Reviews by Mike Russo

View this member's profile

Show ratings only | both reviews and ratings
View this member's reviews by tag: IF Comp 2002 IF Comp 2003 IF Comp 2004 IF Comp 2005 IF Comp 2020 IF Comp 2021 IF Comp 2022 IF Comp 2023 IF Comp 2024 IF Comp 2025 ParserComp 2021 ParserComp 2022 ParserComp 2023 ParserComp 2024 ParserComp 2025 Review-a-Thon 2024 Review-a-Thon 2025 Spring Thing 2021 Spring Thing 2022 Spring Thing 2023 Spring Thing 2024
Previous | 651–660 of 741 | Next | Show All


Tombs & Mummies, by Matthew Warner
2 of 2 people found the following review helpful:
Low-key tomb escape, irritating to play online, December 12, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Tombs and Mummies is a cheerfully deadly escape-the-deathtrap affair; with nine rooms and really only a single puzzle, it falls well short of the two-hour advertised game length but that seems about right for what’s on offer here. It doesn’t look like there’s a play-offline option and unfortunately server woes made this an occasionally-frustrating experience, but viewed on its own merits this is a fun little game that doesn’t overstay its welcome.

Right, the setup: you’re an archaeologist, your rival has kidnapped your girlfriend and locked you in a tomb to die, and you need to escape to make him pay – and, er, loot some priceless pieces of Egypt’s cultural heritage along the way if you’re so inclined. This is all in Quest, and has a bunch of niceties like a map and clickable ways of interacting with objects and scenery, though I mostly eschewed them in favor of using the parser like a Neanderthal. The tomb boasts some authentic touches, including a sistrum and a senet set among the treasures in the mummy’s hoard, but also includes magic words such as “open sesame” and descriptions that reference the Who and Blade Runner.
There are very light RPG and resource management elements – you have a limited amount of light, and hit points that can be depleted by traps, snakes, and other hazards, but given how short the game is, if either run low or run out restarting isn’t much of a penalty (I think a winning playthrough would take two or three minutes at most once you know what to do).

Despite what the premise might make you think, you’re just worrying about the escape – tracking down the rival and making him pay takes place post-victory – which involves a multi-step puzzle to allow you to get up to the ceiling-hatch leading out of the tomb. The steps are pretty simple to work through, though I’m not sure they’re exactly intuitive. Tombs and Mummies offers two magic spells to its players; one a simple door-opener, the other one of the most esoteric enchantments I’ve ever come across, since it (Spoiler - click to show)makes heavy objects light while also causing mummies to awaken and try to kill you – that’s good only for a very specific set of use cases! I solved the major element of the puzzle pretty much by accident, succeeding because I was able to just input a command describing what I wanted to do without having to describe how I’d do it (Spoiler - click to show) (I don’t think I’d have guessed that I could jam the sarcophagus lid closed with the flail of Anubis, but so long as you’re carrying the right object LOCK LID appears to work). And I didn’t really understand how the “indirect light” thing worked, but it is spelled out for you in the notebook so I suppose that doesn’t really matter. At any rate, the limited map, verbs, and number of objects means trial-and-error will get you through.

I’d have enjoyed the game far more if I hadn’t had to play it online, though. I experienced a lot of lag – maybe 3 or 4 seconds after each command – as well as two or three crashes in the course of my half hour with the game. There are also some real-time elements, like snakes that will repeatedly nibble on you if you take too long to take an action. Plus some common activities, like making sure your torch stays lit, are rather fiddly and take more commands than you’d think. So these elements combined with the lag and crashes make for a bit of aggravation. Hopefully the server was just having a bad day, but still, a downloadable option would make the game much more accessible.

You can log in to rate this review, mute this user, or add a comment.

Tavern Crawler, by Josh Labelle
2 of 2 people found the following review helpful:
Way more heartfelt than it looks, December 12, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

I have a theory that the best genre stories are ones that take themselves seriously (I guess other stories too, but one generally doesn’t need to tell authors of literary fiction to be more self-important). Not, I hasten to add, in the sense that everything needs to be a grimdark reboot where every heroic pilot or mystic sorcerer needs a rapey backstory – gods no! But even the silliest premise is enlivened, and can actually become impressively affecting, with sufficient attention and craft for worldbuilding and characterization. I’m counting Tavern Crawler as a point in favor of this theory, because while it starts with a jokey setup - the bar-hopping aftermath of a fantasy quest as the heroes try to track down their patron and get paid - it accomplishes far more than I’d expected from the blurb, entirely because of the care the author took with every facet of the game.

