This one was a bit of a wild ride.
It’s a long game written for windows. At first I wondered if it was another secret BJ Best game (in the past he’s entered a retro game under a fake name). After all, it has a cool animated loading screen and a neat pixel art inventory picture.
But the author has introduced himself elsewhere and it seems to be just a neat-looking original game by a new author.
So, this game is a mix of combat RPG and Scott Adams-style gameplay. The Scott Adams style is a fun one, but it had two features that I wasn’t used to: the location description is always at the top of the screen (unless you swap to inventory view), and if steps or a door are in the location you type GO STEPS or GO DOOR instead of any specific direction. These tripped me up a bit; especially not needing to LOOK, since LOOK gives a pretty unusual response in this game.
The idea is that a ferry you were on crashed and you need to explore. There is some combat, but most of it is with small and/or goofy things. Beyond that, you have to find a way to enter the city of Hawkstone and discover the secrets beneath it.
I played around without the walkthrough for a while, but had to peek at it to find the right command for dealing with the gate early on. After that, I found a lot more interesting things, and found a way to die.
After a while, I started getting pretty confused. Sometimes it’s hard to tell what’s going on, due to procedurally generated text. For instance, one action resulted in this (blocking out some names for spoilers, [REDACTED] is by me):
You attempt to unlock the [REDACTED] with the [REDACTED].
object is unlockable. You have a key.
You unlock the [REDACTED] with the [REDACTED]
You roll the dice on your stats and get.. +1 stamina.
Your Stats have increased!
You did a thing!
Something happened somewhere.
Argh!
A kerfuffle!
You are knocked over as a monkee jumps at you.
The monkee screeches as he runs away through the crevice..
You did a thing!
You did something!
Something happened somewhere.
After events like this, objects will be added to your inventory or appear in the room description.
The puzzles were fairly difficult, so I ended up using the walkthrough for a while. Even with the walkthrough, I took about two hours.
There are lots of compelling and interesting elements in the game, like a world you can substantially affect in various ways. There are a lot of silly and goofy things in the game, like buying things on the ‘net’. I’m not sure there’s a major resolution to the game; I followed the walkthrough and it seems to just peter out near the end, with there being some nice resolution to some plot points, but I think the game is intended to either have an open, exploration ending (or there’s more that isn’t in the walkthrough).
A lot of items have a generic description; looking at a woman hanging upside down by a rope says ‘That looks like a normal woman hanging upside down by a rope’. A lot of puzzles get repeated over and over (I’m looking at the bananas here). And, finally, there are several commands in the walkthrough that aren’t really described elsewhere in the game (like Q for Quests).
The overall user interface is great. The animations at the beginning are really neat, and the layout looks nice overall. I also liked the saga of the monkee character the most.
I played this game because it was a ‘longer than two hours’ parser adventure, so one that I would consider might be difficult to complete.
You play as an elf in a village that has suddenly been kidnapped en masse by a witch. You have to look through all the elves’ abandoned houses and workplaces and get the tools and items you need!
This game can be pretty tricky. I made two attempts in playing. In the first, I carefully explored, and discovered some locations where timing was essential. For instance, there is a mine with a lamp, and the lamp has a limited battery. I had to save and undo several times to get that right. Then there were a few other ways for objects to get lost forever.
Increasing the difficulty was a carrying limit, so I had to drop things at different times. There were a lot of containers I could throw things in, but those too had a carrying capacity. Sometimes containers got weird (I had a jug of mead and at one point I was carrying the mead outside of the jug). I’ve had my own issues implementing liquids in containers though so I know how it is!
Unfortunately, after I had escaped and got a bit stuck and turned to the walkthrough, I couldn’t find something mentioned in it while I was wandering up and down the river and, to my sadness, I hit the turn limit and died at about 50 points.
The turn limit seems like a fixed limit, around 600 moves, and so there was no way to undo far enough to keep going. I had to start over, and, fearing similar problems, followed the walkthrough precisely this time.
