It can be a dog-eat-dog world out there. All Hardy dreams of is a dog-eat-sandwich world. But alas, his pet human is asleep on the couch again!
Snack Time! is a light-hearted little work where we play as Hardy the Bulldog and his epic, ten-minute, house-spanning quest to get something good to eat. Of course, lacking opposable thumbs makes things a little less straightforward than they should be. And so begin the puzzles, all of which are pretty easy.
No frustrations here save for the tummy grumbling, Snack Time! is a recipe for pure giggles.
(And Dino wins my Best Prop Of 2008 award!)
The most unique thing about Jeremy Freese's _Violet_ is its wholeness. The author uses an unusual technique of casting the titular NPC as a voice intentionally willed to exist inside the male* protagonist's own head. Not only does his constantly keeping in mind "what would Violet say?" show his feelings for Violet and his current motivation, but the technique allows an in-game character to comment on both action-based gameplay and out-of-world game messages without breaking mimesis. Even the about-the-game portions of the work called up by the CREDITS or ABOUT commands are cast as a letter from an ostensibly real-world Violet to the author's friends, we the player. The pervasive use of this technique lends the work a visceral force usually reserved for true stories.
A secondary effect of the same technique suckers puzzle-adverse players into playing a puzzle-based game to completion. Myself spent over 15 minutes with _Violet_ before realizing it is not, in fact, a conversation-based work. Conversation through NPC commentary is merely a veneer. The initial tasks in the game are so easy they would rightly be called a basic I-F tutorial rather than a puzzle. By the time the player recognizes the true nature of the gameplay, a desire to see how it all ends has taken over. Besides, surely just getting settled enough to begin writing a dissertation couldn't take much longer, could it?
Well as it turns out, our protagonist is unfortunately very good at sabotaging himself, and the lengths to which he must go become increasingly outlandish and embarrassing. It's something of a trick that, even when Violet herself finally comes on stage to laugh a little at us, the author has avoided making the player feel like a buffoon even as he (and we) makes one of the player-character. The player-character isn't properly named, or even solidly gendered, and the work is in second person, all of which invites conflation of the player with the player-character. But it doesn't matter. Perhaps it's because the work itself reinforces the bemused absurdity of it all (such as the scenes outside the window), or perhaps it's because we believe enough in the protagonist's mission by then so that, by hook or by crook, we'll accomplish our goals and worry about our dignity later. However it's done, it's done well.
Narrative techniques for the problems specific to interaction fiction still inhabit a realm of rumor and black magic, passed between individuals who may never meet. Because the novelty of computer games is front-loaded and cooly intellectual, they can be acceptably reviewed unfinished. Because a story reveals its heart near the end, it must light a fire in the player after basic mastery settles in but before repetition does the same. And because so frequently a video game's first on-stage character teaches gameplay throughout, such a character cannot play a significant part in the story precisely because of that world-straddling status -- thus breaking a rule of static fiction about characters introduced early. But Violet, true to her status as a sufficiently awesome girlfriend, does exactly this. Even as her imagined voice ostensibly encourages her boyfriend to complete his task for the warm rewards, she encourages us to complete ours for the same. It is this solution that raises Freese's magic out of the blackness of grues, and into a spectrum a little more colorful.
* Or female, as the player may change, only, the player-character's gender.
A Stop For The Night won Best Of Landscape in the 2003 IF Art Show. Presented as a small horror exploration, it experiments with alternate navigation methods as a way to heighten tension. The piece uses three methods: relative directions (left and right), door-oriented travel, and direct navigation (such as "KITCHEN").
The first presents the environment as the character sees it, and reinforces the knowledge of exactly where he stands: at a very specific point in space. As a description, it works; I'm made to feel as if I'm just a small person, a mere dot, entering this sinister place. But as a navigation aid, it fails. Like all IF before it, winding one's way through a map using left and right is disorientating, even if the map is a perfect grid. (The cardinal directions are relegated to the outside world of stars and sun.)
The second attempts to preserve a staple of the horror genre -- the moment of uncertainty just as you open a door leading to the unknown. It does that somewhat well, as you are quite focused on the door and any distinguishing characteristics it possesses to glean what might lay beyond. Unfortunately, given the shape and size of the map, this first presents the player with multiple rooms of twisted little doors, all alike. The suspense of such choices are quickly diluted by repetition. Later, after the map is explored, navigation is too focused on the doors rather than the rooms to which they lead.
