Reviews by Mike Russo

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Creatures, by Andreas Hagelin
1 of 1 people found the following review helpful:
Atmospheric but obtuse dungeon-crawling, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

The second RPG/IF hybrid I’ve hit in this year’s Comp, Creatures nails the dark, dour, and dank atmosphere of a grim-and-gritty dungeon crawl, but bugs and custom-engine wonkiness mean I didn’t appreciate the game as much as it perhaps deserves (though the second release addressed at least some of the bugs; see the addendum at the bottom of this review).

Let’s see, why don’t we go last part first. Creatures runs as a Windows executable with a fairly long startup time, and looks like it’s trying to shoot the moon in a beauty contest – I found the white text on black background too high-contrast to be pleasant, the engine allows words to be broken up between two lines with nary a dash in sight, and there are a fair number of typos (including the first sentence of the walkthrough).

More damning than these superficial considerations, at least to me, the interface is very fiddly. It’s choice-based, though you type a number or letter to enter each command, which in theory should be fine. But the implementation is often aggravating: because the screen updates slowly, and if you mis-type an option you’re taken to a separate screen noting you didn’t select a valid choice and which in turn requires an additional keypress to exit, it’s easy to start typing a sequence of commands that starts throwing off a series of errors. Options are also often nestled several layers deep – each room is divided into four quadrants, for example – so doing anything feels like it takes at least twice as many keypresses as it ought to. Oh, and there’s an encumbrance system that I’d say is an especially irritating example of the type, except every encumbrance system is an especially irritating example of the type.

The bugs run the gamut from small bits of oddness (I was able to heal myself above my theoretical maximum hit points) to hard crashes (trying to equip leg armor when I was already wearing something in that slot reliably broke the game) to a progress-ender involving a lever puzzle in the initial release (later fixed).

In my first go-through I only got about halfway through, which was a shame because I was enjoying Creatures enough to want to see the rest, and thought the prose was actually not bad. It only comes in fits and starts, as you get a couple of paragraphs in between moving to a new room, while taking actions, fighting, or fiddling with puzzles usually doesn’t generate much in the way of description. And the premise – you’re in a dungeon, have amnesia, and probably there’s a baddie somewhere towards the end you need to stab – is barely even there. But these intermittent paragraphs did a reasonable job of creating an atmosphere of decay, age, and unpleasantness which felt like a good tone for a work like this. The puzzles are again nothing to write home about – they’re under-clued and, at least as far as I got, exclusively about opening different locked doors with various kinds of combinations – but fine enough to break up the combat, and it’s always fun to level up and get new gear.

From skimming the walkthrough, it looks like the remainder of the game involves more number puzzles, more combat – and possibly some (Spoiler - click to show)light cannibalism? – again, nothing ground-breaking, but solid meat-and-potatoes stuff (Spoiler - click to show)(so to speak). So I’m hoping there’s an update, either mid-Comp or post-Comp, that would let me check it out (like, because of the number puzzles and combat I mean, not the (Spoiler - click to show)cannibalism).

MUCH LATER UPDATE: So I went back to this after the author posted a revised version that fixed the bug that had stopped my progress, and was able to win. It definitely goes on as it began, with the pattern of obscure number puzzles alternated with narrowly-tuned combat continued. The puzzles also continued to be very challenging, though from looking at the walkthrough it looks like one of them didn’t fire in my playthrough (Spoiler - click to show)(the text indicated that I was locked into Wilfred’s quarters, but I was able to walk right out without inputting anything). And while I was able to get a few critical hits towards the end, which opened up a bit more wiggle room in the combat, in still feels like you need to tackle the enemies in a very specific order to get the right armor, weapons, and healing items you need to win (like, the (Spoiler - click to show)cannibalism does in fact seem mandatory). The writing is still pretty fun, albeit quite bleak, and I found the ending a bit of an anticlimax. I did start to get more used to the interface, though this might be Stockholm Syndrome talking. The author’s got talent but a little more attention to making the game more player-friendly, both in interface and puzzle terms, would go a long way in whatever they do next!

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The Copyright of Silence, by Ola Hansson
4 of 4 people found the following review helpful:
Four minutes and thirty-three seconds of puzzling, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

The Copyright of Silence has what’s probably the most genius premise of all 103 games in the Comp. It’s an optimization puzzle where you need to manage pet allergies, kitchen mishaps, and social dynamics in order to maximize the amount of time you can stay quiet while sitting opposite mid-20th-century avant-garde composer John Cage. This works as an amazingly silly joke about Cage’s most famous piece, 4’33”, which is popularly though inaccurately summarized as “four minutes and thirty-three seconds of silence”, but it also helps prove one of the deeper themes of the piece: turns out there’s a lot going on beneath the surface of silence!

