I'll be upfront and say that, by modern standards, I wasn't impressed with the original Ditch Day Drifter. This sequel, however blows my mind.
The introduction is especially good. Reminding me of the hidden temple sequence in Lydia's Heart, you have to race another tech firm to pitch a product to a southeast asian company. You have to deal with both fidgety technology and a decaying factory.
The game then makes a huge transition to Caltech, scene of the original Ditch Day Drifter. As then, you must explore the campus, solving stacks, reading memos, going in the tunnels, going to the store and kitchen.
But boy, the world has changed! Crowds of independent NPCs, immersive room descriptions, real conversations, etc.
The game has a fairly unique premise: your character must learn (or relearn) about physics and engineering to crack the code on a high-tech box. Puzzles are drawn from real-life techniques, and you learn a lot; however, the game is adapted for those with no real-life experience. You convert IP addresses to hex form and back; you learn about quantum coherence and decoherence; you learn how to use network analyzers and even cherry pickers.
I enjoyed the beginning more than the rest of the game, but that's because open nonlinear games often intimidate me.
I recommend this game for everyone. Even if you're not great at IT, like me, the game treats it like any other 'magic system', telling you how to use things. It's fun.
What an enjoyable game! My heart was racing in chapter 12. This is a quite long game set in a world dominated by clockwork; the religion, the city, the people's mindset, everything is based on clockwork (a funny moment was seeing that pagans worshipped non-mechanical timekeeping devices like water clocks or sundials).
You play an assistant clock keeper who must investigate a future robbery. The game is a very long example of what I call the linear thriller type of game. You encounter a more or less linear sequence of challenges where you are given a good amount of hints on what to do, there is always a sense of urgency, and everything you do is the right thing in just the nick of time.
This game is what I wish the illustrated book Hugo had been from its cover; you jump and leap and fall all through a giant clock early on, you use an early calculating machine like a computer, etc.
The writing is as good as Anchorhead, in my mind, and the implementation is smooth. The story wasn't as compelling to me at first, but the last few chapters really got me into it.
The game has probably not received very much attention because it was a commercial game for a while. But everyone should try it now.
This IFComp 2015 game starts off as a time-management baking game that I at first found very difficult to keep track of, and several non-standard inventory items.
Eventually things start to happen. The game gets much more interesting. However, micromanagment still abounds. Things can get frequently lost; things have to be replaced. A dozen or more NPC's of various types come and go, doing what they please, and it is difficult to keep track of everything.
I played through this game twice, a couple of weeks apart, and it was still hard to juggle everything the second time, knowing exactly what I needed to do. However, I understood the game much better the second time, and I appreciated it more. Some of the meta techniques are incredibly clever.
Suspended is a very unusual Infocom game. You take control of six robots, each with their strengths and issues (only one can see, but it's broken; another can feel things, but it talks in riddles; one is mainly useful if you're closer to dying, etc.)
The idea is that each one can see its environment in different ways. The first few playthroughs might just consist of exploring each room in the (provided) map, and understanding what needs to happen. Then later playthroughs would consist of trying over and over again to survive, and then trying to do it quickly.
I just played around for 15 minutes, and then used the walkthrough. I'd like to revisit this in the future. The robots have clever commentary.
It's mentioned in Planetfall that multipurpose robots like Floyd eliminated the need for these specialized robots.
This game's imagery reminded me a bit of Tron. You are enclosed in a cube with a grid of lines as a virtual fence around you. Only your mind is imprisoned, in a VR environment. Someone is trying to get you out, and you must follow their directions.
The game requires many unusual leaps of logic, as well as a few difficult guessing problems. The story was fun, the map was easy to navigate, and the puzzle solutions often make sense after the fact.
Having played many of the old school games, I feel like the story of this one is better than most (I preferred it over Uncle Zebulons Will), but it's difficult puzzles combined with its strict linearity is a problem. A more open puzzle plan would have helped.
