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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Le Morte D'Arthur, by Chris Crawford
5 of 5 people found the following review helpful:
An unusual epic-length retelling of King Arthur with longterm choices, February 6, 2023
Related reviews: 2-10 hours

I played version zeta-3 of this story.

This review is a bit odd to write, as I'm approaching it from two points of view. On one side, this game is a definite artistic statement. The author writes in the overview:
"It's not a game. It's not interactive fiction. It's not a puzzle. It's not action-packed. It's not fun. If you're a gamer, you'll hate it and should not play it. It's not interactive fiction. If you like interactive fiction, you probably won't like it. The reason such people should not play Le Morte D'Arthur is that it violates all the norms of these firmly established genres."
And so as someone who does like interactive fiction and puzzles and action, I have to take that into account. It's essentially like a vegan reviewing a steakhouse, and so as someone not from the target audience, I wouldn't take my feedback to indicate necessary changes.

On the other hand, I also have to see how I feel about the game just as a game, as if I had found it out in the wild, even though it's impossible for me to be completely subjective.

In this game, you play as King Arthur. Most fantastic details have been removed; though I haven't seen it or read it, I'm reminded of the showrunners of Game of Thrones who reportedly stated that they tried to strip as many fantasy elements out of the show as possible, as 'We didn't want to just appeal to that type of fan'. Here, too, it seems like the author has strived to appeal to a broad audience. There is no magic, and the traditional systems of chivalry or witchcraft or even tragic noble love are generally missing here. Instead, the focus is on a life of poverty, sickness, animals, and decay after the exit of Rome.

Play is based on little storylets that happen one right after the other, with a few choices per page of text. The game is very large and mostly cyclical, with Arthur dealing with local disputes, having family discussions or issues, spending time with his dog or nature, fighting the Saxons, and discussing with Merlin in turn. Each of these elements progresses as time goes on.

The discussions with Merlin are a focal point for the author, and seem to be the central thread of the game. They are posed as Socratic dialogues, with Merlin asking you questions, generally correcting you for your mistakes.

Now I'll take about my five criteria for rating IF (which as the intro says, this game isn't designed for standard criteria, but I find it useful as a way to organize my thoughts):

Polish
The game is polished. While it is still being updated and there are some unfinished artwork, it is a very large game and has few issues for its size, and no bugs that I could see. The ending (Spoiler - click to show)has a surprise use of video, which was well done.

Descriptiveness
The game is very descriptive. It depicts a squalid and lawless world, with crude but humble people. It paints a picture of decay and loss, loss of culture from Rome and loss of life and land from the Saxons.

There were a lot of features I wasn't sure whether were historical or not, so I looked it up. For instance, battles tend to have very high casualties, so I looked up how common that was at the time. There is a great deal of rape and sexual interactions with young teenage girls in the first half of the game, so I looked up how common that was. There is a casual disregard for life and a system of slavery, so I looked up about that. Sometimes what I found agreed with the game, and sometime not, but there is a lot up in the air.

The text uses few archaisms but throws in some celtic curses. The language is brusque and casual, with references to farts and diarrhea but also tender family language. There were a few incongruities (one noble uses modern slurs to insult another as a (Spoiler - click to show)pu**y fa**ot).

Interactivity
The storylets are disconnected. Choices from one are generally not brought up later on. Instead (behind the scenes) incremental changes to overall stats are made, like Choice of Games. You need not worry if you make the wrong choice about who should lead a clan or who should be put to death, as it doesn't affect anything later down the road. That's only at first, though; the last 25% of the game has many important choices to make.

The interactivity does feel better as you go along. At first I felt like I could pick anything and it really didn't matter, while near the end it did matter more.

I had a very satisfying ending right until the last screen, where I was more or less informed I had been defeated (the code for my ending was (Spoiler - click to show)defeatresolution. I support being able to 'lose' in long games, but I think it can be done in a more satisfying way. In fact, the ending was pretty great; I think one or two lines might make it more satisfying. It's rough after playing a 6 hour game that takes quite a while to replay to hear 'you played wrong as a player' rather than 'your character made wrong choices', which are two different sentiments, and I'm getting more of the first sentiment.

