This is an unusual parser game in that a lot of its development went into making it accessible on a variety of platforms, including Apple II, Atari, Gameboy, TI-84 and Dreamcast.
This puts some pretty extreme constraints on a game, which explains a bit why this is in a .z3 format. It would also suggest that this game would have to be under-implemented or small.
But Labrande has fit quite a lot of game into this small package, and that's what took this from a 4-star game for me to a 5-star game.
You land on an island after a plane crash and have to both survive and investigate the mystery of the island.
Gameplay takes place in several portions, each of which involves increasingly sophisticated objects and devices.
The first, survival-focused, portion was fairly linear, which was odd to me, and then once it opened up more I realized that this was just a very large game so its opening, linear segment was larger than most.
This game is at its best when it presents mysteries. When the game first mentioned Tristam Island by name I was instantly intrigued. That was my driving force in playing.
The feel is more like Infocom in that you have large maps with a few useful items in each area. This map reminded me a bit of Planetfall, which had several empty rooms to serve for realism's sake.
The biggest divergences from Infocom are in NPCs and in 'pizazz'. There are few opportunities to interact with others in this game, lending it a quiter feel. And Infocom games tended to be over-the-top, with wild circuses or exciting spy thrillers or time travel. This game is completely grounded in reality, and in fact seems to have entailed a great deal of research.
There are some troubles here and there in terms of responses or synonyms, which is why I would have given 4 stars. But much or all of that is explained by the oppressive constraints one has to deal with to fit a game this complex into a small package.
If you are a fan of retro gaming, I can't think of anything better than to play this on your platform of choice. For fans of parser games in general, I can give this a positive recommendation as something longer than any game in this year's IFComp, and polished.
(Note: I used the provided hints, messaging the author and even decompiling to complete this game. With all those aids, it still took me several hours).
I’m always happy to see another Andrew Schultz game in the comp. His games have ranged from large open worlds with large amount of traditional puzzles (like The Problems Compound) and compact, laser-focused games like Threediopolis or The Cube in the Cavern.
This one has open-world elements mixed with a lot of wordplay. There is a specific gimmick/rule for items and things in this game that has surprisingly large amounts of play.
I beta tested this game, and was pretty overwhelmed while testing. The state of all possible solutions is so large (especially when using slang words or words I’d never heard pronounced). Fortunately, since then, Andrew Schultz has both increased the number of available help systems (including a very useful passage to a ‘cheater’ helper) and turned on most of the older hint systems by default.
My most recent playthrough was a lot easier due to these helps, but still difficult. I especially enjoyed the boat-based sequence. Perhaps the most enjoyable part of the game is when you get on a good string of guesses in a row. One possible weakness is the lack of uniformity in puzzle solutions; each puzzle might be solved by a song you’re thinking of, a book you’ve read, typing in the solution to a wordplay puzzle, or USE-ing an item. While this theoretically increases freedom, the state space becomes a little too large for me to handle successfully. Available hint items definitely aid this though!
One thing I’d love to see in a future Andrew Schultz game is one where you have to find nouns hidden inside other words (like a ‘shovel’ that produces a ‘hovel’ you can enter).
+Polish: Given the enormous state space, I think this is very polished.
+Descriptiveness: There's a lot of creative uses of the main wordplay mechanic here.
+Interactivity: Despite my frustrations, I had fun. I like wordplay.
-Emotional impact: I didn't get absorbed into the story.
+Would I play again? Yeah, it feels like there's more to discover.
Man, I stayed up a couple of hours later than I ought to have because I wanted the best ending to this game.
I beta tested this game, but I didn’t see it all at the time. This is a very unusual parser game with limited actions. Instead of moving around and manipulating things, you have a fixed set of verbs and a fixed set of nouns, and they interact with each other in weird ways.
The verbs have normal things like EXAMINE and TALK but also things like WRECK and PROMOTE. The nouns include SELF, people, STORE, MIND, etc. Yes, you can WRECK mind to make yourself go a little less sane and in fact that’s a great way to find more endings.
You have a set amount of cash and it goes down each week. This is a hard game, unless you hit some random luck. Once you get going, things build up: promoting rare objects brings in customers who become regular customers who give you cash. I also recommend TALK CATALOGUE early on to get a free item.