This game came in 2nd in the TADS division of the very first IFComp. Unlike today, when works based on copyrighted material are rare, this game was based on Looney Tunes, with a few name changes.
The game relies on classic cartoon tropes. This isn't actually in the game, but an example would be finding a hole in the ground, and picking up the hole and putting it in your pocket.
It only has about ten points, and is pretty short. With most games from the 90's, I just use a walkthrough, as there were typically fewer synonyms implemented then and puzzles often require more guessing.
I actually really enjoyed this game. Very unusual.
Tapestry is a game that came up quite a bit in early IF discussions due to its unusual storytelling strategy. It remains fairly well-known.
Tapestry is a story about the afterlife, where a man is confronted with his 3 most despicable moments in life, and a chance to revisit each. You can deny each memory and fight against it, you can accept the memory and your shame, or you can accept the memory and deny your shame.
It is well-known for its moral choices, and for having several distinct paths, one of which is almost puzzle-free (the one where nothing changes), while one is puzzle-intensive (fighting your fate).
The first time I played it, months ago, I didn't really like it, and I stopped after the second panel. But this time, I used the walkthrough, and I read the story more, and I really liked it, and even found it emotionally satisfying.
The game gives an entire recap story at the end (about 2 pages), showing what life you really led.
An interesting, fascinating game. I recommend it (and don't feel bad about using a walkthrough, as many of the puzzles are just busywork). I do regret using the walkthrough at the very end in the 'accepting your fate' lines.
This game was one of my favorite types of IF: fast, action-packed thriller games. It is a string of conversations mixed with intermittent, simple puzzles.
The plot is just references to old IF groups. The idea is that there is a cabal of authors that all support each other and hang out and act as gatekeepers. To some extent, I think this is true. IF is a small group, all the big authors and many others know each other well, and they organize stuff with each other. But this is normal; everyone craves companionship and wants to be part of a group. Cabals and cliques form in the academic world for the same reason. And the IF cabal seems to have open membership. If anything, I think the cabal(s) wish that everyone would join them.
I wasn't around during the events of this game, but it didn't diminish my enjoyment of the game. The game parodies right wing sexist men, which I think anyone can enjoy. It mentions Graham Nelson and Andrew Plotkin, which are still fairly familiar names. And everyone is characterized in such a silly way that it really doesn't matter who they are. There were two or three characters I never heard of, but it doesn't matter.
Overall, a fun game. It really does spoil Infidel by Mike Berlin a lot, so watch out for that.
This excellent IFComp 2015 game is a bizarre, surreal journey. You choose one of several 'origin stories' in a sense; for instance, once my father carved miniature cathedrals that played music, and once I lived in the swamp and sold frog skin.
The game consists of a journey towards a distant summit. You reach many places in between, in almost a surreal(er) Gulliver's Travels.
As you travel, you deal with an odd thing called a fishstomach, whose details I leave to the game.
Overall, I found the game emotionally satisfying, especially near the end. Well-chosen graphics help the game.
Occasional profanity and some body horror, but milder than Porpentine's games in general.
Switcheroo is part of a family-friendly series of stories about a witch who runs a foster home. All parts of the story involve a certain writing style, where the narrator is a magic book that coughs up 'pageballs' from time to time.
In this tale, the focus is on Derik, who goes to sleep as a boy in a wheelchair and wakes up as a girl.
Later, some good things start happening in their life due to the switch. And they have to decide whether to keep their new body and identity, or go back to their old.
This game has affected a lot of different people in different ways. There is an obvious interest from the transgender community to see how this story is represented, and those who have experience adoption have responded to it as well. My family includes some who are permanently disable and use wheelchairs, so it was very interesting for me to think about this game.
Overall, I had fun playing through the first time, but I didn't look forward to replaying this game for the review. I would recommend this game to those looking for a family-friendly game or for a game that examines social issues in detail.