It’s superficial to start with aesthetics, but they do make a first impression, and it’s quite a good one. I lack the vocabulary to really talk about issues of visual design, but some combination of the font, color scheme, and layout made the game look really attractive to me, while still being entirely functional. There are sidebar menus that ensure all the information you could possibly want about the game is available in a click, without needing to duck out of the main story or cluttering up the windows too much. The white borders around text you can click avoid the contrast issues that sometimes plague games that use hypertext, while the simple use of color to denote dialogue from different characters helps the player cleanly parse some of the more involved passages.

This ease of play extends to the plot and setting, which snuggle around one’s shoulders like a warm blanket from the off. You’re in a tavern, some bloke wants to hire you to see off a dragon, there’s a possible tavern brawl to avoid or lean into… and mechanically, the opening also provides an in-game character generation sequence where you can pick a backstory, as well as a mini-tutorial in the simple stat system used by the game. While this is all completely straight-ahead, the attention to detail is apparent from the get-go, especially when it comes to your two companions. They’re stereotypes, certainly – one’s a veteran warrior, the other an otherworldly magician – but they stand out as their own people. Ford, the warrior, has a flirty charm and some not-very-well-hidden softness of heart, while the sorceress Aurora is wise and responsible, but struggles with her sense of her own responsibilities. None of these characterizations are hugely novel when you type them out, and I doubt they’d hold up in a 50+ hour BioWare style game, but they’re perfect for this game, and sketched with a pleasing fleetness that makes sure you notice what’s up with your companions, but doesn’t wear out their welcome.

The positive early impressions bear out as the game goes on. There are lots of choices when confronting any challenge, and Tavern Crawler rewards exploration while still trying to be nonjudgmental about what you do. For example, while the game clearly communicates that dragons are not evil creatures, and simply deciding to kill one is morally dubious at best, TC doesn’t set this up just as a dilemma between the altruism of a nonviolent resolution vs. greedily wanting the huge reward: there are reasons given for why that money might make a difference for the characters’ families, and indications that letting the dragon live might let an independent town, weakened by its depredations, fall under the sway of an evil empire. Still, I felt like the game clearly wanted to be played a certain way – while you have the choice to be a dashing rogue or a bit of a prig, as the spirit takes you, the world is generally set up to reward kindness (this extends to the generous content warnings, which offer the opportunity to click for spoilers on how to avoid anything that might be upsetting).

This isn’t to say the game is uptight – you can get proper sloshed, hop on stage with burlesque dancers, creep through dank and horrible alleys, and romance one or both of your companions, with copious make-outs. It’s just that it’s got an overall gentleness to it that I really liked – especially so, coming after A Calling of Dogs! This gentleness extends to the game’s systems, too. There’s a single save slot that you can use as much as you like, and while there are a fair number of gated stat-checks, most problems can be solved as long as you’re sufficiently good at one of the three, and in most circumstances it’s pretty easy to come back later after having leveled up or gotten more gold from resolving side-quests. And while your companions typically pull you in different directions whenever there’s a significant choice, it’s pretty easy to max out your relationship with both of them. The ending can be bittersweet – at least the one I got was – but I think that’s a nice touch too, as it prevents TC from getting too cloying.

I feel like this review is unbalanced since I haven’t included any real criticism. OK, three things: on my screen at least I wanted a bit more of a margin on the left side of the menu sidebar, the way you sometimes get money out of thin air after completing a quest is weird, and the first joke would have been funnier if there’d been one more level after “very drunk.” There, you see, I’m an unbiased reviewer who can see both sides of things, so trust me when I say Tavern Crawler is excellent!

You can log in to rate this review, mute this user, or add a comment.