The presentation is top-notch, with one niggle: the game is presented as a view of Cage’s four-room apartment, with always-on text blurbs listing which characters are in each room, and then longer text with dialogue, actions, and options in the location where your character is. The floor-plan art is clean and fits the mid-century aesthetic, and it’s helpful to always be able to monitor what’s happening everywhere in the apartment at a glance. The fly in the ointment is that to fit the whole apartment on one screen, each room’s sub-window is fairly small, meaning I had to do a little more squinting than I liked.

Gameplay-wise, TCoS appears to all be one big, heavily timing-based puzzle hinging on managing your conversation with Cage – there are various intervening events that might interrupt your silence, and being quiet too long in the wrong circumstances will anger him and dock your score. There are several more discrete puzzles to solve, like what to do about an irritating dog-and-parrot pair (shades of Jay Schilling’s Edge of Chaos!), and tasks to accomplish, but they all require specific steps to be taken at specific times, so they’re incorporated into the overall structure. And here’s where the game started to break down for me, as the steps required to make progress can feel pretty tedious.

Quick autobiographical side-note that will come back to TCoS, I promise: when I was doing math and physics problem sets in my college days, there was a particular point in many problems where you’d have figured out the overall approach to take, sussed out how to set up the relevant equations, determined the angle of attack by identifying any needed substitutions or assumptions, and now just needed to spend half an hour wrestling some god-awful, notebook-wide integral or 7 by 7 matrix multiplication into submission through theoretically simple, but fiddly and irritating, application of basic math. We called this “grunge”, and unfortunately once I got over the initial hump of figuring out the basics, I found TCoS pretty grungy.

This takes several forms. First off, a major gameplay element is a piano which somehow conceals helpful objects on particular notes, but you have to select the right octave and note to get what you’re looking for, rather than being able to see everything at once. In each playthrough, a postcard arrives during a brief window that might point you towards one of the useful notes to search, but it would require a lot of repetition to find them all, and I think intercepting the mail is fatal to your progress – or I suppose you could just try looking at each piano-note one by one, but either way you’re in for a lot of grunge.

Second, the conversation with Cage proceeds in a very scripted fashion, with some critical dialogue options available only at certain blink-and-you-missed-it opportunities. The conversation pauses when you’re not in the same room, but the game has a hard deadline at 7 pm, meaning that any fiddling around you do reduces your ability to experiment with the later stages of the conversation.

Exacerbating the previous two problems, there’s no quick way to reset or restart the loop that I could find, and since each playthrough steps through 7 minutes in 7 second intervals, that’s a lot of clicking to have to go through once you realize you’ve fluffed something up, or have an idea you want to try. As a result, while I was able to solve several of the puzzles and get a bit over halfway to the goal, after about 45 minutes of play my enthusiasm wore out. With that said, I’ll probably try to pick this one up again when there’s less time pressure, since there are fun hints of hidden bonus puzzles and alternate endings, and I do really love the setup – and I suppose it’s in keeping with the theme that TCoS isn’t over-concerned with player friendliness.

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Congee, by Becci
2 of 2 people found the following review helpful:
Interactive comfort food, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

The Comp randomizer handed me Congee and Mother Tongue close together, which is an interesting coincidence since they’re both short choice-based games dealing with immigration, alienation, and assimilation. Where Mother Tongue focuses more on the relationships between different generations and touches on some big issues, Congee is really about friends supporting each other, and the comforts of home.

The story here is very slight – the blurb says it all – so it’s really about the small details in how the thing is put together. Congee’s greatest strengths are the way it cleanly sets up the personalities and relationship between the main character and her friend, and the canny use of just a few simple visuals to set the mood on a cold, rainy British evening.

There’s good use of humor here – the protagonist bewailing her fever by noting that “the body is but a weak vessel” is a funny bit of self-pity, and the gag following her decision on what to name the regular get-togethers with her friend to eat congee also made me laugh. The writing in the exchanges between her and her best friend Allison is filled with nicely-judged details, in-jokes, and clever turns of phrase. Making the text messages look like text messages, and imposing delays that are long enough to make one believe in the conceit, but short enough that it doesn’t feel frustrating is a really nice touch too (and I hate it 99% of the time when games force you to wait for text to display).