Before using the walkthrough, I encountered a maze that was actually pretty neat. It’s a ‘twisty little passages’ maze (i.e. a maze where all rooms are identical, or almost so, and going back the way you came doesn’t always take you forward), but the only directions are UP and DOWN, so you have to navigate your way through. I reminded me of the cramped/claustrophobic area in Andrew Plotkin’s So Far a bit.
Some of the puzzles after turning to the walkthrough seemed really hard to solve, especially the finale; I wonder if there are hints you can find elsewhere that can help you with them.
I’ve attached a transcript. It has some bugs in it I’ve marked here and there. Overall, I was glad to beat the witch!
I played this game because it was one of 2 on the Interactive Fiction Top 50 poll of 2023 and I had never played it before.
There are a lot of things that can be spoiled in the game, so I'm going to just describe the beginning here and some accessibility stuff, then put some mid-game stuff in spoilers, and leave out the endgame stuff.
The game starts like an idle game like Universal paperclips. You have a 'stoke the fire' button and, on another tab, a 'gather wood' button. A stranger wanders in, freezing in the cold.
Gameplay expands significantly as you go on, adding crafting mechanics and mild city-building. Eventually you do need movement keys and there are some parts I don't think would be accessible to screen readers.
For mid-game spoilers:
(Spoiler - click to show)Once you are able to craft a compass, you are able to explore a world map. This map contains a variety of outposts, and includes real-time combat that involves clicking, with some battles requiring intense clicking.
As you explore the map, you can make the world a safer place, eliminating threats as you go and establishing outposts. As you do so, you learn about the lore of the world.
Overall, the game is very polished, and while minimalistic it is descriptive. The interactivity worked well for me, although I found some endgame timed events very difficult. I found the game emotionally satisfying and could see myself revisiting it.
Some background: I wrote a game for Choice of Games a few years ago, but it did really poorly. I ended up playing and reviewing all the 100+ available COG titles at the time to figure out where I went wrong and ended up seeing a lot of different patterns in their titles and in what sells well.
At the same time, I kept seeing hints of a game by Emily Short coming out, who is one of the most respected IF authors with some of the most well-known games in her repertoire (Counterfeit Monkey, Galatea, etc.) But it was always delayed, and disappeared for years.
So I was excited to hear that it had been finished (with a little boost from Hannah Powell-Smith, another very popular author), I was excited to hear about it.
So for the game itself. My first go-to with a choicescript game is to look at its stats page. The best-selling games tend to have clearly defined and cleary differentiated stats, while the less popular ones often have confusing or overlapping stats. Here the stats are a bit overlapping: discretion vs self promotion, practicality vs daring, loyalty vs idealism, populism vs elitism. If you speak out to a billionaire and say you hate the wealthy (not an actual in game example), is that populism, idealism, or daring?
So in games where the stats are confusing, it can be hard to min/max, so I tend to just imagine a very specific persona and pick only what I think that person would do. This game responded to that very well, and I got a good story out of it, which is a good sign.
You play as a concierge to the rich. Billionaires ask the company you work for to arrange parties, trips, housekeeping, etc. Kind of like a fancy butler. I felt some connection with this theme as I work at a private school, and helped supervise a trip to Spain this summer, something I could not have afforded on my own. I don't work with billionaires, but sometimes with millionaires.
In the game, you encounter a series of challenging or intriguing clients. That's another aspect of this game compared to other CoG games: this is much more character focused than plot focused. I've heard some say it ends early; with a 500K wordcount, that's not really true. I did finish it in 3 hours or so, while I've had some CoG games take 10, but there are ones like Choice of Dragon that are finished in 30 minutes but don't feel like they end early. I think it's because the plot arc is fairly flat; there's not really a sense of continually rising drama with a dramatic climax; instead, there's a rolling succession of parallel character-focused subplots that each have their own rise and fall.
Going into more detail, rather than having dramatic overall events, we have things like examining in great detail the life of a trans billionaire who is uncomfortable with wealth; the life of a rich woman with a troublesome child; the life of fellow coworkers, bosses, etc. Much of the game is about reflecting on your views on them and life in general and on yourself and your feelings for them.
