Reviews by Mike Russo

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Shadow Operative, by Michael Lauenstein
2 of 2 people found the following review helpful:
An easygoing cyberpunk adventure, December 11, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

(I beta tested this game)

In my unreliable memory, cyberpunk used to be a pretty common genre for IFComp entries, but it’s become a bit more rare these days – Sense of Harmony included many of the tropes, as did Move On in its implied setting, and I suppose BYOD is all about corporate hacking. Maybe the genre as a whole is less relevant as we’ve all gotten used to the fact that we’re basically swimming in cyberspace 24/7 and corporate-run authoritarian dystopias don’t really land as a scary unknown any more? Regardless of any of that, Shadow Operative is a cyberpunk adventure of the old school, as a rogue hacker with a cyberjack in, and a price on, their head infiltrates a megacorp to exfiltrate hidden data that could bring down the whole company. Story-wise it’s a bit by the numbers, but satisfying puzzles and a slick presentation mean this one definitely scratches the shadowrunning itch.

Starting with that presentation, since it’s the first thing you notice when starting the game, it’s anything but a throwback: while written in Inform and fully playable by the parser alone, there are also a lot of conveniences in various sidebars, including a usable map, hyperlinks for important objects, a clickable list of common verbs (with ENTER CYBERSPACE first on the list, because of course), and a title image and music throughout. I played via typing, but this one should be pretty accessible to those who prefer to click their way through or who are less familiar with parser-only games – and it all really reinforces the mood of the piece, placing you in the shoes of an enhanced operative who can quickly figure out everything that’s going on.

As mentioned, the setting and setup are classic cyberpunk – after a botched job, you’ve got hitmen after you, and while laying low you get sucked into doing one more job for an old friend. The emphasis is clearly on that one more job, though – the price on your head doesn’t really connect to what you’re doing after the first five minutes of the story (and is resolved rather summarily in the conclusion). This maybe reduces the drama somewhat, but does perhaps better fit the mood, which is more easygoing than the typical cyberpunk vibe – it definitely starts out all edgy, but pretty soon your badass operative has crashed into the back of a garbage truck, and it pretty much goes on from there. I don’t think there’s any way to die (though there is a way to make the game unwinnable: (Spoiler - click to show)don’t drink away your upgrade money!>/spoiler>), and instead of a cold, geometric void, cyberspace is presented as rather cheerful medieval or feudal Japanese worlds with anthropomorphized programs. There are also rather a lot of jokes and in-jokes, which I thought mostly landed – I’m not sure the world needed another “the cake is a lie” gag, but I’m always down for an “I’m selling these fine leather jackets” callback.

The action is all about the central job, and it’s well put together and paced. There’s a bit of preliminary work to do to get ready for the heist, then you go through the infiltration and a cyberspace misadventure before having to make your escape. The puzzles are fairly simple but reasonable and satisfying to solve, with the trickiest ones coming in cyberspace. Again, this is presented in somewhat cartoony fashion – defeating the megacorp’s security primarily involves using musical instruments that I guess are really programs to overcome AI ICE that takes the shape of various guard-animals? – but it works well enough and doesn’t require the player to absorb a bunch of technobabble. There is one really good twist, which I mostly saw coming but still landed well.

It’s all solidly implemented, too (the only issue I found is that you can pick up the bamboo tree – bit of an oops but no big deal), and the interface removes any guess the verb issues. Overall Shadow Operative goes down smooth and easy, and provides a good argument for why this old genre has some life in it yet.

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The Shadow In The Snow, by Andrew Brown
2 of 2 people found the following review helpful:
You will shoot the monster as fast as you shoot a werewolf, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

A short, sharp horror game, Shadow in the Snow doesn’t have much in its quiver besides some effective description of a frozen wood and a single kinda-wonky puzzle, but given its focused ambitions I’m not sure it needs much else. The backstory is wholly elided – the main character has run their car into a snow-ditch in the middle of nowhere, but we get no details on who they are, where they were going, or the state of the world (Spoiler - click to show)(I could by wrong on this, but felt like the characters didn’t seem especially surprised about the existence of giant bloodthirsty werewolf-monsters). Since the focus is on short-term survival, this isn’t a fatal misstep and in fact helps establish a feeling of woozy confusion that winds up being a little effective at drawing the player in.

There’s not a lot to do here – it becomes clear early on that there’s something stalking the main character, and they need to explore a limited set of locations in order to obtain the clues and knowledge to fight back. I’m not sure how fair the puzzle was – I think you need to explore the locations in a specific and nonintuitive order (Spoiler - click to show)(stumbling around in the snowy forest instead of going up the road to a motel seems less than obvious!) and involved a situation I found quite contrived (Spoiler - click to show)(there are just gold, silver, and arsenic shotgun cartridges available off the shelf, labelled only by their elemental symbols? This is why I wonder about whether the supernatural is a known quantity in this world) plus there are a fair number of deaths possible and no save option, meaning you’re in for a full replay if you guess something wrong. Still, there are some clues to most of the key pieces of the puzzle, and I got to a good ending first time through, so I think it works well enough.

