not exactly surprising to anyone who’s moderately informed about racial dynamics in the U.S.
There’s similar dark futility, if not unkindness, as well as tonal oddity, in the other scenarios – I’ll share a few light spoilers here. As the sitcom star, if you try to complain about the abuse, it’s revealed that actually this is the early 90s, no one cares, and now you’re unemployable. And if, as the sculptor, you succeed in getting the apartment, you get this list of outcomes:
“YOU NOW HAVE A RENT CONTROLLED LEASE IN THE EAST VILLAGE
YOU ARE NOW A THWOMP
YOU ARE NOW UNDEAD”
(I think “Thwomp” is those trap-things from Super Mario Brothers?)
In fairness, there are indications that we’re meant to find all of this hellish – you can come across a character who seems to be trying to escape. But for me, that didn’t change the fact that the experience of playing was really unpleasant! There are also some typos and I think real bugs, which led to some dead-end passages and sequences playing out of order. I also ran into one that stopped my progress by zeroing out my points, at which point I stopped, about an hour and a half in – details might be spoilery: (Spoiler - click to show)the description on the “white” attribute flagged that if you get too many duplicates of it, you sort of overdose on whiteness and get a different trait that acts as a value-inverter – so positive traits give negative points and vice versa. This wound up happening to me, so I tried to do a shoot-the-moon run by seeking out negative outcomes in hopes of a big payday. But the point-inversion didn’t work when I got to the cash-out sequence, so all the negative points wiped out my total and I couldn’t continue.
Going back to Infinite Jest, that is a dark book at times, but what made it palatable to me was the vein of humanism and compassion threaded throughout each of the different narratives (leaving aside whether DFW embodied that in his personal life!) Infinitubes’ apparent approach of sequencing globs of awfulness one after the other, with a faint hope of reaching something positive at the end, doesn’t work as well for me, at least at this moment. This is clearly a big work, trying to speak to big things, and I suspect there are players for whom it will resonate very strongly, but sadly I’m not among them.
OK, I’m going to assign several Pinocchios to the “incredibly mild” tag, because while there are a lot of things you could say about this game, “mild” sure doesn’t seem like one of them. I mean that positively: TIMMoTT has a strong and appealing narrative voice, a distinctive setting, and some fiendish (in a good way) puzzles. But I also mean it negatively: the protagonist’s well-meaning but still an often-annoying horndog, the overall plot oscillates between ridiculous and insane, and there are some fiendish (in a bad way) puzzles. And unlike the title, the “more than two hours” warning in the blurb is completely accurate – this is a big one that took me about four hours to work through, including recourse to the hints and walkthrough on more than one occasion. For all this, I did enjoy my time with the game, but it was a complicated, spiky sort of enjoyment.
With something as overwhelming as this, it’s tricky to figure out where to start but I guess we can default to the plot. For over an hour (that is, over halfway through the judging window), I thought TIMMoTT was doing a sort of Risky Business thing, with its 1980s setting, focus on adolescents desperate to get laid, and late-first-act reveal that the main character has a friends-with-benefits arrangement with a significantly-older prostitute named Anne (buckle up, it’s gonna get weirder). But then the story shifts in a radically different direction: (Spoiler - click to show)after his girlfriend breaks up with him so she can move to California and start a new life, the protagonist goes to visit her for one last heart to heart, only to find out she’s been kidnapped. Her house’s phone starts ringing, and when he answers it, it’s the kidnapper, who says he wants the main character to bring Anne’s book of clients to the school as a hostage swap. .
Thus is the meat of the game revealed: a long puzzle-fest gradually unlocking different parts of the very large school map, following a breadcrumb trail of (Spoiler - click to show)taunting notes from the kidnapper. Along the way you’ll interact with a bunch of teachers and janitors (in the middle of doing a Spring Break deep-cleaning), discover at least five secret passages, and juggle more sets of keys than Inform’s default disambiguation systems can really keep up with (I’d hoped that the keyring you start with would automate some of this, but no such luck).