And reflecting is a key concept here in terms of other CoG games. The real big bestsellers tend to have actions have direct and dramatic consequences. Do you spare the life of the prisoner, or execute them? Do you take the evil crystal or smash it? On the other hand, a lot of the lower-selling games are reflective. Here's what you do: why do you do it? It's much more passive. This game is in between. You do get some pretty big choices, but a lot of things just happen to you and you reflect on how you feel about it.
This makes this game not really fit with the power fantasy that most Choice of Games fans look for. You're not stomping around destroying things. You're not constantly winning despite the odds. There are failures and takebacks (like a long sequence about a helicopter near the beginning) where you lose ground, something a lot of fans distinctly dislike.
But the games that do these things often win awards for writing, like Rent-a-Vice. Having the reflection, the failures, the character drama all are associated with games that have won awards. So if I had to predict anything about this game in the long run I'd wager that it will likely have middle-of-the-pack sales (definitely better than mine!) but be nominated for at least one writing award.
My particular narrative arc worked out well. I played a people pleaser who is mildly uncomfortable with the status quo but not enough to do anything about it. I ended up (Spoiler - click to show)becoming the CEO and marrying my coworker. I was interested enough to try another playthrough. I clicked through the first four chapters quickly trying to do bad. A lot of the early storyline was similar in the major plot points, although wildly different in the details (I somehow picked up an aunt I didn't have the first time). Later chapters were completely new material; in my first game I had several chapters about blackmail, while in my second I had a kind of international investigation storyline, which was very cool. Overall though I don't think it sells its branching very well; my first playthrough looked like I had hit up most major content, while the second was quite different. Signposting that more content exists is hard (more greyed out choices than we have here, chapter numbers with subletters, etc.).
I liked customization; I was able to refuse a drink and say it was because I was a latter-day saint, which I've never been able to do before.
Overall, this feels like a story about real people in real life situations. It feels like a biography more than a fantasy novel. I like to think of IF writers as opera composers and I've often thought of Emily Short as like Verdi, finding some similarities in their tones and settings. This is more like Beethoven though, with a clear aesthetic free of unnecessary clutter.
I don't think this will be a bestseller. But after having played more than 100 of these games, I think it's unique and high quality, and worth playing. I got really burnt out after playing them all and have started a few I never finished, but I played this all the way through in one setting, taking it to the library and reading it on my phone there, and even replayed it. I'm glad it was published; it would have been a terrible shame to leave this work incomplete and in storage.
This game was pretty fun; it honestly felt like an old AD&D campaign module. You have a magic user and a warrior with an enchanted blade, you have to buy equipment like rations, there's a miniquest in the middle with a mysterious city, then a couple of dungeons and a big scaly boss.
The idea is that you are on a quest to exterminate some rampaging lizard men. You have to travel through a long desert to do that. Also, along the way, you have to play both characters. This has a few slight drawbacks (mostly making it harder to save) but feels very dynamic, especially when infiltrating the city, and makes the game more enjoyable.
There is some randomized combat in places (so saving often is very useful).
In general the game seemed pretty fair; there were places where I had to reload a save to grab an item but each 'area' seemed mostly self-contained.
I did struggle with the parser from time to time; for me the hardest parts were the gate doors (Spoiler - click to show)I tried LOOK IN PORT, OPEN PORT, SEARCH PORT, PEEK IN PORT, etc. before the game suggested LOOK THROUGH PORT. Occasionally the game would say I hadn't done stuff that I actually had done; in those cases I reloaded the beginning of the area and ran through it again.
Overall, it was a big game, and one I can only recommend to someone with patience and the time to try and retry. But it was fun, and I would recommend it to such a person.
This game uses a parser that seems to be keyword based rather than grammar-based. It doesn't use a trained AI model, instead using the author's own custom engine that doesn't scrape internet data. I thought that was a lie since when I typed Overwatch it mentioned it was a Blizzard game, but I checked the github code and the author hand coded quite a few video games with their studio because it's the answer to a question in one of his games.