The prose generally fits this spare premise. It doesn’t go into a ton of noodly detail, but it does effectively communicate the isolation of being alone in a snowy forest. There’s also an abandoned motel, and some gore, which are described in similar style and which works well enough, but winter landscapes are my favorite backdrop for horror so the woodsy bits were my favorites. The signs the monster is stalking you are also effectively spooky, though I thought the eventual confrontation was maybe a bit anticlimactic – certainly the ending felt more abrupt than I was expecting.

On clicking restart to replay, I found what might be some small bugs related to variables not being cleared (Spoiler - click to show)(if I went to the motel before the cabin, I was able to pick up cartridges and load them into a shotgun I hadn’t yet obtained, and the description for the motel reception area said it was “the same as before” even on my first visit) but otherwise the implementation seemed fine, and I didn’t notice any typos. SitS didn’t knock my socks off, but it’s a pleasant enough ten minutes of being stalked through the woods which is sometimes all that one wants.

* This review was last edited on December 11, 2020
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Sense of Harmony, by Scenario World
3 of 3 people found the following review helpful:
A lovely prelude, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Oh, more of this, please. Sense of Harmony is clearly stated to be a “prelude to further mysteries”, and its one-hour gameplay time is also marked on the tin, so I have no one to blame but myself for the disappointed groan I emitted when I hit the “demo’s done, stay tuned for more!” message just when things were getting exciting. I hope the authors don’t spend too long basking in deserved praise and get back to the salt mines right quick, because I want to play the rest, damn it!

Backing up slightly: Sense of Harmony is a cyberpunk adventure that takes advantage of players’ likely familiarity with the genre while layering a smart twist on top: while the player character has a full suite of cybernetic enhancements, enabling her to jack into electronics, have full recall of her memories, and, most notably, be the mistress of any social situation through a complement of enhanced senses that allow her to read subtle cues in intonation, body language, and even sweat-sheen differentials, these are not common technologies, and as far as she knows she’s the only one of her kind.

Because these abilities are presented as unique, and not just a quotidian part of the setting, the game really foregrounds them, through a clever melding of writing and interface. In most every passage, you have several color-coded links allowing you to access your enhanced sight, or hearing, or touch, many of which open up additional actions or choices. This is really effectively done, making you feel like an omniscient Sherlock Holmes while ensuring that the player still needs to synthesize the tidal wave of information and make decisions based on it, rather than it being a matter of picking one right option after using the correct magic power. As an early example, there’s a sequence where the player character can tell that one of her clients is upset about something, and after asking some probing questions, can get a clear sense of their emotional disposition, whether they might be hiding something, and the presence of some underlying tensions related to some of the topics they bring up. But the player still needs to make a (hard!) choice about what to do with all of that knowledge.

It really is an amazing power fantasy, and the writing helps sell it, too. This description of remote-hacking a lock is one of the best of its ilk I’ve ever read:

"Whatever it is that makes you not a paperclip. Not a stone just eroding away in the waters of life.

Whatever that is, it’s left you. Distantly, you feel it coiling itself around the fingerprint scanner and squeezing itself into its circuit boards. The deeper it goes, the further it feels, and the emptier your chest, the dimmer your light.

You’re hollow."

This tells me what it feels like to have these abilities, in a way that really drew me into the world.

The cavalcade of information also helps put the player in the same mindset as the character. Every interaction becomes slowed-down, hyperreal – even noticing a coworker with an interesting tattoo can spiral into multiple avenues of investigation, but it’s not clear whether that’s because there’s anything significant going on, or because the player character’s abilities make everything feel significant (I mean, it’s a game, I’m guessing the former, but still, the slightly-paranoid, slightly-overwhelming vibe really works).

I haven’t said much about the plot yet – largely because there isn’t that much to it at present beyond a slice-of-life vignette and a mysterious encounter that doesn’t yet resolve. This is all well done, especially the first bit – the player character moonlights doing sex work, which, as far as I can tell, is portrayed in a sensitive, non-prurient way that underscores the emotional labor required. The few characters are well-drawn, with the player character’s extraordinary senses providing a great channel for adding shading and depth to people like the brothel’s new boss, who initially comes across as an awkward meathead but also has an appealing kindness to him.