As an accessibility note on the ending, (Spoiler - click to show)I had difficulty hearing the voice as I was in a public space on a quiet computer without headphones. Having a text transcription or subtitles of both sides of the conversation could be useful, even if it only appears after.

Emotional Impact
I started this game with a bad attitude, and felt justified as the game was often repetitive at the beginning with low stakes in most choices.

But, due to the slow buildup and epic length of the game, I began to know the characters a lot better, from the local doctor/healer to Mordred and others. It made the ending actually quite satisfying emotionally (outside of the very last few lines), and felt like there were real stakes in dealing with betrayals and friendships and loss.

Would I play again?
I might, although it is difficult to say. The game is very long, and the mechanics are more or less intentionally obfuscated. There is no real way to look at options and think, 'What is my strategy here?' Sometimes being bold pays off, sometimes it hurts you. I think that's a great way to introduce real-life ambiguity into a game, which was why I was so surprised to have 'you played right' and 'you played wrong' as endings. With all the micro choices over the course of the game and no indications as to what their effects are, I think there's room for endings that are equally valuable for the player, just varied in the actual results.

Overall, if I had found this game on its own, I would have thought it was a marvelous game. There are parts of it I don't agree with in terms of treatment of women and some language, but I am often an outlier in feelings of that sort and wouldn't base any decisions off of that. Due to that, and to my feelings about the combination of unclear consequences and strongly delineated endings, I'm giving 4 stars out of 5. I think most players who stick it out through the lengthy game will enjoy it, and I would consider it a success and one I can recommend to others in the future as an excellent historical fiction and military story.

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Retour vers l'extérieur, by No Game Without Stakes
1 of 1 people found the following review helpful:
A bunker escape game with nice UI, February 3, 2023
Related reviews: 2-10 hours

This game was real surprise for me. I was looking for something short to play in the French Comp, but this ended up begin quite large.

You are in a bunker during a world problem (something like Covid but bigger, forcing many people underground in bunkers).

The game is split into two sections. The first is a complex computer system with areas like digital libraries, an encyclopedia, archived footage, etc. The second is the bunker itself, which you can explore, including lockers, a library, etc.

The system used is Moiki, and it looks great, with satisfying fonts, click effects, images, and music.

Overall, the story was quite complex. I had to use hints eventually (I didn't realize at first that you can't access later hints without accessing earlier hints). I feel like the ending I received didn't resolve all the narrative threads, but I liked it overall.

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Frustration, by Jim MacBrayne
4 of 4 people found the following review helpful:
Very big, expansive game designed to be played a long time, January 24, 2023
Related reviews: 2-10 hours

This game is a classic in the style of the period between Infocom and Inform. Those few years in the 90s saw the rise of several gigantic indie games, often with obtuse puzzles and nonsensical, Zork-like landscapes. The Unnkulia games were the most popular I know from then, with lots of silly Acme products.

This game seems influenced by the same era, with a lot of ACME products.

You are getting a shopping list for your aunt when you fall down a big hole. There you find a complex web of locations and buildings and teleporters that take you all around a house, a village, and the world.

This is the kind of game that's designed to be played on and off for months, possibly working together with others online and not necessarily designed to actually be solved. Often times the solution to a puzzle is something found far away in a different room.

There are many teleportation devices in the game, including one powered by geometric objects, another with different button presses, and another in the form of a wand. A lot of puzzles are coded messages, as well.

I played this game to clear it off my wishlist as one of the longest-running games on that list, but was surprised to see that this author is the same Jim MacBrayne that has recently released games in IFComp and Parsercomp. Those games are written with a Basic engine (and I think there is a version of this game that does that too), and they have very similar features to this game, including giant maps with many rooms called 'corridor' or 'path', and puzzles involving color-coded combinations and obtuse messages that must be interpreted correctly to pass.