There are a couple things to say about this story. The first and most obvious one is that it makes no damn sense – feel free to come up with your own plot hole, but the main piece I got stuck on (Spoiler - click to show)is that the kidnapper’s whole plot makes no sense: they clearly were in Anne’s house so if they wanted to find the notebook, searching her very few unpacked possessions would obviously be far less work than pulling this weird mindgame on Tom. And even assuming he couldn’t find the notebook and actually wanted it, why create so many hoops to jump through that would almost certainly mean Tom would never find the hand-off point? There’s bonus craziness around the whole cult/ritual thing that swerves into period-appropriate Satanic panic, but let’s leave that aside for now. Second, though, it also creates a tonal mismatch with the first part of the game – the relatively grounded teen romance stuff falls by the wayside as the genre shifts from Risky Business to I dunno, like Mazes and Monsters?
At least the narrative voice is consistent throughout, even if the plot elements and tropes shift substantially. An initial warning about the writing: there is a lot of it, and while it’s generally error-free and pretty fun to read, it’s not uncommon for the description of an ordinary room to be preceded with two or three paragraphs of introductory material and then have the room itself take up the rest of the screen. There are also a lot of noninteractive dialogue sequences and cutscenes that are easily a thousand words or more. I didn’t mind this so much, as a matter of personal preference, but I’m not sure this approach is best suited for an interactive medium.
The game is in first person (past tense, with a few small errors), and Tom is generally good company as he explains what the deal is with all his classmates, muses about how he’ll spend his Spring Break, and (eventually) puzzles out how to make progress through the labyrinth the school becomes. He’s a laid-back guy who curses a lot, but he’s overall a good sort who tries to look for those who are having a harder time of adolescence than he is. The fly in the ointment is that he can’t look at a lady without drooling. There are I think just four female characters in the game (not counting Tom’s never-seen mom), each of whom is a total babe with awesome breasts. This is kept PG-13, and is certainly a plausible bit of characterization, but when he’s contemplating how much he feels like he’s connecting with a woman he’s just met and who’s currently caged in an underground prison, it’s a bit much. The fact that pretty much all the teenagers are secretly banging people one or two decades older than they are is also a bit off-putting.
Again, though, after the opening the focus is really on the puzzles rather than the plot and characterization. These are primarily about navigating from one end of the school to the other, surmounting more locked doors than I can easily count. Most of them are fairly well clued and fun to solve – putting pieces together from the intermittent flashbacks to discover secrets in the present was a reliable highlight – but I definitely felt a note of exhaustion when I realized I was going to have to get a set of keys off yet another character, or discover yet another secret passage (the architects for this place must have a lucrative sideline in Transylvanian castles and ancient Egyptian tombs) – cutting the map size and puzzle count by 30% would have still made for a big game while reducing the occasional feeling of repetitiveness.
There are also some puzzles that are less well-clued and do seem like they require some mind-reading, unfortunately. The most egregious example for me was a puzzle that required me to get some salt. Fortunately, I was carrying a salted pretzel, so you’d think this would be a one-step puzzle, no? I never would have hit on the actual solution but for the walkthrough: (Spoiler - click to show)you need to leave the pretzel out on a cafeteria counter that’s glancingly described as having a few ants occasionally wandering through; duck out and come back, and in the intervening thirty seconds they carry away all the bread and leave nothing but the salt. But there were many puzzles with similar issues, including a TV remote that has what are basically magic powers and some rigmarole with an A/V room return slot that I still can’t figure out.
The implementation throughout is solid enough, but in a game this big and complex, “solid enough” can actually get frustrating. As mentioned above, locking and unlocking doors is a big part of what you’ll be doing, but it’s not automatic, and given how many different sets of keys you’ll have, and that both keys, doors, and parts of the scenery might all be described as “rusty” or “steel”, the can be a lot of annoyance to doing something that should be simple. There’s a holdall item, thankfully, but the inventory is quite large and moving things in and out of the holdall can be a pain. And exacerbating some of the harder puzzles, there are some guess-the-verb issues (at one point you find a clue directly telling you there’s something hidden behind the soda machine, but PUSH MACHINE, MOVE MACHINE, and LOOK BEHIND MACHINE, all fail with default behavior since only PULL MACHINE is accepted).