Again, everything here just works, and I’m eager to see where things go from here. I’m unsure exactly what that will look like – and I’m a bit worried about the amount of work required, since to do the senses justice requires so much detail that I’m guessing this could easily be a ten or twenty hour game! So please, don’t kill yourselves but definitely get cracking.

* This review was last edited on December 11, 2020
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Seasonal Apocalypse Disorder, by Zan and Xavid
3 of 3 people found the following review helpful:
Clever but underdeveloped, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

One of SAD’s co-authors also co-authored Vain Empires, and so is almost single-handedly supporting the supernatural spy-thriller IF subgenre. There, it was angels and demons; here it’s time-traveling druids which is an even fresher premise. Some solid puzzling makes this a pleasant enough entry, but I found SAD a bit underdeveloped, both in terms of the worldbuilding and especially in terms of the characters, so it doesn’t add up to more than the sum of its parts.

Starting with the worldbuilding part of that, the introduction does a good job of creating urgency – apparently a cult of fire-worshippers managed to destroy the world (hate it when that happens) but the “Federal Bureau of Druids” is able to send a single operative (guess who) a couple days back in time to stop things. You don’t have a Q-style array of gadgets, but almost as good, you have a magic cocoon whose threads can take you to different time periods, along with some additional powers, with the only caveat being that you need to feed various mystical plants into the thing to unlock its abilities. While the playing area is relatively small – a dozen or so locations in and around the cult’s lakeside compound – you can ultimately access four timelines (one for each season) so there’s a lot of ground to cover.

This is more than enough to get the player up and running, but I felt like I wanted a bit more to chew on. The whole “Federal Bureau of Druids” thing set me up to expect a fantasy/modern mash-up, but as far as I could tell things are pretty much pure fantasy save for the incongruous appearance of an orange traffic cone. The cult seems to have some odd beliefs – they’re very into hand tattoos – but the narrative voice doesn’t comment on whether any of this is familiar to the player character, or how they should understand it. Late in the game, there are intimations of a third faction at play, but despite the ending text indicating that they’re a known quantity to the player character, there’s no in-game indication of what their agenda might be and how it intersects with the player’s – which is disappointing, since deciding whether or not to aid them is an important part of determining which ending you get.

Exacerbating this issue are the other characters. There are I think five other people running around between the various time periods, all members of the cult. Oddly, none of them seemed especially upset to see someone in the uniform of their enemy wandering around their base, beyond barring access to a few especially high-security areas. And in fact you spend a bunch of the game doing small favors for them, fetching them snacks and so on, which they reciprocate like they’re happy to be good chums with you (the cult’s ringleader will even make an attractive commemorative plaque to memorialize how you helped him out this one time). Curiously, you don’t share a language with any of them, though, so you can’t communicate – even more curiously, though, you’re still able to read the documents they write. This comes off as a game-y contrivance to minimize the difficulty of implementing conversation with too many NPCs, which is fair enough, but it also means that the world felt underbaked and I was often unsure of my mission – like, these people all seem nice enough, maybe this apocalypse is just a big misunderstanding?

Really what it all comes down to, then, is the puzzles, and here SAD is on surer footing. Steadily increasing the power of the cocoon and opening up all the timelines, and then new powers, makes for a very satisfying progression. And most of the puzzles are reasonably clued; a few leaned a bit more heavily into comedy than I was expecting (Spoiler - click to show)(pulling a hat off somebody’s head with a fishing rod, interrupting a why-did-the-chicken-cross-the-road joke in progress), another sign of some of the tonal issues here, but the hints and walkthrough do a fine job of keeping you on track. I did feel like the time-travel aspect of things wasn’t used to its fullest – there are only a couple of classic “do something in the past to change the future” puzzles, which are usually the draw of this kind of thing – but again, what’s here is solid enough. I did think there was some misleading clueing around one puzzle (Spoiler - click to show) (unlocking the rainbow lockbox, where finding the orange pentagon drawing made me think I’d need to find clues to the combination one by one) but stumbling onto the real solution wasn’t too tricky.

Despite the challenge of keeping track of all the different timelines, implementation is smooth throughout, and it’s fun to be able to just type WINTER or SUMMER and be whisked away to a whole new world – as in Vain Empires, there’s an attractive and helpful map always visible at the top of the window, and it changes to match the season which is really helpful for staying oriented. Location descriptions and scenery implementation are both a bit sparse, but that does help keep things streamlined.

Again, I had fun with SAD (irony!), and I know in the Comp it’s usually better to deliver a more modest and solid game than go too big and risk a fiasco. Still, I wish the authors had been a bit more ambitious throughout: they go big with the endings, with eight available, but that felt like too many given that the loose worldbuilding hadn’t given me sufficient stakes or grounds to decide which direction to go. With more love devoted to the setting, and characters who invest the player in the world and establish the impact of their actions, this could have been a real standout – as it is, it was still a pleasant find as the Comp is winding to its close.