Tangled Tales, by Dave Hawkins
4 of 4 people found the following review helpful:
Cute world, finicky parser, December 11, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

There’s a cold shiver of fear that runs down my spine whenever I see the words “parser-based” and “Windows executable” in a Comp blurb – the tell-tale sign of the custom parser. I think I formed this prejudice – and prejudice it is – fifteen or so years ago, and it’s even more unfair now, since I think many custom-parser games show up quite solidly these days (I helped beta test Happyland, for example, and it’s got quite the robust parser). Tangled Tales, sadly, undoes some of the progress I’ve been making on getting over my hang-ups, turning what should be an easy-going fairytale romp into a grim twilight struggle against an obtuse parser and a too-large map.

The first impression TT makes is a pretty good one. The engine allows for art, and the opening scene features a pleasant, pastoral view of a green woodland. There are menu-option shortcuts to out-of-world actions, and you get a choice of genders for your protagonist (either Cinderella or Prince Charming, from the blurb, though this wasn’t clear to me from the game itself – at first I wondered whether I was someone from the real world who’d been sucked into the realm of fairy tales). Common abbreviations mostly work, and there are some conveniences like EXITS to show exits, and WHAT IS HERE to show what objects can be interacted with (this is all spelled out in the included manual, which confusingly is tucked in a walkthrough folder in the download). And the setup is effective enough – your head hurts and you’re lost in the forest after overdoing it at a pre-wedding party, and now you and your best buddy Rumpelstiltskin (blessedly, he also answers to “Rumpy”) need to make your way back to the castle in time for the ceremony.

Sadly, the wheels start to come off pretty quickly. Some of this is just the lack of a last editing pass: despite choosing to play as the female main character, people kept calling me “Henri”, and there are a lot of typos and grammar errors. Then there are design issues, like guess-the-verb puzzles that make it hard to make porridge when you’ve got all the needed items and the steps are obvious, or that told me when I tried to dig a hole to plant some beans that “a spade isn’t suitable for digging,” or that completely prevented me from reading a signpost despite this not seeming like it was meant to be a challenge.

But some of the problems appear to be embedded in the parser and engine. I had a perennial issue where some commands simply wouldn’t work the first time I tried them, but would be accepted the second time. For example, the opening screen has a glass container (I guess a bottle) lying in a wheelbarrow. Typing TAKE CONTAINER got me this error: “An empty glass container isn’t here. if[sic] the object is in, under or behind another, you’ll need to be more specific.” After unsuccessfully trying a number of other options, I tried TAKE CONTAINER again and it worked. Ditto for DRINK WATER, and several other attempts to get items out of containers. And many puzzles involve interacting with other characters and getting them to do things, and the syntax here is really painful. Neither TALK TO nor ASK X ABOUT Y nor CHARACTER, ACTION are supported as far as I could tell; instead you need to type variants of SAY TO RUMPY, “UNLOCK CHEST WITH KEY”, which are quite a mouthful. And the game is inconsistent – to get into her tower, you need to type RAPUNZEL “LET DOWN YOUR HAIR”.

The engine also works in pseudo real-time, forcing you to pass a turn if you wait too long to type anything and occasionally having other characters wander in and out in between your actions. There are no timing puzzles so this doesn’t have much impact, but it did add an additional layer of intimidation since I was constantly worrying I was letting the clock run down, or that the movements of the bee and unicorn were important (Spoiler - click to show)(they’re not). Oh, and of course there’s an inventory limit.

Aside from these engine and parser issues, the design isn’t bad, with puzzles that fit the fairytale theme and generally make sense, at least once you internalize that Rumpy is there to help and is much stronger than you are. The fly in the ointment here is that the map is enormous, with four or five completely empty and pointless locations for every one that’s got something interesting to do. This culminates in an old-school maze that doesn’t appear to have an associated puzzle or shortcut, though I have to confess that by this point I was having quick recourse to the walkthrough.

While I can’t personally relate, I know for many folks part of pleasure of creating IF is making a new engine and parser, as much or more so than making the game. So it’s not really helpful as a critic to say “maybe you should have just made this in Inform or TADS?” – but nonetheless that’s what I kept thinking. The features of the engine that makes this one distinct don’t really play much role in the game (outside of the first couple screens and the last few, there’s really not much art), and with a tighter parser and a much-smaller game world, TT could have been a lot of fun, but as it stands I worry it’s too hard a nut to crack to get at the good stuff inside.