Where I think the game falls down a tiny bit, and where I can’t help make a comparison to Mother Tongue, is in the short exchange between the protagonist and her mom. In fairness this isn’t the central relationship of the game – that’s clearly the one between the main character and her bestie – but the dialogue here felt a bit generic and vague, in a way that the conversation with Allison never did.

Again, though, that doesn’t do much to mar the appeal of this sweet story of how friends can make wherever you are feel a bit more like home.

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Chorus, by Skarn
4 of 4 people found the following review helpful:
Distaff-monster optimization, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

I’m usually a story/writing-first, systems-later sort of player, but Chorus’s big puzzle grabbed me hard, and I spent more time replaying and fiddling with it than any other game in the Comp so far. On the down side, this is because I found the prose at times a bit flat, and certainly often overwhelming; on the positive side, it’s because the meta-puzzle provides lots of rewarding reveals and surprise interactions as the player pokes and prods at it.

Right, backing up: in Chorus, you’re tasked with helping what’s basically a community-based organization of (mostly mythical Greek and/or Lovecraftian) monsters do some public service: hunting down raw materials, sorting out paperwork in the library, that sort of thing. You don’t play a specific character, but get to eavesdrop on the thoughts and decisions of nine central characters in turn, deciding how to allocate them between the three main tasks and then doing an additional task-prioritization within each of the main projects. If you’ve matched the right character to the right task and sub-task, the job gets done; if not, not. Along the way, there are a fair number of potential character beats, both positive and negative, depending on which people you’ve grouped together.

The premise is a fun, unique one, though I’m not sure the writing fully does it service. The monsters, as mentioned, are a sort of twee Lovecraft (there’s a slime-girl named Tekeli, e.g., plus Camilla who might be from the King in Yellow?), but the prose is actually fairly grounded. I suppose you could say this fits the entertainingly bureaucratic and grounded premise, but perhaps leaves some fun on the table (I believe the game may have been translated, given that French comes first in the FR-EN toggle, and I think there were some cases where the prose was adopting French sentence structure in a way that felt awkward, which also maybe sapped some of the fun from the writing).

Chorus also wears its worldbuilding rather heavily – the initial sequence feels very overwhelming, as it jumps in in medias res and then runs through the nine different characters without giving much chance to catch one’s breath or refer back to what and who came before (the fact that all the characters are female, and many have names starting with C or K, makes keeping track of things even more difficult). Despite all this exposition, there were parts of the setting I didn’t fully understand – there’s some broader organization or powers-that-be who the community folks seem to resent but nonetheless have to work for. This never fully clicked for me, even though interactions with these powers seemed to be ultimately what's most important in the game's narrative, given how the different endings play out.

All right, so that’s the grousing out of the way. On the flip side, the tasks themselves are enormous fun, both because they’re very clever examples of what a monster-y community service organization would do, and because the sub-tasks are really engaging to dig into. The library bit, for example, has you sorting through half a dozen books looking for supernatural secrets, and the different powers of the various characters can turn up very different results! Careful attention to the character dossiers, prompts in the text, and lateral thinking all pay dividends, and it’s very compelling to tweak your solution to try to optimize it. And as mentioned, there are some unexpected and fun interactions that can happen when you pair up the right set of characters, which are fun in of themselves and make it feel like you’re making progress even when you still have a ways to go. I just wish there were a way to speed up replays – primarily by making it easier to skip through the exposition, since I think Chorus really shines on repeat play and has big just-one-more-go energy.

I very much hope there’s a post-comp release, or even a sequel/expansion, both to continue a story which clearly has more room to grow, but also to clean up these few niggles – with writing that’s a bit sharper and more careful pacing-out of the worldbuilding, this could be a real classic.

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The Cave, by Neil Aitken
3 of 3 people found the following review helpful:
Wise, intelligent, and charismatic, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

This was the second game I played in the Comp that put me in mind of a "lifepath" character creation system (quick recap: the old tabletop RPG Traveler has a enjoyable character creation system where you make various decisions on careers and such and have little bottom-lined adventures which shape your states before spitting out a ready-to-play character. The other game -- Minor Arcana -- reminded me of that because it had a lot of fun, flavorful choices that seemed to shape the protagonist in the early going, but which didn’t fully pay off in the game proper). I had the same response to The Cave – defining my character through choices is fun, wish there was more to do with it. Things clicked when I finished a playthrough and saw a set of Dungeons and Dragons stats spit out, and read the included help file after wrapping up my playthrough: The Cave is self-consciously a character-generation aid for tabletop roleplaying. It’s not, perhaps, all that it is, but knowing that up front I think helps set good expectations, which is why I’m not obscuring it behind spoiler text.