* This review was last edited on December 11, 2020
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Savor, by Ed Nobody
3 of 3 people found the following review helpful:
A slow mood piece with killer bugs, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Oh, lordy. Savor is a generally well-written horror game with intriguing mysteries, mostly-solid prose, and some beautiful presentation elements, but painful design choices and egregious bugs made this perhaps my most unpleasant experience in the Comp so far.

Right, let’s start with the good. The setting is a unique one that made me eager to learn more – the protagonist is an amnesiac suffering from a poorly-understood but crippling disease, who wakes up in a sun-blasted corn field and eventually strikes an uneasy détente with the farmer who lives there and also has the same disease. There are occasional flashbacks that hint at what’s going on, and an alternation of laconic dialogue with lush landscape description that’s a little Faulknerian. Usually this is effective – here’s an early bit:

"The sky a gradient stretching up from a deep mauve horizon to the violet highs above. Corn stalks line your horizon, menacing, ragged and gnarled yellow heads blooming with the threat of death."

Occasionally it tips over and feels overwritten (soon after that passage, there’s this: “The door finally frees itself from the constricting embrace of its jamb and tiredly swings inward, granting you access”), but for the most part the prose is one of the main draws here. And there are nicely-curated, blanched-out photographs that serve as the background for the text and help underline the alienation, pain, and flatness that define the protagonist’s existence.

Sadly, now we’re on to the litany of complaints. All that well-written text is presented in timed fashion, and while it displays quickly, it still makes replays really frustrating. You get occasional, signposted choices that are the most significant ones, but there are also many smaller ones along the way – most of which are about physically navigating a space, but the environment is usually described in a confused way so that I wasn’t sure why ENTER HOUSE and OPEN GATE were meaningfully different when I was (I think) standing at a house’s outside gate. Progression seems very arbitrary – at one point, (Spoiler - click to show)the protagonist committed suicide without any clear prompting for what I could have done differently – and when I tried to rewind by clicking the big “replay” button that popped up on the achievements page, the game crashed. And when I started poking around to try to figure out where I got stuck, I found the myriad bugs lurking below the surface.

So, in the course of playing the game, you’ll occasionally accumulate books or journal entries, sometimes for unclear reasons (you’ll just get an out-of-world notification like “You acquired Book: Book1”). On first play, I was confused about how to read these, but it turns out that if you type ESC (there’s no button or on-screen menu icon), you’ll hit a screen that shows a bunch of collectibles including journal pages, books, “fragments,” and “rewind tokens.” If you click on one of the books, you’ll get a bit of (I thought badly-written) poetry, a notification that you’ve unlocked one of those rewind tokens, and an error message. If you click on anything else, you’ll get taken to a page not found error that permanently halts progress since there’s no undo (hopefully you figured out that when the menu says you can type L to load, actually that takes you to a screen where you can save too). And while from looking at the walkthrough the intended path through the game involves using those rewind tokens to explore every possible choice – it’s really not clear how this works in-universe – I found their implementation was pretty spotty and they didn’t always work.

I struggled with Savor for another half hour or so to see if I could get to some reasonable ending, and even dove into the source code to see if I could read where things were headed, but the frustration won out in the end. The story, at least as far as I got, really only has one note (slow physical decline in a depressing landscape, with a monotonous existence broken up only by even more monotonous chores), so that combined with the technical issues made for a really unfun time. There are indications that there might be a more hopeful ending possible (Spoiler - click to show)(much as in another game in the Comp, you’re a secret vampire, and immersion in holy water might be a cure) but I lack the fortitude to push through any more of this punishing experience to get there.

* This review was last edited on December 11, 2020
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Saint Simon's Saw, by Samuel Thomson
4 of 4 people found the following review helpful:
Postmodern prognostication, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

This isn’t a game, but rather a simulated divination device using a deck of cards – think a Tarot deck but with more topical cards and a simplified reading layout. It’s got lush production values, with the table wood-grain a strong point and the cards animated with a pleasant tactility. These aren’t really elements that I’m comfortable evaluating in a work of interactive fiction, though, and as such it’s hard to figure out how to review it since it’s not a game, and there’s no narrative or progression. I suppose I can just describe the reading I did with it? Given the tenor of the times, I predictably asked the deck what I should do if the election got weird (I played it the Monday before Election Day). Here’s what I got:

In the “Paradigm” slot, which I think describes the overall situation, I got the Slacker, which indicates a “surfeit of possibility.” Awesome, thanks cards, that’s super helpful. Though the more in-depth explanation closes with a quote reminding us that “washing one’s hands of the conflict between the powerful and powerless means to side with the powerful, not to remain neutral.” So perhaps that’s on point after all.