* This review was last edited on December 12, 2020
You can log in to rate this review, mute this user, or add a comment.

Stuff of Legend, by Lance Campbell
3 of 3 people found the following review helpful:
Well-implemented and charming, December 11, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Stuff of Legend is just the kind of palate-cleanser I love to come across deep in the throes of working through my Comp queue. It isn’t trying to do anything revolutionary with a thought-provoking setting or intensive characterization or teeth-grinding puzzling or pomo narrative trickery; it just delivers a charming, funny, well-designed and well-implemented puzzlefest that doesn’t wear out its welcome, and sometimes that’s exactly what you’re looking for.

The setup here doesn’t go much beyond what’s in the blurb: as a village idiot who’s had his fill of idioting after being bullied by a drunken lout (idiots > louts), you limp your way home to the farm where you live. After commiserating with the farm family, you strike upon the idea of become a knight instead of an idiot, and engage in some light puzzling across a medium-sized map, getting outfitted with a knight’s equipment and then embarking on a quest or two (though most of these might be more appropriate to an animal-control officer than a paragon of chivalric valor).

The humor really helps this all land – the writing is full of malapropisms, and there’s lots of scenery and incidental detail that throw off good jokes when examined, though I think my favorite joke was the response to X ME (Spoiler - click to show)(”You have a face like a pile of mashed potatoes and a body like a much taller pile of mashed potatoes”). The player character is a fool, so many of the jokes are formally at your expense, but crucially, neither the narrative voice nor the other characters are ever cruel: they might sigh at your occasional foibles, but it’s all fairly indulgent and supportive, and after getting through the puzzles you’re rewarded with some clear victories. Games with this kind of humor can sometimes come off mean, like they’re not on the player’s side, but SoL never even comes close to hitting this flaw.

The puzzles also strike just the right note. They’re all cleanly set up through conversation with the different members of the family – each has a distinct puzzle chain, and offers some clues as to how to accomplish it. There’s usually a few different tasks to be working on at any given time, though they intersect and progress neatly enough so that things are rarely overwhelming. Most are of fairly gentle difficulty (especially if you take a few notes as you go), and it’s fun to poke and prod your way through some of the more involved ones (Spoiler - click to show)(I’m thinking especially of the pattern-recognition puzzles to get the horse’s blanket, where even once you figure out what’s entailed, there’s still a bit of pleasant business required to accomplish it – the cat-based navigation puzzle is like this too).

I did have to have recourse to the (well-done) hint menu to resolve one guess-the-verb issue (Spoiler - click to show)(breaking the coconut open using the sharp boulder: I tried CUT COCONUT WITH BOULDER, OPEN COCONUT WITH BOULDER, THROW COCONUT AT BOULDER, PUT COCONUT ON BOULDER… only CRACK COCONUT WITH BOULDER worked). But other than that, the parser is forgiving, the world is detailed and well-implemented, the menu-driven conversations are easy to navigate; Stuff of Legend goes down smooth, even as it manages to lightly tickle your gray matter on its way to a heart-warming resolution.

* This review was last edited on December 12, 2020
You can log in to rate this review, mute this user, or add a comment.

Stoned Ape Hypothesis, by James Heaton
3 of 3 people found the following review helpful:
Pre-board games, December 11, 2020*
by Mike Russo (Los Angeles)

I’m actually a bit familiar with the theory behind SAH, by virtue of having some entheogen enthusiast friends in college – the idea, as I recall it at any rate, is that human cognitive evolution was occasionally bootstrapped by an adventurous Cro-Magnon snacking on psilocybin-containing mushrooms, with concomitant increases in creativity, perceptual acuity, social engagement, de-prioritization of self, and so on. I was and am skeptical, not least from observing the behavior of said friends while high (I kid, love to you all) but it’s a fun idea, right up there with “our corpus callosum used to be less effective so gods and miracles were just the two halves of our brain not being able to play nicely together.”

