Reviews by MathBrush

more than 10 hours

View this member's profile

Show ratings only | both reviews and ratings
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
...or see all reviews by this member
Previous | 51–60 of 60 | Show All


Lydia's Heart, by Jim Aikin
7 of 7 people found the following review helpful:
One of the largest games out there, with very hard puzzles and great plot, July 22, 2015*
Related reviews: more than 10 hours

Lydia's Heart is a game in the class of Anchorhead, Mulldoon Legacy, Curses!, and Worlds Apart in terms of size and story. To see the size of the game, check out the provided map, and realize that 90% of the rooms have their own detailed puzzle.

First, the story. You play a young girl at a southern motel who is entrapped in the mysterious plottings of a cult. You must find a way to escape their clutches. There are twelve or more NPC's, each of which can be asked numerous questions. The twelve NPCS's are mostly static, but later they move about a bit. The workings of the cult are explored in great detail, both at the motel and other locations.

As for puzzles, they are very, very difficult. This is the same author as Not Just an Ordinary Ballerina, which had very difficult puzzles as well. As an example, there are several locks in the game, which are opened in three or four different ways, two of which are almost never done in IF games. Items must be gathered from far away and assembled into one whole. Characters must be encouraged to move. And some just completely improbable actions must be taken.

However, I took a simple approach; I would just go as far as I could without getting frustrated, then start consulting the hints. The hint system is AMAZING. Just get as many hints as you need. Don't feel bad about it! The author intended this game as more of a story than just a puzzle fest; by consulting the first few hints for each puzzle, you're just making the level of difficulty low enough that the puzzles are still fun, but the story can still progress.

Several reviewers complained about mazes, but they don't realize that sometimes mazes are fun. The author allows you to bypass them with magic words, but then people feel mad about missing 100% completion. I subscribe to a different view; I love stories and settings, and I would rather skip all puzzles in a game to get a good story. Puzzles are fun, but they aren't the reason I play IF (except for Ad Verbum and Praser 5).

* This review was last edited on August 26, 2015
You can log in to rate this review, mute this user, or add a comment.

Wishbringer, by Brian Moriarty
3 of 3 people found the following review helpful:
Infocom game for beginnners with a light world/dark world concept, July 21, 2015*

This Infocom game is directed towards younger players but is appropriate for adults; in fact, the game is still very challenging. The fantasy elements are charming and fun (and sometimes pretty creepy): an army of boots, a witch who steals cats, ghosts who murder you...

All the puzzles can be solved with sufficient exploration and minor logic; I missed a few areas and items in my exploring, though, because the world is rich and beautiful.

As far as I can tell, the game is for beginners because there are only the n,e,s,w directions (no ne, se, nw, or sw); most puzzles have multiple solutions; most items are easily visible (except for the most important one); and death won't come unless you have been repeatedly warned.

The game is split into two sections; one where the player explores a quaint village with minor annoyances (such as locked gates and a poodle); and a second section where the village has turned dark and evil (with murderous ghosts and a hellhound).

As many have stated, this is a memorable game, more so than most of the Infocom games I have played, or interactive fiction in general. As usual, I played this game on the Lost Treasures of Infocom app on the iPad.

* This review was last edited on February 3, 2016
You can log in to rate this review, mute this user, or add a comment.

Zork III, by Dave Lebling, Marc Blank
3 of 3 people found the following review helpful:
A haunting and evocative finale to the Zork series., July 12, 2015*

The finale in the Zork series is a big change from the first two games. The game is smaller as to puzzles and map, but much bigger on ambiance. This game feels like a refining purgatory, with a chance to demonstrate your courage, mercy, trust, and bravery. The setting is dreamlike and thoughtful. The puzzles are very difficult. For all of them, it is easy to try to solve them, get part way through, and have no idea if you succeeded or failed. Almost all of them are time-based, requiring you to wait, do several actions in succession, or to return frequently to a given place. Some places (like the land of shadow or the viewing table) will stay in my mind for a long time.

The Royal Puzzle breaks up the gameplay a bit, but I loved it. I first solved it in MIT Zork; as a mathematician that is terrible at most IF puzzles, it was fun to have a puzzle that I could finally solve on my own. I literally used a walkthrough on every other puzzle in this game.

* This review was last edited on February 3, 2016
You can log in to rate this review, mute this user, or add a comment.