Next we have the “Punctum,” which I think indicates an approach to consider taking? The card here is the Other, reflecting “relocating blame” and “categorization.” Apparently it’s meant to remind us of the folly of “constructing an Other out of your ignorances and unknowns, then attacking it.” Some reasonable applicability to how folks tend to characterize the supporters of the other side here…

Now the “Vehicle,” signifying a tool that may be of use. I got Weird, top-line summary being “abjection.” Digging deeper, “weird is the process of being and becoming, that predominantly lies outside the observers [sic] power.” This is above my head, except to say that yeah, things are likely to get weird (that was even how I phrased the question!) – not sure that’s a useful tool to help accomplish anything though!

For “Outcome” – self-explanatory enough, I think – I got Synthesis, “alignment of activity,” “resolution of conflict through shared submission to an overarching goal.” That’s… surprisingly positive?

Putting this all together, I think what the deck is telling me is to think more broadly about what might happen tomorrow, to be mindful of what we all have in common, and that something strange and beyond our powers of understanding might usher in a harmonious future where Americans reconciled and working together towards a new common cause. So basically, if the world goes full Watchmen tomorrow and we wind up forgetting about Democrats and Republicans as we all band together to fight alien squid-monsters, you heard it here first.

POST-ELECTION UPDATE: This did not happen.

* This review was last edited on December 11, 2020
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Sage Sanctum Scramble, by Arthur DiBianca
4 of 4 people found the following review helpful:
Wordplay overdose (that's not a bad thing), December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Reader, a confession: it’s only now, as I’m sitting down to write this review, that I have realized that Sage Sanctum Scramble and Under They Thunder were written by different people. I must have gotten the impression they shared an author when I was first page-downing my way through the giant list of games, and my shortcut-loving brain must have thought “right, two word games by people whose names started with A, that’s all sorted then,” despite the fact that I’ve played other games by both authors before. Anyway, the conceit for this review was going to be a compare-and-contrast between the two games, which felt reasonable to do when I thought they were by the same person but churlish and weird now that I have at long last disassembled the DiBianca-Schultz gestalt entity living in my head. I guess we’ll just have to wing it!

Typically I like to start with the premise, but, um, that feels challenging here. I’m going to attempt to describe the plot without going back to my notes: you (I don’t think who you are is explained) are magically whisked to an other-worldly word-sanctum, where the head of the titular sages tells you they need your help. An evil four-armed monster is using magic to tear up the place and you need to solve a bunch of word puzzles to build out the vocabulary you’ll need to fight him. OK, let’s see how I did… huh, turns out my brain is playing tricks again, because the game actually sets things up with you solving word puzzles in medias res, and you only get one sentence’s worth of backstory/motivation after you’ve figured out ten of them. This is sub-Bookworm Adventures in terms of character-centricity and narrative cohesion, with the main defining feature being lots and lots of silly names that seem like they should be anagram-jokes but aren’t.

Anyway who cares because I loved this. The premise is there to get you solving word puzzles; there are several dozen on offer, and though you can get a solid enough ending after getting as few as thirty, I banged my way through all of them (Spoiler - click to show)(sixty, plus the bonus ones too!) because I was having so much fun. There’s nothing too novel here, though there is an impressive variety: there are word-substitution puzzles, mastermind-style word-guessing games, word-bridge puzzles where you’re transforming a word one letter at a time, and of course lots and lots of anagrams. Each puzzle is self-contained and fairly quick to solve once you get the trick, and while I don’t think there are any repeats, the later, much harder puzzles build off of what came before, so even the trickiest of them feel like they’re playing by a consistent, fair set of rules that have been introduced to the player.

The puzzles unlock as you solve them, and you typically have the choice of half a dozen or so, which means it’s easy enough to hop around and feel like you’re making progress – it was only when I was closing in on the last ten or so that progress began to slow, at which point I was sufficiently in the head-space of the game (like, I was starting to look for anagrams in work emails) that I appreciated the challenge. They’re almost all impeccably constructed in terms of puzzle design: there are definitely several that would be hard for folks who don’t have a mastery of English idiom (the one where you need to figure out what two words have in “uncommon”, or a few that rely on knowing a common phrase based on one word in it, come to mind), and a few that rely as much on grunt work as a moment of inspiration, but almost always when I got a solution (or, for some of the last few, was prompted to the solution by some considerately-provided hints on the forum), I was smacking my head and muttering “that makes sense.”