I know several people have greatly enjoyed these recent games from Jim MacBrayne; if you're one of them, this older game has a lot of the same flavor, just longer and more difficult.

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Things that Happened in Houghtonbridge, by Dee Cooke
6 of 6 people found the following review helpful:
A long and rich mystery game with wide variety of locations, January 21, 2023
Related reviews: 2-10 hours

I don't know why I forgot to review this one when it came out.

This is one of the best Adventuron games I've played and also one of the most complex and rich mystery parser games in the last few years. You play as a young high school student whose aunt has gone mysteriously missing, and you have to check out her house.

The first half or so of the game is a mystery/drama as you investigate both your aunt's disappearance and a deadly party held at a farm, which is being investigated by your high school friend. Your sister is acting bizarre, as well.

Later on, as others have noted in their reviews, the game takes some decided twists, and becomes both more deadly and more surreal.

I found the overall plot to be the strongest point of the game, as well as the satisfying classic-style parser gameplay. I got frustrated a few times trying to figure out the right action, but overall I'd say this is a very successful and fun game.

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Trigaea, by Adam Ipsen (RynGM)
2 of 2 people found the following review helpful:
Fight, upgrade, explore, recover memories, and negotiate between three factions, December 14, 2022
Related reviews: 2-10 hours

Inspired by Kinetic Mouse Car's review, I tried this very long Twine game.

It is at its core a cycle of procedurally generated combat, with upgrades that can be bought by the player. Upgrades are earned by fighting, and the more you explore and fight the more areas you unlock, which have stronger enemies with stronger rewards.

You play as a Corrector, a figure with unknown properties and goals, and you have the ability to come back from death due to an AI that has access to a cloning mechanism. Both you and the AI are missing large chunks of memories that you have to recover.

This is done by finding microchips to plug into the computer to increase its capacity and give you upgrades. Small upgrades cost just a dozen or so chips, while the biggest upgrades can cost over 500,000 chips.

The storyline is complex, and reminiscent of shows like Avatar (James Cameron one). You interact with three factions: human, robot, and alien.

There are 15 endings, corresponding roughly to which factions you support. There are some romantic figures, lots of literary references, and some psychologically intense scenes.

Overall, I found it very satisfying, and it took me at least 4 hours to complete, much of which was through fairly repetitive combat. But it was enjoyable combat, due to the constant upgrades and escalations.

Like KMC commented, there are noticeable typos, which can be distracting, and I believe the armor plating doesn't actually work (one version of it does). But these are pretty slight faults in a large game.

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Escape from Hell, by Nils Fagerburg
1 of 1 people found the following review helpful:
Big, puzzly hybrid parser game about possession and archdemons, November 10, 2022
Related reviews: 2-10 hours

This is a complex, rich game written using a custom parser-choice hybrid system similar to Robin Johnson's Gruescript, in which you have traditional parser actions like NESW movement, taking, and dropping, but all through a choice interface.

You've been trapped in hell too long, and want to get out. Fortunately, you are capable of transferring your consciousness between others, able to possess all but the lowest beings (gross!) and the highest beings (that's what got you into trouble in the first place).

The map is laid out visually on the screen in a perfect grid, and has several affordances to allow you to travel around the map.

This is primarily a puzzle-fest. For those who like parser puzzles (including me!) the ones here are excellent, with timing puzzles, pattern recognition, and required leaps of intuition. I got through most of the game but needed a major hint for finding the last 4 or 5 squares of the map.

Some of the best parts of the game involve finding a way to defeat all 7 arch demons, each representing a different sin. This part was very clever.

There is some sexual content in the game but very non-explicit, more just hinted at or left to the imagination.

The only drawback I found was the sparseness of the text. Minimalism in games isn't a bad thing; there are many minimalist games I've played that can evoke great effect. And some areas of this game were very well-developed. But I feel like some more parts or people in the game could have used a little more shine, especially since I've seen lots of bits of excellent description from this author both in parts of this game and in past games; I may not even have noticed the sparseness in, for instance, the statue rooms, if I didn't know what he's capable of.