SAH doesn’t do too much with this setup, but it does provide a structure that lends a nice progression to a fairly standard series of puzzles. You play a (nameless, but I suppose that’s appropriate) early human who wanders around a small map, resolving such era-appropriate problems as cutting wood, making fire, and obtaining clothes. Intermittently you find and snack on a hallucinogenic mushroom which, in a neat touch, makes the prose of the game grow more sophisticated to represent your increasing mental acuity (though I only really noticed the first shift – there was an opportunity to expand this a bit more, I think).

Oddly, most of your attempts at mastering your environment are prompted by seeing other, more advanced humans wear clothes and make fire. The reason why they’re more advanced, and you’re still flailing around with the basics, wasn’t explained as far as I could tell, and I think this was a misstep – because you’re just playing catchup, and doing things that the player can grasp in an instant, this feels less like guiding a pioneer into a new age of cognitive development, and more like helping an utter thicko learn to take care of himself.

The puzzles themselves are fine so far as they go, though playing tic-tac-toe feels a bit silly, and I struggled with the implementation of mancala, with some confusing ASCII art and what might have been non-standard rules leaving me flailing (I still won even though I thought I was trying to put my stones in the wrong bowl, which suggests the AI opponent is not trying to put up much of a fight). Overall, it’s the Stone Age environment, including reasonably well-detailed depictions of tool use in an early society, that are the highlights here, providing a fairly unique backdrop to the otherwise quite standard adventuring.

* This review was last edited on December 12, 2020
You can log in to rate this review, mute this user, or add a comment.

Standing on the Shoulders of Giants, by Kenneth Pedersen (as Ilmur Eggert)
3 of 3 people found the following review helpful:
Tonal issues mar what could have been a charming historical send-up, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Typically when playing a game, I don't find it too hard to figure out what the author was aiming for, but I have a hard time getting a handle on SSG. I went into it thinking it would be a sort of edu-tainment game about physics, maybe with puzzles involving classical mechanics – it isn’t that. Then after I played for a bit and it tipped its hand by involving an actual witch (in the first real scene, so I don’t think this is a spoiler), I thought it was shaping up to be a fish-out-of-water setup with a scientist trying to make sense of magic – it isn’t that. Once the (Spoiler - click to show)time travel and alternate history kicked in I thought we might be swerving back to being educational, but nope, not that either. But even after having finished it, I have a much easier time laying out what it isn’t than what it is.

Part of this is the tone of the writing, which is generally clean but very matter-of-fact throughout. At first, this scans as jokey: in the opening sequence, your buddy greets you with a hearty “Hey, Newt!”, which is a funny way to think of someone greeting Isaac Newton. But this same sort of low-key prose style persists throughout the game and doesn’t escalate or respond to situations that are increasingly silly – which means that what starts out as jokey eventually winds up feeling understated or flat. Tone is one of the key ways an author can guide the player’s reactions to the story, but without that to rely on, I often felt unsure how to feel about what was happening, or if something was or wasn’t a joke or was meant to be incongruous (Spoiler - click to show)(X ME, for example, reveals that Isaac is “wearing the most expensive and fashionable clothes from 1673,” which is initially a bit funny because what about, say, the king? And once you time-travel to 2020 I thought this was going to set up a gag, but nobody remarks on it at all, so just add that to the list of things that happen without evoking much response).

This carries over into both the plot and gameplay side of things. Plot-wise – well, I can’t discuss this without spoilers, but my basic critique is that this really left me scratching my head, even leaving aside the presence of witches and magic and so on. (Spoiler - click to show) So the conceit appears to be that by sending Newton forward in time before he’s written the Principia and introduced calculus, the witch has deprived future scientists of what they need to make progress so that instead of coming up with the theory of relativity and helping advance quantum mechanics, Einstein has to reinvent Newton’s discoveries over 200 years late, so things that rely on advanced solid-state physics and electrical engineering are breaking down. Even leaving aside the fact that Leibniz at worst developed the calculus contemporaneously to Newton so this wouldn’t have been so bad, this really is hard to wrap one’s head around – if history has changed, why are there still empty shelves in the library for relativity and quantum mechanics? And if Newton didn’t write the Principia, just plagiarized it from future-Einstein, even leaving aside the grandfather paradox wouldn’t sending him forward in time actually put the timeline on the “correct” course, since it’s only as a result of the time travel that we wind up getting the calculus in the late 17th century? If you clicked through that spoiler, you know I’m overthinking this, but again, without guardrails for how I should be engaging with what’s happening this is where my brain starts to go.

