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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Escape from the Crazy Place, by J. J. Guest, Loz Etheridge and friends
5 of 5 people found the following review helpful:
A sprawling absurd Twine game with a tangled and deep backstory, August 20, 2018*
Related reviews: 15-30 minutes

Escape from the Crazy Place is a sprawling, labyrinthine Twine game with significantly more content than games such as Birdland. It's absurdist, surreal, dreamlike, and ridiculous.

It's history is almost more absurd (parts of this may be inaccurate; play the TADS version to see more). It began as a physical handwritten CYOA book in school over 30 years ago, passed around by students and added to over time. That copy was lost, rewritten from memory.

It became an online html game before anyone was doing much CYOA html, then it became TADS in 2006. Now, years later, it's been redone in Twine.

It has dozens of authors. It has parts that are clever and exciting.

But it also has parts that are less exciting. One reason passing around a physical CYOA book in school is thrilling is because you can see the heft and size of it and think, "oh man, this puppy is huge!". Flipping through can give you an idea of its contents.

Escape from the Crazy Place is online, though, so you don't really know what you're getting. And the first passages are the oldest, by those with the least experience, referencing 80's and adolescents. The first about also loops around itself somewhat, making it even harder to get a grip on the size of the game.

I kept pushing through (playing with my 6 year old son) and we found a lot of really great content. That experience made me think that this is a good game to play collaboratively, just as it was written.

* This review was last edited on August 21, 2018
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Fhtagn! - Tales of the Creeping Madness, by Design Imps
3 of 3 people found the following review helpful:
An entertaining fusion of Lovecraftian horror with the roaring twenties, July 18, 2018*
Related reviews: about 1 hour

I received a review copy of this game, and played through a couple of games.

This is a single- or multi-player board game that goes through 6 rounds. In each of the six rounds, you are trying to increase your 7 stats. These stats allow you to pass challenges. In the end, you see if your stats will qualify you for a 'role', determining if you win or not. The roles have 2 hidden stat requirements which you must guess from their descriptions.

I've played many commercial IF games in the last couple of years, and I would put this one in the top tier in terms of polish. The music, graphics, animations, and overall presentation are professional and engaging.

Writing-wise, I was strongly reminded of Fallen London in its more humorous sidequests. You are playing as a cultist each time. A good amount of text was repeated on two playthroughs, more repetition than is typical for a pure text game, but less repetition than I'm used to in a board game. It allows for mods (several of which are already developed), which increases the replay value.

The game was charming and funny. I found myself excited by the game map with its bouncy art of classic locations like an old town hall, an asylum, a speakeasy, etc.

The interaction was a little fiddly. It took me two playthroughs and two readings of the tutorial to fully understand what was going on, and I'm not really convinced of the 'elder sign' mechanic. The game doesn't tell you how to pass certain tests, including the test to see if you win, but you can spend elder signs to see what tests include. Replay also helps you know what tests require.

However, I enjoyed both of my playthroughs. Because I hadn't paid for the game, I considered what price I'd pay for the game. I thought, "Is this $20 range like Sunless Skies? Because that would be pretty steep." When I saw it was $4.99, I thought, "That's more than fair for the price you're paying."

So if you're a fan of Lovecraftian references, gothic humor, Ruby Gloom-style art, or complex board games like Arkham Asylum, this is a good game for you.

* This review was last edited on July 19, 2018
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With Those We Love Alive, by Porpentine and Brenda Neotenomie
2 of 2 people found the following review helpful:
A dreamlike dark fantasy in service to the empress, June 10, 2018
Related reviews: 15-30 minutes

This game is one of Porpentine's best games, by her own admission and the acclaim of others.

It has music and takes the unusual tack of having you draw symbols on your skin as the game progresses. I chose not to do so, but many who have played have done so, and you can search for some of their images.

The game casts you as an artificer for a massive, insectoid alien queen. Isolation and body change are themes, as you wander a city and castle and spend time on yourselves.

The game has music and interesting styling. The story includes friendship and love and bizarre, alien history.

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Jetbike Gang, by C.E.J. Pacian
3 of 3 people found the following review helpful:
A twiny jam 300 word branching futurepunk story, May 23, 2018
Related reviews: less than 15 minutes

This is Pacian's only Twine game I know. Entered in the popular Twiny Jam competition for twine games of 300 words or less, this has a Time Cave type structure. You can see all endings by lawnmowering, but it might be more fun just to explore 4 or 5.

The story is grim and gritty. You are part of a jetbike gang, and the cops are coming. All of the branches are short, and they all paint out a dystopian world of grime and flame and bad relationships. It is a vivid world.

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Human Errors, by Katherine Morayati
5 of 5 people found the following review helpful:
A help-desk for wearable emotion-manipulators. Fiction through bureaucracy., May 22, 2018
Related reviews: less than 15 minutes

This is a complex Twine-and-Javascript based game that reproduces the help-desk environment from IT. You are given a bunch of tickets or help requests to address. You can dismiss them, respond to them, rank their severity, etc.

But instead of normal IT, you're troubleshooting a device that creates impulses in others.