So this is a pretty unique thing. The author previously used this system in his game Thanatophobia.
This game has various background images and a 3d model of a girl wearing a dress. Later on, a young girl in a swimsuit pops up, although you can tell her to go away. The characters generally just perform random animations, usually not connected to the game.
The plot and puzzles are structured a lot like Blue Lacuna. Both games have a core element of key plot details, but they drag them out by making them timed in a sense; Blue Lacuna makes you wait until night, while this game will say 'I'll tell you more about that later', and you have to ask again later. Both games also include a lot of ambient nature stuff you can interact with while waiting for the core plot. Blue Lacuna has the island, while this game has random spots you can visit like monuments or national parks or even the sky. These usually don't contribute to the story, although sometimes they have interesting details. Both games last very long due to these mechanisms, while they could be far shorter without them (which could be a pro or con).
This game includes puzzles in two forms. First, there are random trivia questions. These aren't essential to the game, it's just something that pops up in the 'touristy' areas of the game.
Second, there are clues in the form of cryptograms. You click on a letter then type something to replace it with. It's actually a really nice system for cryptograms, lots more fun than doing it with paper because it allows for quick exploration. I usually deeply dislike cryptograms in games but this was fun.
Overall, I had fun for the first few hours typing 'in character', but for the last hour or so I just typed random junk to get through, like 'yes', 'i see', or even just every letter of the alphabet, although sometimes I commented more.
I didn't really enjoy the child-looking girls in skimpy outfits; especially when a romance option was available. The game even discusses the three forms of love (philos/eros/agape) but kind of picks one for you (I think? I refused at first but then relented later to see if it was story critical, which it seemed like it was).
The actual storyline is pretty good, about a young girl in the late 1800s who had the abilities of a medium, able to consult spirits. I actually really liked this main storyline.
There is a darker reveal later, and it contains some things I'm really uncomfortable with it, specifically (Spoiler - click to show)directly telling the player to kill themself. I know enough people that have (Spoiler - click to show)attempted suicide that I really don't want to see this kind of stuff in games; I think it can be handled in a sensitive way, but this isn't it (from my point of view).
Overall I was very impressed with this game, and thought about giving 4 stars. But I think the interactivity could use some tuning in regards to main plot vs side action. The types of characters I didn't care for but are normal for some types of VN games. And the content in the dark area was a little too dark for me. Technically, this game is very impressive, and I had fun with much of it.
This game is a hefty Inform 7 parser game set in a bunker city in the planet of Venus, with a horribly dystopian government where the greatest good is turning in others to the government.
The game involves numerous factions and parties (with different endings depending on which of two you support) and crossing and doublecrossing.
There's a lot of death, too. This PC's bodycount is one of the highest in games in recent years.
The game is very open in nature, with many actions being able to happen in any order. This leads to a lot of freedom, but makes the early part of the game fairly overwhelming. The hint system is also all available at once, due to the non-linear nature, and it can be difficult to find what you're looking for.
Overall, the game simply needs more polishing, but it is a good game at core, and is one worth having made.
One thing I struggled with quite a bit was the directions, which are INWARD, OUTWARD, LEFT, and RIGHT. It was hard to abbreviate these, as L means 'look' and IN and OUT map to inform's Inside and Outside directions. To be honest, I would have preferred the author just used the standard Inside and Outside directions and made Inward and Outward synonyms for them.
Giving 3 stars for now but would be happy to bump up if an update is made in the future.
This is a large, ponderous game with many attachments. The image I had when starting was of a gigantic hamburger, one that you'd get at an artisanal place that is far too large to fit in your mouth. You pick it up; it looks good. You eye it, go to bite, hesitate, turn it. A piece of lettuce drops out. You grab it, but an onion is slipping out the other side. So you just start eating, bits dropping here and there, no longer able or willing to manage it all, just enjoying the burger.
The concept of this game is that there was a (fictional) game released in 1996 that was like Photopia ahead of its time, less focus on puzzles and more on story. But it's intentionally made to be like other games of that period, so I guess less like Photopia and more like In The End, which is referenced several times.