The game's direct navigation system kicks in to compensate. You may enter the adjacent previously-visited room merely by stating its name. It's an improvement over Bronze as you needn't preface it with GO TO, but it lacks Bronze's ability to skip through multiple rooms at once. This tends to make puzzles more tedious as you flit from room to room searching for that one item that might be useful in that one place.
This particular work's implementation of the three navigation systems isn't perfect; even a fully-explored map needs an occasional Left or Right. But it certainly fulfills its purpose as an experiment. I learned a few things. I can conceive of navigating a new world by constellations whose location in the night sky change by time and season, but know the navigation-as-puzzle limits the remainder of the work to conversation and psychology. Single-word direct navigation allows one to concentrate on the puzzle or task at hand, rather than the minutiae of getting from point B back to A again. And a little disorientation from self-centric navigation among injured and individualized doors can tell a story in itself, but once you discover that the ominous, mystical wooden door with the crescent moon engraving leads not to the spellchamber, but to the privy, it's time then to concentrate on the higher reasons for all the walking around.
Book and Volume is something of a throwback. The writing will please modern audiences; subtle humor that pokes fun at real-world institutions, stereotypes, and cultural flotsam abound. But the gameplay is something out of Zork. Overlapping timed puzzles are used as a blunt pacing device, on the order of "do your things in a timely manner or start over." Many required actions aren't clued at all, so satisfying those timers is near impossible on the first playthrough or three. And while the geography is a perfect city grid well-presented with the game's subtle humor, most of it is a distraction. The plot seems pretty minimal. Perhaps further into the work things improve, but I have not the patience or prescience to get there. That's a shame, because it is otherwise worth playing.
When thirteen year old Rosalind tires of her mother's angst, she sets off to grandmother's house for good food and better company. But upon arriving, she finds an empty house, a half-twisted quilt, and a full-on mystery. Thus begins her quest through space, memory and a closet full of skeletons.
Moon-Shaped is a typical puzzle-based interactive fiction, save that it favors fuller prose over fuller geography. Puzzles are of moderate difficulty and clued fairly well, and a menu interface offers progressive hints. A wonderful annotated walkthrough is also available separately, though experienced players will likely not need it. The overall result is a work that favors readers over game players and thoroughness over lateral thinking.
Two things kept me from granting Moon-Shaped a full five stars. One, a compass rose and/or a GO TO command would be greatly appreciated by us beginners who disorient easily. But more importantly, I never really felt close to anyone in the work despite the time I spent with it and the spacious in absentia flashbacks. I felt that each such scene was afraid of giving away too much, and the reticency caused me to rely on my knowledge of fantasy instead of the knowledge of the particulars of the work. Consequently, I saw where the work was headed far too soon.
Regardless these idiosyncratic nitpicks, Moon-Shaped is a good work, and I especially recommend it to those who enjoyed Emily Short's Bronze.
(This review is for release 2 of Moon-Shaped.)
Much of IF begins with a problem, and we happen to be the lucky schmo charged with solving it; perhaps that's why much of IF tends to be frustrating, obtuse, or just plain negative in tone. This then is what sets apart "The Chasing". It's a very positive and neighborly work, as if "Ultima: Quest of the Avatar" were set in your local neighborhood, sans monsters and pointy objects. Your white horses escaped your stables last night, and you must wander around the valley looking for them, quizzing your neighbors on their whereabouts. In doing so, you discover your neighbors have little problems of their own, such as treed kites and runaway lawnmowers. But shortly after helping someone out, you discover you are starring in an allegory.
But golly gee Wally, it sure is a pleasant little allegory to be in.
"The Chasing" avoids the preachy tone that virtue-chasing games often have, and still keeps its gameplay varied enough to avoid boredom. NPCs tend to be one-trick ponies, but there's always a friendly one nearby, partly mitigating the loneliness that usually dogs IF. And while the pleasantness of the work sometimes runs pretty close to self-parody, there's something to be said here for balance in the body of IF works; perhaps the work purposefully overcompensates.
There's nothing here that will challenge puzzle-goers, but their children -- and IF beginners -- will only require a list of verbs common to all IF in order to chase down all those slippery, adventurous virtu-- er, horses.