So if that’s the function of the piece, what’s the form? It’s a well-implemented choice-based dungeon-crawler, with an appropriately tabula rasa protagonist. You run through a series of chambers, each usually containing something interesting to poke at and a choice of egress. Everything you do seems like a challenge – you might choose to fight a tiger, or shimmy your way through a narrow crevice, or decide whether to swap one of your books to an old woman who might be a hag – but there’s no way to die or even temporarily fail, as far as I could tell. Instead your choice of how to resolve the challenge impacts your blank-slate hero’s stats. Talking to the various characters you find makes you charismatic; praying over the corpse of a dead enemy makes you wise; reading books makes you smart (and in the game!) This isn’t fully transparent as you go, but you do get a callout of your top one or two stats as they increase (past a certain point, you’ll get a message telling you that you’re especially agile, for example).

Spelled out mechanically like this, there’s not much here, but the little vignettes are fun to engage with. The writing is quite evocative, and the implied setting adheres to a lot of classic dungeon-y tropes – yer bottomless shafts, yer golden treasure, yer mystical crones – but there are some fun twists, like a much higher prevalence of romance novels than in bog-standard Dungeons and Dragons, and some surprising interactions possible with a few of the dungeon features that I definitely don’t want to spoil (one involves a chest, is all I’ll say). And while in retrospect the association of choices to stats is clear, it’s not too thuddingly obvious as you play, and rarely seems crowbarred in. The downside to that, though, is that some of the stats that aren’t used as actively – I’m thinking mostly here of constitution – don’t come up as frequently.

Still, while I think it does what it’s trying to do, I wish there were maybe like 10-15% more here. I mean that both in terms of the content, since in each of two full playthroughs I saw rooms and challenges repeated (I don’t think I was backtracking), and also in incentivizing exploration. There’s a bit of inventory-tracking as you play through the game – I found a remarkably handy stick in my first go-round – including treasure you can carry out, and certain actions taken in-dungeon lead to the ending text calling out specific achievements as well as your base stats. With a persistent tracking system encouraging you to find the unexpected interactions, or some elements in the ending beyond the base stats that add consequences to the decisions, I think I’d have been more excited to re-engage with the game. This could be an idiosyncratic response – I’m a weirdo who will happily sink a hundred hours into an Assassins Creed game or roguelike but completely lose interest once I’m out of specified quests or goals even though I really like the systems! But especially in a Comp with so many other games on offer, a bit more of a prod to go back for more would have been welcome.

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A Catalan Summer, by Neibucrion
2 of 2 people found the following review helpful:
A unique genre-transcending gem, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Usually when I play a piece of IF – or read a book or watch a movie, for that matter – my brain immediately tries to classify it, slotting it into a genre or identifying the key themes or thinking about its antecedents or otherwise fitting it into some broader framework. This is just the way human beings process information, I suppose, and don’t get me wrong, it’s often helpful for understanding the intentions behind a piece and engaging with broader movements and trends. At the same time, it’s rather exhilarating to come across something like A Catalan Summer which had me constantly second-guessing my assumptions of what it was trying to do, not because of self-conscious zaniness or surrealism (those are hoary subgenres all their own) but because its goals, approach, and setting are just so content to do their own thing. The blurb promises “historical gay melodrama,” which is already not an uh especially common IF Comp vibe, but even that fails to truly communicate everything that’s going on here.

I worry that opening paragraph makes it sound like A Catalan Summer is bonkers. It’s not bonkers! It’s actually quite grounded, focusing on an upper-class Catalonian family and their personal and political travails in the aftermath of World War I, with subplots about repressed sexuality, yes, but also labor unrest and separatist politics, as well as lots of very well-described but frankly superfluous detail about the architectural flourishes of the family mansion. True, pretty much everybody (you wind up guiding all four members of the family) can wind up making Telenovela-style decisions – and there’s a (Spoiler - click to show)supernatural element that pretty much comes out of nowhere – but I think the game would still work well if you opted out of all the smoldering-glances stuff, and if anything, I feel like the writing errs too much towards understatement rather than reveling in passion and intensity (this is all quite PG-13 rated). Though then again, there’s also the gay brothel you can visit and where you can choose, for your night’s companion, a panto Viking complete with horned helmet. So maybe it’s a little bonkers.