As you progress, your performance is evaluated, and others might respond to you. The story slowly splays out.

It's an odd story, too. Like Morayati's other works regarding technological dystopias (Laid Off from the Synesthesia Factory, Take), the game explores uncomfortable parts of the human condition.

The game takes real-life issues (like the below-minimum-wage oppression of gig jobs like Mechanical Turk, having to buy cheap knock-offs of products that can harm you, workplace harassment, etc.) which people have gradually become numb too and puts them in a startling new light by applying them to new situations.

If you liked this work, I strongly recommend the two other games I mentioned earlier.

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Known Unknowns, by Brendan Patrick Hennessy
4 of 4 people found the following review helpful:
High school ghost investigation with teen romance, May 18, 2018*
Related reviews: about 1 hour

I had this game mixed up with the short Birdland sequel Open Up, and so I never got around to playing this until after the XYZZY Nominations. Then I had to see what it was all about.

Brendan’s writing is what I wish I could write like. Characters are so vivid, and the text takes startling turns of phrase that you can’t help from laughing at. The characters felt alive to me.

Part of that left me with a bad aftertaste in a way that a lesser artist couldn’t do. The events in the game are the kind of thing I was terrified of growing up. My area had a lot of teen pregnancies and deaths from alcohol and drugs that affected people I knew. The idea of going to parties where all the highschoolers are getting drunk, watching each other have sexual experiences, using drugs, and having young men who won’t listen to ‘no’ (like Jayden) wander around seems like a reminder of personal nightmares.

But I don’t believe that’s what the author intended. Games are a Rohrschach test that brings out whatever the reader is thinking. I wouldn’t have had such a strong reaction to the game if Brendan hadn’t written such strong characters.

The rest of the game is wonderful. The use of emoji is like a comedy version of 10pm, and the overall mystery and romance were well done. I liked the use of red options to distinguish paths that were very different from the others. It made choices feel more significant.

I also found the structure really interesting, with conversations like multi lane highways and exploration segments like city streets.

This game’s craft level is very high, and I’ve found myself thinking of it frequently in the last few days as I’ve been working on my own games.

* This review was last edited on September 22, 2019
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Mystery House Makeover!, by Anonymous
1 of 1 people found the following review helpful:
A silly short game involving replacing lineart with clipart, May 10, 2018*
Related reviews: less than 15 minutes

This was from the Mystery House Taken Over competition, where IF authors were tasked with revamping the old, famous adventure game Mystery House.

As far as I can tell, this game only allows directional commands, and all that happens in each room is that a piece of original, poor quality line art is replaced with a piece of badly cropped clip art as a joke. I found it amusing, but the game is so small and light as to be hardly there.

If anyone finds additional content, let me know and I'll revise my review.

* This review was last edited on May 11, 2018
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REALLY, IF / REALLY, ALWAYS, by Dawn Sueoka
1 of 1 people found the following review helpful:
An interesting experiment with human-guided AI interaction, May 8, 2018
Related reviews: less than 15 minutes

This is an interesting game. It's a conversation between ELIZA and some human-mediated input that is taken from a collection of computer-generated speech.

The conversations at first are pure nonsense, but later evolve into partial nonsense, with recurring themes of frustration, curiosity, and romance.

There are sexual references in one portion. The overall feel is one of experimental poetry, very appropriate for the Spring Thing competition.

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Illuminismo Iniziato, by Michael J. Coyne
1 of 1 people found the following review helpful:
A big, polished sequel to a big, polished game, May 8, 2018
Related reviews: 2-10 hours

This sequel to the 15-year-earlier Risorgimento Represso is a fairly large glulx game that uses advanced features such as graphical windows.

In classic parser game style, you are an eccentric wizard's apprentice in a blended fantasy/modern setting where you push the boundaries of the law to get what you want.

I enjoyed the variety of puzzles, such as timing puzzles and transportation puzzles.

This game reminds me a lot in style and quality to Bob Bates' game Thaumistry. Both games were charming, and reached a level of quality that is quite difficult to reach, but failed to grip my imagination. In both games, I felt like some solutions were unnecessarily restricted.

I believe this game is most likely to win Spring Thing (this review was written before the competition ended).

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Ultramarine: A Seapunk Adventure, by Seven Submarines
1 of 1 people found the following review helpful:
A visual novel with combat elements set underwater, May 8, 2018
Related reviews: about 1 hour

This was a first for me: a visual novel with RPG elements. I know visual novels are a big field, but I've generally played text-only games.

The art seemed high-quality, but characters would switch positions on the screen at odd times, which was kind of distracting. It was hard for me to distinguish the two male protagonists, who changed expression sometimes when they were talking and sometimes when others were talking.

The overall storyline was interesting, and seemed like part of a larger and well-developed world.

The RPG combat was fun, I don't see that a lot. I was allowed to go into negative MP with the main character, making winning easy.

Overall, I found some of the graphical elements unpolished, but the story very descriptive. The interactivity worked for me, and the combat and some of the decisions made me feel anxious for the characters. Overall, I feel satisfied with my playthrough and don't plan on revisiting the game. So I'm assigning it a score of 3/5.

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