The technical implementation is also incredibly impressive – everything just works, which at first I didn’t really pay attention to because these are just word puzzles, how complex can it be? But when I thought about the amount of work that would need to go into each and every one of the over fifty on offer, in terms of coding custom responses and making what’s basically a different limited-parser game for each (you access a puzzle index by typing PUZZLES and then using numbers to jump around the list, BOOK shows you the keywords you’ve accumulated, and other than that it’s basically just typing in guesses), while having to parse not just whole words and recognize the entire dictionary, but also for many registering and responding to the individual letters and lengths… it’s very impressive, I repeat, and almost completely smooth (I think there were like two times when I got an incorrect result – one was when it wouldn’t accept “anoint” as a verb starting with a, to give you a flavor of what these edge cases are like).

There’s a smart layer of meta-progression over the puzzles that makes it even more compelling than it would be as a strict grab-bag, too. To beat the boss (you remember there was a monster, right? In the rich and compelling backstory?) you need to engage him in a word-fight, and while merely winning just requires you to accumulate enough keywords, he also throws out spells that can only be defended against if you’ve got a matching keyword: one that’s a palindrome, or only made up of letters from the second half of the alphabet. If you don’t have one, it’s not game over, but the eponymous sanctum takes some damage, which makes the ending feel a little less happy. Fortunately, you can always REWIND and try again after padding out your arsenal some more. (Spoiler - click to show)There’s also a small suite of bonus puzzles that unlock some alternate options around the ending, and which were quite fun to find and work through, with the caveat that it took me much longer to figure out how to access them than it should have because I failed at counting.

As I have with many other reviews in the Comp, I’ll conclude by making the obvious point that this is a game with a specific target audience, and if you’re in it you’ll probably really enjoy it but if word puzzles aren’t your jam, you’ll probably appreciate its craft but not find it too compelling. The difference is, I’m actually in that target audience this time out, and hopefully it’s clear that despite my affectionate bagging on the story and premise, I loved it to death.

* This review was last edited on December 11, 2020
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A Rope of Chalk, by Ryan Veeder
5 of 5 people found the following review helpful:
Nostalgic or anti-nostalgic?, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

I think I mentioned somewhere in the interminable chain of my previous Comp reviews that my knowledge of recent IF is rather patchy: I got into it in the early aughts, playing through all the Comp games from like ’02 through ’06 and catching up on most of the classics of the scene (I mean except Curses since it’s hard), but then got less obsessive about it over the next few years and only dipped in intermittently through the teens, before the bug came roaring back last year. All of which is to say I’ve managed to pretty much entirely miss the era of Ryan Veeder – I think Taco Fiction was in the last Comp I took a half-serious run at before 2019’s, and dimly remember that it was fun and funny but not much else. As I’ve been getting back into things, I have checked out a few of his other games – Captain Verdeterre’s Plunder and Ascent of the Gothic Tower – but I’m still aware that “Ryan Veeder games” are a well-defined thing these days, though one that's a bit of a mystery to me.

All of which is by way of saying that I’m not going to be able to situate A Rope of Chalk in the author’s oeuvre and am not completely sure what to make of the metafictional post-script – but nevertheless, I still dug the hell out of this game. ARoC situates itself as an attempt to document a college art contest from a decade in the past, while acknowledging in an introductory note that memory and the limitations of perspective being what they are, we’re in for a Rashomon-style confusion of narratives. You’re given the choice to opt in or out of the story given these caveats, and if you say “no” the game quits, so fair warning that subjectivity is the order of the day. The game lives up to this premise by rotating you among four or five different protagonists (depending on how you count), and while there’s not much divergence in the actual sequence of events, each has a distinct narrative voice, with modifications not just to descriptions and action responses, but also most parser responses to account for who the protagonist is in each sequence. There’s even different punctuation around dialogue options depending on who the main character is!

I started that paragraph out talking about the premise but quickly fell into the implementation, and that’s accurate to my experience of the game. The plot and characters are fun and everything’s well-written, but when I’m thinking back on what it was like to play ARoC, it’s really the attention to detail and depth of implementation that stand out – like, that’s a thing that reviewers, including me, say about many games, but here it’s almost spooky how the author sometimes seemed to be reading my mind. Like, there’s a point where your character’s perceptions get shifted (Spoiler - click to show)(I realize this applies to several bits, but I’m thinking of the beginning of the Nathalie sequence), and all sorts of verbs are rewritten to respond to the situation, including some that aren’t ever useful to the story like JUMP and LAUGH. I don’t want to spoil too many more, but there were a bunch of times when I typed something into the parser just to be cute, and was amazed to find that the author had gotten there first. There are niggles, of course – I hit on the idea of (Spoiler - click to show)using water to erase chalk art I didn’t like while in the first sequence, playing as Lane, but instead of being told that wasn’t something she would consider, there was a bunch of unpromising parser wrestling, so it was a bit surprising when that very thing wound up being suggested right out the gate in the second sequence. But many of these niggles are I think due to my own expectations, which had been inflated excessively high by the overall extreme level of responsiveness.