Gameplay-wise, you navigate through the family house looking for people to talk to, and then make choices. The house is bigger and more open than it needs to be – possibly to create space for the aforementioned architecture-porn, like let me tell you, if you are into festoons this game has you covered – since all you can do is talk to people, and most locations are empty most of the time. But I liked the ability to wander about, including a few extramural excursions that allow for some sightseeing and local color, even if I’m used to this kind of interface be deployed for puzzlefests like A Murder in Fairyland.

The pacing is quite brisk – every ten minutes or so, you’re whisked into the next vignette with a different viewpoint character, and the choices are well-considered, providing enough granularity to give a sense for the voices of each character and allow the player to make significant choices, while not belaboring every bit of dialogue. Sometimes it’s too quick: you can go from flirtation to schtupping to post-coital bliss in one line of dialogue, and I had one sequence where a character survived an assault, went to a hospital, and recovered, all in the space of two short paragraphs. But better too quick than too slow, I think. It also builds to a nice climax, with a final party scene where you can choose which family members to inhabit: you can orchestrate a passionate tryst with one character, then have another stumble upon them in flagrante delicto for maximum shock effect.

I quite enjoyed the characters. Patriarch Josep is the one you spend the most time with, and I think is the best drawn – he’s got rather conservative leanings, but also seems unashamed about his homosexuality. These tensions aren’t played up in the writing – there’s no internal monologue as he wrestles with his understanding of himself – which I think is effective in creating space for players to make a wide variety of choices without feeling like they're being untrue to the character. The others are more one-note, though you can decide whether son Jordi’s habit of slumming it with the hoi polloi reflects sincere belief or is simple dilettantism, and I enjoyed figuring out ways for Josep’s jaded wife, Maria, to amuse herself (spoiler alert: it involved boning the staff). Only Clara, the sheltered daughter, doesn’t find herself with as much to do.

The writing is a significant part of the draw. There are some typos and odd grammar throughout, potentially due to translation? But I liked how it simultaneously created a sort of dreamlike aura while being quite grounded in a sense of history and place, with ever-solid dialogue. Here’s a bit from an early scene, where Josep is giving a tour to the family of a business partner:

“This house, you explain, was an old presbytery built next to this chapel. I had the house renovated while leaving the chapel in its original state. Around the 13th century, the Counts of Barcelona dominated Corsica, Sardinia, Sicily and even the south of Italy, which explains the number and beauty of the monuments of that time in the region…”

“A kind of golden age…” Auguste says ironically, “Isn’t it from the memory of this blessed time that the Catalans forged their desire for independence?”

You can see there are some punctuation issues and the locution is a bit awkward, but for whatever reason this style really worked for me, and the history nerd in me appreciated all the detail the author offers (I didn’t know Barcelona is named after Hannibal Barca!) Or there’s this, relating an assignation:

“You and Charles are now used to meeting in Barcelona in his apartment, discreetly. As the days go by, both of you feel the initial desire plunging its roots into you, gradually blossoming into a massif with complex interlacing, crazy branches that thicken to become a real and strong feeling that ties you to each other in a knot that will become all the more difficult to slice.”

That second sentence is too long and uses imagery that’s not quite right to my ear, but somehow that makes it even more compelling.

I did run into one technical niggle, which is that at one point Maria showed up somewhere she shouldn’t have (though I couldn’t interact with her), and the admirable openness of the plot made my ending feel a bit ridiculous, as in one paragraph of dialogue, Jordi, clearly full of love for his father, told Josep that he should be unafraid of pursuing happiness with his lover, but then in the next paragraph blew up at him and renounced his inheritance because Josep set an American detective to pursue Jordi’s anarchist friends – melodrama is all well and good, but emotional whiplash is something else altogether.

Still, that couldn’t undercut what was a deeply enjoyable experience. Like, that American detective is actually (Spoiler - click to show)Dashiell Hammett. There’s a (Spoiler - click to show)Marcel Proust cameo too. And I haven’t elaborated on the whole (Spoiler - click to show)ghost thing (my head says, you don’t need this and the author should have dropped it; my heart says, yes, why not this too?) Point being, A Catalan Summer marches to the beat of its own drum, takes direct inspiration from nobody and I’m sure will not be directly inspiring any copycats either, cares not for your petty distinctions of genre, much less the Aristotelian unities, not due to any sophomoric and self-congratulatory iconoclasm but just because it’s content to do its own thing, and it’s all the more worth playing for it.