Zork II, by Dave Lebling, Marc Blank
3 of 3 people found the following review helpful:
A fantastic retooling of material from MIT Zork, with some new material, July 11, 2015*

Zork II incorporates my favorite puzzles from MIT Zork: the palantirs, the tea room, the round room, the robot, the volcano, the glacier room. The dragon (a callback to Adventure) was a fun challenge, and the two or three NPCs made the game quite fun. I enjoyed watching the wizard travel around zapping me.

I prefer Zork I's treasure drop off system, however. It was annoying having a huge pile of treasure, not knowing what to do with it.

I used a walkthrough on a few places (especially the oddly-angled room), because I wanted to see the whole game. Having completed MIT Zork before made some of the hardest puzzles trivial.

* This review was last edited on February 3, 2016
You can log in to rate this review, mute this user, or add a comment.

Zork I, by Marc Blank and Dave Lebling
3 of 3 people found the following review helpful:
A nice commercial clean-up of the MIT version, July 11, 2015*

Until last week, I had no idea that Infocom games were still available on current platforms. After downloading an iPad app, I had the pleasure of trying my first commercial game after 5 years of free interactive fiction.

The manual and feelies were great, and the parser was very smooth, with great runtime. I missed several of Inform's features, especially when killing enemies. Overall, the game felt thoroughly tested, and a large number of the annoying features of MIT Zork were removed. Examples include a better coal maze, some of the smug writing, and better correlation between exits and etrances of nearby rooms.

I thought at first it was silly to split up the game into three, but having started Zork II, I am really enjoying the expanded versions. Very few of the free games I have played rival this kind of polished game, with Curses! and Anchorhead as my main examples of great gameplay.

* This review was last edited on February 3, 2016
You can log in to rate this review, mute this user, or add a comment.

Zork, by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling
4 of 4 people found the following review helpful:
A hard game that gets more fun the further you get, July 1, 2015
Related reviews: more than 10 hours

Zork is the most famous adventure game, although it was not the first. This version contains much of the three Infocom Zork games which were developed later.

Zork is a large puzzle-heavy exploration game. It has inventory limits, a timer of sorts (the light in your lamp), and it has several unfair puzzles (depending on the version you play, some important in-game clues can be omitted). The exits in the rooms work in a non-symmetric way, so going north and then south might bring you back to the wrong place.

I found that mapping out the entire game myself was very helpful. Instead of drawing a map, I just made a numbered list in the notes section of Frotz of all the rooms and their exits. That alone let me get much farther than I did 5 years ago.

I used walkthroughs after getting about half of the points, but the version on IFDB contained a fatal bug preventing me from completing the endgame. I found another version online that ran slower but which allowed me to complete the ending.

The game gets better the further you get. The 'hidden' areas are really fun, and I was surprised how huge this game really is. It makes sense that it was split into 5 games later.

You can log in to rate this review, mute this user, or add a comment.

Building, by Poster
9 of 9 people found the following review helpful:
An under-appreciated classic, June 30, 2015*
Related reviews: more than 10 hours

Building is a real gem. I enjoyed playing this game on and off over the course of a few months. It is a medium-large size adventure game like Zork or Curses!, but set in a sort of post-apocalyptic office building.

The game has enormous attention to detail; the game's vocabulary is about 2000 words, and the number of in game messages is about 2000 as well.

This attention to detail becomes a bit too much at times, with descriptions that are over packed with words. Many of the puzzles depend on clues hidden in the middle of large paragraphs.

The game contains more red herrings than any other game I have seen.

In the end, after seeing some of the author's reviews here and his blog (the author is AmberShards), I wonder if the game is partially autobiographical. The author and the PC hate conformity, and fight against perceived oppression.

* This review was last edited on July 1, 2015
You can log in to rate this review, mute this user, or add a comment.

The Mulldoon Legacy, by Jon Ingold
2 of 4 people found the following review helpful:
Big, puzzle-filled game with deep backstory somewhat spoiled by bottlenecks, April 19, 2015*
Related reviews: more than 10 hours

Muldoon Legacy is an enormous game, one of the largest I have ever seen. It has a wide variety of interesting puzzles, with a sci-if/fantasy backstory.

I fully expected to deeply enjoy this game, having loved Curses and Not Just an Ordinary Ballerina, and having just come off the similar game Theatre. However, I just couldn't get into the game.

I played without a walkthrough for a few days, getting only around 11 points. I am not the greatest puzzle solver, and I don't mind using walkthroughs when I'm stuck, but the game gets stuck too frequently.

