Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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PTBAD6.5: The URL That Didn't Work or Have You Seen the Muffin Man? He Is Quite Large!, by Jonathan Berman
2 of 2 people found the following review helpful:
Fails at being a horrible game, June 21, 2019*
Related reviews: less than 15 minutes

In the PTBAD series, which is generally an ill-conceived series of intentionally terrible games, this one manages not to be too terrible. It has generally smoothish implementation, not-too-hard main puzzle, and a poem that has crosses the line from awful to sublime.

Uses Adrift 4.0.

* This review was last edited on June 22, 2019
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Amissville II, by William A. Tilli
3 of 3 people found the following review helpful:
A slightly better sequel to the broken original game, June 21, 2019*
Related reviews: 15-30 minutes

Santoonie Corp. was an interesting group in the early days of IF, and there are debates about whether the games released under their name are really there's or not. Suffice it to say, the games released under their name are poor quality.

This one is better than the other Amissville's, but still dreadful. There are TADS errors I've never even seen before for trivial actions. There is a fairly expansive map with some interesting scenes, but the scenes are built into the text description, so typing 'look' will repeat large chunks of action.

The story is nonsensical, something about hiding out in the woods and looking for weapons for your friend while being on run from the cops. Half of items are portable, the other half (often identical things to the ones you can carry) are 'too burdensome to carry'.

This is not the worst game I've ever played.

* This review was last edited on June 22, 2019
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The Storm, by Stephane F.
6 of 6 people found the following review helpful:
Brief, unusual existential horror, June 20, 2019
Related reviews: less than 15 minutes

I played the French version of this game before. I like this game, it calls to my exact sort of tastes in games. But it may not call out to everybody. It's like Cannery Vale, which is one of my top 10 games of all time but which didn't win IFComp, or Creak, Creak, a tiny game by Chandler Groover.

In this game, you wake up in the middle of the night to strange sounds in the garden. You can explore your house, but everything seems off.

Great for fans of existential horror. Very short parser game.

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Nord and Bert Couldn't Make Head or Tail of It, by Jeff O'Neill
7 of 7 people found the following review helpful:
A spotty Infocom game with great highlights, June 16, 2019*
Related reviews: 2-10 hours

This is an interesting game. With wordplay games, the question is, how can you make a game about wordplay that lasts long? One answer is to follow Emily Short's example and just put tons of content into a game (Counterfeit Monkey).

This game achieves its length through unfairness. Parts of this game (it's basically several mini-games put together) are wonderful: Buy the Farm was particularly good, as was the Shopping Bizarre. Those two would make a wonderful game pulled out on their own, one relying on American English sayings and the other on homonyms.

Some parts of this game don't make any sense. I didn't understand In a Manor of Speaking (which btw is also the name of a great Hulk Handsome game) at all, and looking it up, I still haven't found a good explanation at all. I believe having the Doldrums was a mistake, because it made you think everything else had a gimmick (like Gary Larson's infamous Cow Tools cartoon).

But if the game wasn't unfair, it wouldn't last very long. The only way I've seen fair wordplay games achieve length is through tons of content, like I said. Andrew Schultz does this with exhaustive code-enhanced wordspace searches. Shuffling Around is a good example of this.

I also like the Act your Part session. It was nonsensical, but I was able to get a lot of points just doing dumb stuff.

I played the version released by Zarf who was re-releasing Jason Scott's releasing of previously unreleased Infocom releases.

* This review was last edited on June 17, 2019
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SCP-3939 [NUMBER RESERVED; AWAITING RESEARCHER], by Croquembouche
2 of 2 people found the following review helpful:
A short self-referential narrative describing an anomaly, June 13, 2019
Related reviews: less than 15 minutes

This game is short but satisfies all of my requirements for 5 stars:

Polish: This game has a custom format with well-designed buttons and overall CSS and layout.

Descriptiveness: There are several characters who are described in exquisite detail (or not, with good reason), and the location and item descriptions were evocative.

Emotional Impact: I could really identify with the researcher and the anomaly. The final description complemented the main narrative in an excellent way.