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Captivity, by Jim Aikin
2 of 2 people found the following review helpful:
Reasonably captivating, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

A puzzle-y fairytale with a twist, Captivity boasts a plucky protagonist, an engaging supporting cast, some pleasant challenges, and solid writing and implementation. It’s perhaps a bit too much on the linear side, and weakens slightly in the home stretch, but all in all it’s a pleasant way to while away an hour or two.

Right, setup: you’re a young lady of the minor nobility (or perhaps haute bourgeoisie) who’s been abducted by an evil Duke. While the Duke’s assorted family members, servants, and minions aren’t particularly fussed at preventing your escape, there’s still an array of locked doors, spike-topped walls, and magic necklaces that will strangle you if you leave the grounds standing in your way. There’s nothing especially novel in the low-key, slightly comedic fantasy setting – though there’s a bit of a PG-13 edge that sometimes works (there’s a god-bothered maid who’s a little more excited by lurid descriptions of the sins of the flesh than on the ways to save oneself from temptation) and sometimes can be a bit off-putting (the intro focuses a bit too much on the protagonist’s impending ravishment, though of course nothing bad actually happens). While this isn’t always to my taste, it’s fine as far as it goes, though there’s one late-game incident that I think is a bit too tonally jarring to be successful (Spoiler - click to show)(when the Duke comes home and catches you mid-escape, you stab him in the face with some scissors, drop a chandelier on him, and leave him “expired in a pool of his own blood”).

The puzzles are nothing too out-there, but are generally logical, well-clued, and satisfying to solve, with almost every one opening up a new area to explore or character to interact with. Captivity also does a good job of detecting if you’re flailing on some puzzles, and will add a gentle hint to get you on the right track if you try the same wrong action too many times, which is quite a nice feature. The puzzle chains are quite linear for the first two thirds or so of the game, with only one barrier at a time to work on surmounting, which helps keep the difficulty low but also can make proceedings sometimes feel a bit dull. The structure opens up once you reach a classic collect-em-all puzzle – you need to find three (Spoiler - click to show)ingredients for a spell – but by that point I’d already found one and a half of them so the increased openness was mostly theoretical in my case.

Implementation is generally very solid, with most objects and scenery nicely described and few synonym or guess-the-syntax issues. This starts to break down a bit in the last part of the game, though – I had to look up the walkthrough to solve the last major puzzle because I had the right idea but couldn’t figure out how to input the correct commands (Spoiler - click to show)(I’m talking about burning the objects in the brazier – LIGHT BRAZIER doesn’t work, and in fact returns “The brass brazier isn’t something you can light,” with LIGHT BRAZIER WITH MATCH similarly failing. Per the walkthrough, STRIKE MATCH -> PUT MATCH IN BRAZIER is the intended solution, which feels too fiddly to me), and I noticed a few examples of undescribed objects in some of the final few rooms.

It is possible to put the game in an unwinnable state, though it’s kind enough to tell you so and a single UNDO was enough to fix things. I did run into one related issue – when I reached the endgame, I got a message saying I’d missed something at an early stage of the game and now my “maidenly virtue is but a treasured memory”, but the author “in his nearly infinite benevolence” will take pity and fix things. I’m not sure what this was referring to, since I had on hand everything I wound up needing to finish the game, and when I checked the walkthrough I didn’t see that I had missed anything. Regardless, the tone of this message was pretty off-putting and felt unnecessarily adversarial. None of these issues are that major, but I think would be worth cleaning up in a post-Comp release.

Anyway I don’t want to dwell too much on that sour note, because for the most part the writing is lots of fun. The supporting cast were the major standouts – although they’re notionally on the side of the Duke, they mostly view him with eye-rolling tolerance at best, and are quite content to shoot the breeze with you, force you to look at their embroidery collection, or flirt with each other as though you’re not standing there. Even the Duke’s dagger-happy henchman and lecherous wizard servant come off as entertainingly harmless – it’s fun to banter with, and then get one over on, them.

Captivity isn’t trying to do anything revolutionary, but its few missteps aren’t enough to douse the fun of wandering through its castle, outwitting a jerk of a Duke, and engaging in some light sorcery, all related in breezy, clever prose.