Case in point: after the intro (which required some, to me, unintuitive commands), you begin at the museum's steps. As you are immediately told, getting in requires not one, but two keys. And the second key requires (Spoiler - click to show)a seemingly random sequence of button presses on a keypad). There is virtually nothing to do while waiting to solve this puzzle.

Compare this to other games with early bottlenecks, like Zork. There, if you can't get in the house, you can always explore the forest. And if you do stay to solve the puzzle, putting yourself in the mindset of the character gives you the answer almost immediately. (Spoiler - click to show) Door locked? Try the window . The beginnings of other games such as Curses, Ballerina, and Theatre all give you more options or a more gentle beginning, and giving you a pile of smaller puzzles that aren't that hard to work through while digesting the big ones.

One bottleneck would be fine, but they occur over and over again. It is as if ALL puzzles require "two keys" (for instance, another early puzzle requires (Spoiler - click to show) lighting a match with a brick you had to search for outside, then using the match to light a branch you found in another room. And the brick can't be found by using "examine"). This is compounded by my least favorite way of creating fake difficulty, which is giving rooms exits that are not in the description (although you are given hints in other areas about these exits).

I suppose that this game resembles Jigsaw more than anything else, with similar fake difficulty and bottlenecks. Both games, however, are still fun to play through, but don't expect to get far without a walkthrough.

As a final note, Jon Ingold writes some great games. I especially enjoyed the short game "Failsafe", and many people have enjoyed "All Roads".

Revised comments:
I decided to at least see the rest of the game. The nozzle room was one of the best things I had seen in all of interactive fiction. But I stand bh my original review. What makes this game not click if it has great puzzles and enormous amounts of locations, and a developed plot?

Pacing.

J.R.R. Tolkien had the same issue. He developed a massive world, and coalesced it into the Silmarillion, which had great, well-written, detailed stories. It flopped. I like it, but it flopped. He then learned to trim his work down and focus on likable characters, a well-developed plotline and beautiful location descriptions.

This work is like the Silmarillion. It is 2-4 times the length od the massive curses, which Graham Nelson wisely trimmed down in size from his first draft. Puzzles are dense, and detailed. People say they like hard puzzles, but what they really want are puzzles that make them feel smart for solving them, but can be solved after a reasonable time. And, like the Silmarillion, no characters are especially likable. Everyone seems somewhat elitist. One finak issue is the prevalence of guews-the-verb issues.

I would recommend glancing at a walkthrough after each area to see if you did everything necessary. This game is enjoyable, but don't stress out about getting hints.

* This review was last edited on February 3, 2016
You can log in to rate this review, mute this user, or add a comment.

Jigsaw, by Graham Nelson
2 of 3 people found the following review helpful:
Too difficult for most without a walkthrough, little to do when you get stuck., April 5, 2015*
Related reviews: more than 10 hours

This is a game with a huge world. The writing is excellent, with interesting historic tidbits and a fun NPC.

However, the game is full of hard puzzles that leave little room to do anything elseif you are stuck. Unlike other games with huge worlds (Zork, Curses, etc.), this game is pretty linear.

Another issue is that many of the puzzles are simply unfair. As other reviewers noted, you are required to look in places you are never told you can look. I got stuck for hours at a time two or three times, and each time was due to an invisible exit I didn't know I could use.

* This review was last edited on February 3, 2016
You can log in to rate this review, mute this user, or add a comment.

Curses, by Graham Nelson
5 of 5 people found the following review helpful:
The quintessential interactive fiction game, April 5, 2015
Related reviews: more than 10 hours

Curses is the first game I think of when I think of interactive fiction, together with Anchorhead. Sprawling, light-hearted, with a compelling backstory and cast of supporting characters.

For me, the beauty of the game is in the development of the plot, with a continually increasing sense of wonder. Another wonderful aspect is the open sandbox feel; this is a very non-linear game.

Although the game is very difficult (I've played through it three times, and had to resort to a walkthrough every time), there are so many puzzles that you will still solve quite a few on your own. Many puzzles have multiple solutions, or can be bypassed completely.

*Amusing things: There are three characters that have interesting reactions to all ten of the (Spoiler - click to show)rods. Those characters are (Spoiler - click to show)yourself, the knight, and Austin.

You can log in to rate this review, mute this user, or add a comment.


Previous | 51–60 of 60 | Show All