Seven years later, someone releases a transcript of the game, which becomes well-known, so a new round of criticism is generated.
This game, in the fictional history, was buggy and received poor reviews. Then, in 2021, the author was approached by some critics/fans who want to do a critical version of it, which he agrees to while they update it (kind of like the Anchorhead update and the Cragne Manor tribute, I suppose).
This game consists of the 'revised version', with an accompanying booklet with the transcript and some art. The revised version has art as well. An in-game guide consisting of critical materials is available in-game, slowly increasing in scope as you proceed.
The art is one of the highlights; the style is unique and well-executed, and the game may be worth playing for the art alone.
The game concept is that you have the ability to remove entropy from some sources and imbue it into others, having been gifted that power by an orange-eyed demon woman in your youth.
It serves as a metaphor for involuntary inaction, similar to ADHD or depression, where you can only use some external impulse to compel yourself to complete some task.
Your mother is dying in the hospital, and you need to go see her. There are several obstacles in the way, though.
Besides the main goal of the ending, there are many mini-deaths along the way. The more you get before the end, the better ending you get!
Except...even if you only get a few, you can see what the ending would have been for the other options. I only got 6 points, but I wasn't super motivated to see the other 27.
And let's talk about why.
This game is very polished. It had numerous testers, and it feels like it. There were only a few times I felt like there were 'bugs', like trying to (Spoiler - click to show)OPEN DOOR while on the roof and having it say that that's not something you can open. Overall, though, I'd say it has a high level of polish for a game in general, especially one of its size.
Where I found some difficulty was in knowing what to do a lot of times. I felt like the game swung between no details and overfull details for clues sometimes. Like finding deaths; I really couldn't figure out the mechanics behind finding deaths at all. There were no exposed electrical lines or broken glass that could obviously hurt me. And things that were dangerous (like a heavy tree branch) didn't respond to what I thought were death-inducing things (like pushing them). The hint menu has dozens of hints, but none of them at all are for the deaths except for an explicit listing of the exact actions you need. In the main storyline, too, I often found that the things I got most stuck on weren't in the hints at all. I suppose I was just on a different brainwave.
It might have helped to highlight relevant features in some way. For instance, the (Spoiler - click to show)AC unit is mentioned early on in the first line of the paragraph, in the middle of a list of a bunch of non-useful material. Given its significance in the story, it might have merited more prominent place, nearer the end of the paragraph.
Fortunately, the game is implemented well enough that even while struggling there are generally good responses to obtain while looking for something to interact with.
The three layers of Drew Cook (the real one, the author one, the PC one) all blend in interesting ways, positive ones, I feel.
It's hard to evaluate the quality of the in-game writing. I think I would like it, had I found it in the wild; however, all of the in-universe reviews, mostly written by the (real-world) author, praise the quality of the writing. They'll say (paraphrase) 'the writing was excellent, but the bugs were terrible'; it came up more than 4 or 5 times. It's kind of like trying to judge the natural light of the moon when someone has set up a dozen spotlights aiming up at it in an attempt to brighten it. Does this artificial praise really affect my perception of the prose? It's hard to say, and it would have been interesting to see how I felt about the writing quality without simultaneously reading a great deal of manufactured praise for it. However, I do see the reasoning for it, for otherwise why would this game have been preserved?
Overall, I think of lot of people when looking for parser games to play are looking for something that's not super buggy, that responds to most inputs in a helpful manner, and that has a nice outer shell of story, setting and/or (in this case) art. So I think most people will be pleased with this. It made me think quite a bit, and I could see myself revisiting it.
This game is set in the Little Match Girl universe, which is very different than what it sounds like (to me it sounds like a drab and depressing slice of life series based on Victorian London, whereas in actuality its about a time-travelling assassin).
In this one, you have to take down the Snow Queen and her army of henchmen spread out over many worlds. In the meantime, you can add members to your party (up to 5), gain powerful abilities and engage in turn based combat (none of which were features of the previous Little Match girl games).
I had two experiences with this game, one 'okay' and one great.