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Captain Graybeard's Plunder, by Julian Mortimer Smith
2 of 2 people found the following review helpful:
Adventures in bibliopiracy, December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Captain Graybeard’s Plunder neatly inverts the adage that history is written by the victors; here, fiction is remixed by the losers. As a pirate captain whose career was ended by complacency (indirectly) and a royal galleon (rather more directly), you take solace in your retirement by dreaming up how things might have gone differently if your ship, crew, and, er, hand-replacing prosthetic had been up to snuff. The gag is that rather than inventing these upgrades whole cloth, instead you turn to your character’s ample library for inspiration, so that, for example, you might imagine a rematch where your crew are veterans straight out of Treasure Island, or where you boast Captain Hook’s eponymous pointy bit atop your stump.

That’s all there is to it, really: this isn’t a puzzle, as any combination of choices appears to lead to a satisfying bout of vengeance, plus there are only three choices for each of the three variables so you’ll run through all of them in only a couple of replats. A grounded character-study or bit of world-building this is not – the captain is your stereotypical pirate save for his love of literature (though pirates do love their arrs, so I suppose it’s not too surprising he got stuck on reading and writing), and the fact that you can plunder from Peter Pan makes the timeline quite suspect!

Fortunately, CGP has charm in spades and that’s what carries it through. The writing ably inhabits the pirate milieu, and effectively conveys both the joys of buccaneering and the transporting power of a good book. The presentation is splendid too, with each of the books you steal from rendered in its own slightly-different cursive font, which carries through into the battle re-creation to make it clear how you’ve stitched everything together. There aren’t major variations depending on your choices, but though they’re small, the responsiveness is nonetheless satisfying, as you get to feel like your choice of Captain Nemo’s sub, for example, was an especially smart one. CGP knows what it’s about, doesn’t overstay its welcome, and made me realize it’s been too long since I’ve reread Moby Dick, which is a lot to accomplish for a ten-minute game!

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A Calling of Dogs, by Arabella Collins
2 of 2 people found the following review helpful:
Intensely unpleasant (but in a good way!), December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

So this is quite a good game that I really did not enjoy in the slightest. It starts in medias res, but the premise is immediately grabby: your character has been kidnapped by a serial killer with (thankfully) unknown predilections, and must try to manipulate him into creating an opening that would allow her to fight back and escape the murderdungeon. The prose makes this premise no idle backdrop: it’s sweaty, immediate, and immersive, planting you inside the main character’s head in the middle of a deeply, traumatic event – and it doesn’t let up over the course of the days you spend in the basement, until you reach the incredibly violent climax.

ACoD doesn’t wallow in awfulness, let me be clear: there are ways of doing this setup that would objectify the main character’s suffering, or that would linger on the awful things the killer has and will do to her, and the game steers clear of them. And I got to a “happy” ending that was quite grisly, per the prominent content warnings, but did allow the protagonist to get out. I wouldn’t say it’s a tasteful take on the in-the-den-of-a-killer genre, because what would that even mean, but it’s not out to purposefully alienate the player or push any buttons just for the sake of getting a response. In fact, in my playthrough at least, the killer, while clearly plotting something awful, never made any overt moves towards violence, and stayed relatively polite throughout. The violence came from the protagonist, who in addition to envisioning the awful fate awaiting her, also vividly fantasizes about wreaking bloody revenge against her captor (and then, of course, actually does so). This is an interesting reversal because it puts the violence more under the control of the player, or at least the player character. It also highlights that while the killer presents a bit of a social puzzle to solve, as you try to figure out how to build his empathy and lull him into letting his guard down, so too is the protagonist something of a conundrum.

She’s by no means a blank slate, and there are hints of backstory sprinkled through the game. They’re appropriately vague and allusive – she’s hardly going to be putting her memoirs in mental order under the circumstances – but I found them the most intriguing bit of the game. There’s one that I think provides the title for the game, where she reflects on the way attractive women get cat-called, while unattractive ones (like her, the implication goes) are called dogs, which triggers her towards anger. She also seems very comfortable self-consciously playing a role and suppressing her actual feelings so that others will see her differently, so much so that for the first few minutes of the game I half-thought that this might be a really, really intense S&M roleplay session. And while being fixated on violent escape makes sense in the circumstances, my impression at least was that she was far more likely to dwell on inflicting (deserved!) harm on the killer than on the possibility of being able to get away and live. These hints weren’t paid off in the ending that I got, unfortunately, because while I obviously was invested in trying to help her escape, I was more interested in figuring out what was going on with the protagonist.