Plot-wise, ARoC is all about building up to one big event – you’re primed to know that something will go disastrously pear-shaped by the blurb and intro, and the opening sections have quite a lot to do and explore so it doesn’t feel like busywork even though from a certain point of view, you’re just marking time until things really kick off. There are a bunch of characters to engage with, and while they all present as stereotypes at first blush, there’s enough substance beneath the surface to have made me wish there were more than the 4 or 5 dialogue options on offer for each conversation (even though I don’t think the game would work as well if I got my wish – this is me noting smart design, not indicating an oversight). And since this is a sidewalk-chalk tournament, there’s a lot of fun, well-described art to look at, with each piece casting some light on the artist who made it (I was expecting Rachel’s to be bad from the lead up, but I had no idea how awful it would actually turn out to be).

Once the key event kicks in, the game gets a little more focused and there’s even what you might be able to call a puzzle if you squint at it. But even as there’s some additional urgency, and a few real obstacles (Spoiler - click to show)(well, they might not be real but close enough), you’re always rewarded for lingering and straying off the beaten path – and the steps you need to take to progress are always quite clear, keeping the momentum and the enjoyment up.

I have a couple of more spoiler-y thoughts on the ending, so I’ll wrap up with those, after repeating again that this is an excellent, funny game (I’ve barely talked about the jokes, I realize). Anyway: (Spoiler - click to show)there’s a moment or two of catharsis at the end of the story, then an optional sequence where you can wander around what’s presented as the author’s office, finding various bits of correspondence and photos that purport to indicate the research that’s been done into the tournament, as well as providing some glimpses of what happened to these kids ten years out from college. I found this a bit enigmatic, since the ending didn’t really leave me with a strong takeaway that was then recast by the afterward – it all worked well enough on its own, but I think I was waiting for some kind of twist or emotional punch that never fully landed. But in the end I think this might be the point: there are big things that happen in our lives sometimes and loom large in our memories, but when you try to pin down exactly what happened, or what simple cause-and-effect impact it had, it all slips away because people don’t really work like that. I oscillate between thinking A Rope of Chalk is nostalgic and thinking it’s anti-nostalgic, because it makes the past loom so large and presents a memory with such immediacy and impact, but also refuses to tie a bow around it and spell out what it all means.

* This review was last edited on December 11, 2020
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Return to Castle Coris, by Larry Horsfield
3 of 3 people found the following review helpful:
Too old-school for me, December 10, 2020*
by Mike Russo (Los Angeles)

I swear, the randomizer has a sense of humor – after giving me Tangled Tales, prompting me to whine about a too-large map and guess-the-verb puzzles, it decided to serve up Return to Castle Coris to see how I liked a double-helping of those issues, plus extreme pixelbitching and copious opportunities to be straight-up killed or, worse, unwittingly get myself into a walking dead situation. This one’s billed as longer than two hours, but I have to confess I gave up on it less than halfway into the judging period.

This is apparently a late entry in a long series of games, stretching back several decades, so it comes by its old-school approach honorably. The introductory text calls back to many of the protagonist’s previous adventures, including one in the eponymous castle, which you’re now called to follow up on after the discovery of a new tunnel in the dungeons. There’s nothing really motivating the exploration – you’re just asked to go into the tunnels and check things out – except perhaps a hint, when examining the protagonist’s clothing and finding out that his wife made him throw out all his old, comfy gear and get nice new stuff, that he feels slightly henpecked and is looking for a distraction.

So it’s really a straight-ahead dungeon crawl, which I can certainly be in the mood for, but the emphasis here is on the “crawl.” The puzzles rely on going through the dungeon like you’re being paid by the hour, and poking at every single object like you’re a CSI technician analyzing a crime scene. Sometimes this is just a matter of tedium: there’s one area that’s made up of about ten wooden landings on a set of stairs, and you need to SEARCH the random detritus that’s glancingly included in the identical room descriptions to find a hidden key in one of them. But usually it’s much more involved, due to the profusion of verbs.

LOOK and LOOK AROUND are billed as different actions. SEARCHing an object won’t disclose if it’s on top of something; that takes MOVE. Your initial inventory includes a magic bottomless bag (handy!) but neither the inventory listing nor X BAG reveals that this open bag actually contains a rope and grapnel – you need to LOOK IN BAG for that.