Still, I think the broad majority of parser fans will like this one, it's very clever and fun.

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The Spectators, by Amanda Walker
4 of 4 people found the following review helpful:
Complex and rich historical tragedy with multiple perspectives, November 6, 2022
Related reviews: 2-10 hours

This game is a fine game, one of the most complex and deep I've seen during Ectocomp. I may be making this up but I swear I heard the author say she was planning on entering this in IFcomp but decided to enter it into Ectocomp to allow for more polish time. This might not be true, but it would make sense, as this game has the kind of structure and polish that high-ranking IFComp parser games tend to have.

The idea is that you play as multiple player characters, each with their own chapter, but sharing a large map: a duke's castle, where the young duchess, only 15 years old, is struggling to please her older lord, and his anger has found its expression in unpleasant ways. The various chapters provide a solid narrative arc, from introduction to rising action to climax and denouement.

The story is based off a poem (whose name I'll omit, as the authors has), and has the feel of a richly researched game. Period-appropriate clothing, art, jewelry, architecture, horticulture, etc. are described in detail.

The game has a high ratio of words-to-action; new scenes will often have page-long introductions, and single actions will often set off large chunks of story. This is often paired with a short game, but this game is quite large, with a big map and many things to see and do. Instead, the game strikes balance by providing significant guidance for most events, a style that is more of a guided tour than a puzzlebox. (I've adopted similar a similar playstyle in some of my own games, including a Sherlock Holmes adaptation; it fits adaptations well, as it keeps players on the main narrative path).

This is an earthy game in a grim world, though happiness exists for some. Players encounter domestic abuse, rape, sexual abuse, degradation, intimidation, underage marriage, and psychological manipulation. Most characters are on the bottom tiers of Maslow's hierarchy of needs, concerned about physical safety, food, and sexual desires, while a couple reach for love or even esteem, but none are situated well enough to reach for self-actualization.

The map is a large castle, hard to navigate at first but slowly becoming more familiar. By the end I could make my way well-enough, but I found out after finishing that there is a map available for download. I don't feel it was completely necessary, as the oppressively large castle and getting lost adds to the sense of fear or awe in the game. And getting lost is the main source of in-game hints, outside of talking to people.

Speaking of conversation, it's a topic-based system that works pretty well, especially since you're primed on how to speak early on. I think adding 'A' as a synonym for 'T' would be useful, because ASK/TELL is a fairly common IF trope and it's usual to implement both (just now, going back in the game, I see that T stands for TALK [Noun], not TELL [noun], which makes sense. It might be worth making A/ASK/TELL synonyms for TALK/T).

It's interesting to see the connections between this game and the authors' other games. The use of poetry, either author-written or as inspiration for the whole game is a strong pattern (at least 6 other poems have inspired games by this author, including 4 in a single game). The darker historical setting is also common in these games, although the exact time period varies. This game is unusual in that there are less puzzles and more roleplaying as a renaissance character.

Overall, a strong game and one that I think everyone should check out.

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Arborea, by Richard Develyn
2 of 2 people found the following review helpful:
A very large puzzler parser game themed around trees, October 15, 2022
Related reviews: 2-10 hours

This is a very large IFComp parser game where you in a sort of simulation trying to find a 'kernel' of some sorts.

The main area is a giant tree, from which you can eventually find 8 sub-areas. Each sub-area is a simulation of a different part of the world, including the Amazon rainforest, Missouri, Elizabethean England, etc.

Gameplay consists of finding objects in one world and generally using them in another. It can be fun to try and think where one can be used.