Implementation-wise, there are a few stray typos and possibly-intentional comma splices. I did find a few places where the choices went wonky or there appeared to be continuity errors (the options for what to eat for lunch sometimes repeated oddly, and in the first sequence, the main character starts referring to a cookie that I don’t think had been previously mentioned). But on the whole things were solid, and the choices really feel like they have weight, forcing you to sweat as you realize that one wrong move could have catastrophic consequences. So all told this is a well-put-together entry in the Comp, with more going on than it needed to have and strong writing that really puts you in the situation. As I mentioned in my opening, I very much did not enjoy it because this is not my preferred genre or style in the slightest, but that’s on me – and of the number of games in the Comp with somewhat adjacent themes, ACoD seems to me to be the strongest so far.

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The Call of Innsmouth, by Tripper McCarthy
2 of 2 people found the following review helpful:
It's beginning to look a lot like fish-men..., December 6, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

When I was on an airplane many years ago, I had the idea of writing a Lovecraft pastiche in a noir voice suddenly pop into my head. After I landed and got home, I fired up my computer and had enormous fun writing a page and a half of my hard-boiled private dick sharing how he usually deals with ghoul infestations and musing that if you’ve seen one Hound of Tindalos, you haven’t seen a Hound of Tindalos – but then the juice suddenly ran out because I couldn’t figure out where the story would go. If I kept up the world-weary noir thing throughout, the Cthulhu elements wouldn’t land because the cosmic horror doesn’t find a purchase in the protagonist's psyche. And if you lean into the Cthulhu bits and have even the noir hero shaken by the burden of things man was not meant to know, well, you’ve just written a Lovecraft pastiche with some weird similes, clipped phrasing, and hopefully less racism. It’s a mashup that ultimately needs to collapse into just being one thing or the other, and therefore can’t be fully satisfying (this is also why every attempt I’ve seen to do a pomo detective story doesn’t work – yes, I’m calling you out, Paul Auster) (and before I wrap up this ridiculously self-indulgent introduction, let me shout out the one completely effective Lovecraft genre remix, which is the Cthulhu-meets-Wodehouse of A Scream For Jeeves).

Anyway, given this tediously-explained context, I was interested to see how Call of Innsmouth followed through on its blurb, which seemed to presage going hard on the noir tropes, and avoided this dilemma. The answer is that mostly it sidesteps the tension by presenting a completely straight-ahead take, with prose that doesn’t commit hard either way – the smoky, jazzy tones of noir and the adjective-mad enthusiasm of Lovecraft get a few hat-tips, but the style is overall quite normcore. The same is true for the plot, which mirrors the plot of the mid-aughts Call of Cthulhu video game remarkably closely – and even if you, like the author, haven’t played it, proceedings will still feel pretty familiar so long as you've read the Shadow Over Innsmouth. I think the biggest story-related surprise I experienced was that at one point, after I made a bad decision, I was expecting to get eaten by Dagon, but instead I got eaten by a shoggoth.

None of this is necessarily bad – if you are in the mood for a Lovecraft game, Call of Innsmouth has you covered in spades! It’s big, with lots to do that gives you that old Cthulhu charge – you prep for the investigation by visiting an Arkham boarding house and consulting Miskatonic’s Professor Armitage, and you get to raid Devil’s Reef and meet Zadok Allen (though oddly, his name is misspelled and he’s given a weird dialect different from what he’s got in the book, maybe coding him as Native American? Zadok is a biblical name so I always assumed he’s a Quaker or something like that). There are a number of action sequences, and while it’s (appropriately) easy to die, the correct choices aren’t too obfuscated, and unlimited rewinds are offered if your guts do wind up decorating a Deep One’s claws.

Writing-wise, as mentioned the style is pretty straightforward and there are some typos, but also a few nice bits of characterization – when the player character’s client breaks down in worry over her missing son, he just shifts uncomfortably rather than comforting her, for example. And while you appropriately freak out at some of the revelations, and start out a bit skeptical about this whole dark-god-and-fish-men business, it isn’t overly belabored so there’s no tedious tension between the genre-savvy player and the notionally new-to-all-this player character. Call of Innsmouth delivers what it sets out to, and if it’s not the most novel take on these tropes, and the prose plays it down the middle, you still get a meaty adventure to satisfy any Mythos cravings (like for a game I mean, not forbidden knowledge or human flesh or anything gross like that).

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