I also got a crash bug late in the game (an out-of-bounds memory access error). And while I’m not sure these are bugs, strictly speaking, I found I think three ways to put the game in an unwinnable state, which I’m not sure is an intentional piece of the design: (Spoiler - click to show) if you put on the robe too early, you can’t change back into the janitor’s uniform to finish up your remaining tasks in the school; similarly if you wander off school grounds after you hand over the notebook, Tom says he doesn’t want to return to campus without it; and I think it's possible to get to the final confrontation without carrying any of the items needed to get to a positive resolution, though alternate solutions are available.
I’m complaining a bunch because honestly, there kind of is a lot to complain about. But with that said, I still had a lot of fun sinking my teeth into this big hunk of game, and while I’m not sure I’d trust Tom around any of my female family members, being inside his head was enjoyable in a retrograde, throw-back sort of way.
(I beta tested this game)
As modern video games get more and more complex, and the hardware gets more and more powerful, AAA games are capable of overwhelming feats – I gasped in wonder the first time I saw the crowded streets of Assassin’s Creed Unity’s revolutionary Paris, for example, and that’s more than five years old! But for whatever reason, when I run through the times when a game has just bowled me over with amazement, a disproportionate number are things from IF, like the power-fantasy of Hadean Lands, where I cackled with glee at the way I could type “W” and see the game visibly pause before spitting out the results of the twelve different sub-puzzles I’d automatically solved with that single key press. Perhaps it’s that the flexibility of text means it’s always capable of surprising you, whereas once you understand the systems at play in something like an Assassin’s Creed game, you’ve pretty much got the whole thing figured out. Or maybe there’s something to the old saw about imagination, and picturing what the text is describing, being more evocative than just seeing.
Anyway, add the Impossible Bottle to the list. I’ve seen a number of reviews that bounced out of this one early, before getting to what makes the game so amazing, so while I’ll be putting the rest of this under a spoiler block to preserve the surprise, I do want to clearly say for those who haven’t played yet that there is something amazing here and it’s not just a game about a six-year old picking up a mess, so stick with it through those first ten minutes.
Okay, with that out of the way, let’s get spoilery:(Spoiler - click to show) when I first realized what the gimmick here was, it made me smile – the idea of a magic dollhouse that lets you change what’s happening in the real house is a clever one, and the initial puzzle where you figure that out leads to a lovely aha moment that made me feel smart. But oh man I had no idea how deep the rabbit hole goes. You can move things around, sure, makes sense. Putting a small thing in the dollhouse turns it into a normal-sized, real thing in the real house, OK. Putting a big thing into the dollhouse to shrink it, now we’re starting to get more complicated. Then add on that you can sometimes blow things up twice, or shrink them twice, and that changing their size might make them come to life or otherwise slightly shift? It stops feeling like a gimmick and starts feeling like magic, especially once your dad makes a fateful decision, and you figure out how to get into the titular bottle…
The dollhouse opens up a huge possibility space, but TIB does a masterful job of helping you stay on top of what you’re doing. There’s a handy GOALS command that lists what you could be working on at any given time, and a progressive hint system to keep you on track. More than these external crutches, the game also provides solid direction via suggested verbs and cueing from other characters, and while the magic of the dollhouse is very versatile, you generally have a good understanding of what kinds of things you can accomplish so you’re rarely left floundering. And it’s all implemented incredibly smoothly, so that it’s easy to do anything you can think of. I’ve only played a few Dialog games, but it really shows its strength and versatility here – I mostly played by typing in commands, but a few times when I ran into disambiguation issues (primarily when I was trying to mess around stacking furniture to see if I could break the game), the ability to click links made it incredibly robust to mischief and player screwing-around.
While the puzzles, and the size-changing mechanics, are the real stars of the show, there’s plenty to like about the narrative side of things too. The other members of your family don’t rise much above stereotypes, but they’re lovingly drawn and appealing nonetheless. TIB is another game that references the pandemic, but instead of using it as a tool of horror or isolation, instead it focuses on the way people and families can come together and support each other through a tough time, which is always a lovely message but is especially so right now.
Is TIB a perfect game? No, probably not – the solution to the dinosaur puzzle feels a little too unintuitive to me, for one – but it is a delightful one (you can get all the way through to the end and never realize that you can play the-floor-is-lava!), and, as I keep repeating, really just magic.
This was my favorite game of the 2020 Comp.