Content-wise, everyone has things they like and don't like; while I enjoyed the mini worlds idea quite a bit and some of the sections like the Viking ones, I felt uncomfortable with some of the others. There's some sexual wish-fulfillment in play (like a dominatrix pirate and a harem of succubi), though nothing explicit seems to occur, and there are some cultural moments where I thought it wasn't an entirely respectful depiction or relied on surface-level depictions. At times I feel it reaches too hard (at one point, an extreme not repeated, it even says "they wander off[...]together to figure out what to do with the rest of the wreckage of their miserable lives (this is called "pathos", by the way)."

Overall, the level of polish is high; there were a few sticky situations (like how (Spoiler - click to show)ENTER BAOBAB works but (Spoiler - click to show)ENTER CRACK doesn't in the first room of the Savannah).

I messed around for about an hour on my own, accruing 11 points, then followed the walkthrough. Some of the later puzzles seem to require a great deal of mind-reading, but I suppose there may be more in-game hints if I had reached those points naturally.

Overall, it has a lot of satisfying parser elements. While the tone and characters didn't always reach me emotionally, there is a lot of craftmanship evident. I don't plan on revisiting it, but it is polished, descriptive, and has much good interactivity.

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One Way Ticket, by Vitalii Blinov
2 of 2 people found the following review helpful:
A big surreal game about a train and a strange city, October 12, 2022
Related reviews: 2-10 hours

This is a large, custom-engine choice-based game that takes place in a surreal world like the Phantom Tollbooth or a Roald Dahl book.

The player is on a train that mysteriously stops in a giant field of corn. You get out and explore a town full of odd people.

It uses a custom javascript engine that relies on a map to get around; however, you can't click just anywhere on the map; you must click on an adjacent tile first.

Gameplay revolves around having a big notebook full of thoughts or ideas as well as a bag of items. Each location has some intro text, following which you can use the map or click on one of these ideas.

This is essentially quadratic in nature, then, with interactions of each item with each location. This was manageable at first but grew a bit out of hand for me. I also found the movement in the game extremely tedious as I had to click a location on the map, navigate its initial text for the dozenth time, then click on the next location, etc. especially when running back and forth to check for missed things.

After about 2 hours of gameplay I found trouble following the walkthrough, as a woman I had talked to earlier was supposed to appear in the Center-West Tram Station but never showed up.

Overall, I would be interested in seeing the rest of the game at some point, but the interactivity was pretty frustrating.

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Lost Coastlines, by William Dooling
1 of 1 people found the following review helpful:
A large adventure across procedurally generated seas, October 11, 2022
Related reviews: 2-10 hours

This author's game Skybreak! is one of the most popular games from 2019, even getting nominated for a Best Game XYZZY Award. I really enjoyed the game myself; it was procedurally generated, bouncing from planet to planet trying to complete various success criteria.

This game is a fantasy version of that (kind of like how Agnieszka Trzaska first made 4x4 Galaxy then 4x4 Archipelago). You are a dreamer exploring a vast ocean of procedurally generated towns and cities. You generally pick choices by typing capitalized words or selecting from a menu by typing a number. Some choices are always available to type, like STATUS.

What this game does well is replayability and freshness. Procedural generation here has dramatic effects on the story, and includes nice chunks of unique content. The setting is compelling, and there are many approaches to the game and customization of the character.

Where it's worse for me is in difficulty and polish. The game has you start with goods and food, and it's really hard to consistently replenish these. Very few locations sell both or either, and usually you can only do one action at a port. You can do pretty well without either, though, at least for a while. Getting injured in some way is very common.

Polish-wise there are occasional typos, once there was a popup error when starting a new character (something like (Spoiler - click to show)first dreamer has been removed), and there was a reoccurring bug where exits were listed that didn't actually exist (possibly if you try a wrong direction the game includes it in the list of exits? I'm not sure).

I ended with a score of 150, mostly made from Recording my secrets (as mentioned in the manual). I died (or won?) by repeatedly ignoring directions in a cool Fallen London style (specifically by (Spoiler - click to show)returning to a tower every night when told not to). This was a satisfying ending.

I'm sure there's tons more content, but for now I've seen enough for a (positive) review.

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