Interactivity: This game allows quite a few paths, but is self-deprecative. It says: (Spoiler - click to show)This may be a multiple-choice story, but there's no multiple endings. If you pick the wrong options, the story has to pretty much drag you to me so we can have this little chat. You see, fundamentally, this just isn't a good multiple choice story. That's not what it is. It was never supposed to be that. A good multiple choice story has decisions, it has character development, it's got different pathways to get to different goals and most importantly it's got replayability. There just has to be at least one ending where you die. It's a game, and there's a different way to play every time. This is not a game. These are special containment procedures. And these procedures make a very bad game, but they do a very good job of containing me.

Coincidentally, I disagree with the game's self-identification as a bad game and with its overall design philosophy. The material in the spoiler is only one way of doing things.

Replay: I enjoyed this both times I replayed it.

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xkcd: Right Click, by Randall Munroe
1 of 1 people found the following review helpful:
A highly polished game hidden in menus with wild branching, June 13, 2019
Related reviews: 15-30 minutes

This is a clever concept. You right click on a picture, and the menus are huge, with enormous branching.

Some do relatively nothing, or are just dumb jokes taking advantage of the menu structure. Others have functionality: turning off the whole system, or allowing editing.

An interesting feature is a text adventure in the 'games' section with nods to Leather Goddesses of Phobos and to Adventure. It tracks state and allows revisiting locations, but it is easy to lose your spot.

Overall, it's funny as an idea, but too tedious to explore fully, and tedious even in medium exploration.

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CRY$TAL WARRIOR KE$HA, by Porpentine
1 of 1 people found the following review helpful:
A violent and sexual metaphor-ridden game centered on glam and Kesha, June 13, 2019
Related reviews: less than 15 minutes

This is one of Porpentine's games that highlights one fact of her games (especially her early games) more than any other work of hers: intense, destructive femininity. This is explored in other works, especially Cyberqueen and With Those we Love Alive, and, well, all of the other works, but it is the lifeblood of the game.

This game centers on being Kesha, infused with powerful glitter and mascara, driving vehicles named after genitals and destroying hater-men in a techno-cyber-surreal-sephora mashup.

It's more gruesome and sexual than I like, and Porpentine herself seems more toned down now. But the production values are really excellent. Few people, perhaps none, have managed to extract as much presentation value out of Twine's basic features.

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The Train, by Obter9
1 of 1 people found the following review helpful:
A short twine game about a train, amnesia, and identity, June 13, 2019
Related reviews: less than 15 minutes

There is a curious sub-genre in interactive fiction about surreal games on a train. There is something about the train as both metaphor and as a constrained, linear, isolated space that makes it ideal as both a narrative setting and a game setting.

Combined, then, these make for a perfect combination when it comes to interactive fiction.

As a standalone game, this one is short and trope-reliant but well-paced and compelling. You wake up with amnesia, opposite an old woman on a train. The game doesn't last long, but choices you make matter.

An interesting short read on a lunch break.

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Almost Goodbye, by Aaron A Reed
2 of 2 people found the following review helpful:
Procedural generation, loss, and relationships, June 13, 2019
Related reviews: less than 15 minutes

This game would be a 3 star game if not for the highlighting.

Visually, it's presented beautifully, with background images, multiple textured text boxes, and UI options.

Structurally, as a standard choice game, it leaves a lot to be desired. You have a menu of people and a menu of places, and take turns picking one then the other. For each pairing, you have a binary option or two. There is a lot of text per choice.

But with the highlighting on, you can see the trick of this game: some of the game is procedurally generated. Not in the sense that the game uses predetermined text replacement based on your choices, but in the sense that there is some kind of corpus generating new sentences.

Is this useful for the game? It's cool to see your choices produce new things. But a hand-written sentence would likely be just as good or better, which is the perpetual problem of procedural generation.

Still, the highlighting gave me a sense of involvement, and the overall story was dramatic and touching.

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Terminator Chaser, by Bruno Dias
3 of 3 people found the following review helpful:
A pro-proletariat space story with some puzzles, June 12, 2019
Related reviews: about 1 hour

I played this game a year ago but somehow didn't review it.

This Parser Comp game has two facets: first, it's a space game where you wander an abandoned station. Second, unlike most such games, instead of amnesia you have access to many memories, most about unionized labor.

At the time this game was released, and the first time I played it, many people (including me) thought the puzzles were a bit fussy. But on this second playthrough, I found it pretty enjoyable. It does require a kind of relative positioning command that's not typical in parser games due to its complexity, but this is good for puzzle fiends, space buddies, or those concerned for social welfare and the plight of the masses.

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