This is a delightful set of fables, done in what sounds to my ear at least a note-perfect ventriloquizing of Kipling’s Just So Stories voice. There are real opportunities for interactivity – the player inhabits the role of the child to whom the stories are being told, and gets to interject an excited choice when the narrator prompts them for input in the story. It’s a very natural, elegant device, and in fact while some options are merely cosmetic, there are a couple that determine which of the five stories on offer (I think – I replayed a second time and didn’t see anything obvious I missed) you wind up seeing. Of course, each ends up just-so-ing into the appropriate place, but that’s sort of the nature of just so stories.
But while the use of choice is canny, it’s really the prose that’s the main draw here, and I felt like every page had something that made me smile. There’s a call-and-response bit between the whale and the tiger that’s got a great rhythm to it, an understated bit of dialogue as the capybara and anaconda come to grips with the natural order of predation, and a crocodile offering help who (Spoiler - click to show)turns out to be a reptile of his word!
There are a few scattered typos – “infinte” for “infinite” once when describing the sagacity of the whale, and there’s an errant capitalized “he” in the middle of a sentence about everything the tiger ate. But very few as such things go – this is a smoothly put-together thing, in design and in writing. The author even gracefully takes on the less-savory aspects of Kipling’s legacy in a non-didactic, but very much appreciated, coda. Very much worth playing!
There are certain stories that only really snap into shape once you’ve reached the end. Obviously there’s your Memento-type puzzle box stories, or your last-minute-revelation-recontextualizes-everything-that’s-come-before ones (given the author’s pseudonym The Sixth Sense is the obvious name-check). Storytelling like this can be really compelling, even more so in IF where the player winds up not just stepping through the puzzles or individual plot points, but is fiddling with the overall story like it’s a Rubik’s Cube. But it’s also a risky approach, because withholding information on how the world works or a character’s motivation means that the work might not hold together as well when first experienced as it does in retrospect. Despite the authorial name-check, I’m not convinced High Jinnks is actually trying to be a high-stakes twist sort of story. But unfortunately I think the comparison is apt because I found the game does play things a bit too close to the vest, and as a result, doesn’t land as effectively as it should given the general strength of most of its elements.
It’s a little tricky to share the setup, since that shifts a fair bit over the course of the 45-minute or so playtime. You’re playing a jinn who’s able to take human form, but from the off you don’t have much in the way of motivation: you’re just emerging from a casino where you’ve fleeced a hapless mortal, at which point you’re free to wander without being pointed towards or away from anything in particular. There’s not much worldbuilding initially, which left me with a large number of basic questions about the main character’s wishes and desires (like, do all-powerful wish-granting jinn actually need money?), and therefore what I should be trying to do. A motivation does eventually emerge – the aforementioned fleeced mortal stole back the money you won off them, so you want to find them and get it back (though again, is this just a pride thing?) – and from that point on it’s usually clear what your next, immediate goal should be. But until the very end, the broader question of your characters goals and situation, as well as more nuts-and-bolts questions about what’s actually happening, weigh down what ultimately should be a heart-warming supernatural buddy comedy.
Some of this is due to unclear writing. I often found myself mouthing “huh?” at a passage where befuddlement was not, I think, the intended response. (Spoiler - click to show) I still don’t really understand the whole sequence where Ali traps the main character, and then releases him – and the whole sequence where Hakeem comes home was really off-kilter. But more often, it’s due to the choice to have the main character know far more than the player, without revealing that knowledge. Sometimes this is OK when it’s clear that it’s setting something up – I’m thinking of the gag with the (Spoiler - click to show)coffee maker, or decorative mirror, or… – but more often, the player character is making plans, or heading places, based not just on clever plans that will be sprung at the right moment, but on critical, character-driven goals that the player just isn’t let in on. The whole sequence after (Spoiler - click to show)killing Malik is like this – trying to get revenge on the sorcerer out to get the main character makes sense, but then you’re led through a series of plot points involving summoning another jinn, and then trying to break a curse they’ve put on you, and it’s only towards the end that you realize that the whole premise of the game is that the main character has been cursed to not be able to kill (by the by, being hell-bent on lifting this curse does not make for the most sympathetic protagonist) and exiled from the society of other jinns (which is incredibly hide-bound in a parody of government bureaucracy that also feels like it comes out of nowhere). This is really relevant information for understanding who this character is! As a result, while there are a good amount of choices and some reactivity, I found they typically didn’t feel meaningful because I lacked context for what I was trying to do.