Matching the rest of the trifecta, the gameplay is also quite puzzling. Not, I hasten to add, because there are lots of puzzles – there’s maybe one and a half, quite easy – but because it leads to very odd pacing. The first half to two thirds of the game consists of typing in heavily cued movement commands and reaching very long noninteractive sequences after every half dozen or so. There are opportunities to do a bit of poking around in this section, but the map is very linear and there’s not much scenery of interest (though everything mentioned responds to being examined, as far I could tell). Then you get the aforementioned simple puzzle-and-a-half, and then the game ends. There’s one opportunity for some fun exploration (Spoiler - click to show)(there are some easter eggs in the library, where you can type in a bunch of authors and see what the library has on offer – though there aren’t really jokes or anything interesting here, just the frisson of pleasure at guessing that you can get a response if you type in CERVANTES).

So yeah, here we are, 800 words into this writeup and I still don’t really know what to tell you. SSG is solidly implemented at least, and it’s pleasant enough to play through, which is a level of quality that’s hard to hit in a work of parser IF. And it’s got a fairly unique protagonist and setup. I’m just not sure what it all adds up to.

You can log in to rate this review, mute this user, or add a comment.

Stand Up / Stay Silent, by Y Ceffyl Gwyn
6 of 6 people found the following review helpful:
A good message does not a good game make, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

The randomizer giveth, with three games in a row I really enjoyed and some solid highlights immediately before that (Sage Sanctum Scramble, A Murder in Fairyland, and then a Rope of Chalk was also bracketed by Magpie Takes the Train, which I beta-tested so I’m not reviewing it yet but is also quite good, and my own game which, whatever its intrinsic merits, I’m happy to see finally show up). But the randomizer also taketh away, and Stand Up / Stay Silent is where this world-beating run came to a close.

Look, I get that SU/SS has its heart in a good place and is trying to convey the urgency of fighting for social justice. There’s a list of Black Lives Matter-related resources displayed prominently if you check for the credits at the beginning or at the end, many of which I think are pretty good. But holy Jesus, the way the game communicates its convictions is via a hectoring, didactic “fable” that’s only slightly less off-putting and unsubtle than someone shouting “ARE YOU A GOOD PERSON? YES OR NO!” and then hugging or slapping you depending on what you answer. And I say this as someone who works for a civil rights organization in my day job – like, I’m one of those wild-eyed defund-the-police radicals (supply your own scare quotes as desired), albeit in the spreadsheets-and-regs division rather than the whose-streets-our-streets side of the cabal. If you’ve got someone like me mulishly clicking the fascist-hugging “stay silent” options, something’s gone deeply wrong.

I don’t want to go into a laundry list of faults here, but I think there are two design choices and one flaw that are just completely fatal to SU/SS’s aims. The first choice is the sci-fi frame, which is beyond under-baked outside of establishing that we’re on Mars and there’s been some terraforming. I suppose this is in the service of delivering the fable promised in the subtitle, but the problem is that the player has no concept of what’s actually going on and there are zero stakes. The opening suggests that there’s income inequality, but doesn’t really frame that in a way the player can understand or engage with (there is a note that an expensive cocktail costs about three hours’ wages for the main character. I was curious about whether I could deduce anything about the overall economy from this, and the fanciest cocktails I could find at Michelin-star restaurants are like 35 bucks – so even assuming a hefty markup to deal with the being-on-Mars thing, this suggests the main character is making a bit above the minimum wage where I live, and is able to save up to go to a fancy restaurant, which doesn’t seem that bad?) There are indications that mass protests are heavily regulated, but it’s not really established what the protests are actually about. Once the player starts making choices, jackbooted thugs do start showing up (including getting ready to tase someone in the middle of a fancy restaurant, which seems odd…) but this is all very bloodless and completely fails to establish the bone-deep sense of revulsion at injustice that powers much activism, much less the ways those injustices are embedded in social and public systems.