In my first experience, I just plopped in and started exploring. I got confused by the large number of exits, especially diagonal ones, and I had forgotten the key feature of Little Match girl games (remember below for anyone in a similar position). Once I figured out how to go to other worlds, I met people but no one would join me. I kept gaining more abilities on my own and I was worried I'd get through most of the game without ever finding someone to help me.
So I asked for help from the author, and restarted. My second experience was much better. The three things that helped me were:
1. Keeping an actual map (I could have gotten a fairly early companion if I hadn't missed a room)
2. Remembering the key feature of Little Match Girl games (very light spoiler) (Spoiler - click to show)examining fire takes you to new places
3. Realizing the key to getting companions (moderate spoiler, got from author): (Spoiler - click to show)each companion requires one object from another world, and there's no companion in the first world.
With these in mind, I had a great time. There were some fun puzzles, and a variety of combat.
I'm actually interested in this a lot, because as an author I like to learn from these games, and they cover so many topics that at least something is always relevant to my current interests. The last little match girl game had an escape room that I liked, and I read it right when I was working on an escape room.
I play this game as I'm working on a combat mini-game. I had learned from someone else that having multiple antagonists made combat more interesting, and I was working on a system where you had a couple of robots with you you could program to fight.
So seeing how Ryan Veeder approached his combat was really interesting. Most randomized combat doesn't work well in IF, with Kerkerkruip being a major exception, but I think this one works well, especially with using HP to fuel attacks, even using HP to heal other's HP (but only one person being capable of it), as it can become a kind of resource management puzzle.
Overall, Vorple is working well here, with some surprises with sounds and colors. A couple of times when restarting or right after saving (maybe a coincidence?) the game automatically skipped through some cutscenes (like the very ending one), maybe because I had hit a lot of keys and there was a delay? Not sure, but I had to UNDO multiple times to see the ending correctly as it was just zooming past me. I'm almost sure it's something on my end but I'm putting it in the review in case it's useful for the author or happened to someone else.
I liked the plot threads about Ebenezabeth's overall growth and the ambiguity of her relationship with her father (is he possibly malicious?). I didn't really understand the overall storyline but I felt like it was supposed to have a lot of implied secrets (or maybe I accidentally skipped the opening?).
One of the areas (spoilered discussion about non-game stuff related to one area) (Spoiler - click to show)is a pink hotel in Hawaii, which is fun because I drove by that hotel a lot when I lived in Laie. It really stands out and for me was a big landmark in Hawaii, so I enjoyed seeing that).
This game really hit me in a weird spot because it coincided with an idea of mine in an amusing way.
In my own game, I wanted to come up with something to 'scare' the player, a horrible device so terrible that every player would run in fear, only for it to turn out to be a joke that can be solved in one move.
My device was called 'hideous contraption' and had random dice, twenty six levers, 8 strings corresponding to elements, Towers of hanoi, goat and cabbage, etc.
But it was all a joke.
This game is just like that. But not a joke. The most horrifying thing I could think of a game having, that's what this game is.
After a brief intro, you find yourself in a room with two switches, fives lamps, rope, a ladder that is movable, an exit, a chandelier, a button, a fitting, a track with fire on it, moveable scales, an egg timer, etc.
You have to manipulate all of these devices, plus far more. Oh, and your verbs are extremely limited to 2 or 3 at a time. Oh, and there's a turn limit. Multiple ones, in fact.
I just refused to play it. Hints wouldn't give the full experience for this game, and I just frankly didn't want to play this type of game. I like games where you don't need to take notes, just learning over time.
I said as much to Mike Russo, a tester of this game, and he said it wasn't that bad.
I drew a very extensive diagram of this game, took careful notes, and got 4 or 5 points by being careful and a sixth point by dumb luck. At that point I looked at the hints.
I don't like this game style and don't want to see games like this in the future, but that's my personal opinion and does not necessarily reflect the general populace, and should not be an impediment to future games in this genre. However, I do recognize the craft and polish that went into the game, and the storytelling is exquisitely good given the circumstances.