The other questionable storytelling technique is to interrupt the main thread of the plot with vignettes and flashbacks, mostly drawn from or inspired by the actual stories in the Thousand and One Nights, as best I could tell. These are all right as far as they go, but I found they didn’t do much besides interrupt the plot and make it a bit shaggier, as they weren’t very related to the main story either narratively or thematically – the jinn in the flashbacks seems to behave differently than the contemporary one, and while the main character’s backstory is actually very important, those pieces are entirely separate from what’s in the flashbacks (Spoiler - click to show)– including the vignette involving the death of the protagonist’s child, which felt like it should have some impact!
This is all a shame, because when you know what’s going on in High Jinnks, I think there’s a solid story under there, and while the prose can sometimes be unclear, there’s also some good writing – I liked the way the relationship between the jinn and Ali (the hapless mortal from the casino, who winds up playing a significant role) evolved over time. There are also some really good jokes. But these storytelling missteps, plus a few technical niggles – I hit a dead link early on when trying to hit on a random I think drug-dealer, and later on I wound up at a park despite having opted to visit a library instead – undermined my enjoyment, to the extent that I went through the first chunk of the game half-convinced that the title hid a second pun and everybody, myself included, was just baked out of their damned minds, for all the sense anything was making. There’s a lot that’s promising here, though, so unlike with M. Night Shyamalan, I look forward to the author’s future work.
(I beta tested this game)
A confession, dear reader: I am awful at IF mysteries. I like them in theory, and I’m pretty good at figuring things out when watching a murder mystery on TV. But put one in front of me in parser form and it’s a bad scene – maybe it’s because they’re timer-dependent and I don’t have the patience to take good notes, or that I usually have a hard time getting a handle on how NPC interaction is supposed to work, but every once in a while I decide to try one of the Infocom mysteries and get like five moves in before fleeing away in terror. I did once manage to hack my way through like a third of Make It Good before getting stuck and, upon checking the hints, discovered that actually all I’d done was fallen for red herrings and I’d actually been making negative progress.
Given all this, I was flat-out astonished that I was able to solve Happyland without any hints. I don’t think it’s because it’s too simple or easy – nabbing the right culprit isn’t excessively hard, true, but there are some sub-plots and side-areas of investigation that are pleasantly twisty, and I was able to unravel those after some careful experimentation too. Rather, it’s because the game generally plays fair, uses a timer but has a generous hand both with the overall limit and the windows for specific events, and does a good job of providing clues and enabling you to work backward through an intimidatingly-large possibility space to suss out all the whys and wherefors.
Speaking of working backwards, I should probably back up and mention the setup. At first blush, it’s a pretty standard cop-show premise, with your detective protagonist called in to investigate a death that may or may not be accidental (spoiler: it is not). I did experience a little bit of tonal disorientation on why a hotel is called “Happyland”, and the idea of a regular hotel in the middle of a rural area developing an amusement-park add-on seemed a little odd to me, but it’s easy enough to roll with: really, you’ve got a body, half a dozen suspects, and a forensics kit, so it’s all about diving into the details to try to solve the mystery.
That forensics kit does a lot of the heavy lifting – pretty much all the puzzles require using it to analyze fingerprints, assess trace chemicals, and magnify small discrepancies. The other half of the mystery-solving equation is interacting with the robust cast of characters, interrogating them and confronting them with various pieces of evidence. This is more complex business than the typical adventure-game TIE ROPE TO ROCK sort of thing, but the parser takes care of it quite well, with the only niggle a bit of wonkiness around disambiguation – especially notable given that this is a custom parser, which often have a negative reputation! But I didn’t run into any guess-the-verb issues, and NPCs were usually smart enough to draw the appropriate conclusions based on what I was showing or telling them.