The second design issue is that the choices are completely binary, with no room for nuance or even delayed consequences. There are as few as two, or I think as many as four, choices in any given playthrough, with one of them offering a “Stand By” as a middle-ground between the always-there “Stand Up” and “Stay Silent”. There’s never any ambiguity as to what option the game wants you to take: stand up, and you get a charge of self-righteous energy and your partner thinks you’re sexy; do anything else, and the game tells you you’re a physical coward and you get dumped. And this all plays out immediately, so you don’t even get the (incredibly common in unjust societies!) experience of worrying that a decision will blow up on you later on. Again, this feels excessively didactic, and given the focus on your flatly-characterized partner, much of it feels like it reinforces a retrograde “protesting will get you laid” message.

The flaw is the writing. It’s technically fine (though there’s one early misstep where there’s a comma right after a dash, about which I can only imagine the Ferryman’s Gate protagonist freaking out), but it’s both vague and overly-conclusory. It’s hard to separate this out from the sketchy worldbuilding, but I was very frequently at a loss to understand what was happening. Like, the inciting incident is a member of the waitstaff at the fancy restaurant standing up on one of the tables and mumbling. If this happened in real life, my first thought would not be that the server is pissed about economic injustice! But the main character’s internal monologue leaps ahead and makes a bunch of assumptions about their motivations and what they’re up to that are just not supported by the described behavior. Similarly, later on when you hear your partner talking about their plans for direct action, the description is sufficiently muddy that it really wasn’t clear to me whether they were plotting terroristic violence – seems relevant!

There is good art to be made about the queasy compromises of living under authoritarian regimes – and the dangerous, giddy elation of taking action to try to win freedom. But getting that right requires enough context to give the player a stake in what’s going on, and enough sympathy for the fallible human beings who live in these systems (in all systems!) to portray the situation with nuance. Despite all the good intentions in the world, SS/SU falls profoundly short of the mark.

You can log in to rate this review, mute this user, or add a comment.

SOUND, by CynthiaP
2 of 2 people found the following review helpful:
Worth playing for the ending, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Despite the probably-annoying prolixity of most of my reviews, I don’t have a lot to say about Sound. It’s a vignette-driven game with choices determining which bits of the story the player sees. The player mostly makes choices on behalf of some sort of doctor interviewing someone named “Orange” about her experiences and opinions on a course of treatment, though the perspective sometimes shifts between the two.

I found the presentation somewhat oblique, which I believe is often intentional, but is also sometimes down to some awkwardness of language that may not have been. Orange’s speech is often interrupted with dashes, which may be indicating a stutter or other nonstandard speech pattern (it appears that the treatment may be related to this). But there are also sentences like this, where she recalls being a barista: “I did not re-realize the complexity with the customization of the or-orders.” Or this line, after the player character asks about whether Orange plays a musical instrument: “You assumes she has the musical spirit in her as a maneuver.”

I’m not sure whether or not I reached the real ending. I hit a certain point where a passage kept generating new words, and new links, which in turn generated more new words. It was kind of lovely, almost a polyphonic catharsis or collapse (Spoiler - click to show)– there’s an implication in the text that Orange is rejecting the course of treatment, which is trying to turn her voice into something it’s not – but I wasn’t sure whether I was missing something and it should have been possible to progress past there.

All in all a memorable, if somewhat mystifying, game, though I really enjoyed the ending if ending it was.

You can log in to rate this review, mute this user, or add a comment.

Sonder Snippets, by Sana
1 of 1 people found the following review helpful:
A bit too obfuscated, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Another short choice-based game that didn’t quite land for me, Sonder Snippets offers a few densely-written fables, with a slight frame story of a grandmother telling stories to a child. There are a couple of passages with lots of words to click, but how these relate to the text or whether they impact the stories you hear wasn’t obvious to me, and the frame story is very minimally suggested (I only fully twigged to what was happening after a story concluded and I was given a choice to hear another one or “make new memories” by having the grand-daughter go outside and playing with other children). So the meat is really in the fables, which are – basically fine?