This is where the guess-the-verb issues and the hunt-the-pixel ones combine into a cocktail of eye-stabbing frustration. To solve the first puzzle, you need to find a hammer and chisel. These are hidden in the space below a set of spiral stairs leading back up to the castle (why are they there? Who knows), four screens north of your starting area which clearly prompts you to explore the area to the south. If you X STAIRS you get told “They go Up to Castle Coris itself. Under the bottom of the stair you see a space.” OK, X SPACE: “A space under the spiral stairs about a foot or so high.” That’s right, you need to LOOK IN SPACE.

This is not to undervalue the places where the way to solve the puzzle is obvious, but you can’t get the syntax right. In the above-mentioned stairway, at one point there’s a gap in the wooden stairs that you need to cross, described as follows: “You are on a platform in the spiral stairway in the vertical shaft on the west side. There is a gap in the stairs further down where the wood has rotted away and you can only go Up to the platform above this one.” The grapnel and rope is the obvious way to proceed, but THROW GRAPNEL ACROSS GAP, THROW GRAPNEL OVER GAP, THROW GRAPNEL AT STAIRS, TIE ROPE TO PLATFORM, THROW GRAPNEL AT PLATFORM, and THROW GRAPNEL ACROSS SHAFT all fail with unhelpful errors. Maybe there’s a non-obvious solution? No, you just need to THROW GRAPNEL AT UNDERSIDE of the platform above – a word that shows up nowhere in the descriptions of the scant scenery here, at least when just using the standard EXAMINE.

The punch line here is that five minutes after using the walkthrough to get past that puzzle, I faced an almost-identical one where I had to climb down into a dark chasm, with a conspicuous wooden railing at the top providing a convenient anchor point. Again, I tried TIE ROPE TO RAILING, HOOK ROPE TO RAILING, HOOK GRAPNEL TO RAILING – nope, none of it works, just HOOK GRAPNEL TO WOOD. Then I found myself in a pit with a snake who seemed to autokill me in half a dozen turns no matter what I did, including the time I was able to climb all the way back up the rope to what I thought was safety. It appears to have been magical in other ways too:

"The snake hisses loudly and its forked tongue whips in and out of its mouth as it tastes the air to work out what you are.

STAB SNAKE WITH SWORD

You can’t see the tunnel snake!

The snake throws itself at you, knocking you to the ground. You try to scrabble away but the creature coils its muscular body around you and starts to squeeze."

The old-school tough-as-nails adventure game is part of an honorable tradition, and I’m sure there are players who slot into the mindset necessary to make progress in RtCC without too much difficulty. But I am just not a bad enough dude to rescue the president/mess around in the dark for hours until hopefully stumbling onto a plot. When I checked in the walkthrough and found that I was maybe 10 percent of the way through the game, and also saw there was no mention of the snake but a bunch of stuff I’d missed in the beginning (apparently by not shining my lamp at the walls for no prompted reason I could see) and I was once again walking dead, I just didn’t have the heart to spend any more time with this one.

* This review was last edited on December 11, 2020
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Red Radish Robotics, by Gibbo
2 of 2 people found the following review helpful:
Fingersmith, December 10, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

In some ways it’s apt that the randomizer gave me Red Radish Robots right after Ascension of Limbs (yes, I’ve gotten to the point in the Comp where I’m starting to think about the randomizer…), because while AoL’s secret sauce was that it was just the right length for its content, RRR suffers from going on too long for the interest its setting and puzzles can support.

The concept is a fine if unexceptional one – robot waking up after some kind of disaster and trying to reconstruct what’s happening while solving straightforward puzzles – but the trouble is, it isn’t too hard to suss out what’s happened, and the puzzles are all quite straightforward. The closest thing to a twist is that the robot has been deactivated without fingers, so you need to gather them one by one until you have a full complement of ten, which allows you to get to the end-game. But ten is too high a number to which to have to count, given that you mostly find them by unlocking doors (some with keys, some by oiling stuck hinges), opening multiple safes, finding a note where someone’s written down their computer login and clues to their password… Again, there’s nothing wrong with the classics, but in too large portions it feels overly starchy.

There are ways to be destroyed or get to a dead end, but a limited number of respawns are possible (respawns also appear to somehow rewind time as to at least one object, which is helpful but confusing!) The writing is typo-free and does what it needs to to communicate the setting and what’s going on. And there are a couple of puzzles that have a bit more zip to them, like the final one (Spoiler - click to show)(though requiring the player to lie to the “bad” robot, then sucker-punch him while shouting out that I’m fine being a slave was maybe not my favorite aspect of the game). But my interest started to flag on like the sixth spin through the same eight rooms to see what one new quotidian interaction my incremental progress had unlocked, before having to do the inevitable seventh. All this speaks well of what the author will do next – and there are indications there’s more work already in the oven – hopefully with a bit of trimming to cut away any unneeded filler!

* This review was last edited on December 11, 2020
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