There are a few small things that could be cleaned-up for a post-Comp release – notably, in one playthrough, I was able to nab the suspect before a particular event happened, but the post-game newspaper story still referenced that event (Spoiler - click to show) (I’m talking about Cooper’s death – I know the timing of his poisoning can shift depending on the player’s actions, but if you’ve never seen him collapse it’s odd to see it mentioned). But generally there’s a high degree of attention to detail, including probably my favorite Easter Egg of the Comp (Spoiler - click to show) (ANALYZE POEM). My only real complaint is that Happyland is lulling me into thinking I’m getting better at IF mysteries – so it’ll be at fault when I take another run at Deadline, am promptly smacked back down, and once again write off the subgenre.
Ghostfinder offers a strong hook: modern urban horror crossed with procedural-show sexmurder. I can see a significant audience for this sort of thing, but let me confess up front that I felt like it leaned much harder on the sexmurder part, which is not something I particularly enjoy. Don’t get me wrong, I’ve watched enough Brits seen off to depopulate a small county – whimsically in a village, ecclesiastically in a church, intellectually in a college, snootily in a manor, &c. – but forensically-described sexual assault and murder, of which there’s a lot on offer here (six victims), has a pretty different vibe. On the one hand, this is a personal preference, twelve billion CSI fans obviously have different tastes, and kudos to the author for offering a clear content warning that communicates exactly what’s in store. On the other – oh, this is probably spoilery: (Spoiler - click to show)part of what made Ghostfinder so squicky to me is that the serial killer’s modus operandi is very very closely based on the real-world Golden State Killer, who was responsible for at least 13 murders and dozens of rapes, and who was arrested last year and just sentenced a few weeks ago as of this writing. True, the crimes were several decades ago, and the author clarified that the game was started before the killer was arrested, but it felt maybe a little extra ghoulish given the circumstances.
Getting back to the game, however! Ghostfinder has an interesting structure, where more conventional adventure-game sequences of going places, talking to people, playing cat-and-mouse with the killer, etc., bookend a large middle section that’s all about reviewing case files and Googling the secret database of your psychic investigation society. The adventure-y bits work but aren’t anything too out of the ordinary – you interview suspects, run down leads, and interact with fellow members of the Ghostfinders who are fairly well characterized. The database is a fun conceit, though – you get to dig through files on each of the serial killer’s previous murders, then search for particular names or places or things that you think warrant further investigation, which usually just gives you another document but sometimes opens up the possibility of visiting a new location or interviewing a new witness or suspect.
Investigation-via-Google is a fun structure – I quite dug Her Story from a couple years back, which took a related approach – and it does make one feel appropriately like a detective. There’s also a twist because beyond the case file, one of the detectives also has been having psychic visions that put her in the heads of various characters, one of whom is the killer, so in theory you can cross-reference her journal with the conventional investigation to rule out and rule in various suspects. In practice, however, I didn’t go too far down that path because I’d pretty much already solved the case by the time I worked through all of the case files, so was basically just nodding “yup, that fits” while reading through the journal.
Anyway the database is an effective central mechanic for the game, but I think it does throw off the pacing. There are a LOT of case files to go through – all very similarly bleak in describing horrible crimes of rape and murder – so that’s a lot to digest all at once, and after reading each, you’ll probably spend five or ten minutes inputting different options into the search bar. The writing style for these parts is fairly dense and procedural, which makes sense, but again sometimes made the game feel like a slog. All told it probably took me an hour to work through them all, during which time my engagement with the characters had pretty much fallen away, since they’re not very active in this segment except for a few short sequences where the detectives run out and interview some suspects. I experienced a bit of whiplash when I got to the ending sequence and I suddenly was reminded that these folks existed! There’s also a bit of wonkiness where sometimes, searching a name teleports you to an interview sequence, which was off-putting to me at first since I was worried that doing stuff in the “real world” would advance a clock (Spoiler - click to show)it doesn't.
The writing is generally solid, with only a few typos or infelicities (though I have to share one good one – during the inevitable struggle with the killer, the protagonist “hit(s) him again with the hammer, breaking his other jaw”. Wow, he really is a monster!) I thought the fantasy worldbuilding was occasionally a bit clumsily-inserted or underexplained, but since the focus really was on the real-world procedural stuff, this wasn’t a major area of weakness. Ghostfinder’s solidly put together, and fiddling about with the database does convey a fun frisson of really being a detective. Despite some subject-matter choices that put me off a bit, I think it’ll find an audience -- and I'm looking forward to hopefully less-macabre future installments!