They seem to be creation-myths or just-so stories, which are hard to write because it’s challenging to reconcile the abstract, iconic nature of such storytelling with the specificity and detail that gives a tale its punch. I thought How the Elephant’s Child…, from much earlier in my list, nailed this balance, admittedly by aping Kipling and eschewing the cosmological for the practical. Sonder Snippets I think sticks too close to the abstract side of things: all the stories seem to involve a Thief (capital the author’s), a sort of demiurge or at least trickster-figure, who addresses the moon, or a lover, and does – stuff. That’s an awful word, I know, but it’s pretty hard to decode the meaning beneath language that’s often intentionally obfuscated. This sort of technique can create a dreamlike sense of allusion, but I confess it more usually felt muddled to me, especially because the tone seemed less folkloric and more undergraduate po-mo. Consider:

"Reparations have to be made for that which was stolen from the sanctity of silence only to be silenced on the terms of another. Water holds memory, and the tears the Thief’s lover—the lover still only known in relation, in possession, to the Thief—cried, hold memory."

I think this is about oceans or the tide or something? It just leaves me a bit cold – it’s too high-level, there’s nothing I was able to grab on to.

The stories are also fairly short (maybe 4-500 words?) and there aren’t that many of them: the first time I played, after getting my first story, I clicked the link to hear another, which brought me to a second, but then I got that same second story four times in a row. I dipped back in for a quick replay as I wrote this review, and looks like there are a few more, so perhaps I just got unlucky that first time, but it’s still a fairly limited pool, with no customization or responsiveness to other choices within the stories as far as I can tell. And by design, you just keep clicking through to generate a new story until you get bored and decide to send the grand-daughter outside to make snow-forts.

Sonder Snippets isn’t bad by any means, with technically-solid writing and bug-free implementation, and stories that clearly have significance to the author. And I liked the few hints I got of the relationship between the grandmother and grand-daughter. But it doesn’t feel like a game that’s considered what impact it wants to have on its audience, and tailored itself accordingly.

You can log in to rate this review, mute this user, or add a comment.

Sheep Crossing, by Andrew Geng
1 of 1 people found the following review helpful:
An entertaining ten-minute diversion, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Sheep Crossing is a one-puzzle game, with no plot to speak of, and the puzzle is one that pretty much everybody has heard of and solved by the time they’re seven. But wait, come back! Another way to recite the same facts is that it’s a cute and charming take on a classic puzzle, and since neither the author nor the player need to pretend that figuring out the solution is the point, it’s all about riffing on that premise and finding as many gags, and ways to fail at this beyond-simple task, as possible.

The clever touches begin with some canny substitution – the prototypical version of this puzzle involves some grain, a chicken, and a fox, I believe (it’s the one where each will eat one of the others, and you need to take them across a river one at a time). But clearly, the bear on offer here is funnier than a fox, and a cabbage is likewise funnier than a sack of grain (the sheep vs. chicken matchup is closer, but let’s give it to the sheep by decision). If you want to just get them across the river to grandmother’s house in the prescribed order, you face a slight barrier inasmuch as the sheep starts out too hangry to be manhandled into the boat, but this is easily remedied, and then it’s off to grandma’s, well done, gold star for you.

The fun comes in when you try to mess things up. Obviously if you leave the wrong pair behind on a trip, game-ending acts of ingestion will occur in your absence. And there are myriad ways to fail beyond this, from tangling with the bear to chowing down on something yourself to deciding sod this for a game of soldiers and wandering off. There are lots, lots more, with many nonstandard verbs implemented with surprising detail. I don’t want to spoil any more of the fun, but I found that the author had thought of the most of the ideas that popped into my head, often with different outcomes depending on which of the trio I was attempting to misuse.

For all that, this is still a ten-minute diversion, tops. And I didn’t discover any unexpected interactions that led to alternate positive endings or revealed anything unexpected, which might have been nice – instead it’s all just different ways to flub things up. This means it’s easy to type undo and try again, but also somewhat reduces the novelty and potential surprise of trying new things. But the gag in its current form certainly works, and coming so late in the Comp for me, that was just what I was looking for.

You can log in to rate this review, mute this user, or add a comment.


Previous | 651–660 of 741 | Next | Show All