Because this is a horror game, things go wrong. Your employees may be possessed. Once, to satisfy an ancient relic’s thirst for blood, I murdered a customer. But another customer came in before I could discard the body, so I had to murder her, too, and then more customers came in. Fortunately, no one escaped and I cleaned everything up before the police became involved. But it was touch and go.
I decided to try to reach all endings. I’ll say right now that the final ending, Ascension, is different from the others and may not satisfy you (although if you played this far it very well may; I felt content with it). As for the second to last one, it can get a little weird depending on your choices (Spoiler - click to show)(for instance, mine involved ritualistic bathing in chocolate).
But overall, I think this game is great. It’s heavily RNG based, so it will be either too hard or too easy on most playthroughs, but the depth of the interactivity is what I love here.
+++++Polish, Descriptiveness, Interactivity, Emotional Impact, Would I play again? This is exactly the kind of thing I like to see.
I beta tested this game.
This is another custom parser game, but this one is web-enabled, and features a complex realtime murder investigation in the vein of Deadline (which is cited as a direct inspiration).
Just like in Deadline, you have a large building full of independently moving people, time events that change everything, and the ability to analyse (although here we carry our own fingerprinting machine and chemical analyzer).
The parser is not bad for a custom parser; in fact, people's custom parser writing skills in general seem to be improving a lot from year to year. There are some niceties that need some improvement, though. For instance, the game tells you to sample things in the format 'SAMPLE __________', but if you try to sample the wrong things (like SAMPLE PANEL) it throws an error message as if SAMPLE wasn't recognized. Of course, I beta tested it so I should have found and reported that myself.
Deadline was the hardest of all the Infocom games for me to play, and I ran to the hints quickly. This game is also hard, but plays by the same rules as Deadline. Without any hints, I expect this game to take several hours. The mystery is quite elaborate; I only ever found the most obvious suspect, but I'm interested in still looking for the truth.
If you liked Infocom's mysteries, you'll definitely like this, and it's a worthy successor to them.
-Polish: As indicated above, the custom parser could use a little tuning up.
-Descriptivenss: The descriptions are generally small and bare.
+Interactivity: The mechanics are ingenious and the puzzle is clever.
+Emotional impact: I found this game intriguing.
+Would I play again? One day I plan on revisiting this game.
I beta tested this game.
What can I say? I love this game. DiBianca is well known for making themed games with constrained commands and one type of puzzle.
This is the first one not to include movement (at least since Grandma Bethlinda’s Variety Box), and instead we have a series of dozens of word puzzles.
This is a big game, and, as many many reviewers have found, it sucks up hours of your life if you’re into wordplay puzzles. I spent easily more than 4 hours as well as thinking about the puzzles quite a bit, and this is with emailing the author for hints.
I haven’t played all the way through the newest version (just the first few puzzles again, and I already see some improvements). I’d love to wait a few years to forget most of this and do it over again, maybe with my son when he’s older.
There is an overall story that, for me, became more coherent as the game went on, but it’s still very abstract. But I definitely think this game ranks up there with Counterfeit Monkey, Ad Verbum and the Andrew Schultz canon as one of the great wordplay games out there.
+++++Polish, Descriptiveness, Interactivity, Emotional Impact, Would I play again? This is exactly the kind of think I like. Love it!
Larry Horsfield has a long-running and fairly successful series of ADRIFT games with the hero Alaric Blackmoon.
I always have a bit of trouble finishing the games. These games are definitely in the older school fashion, which Adrift is suited for. Adrift only encodes specific verb-noun combinations, although you can set up a few synonyms. So in particular, if an action works in one room, it might provoke an error message in another. To climb down a rope, you must type ‘CLIMB DOWN ROPE’ but not ‘DOWN’. This isn’t necessarily a drawback…it ends requiring careful analysis. These games are the perfect games to slowly pick at over a month or so.
During the comp, though, I rushed with the walkthrough, until I messed up a part with a bucket and got stuck. In the part I saw (about 2/3 of the game), I found some really fun dynamics (like growing and shrinking), intervened in a goblin war and navigated through some crazy caverns. Definitely one to come back to later!
+Polish: It has a lot of effort put into nice color changes and complex mechanics.
+Descriptiveness: I could imagine a lot of the scenarios vividly.
-Interactivity: I frequently had trouble doing what I'd like to with things, and commands frequently had to be very specific.
+Would I play again? I plan on looking at this again.
+Emotional impact: A lot of parts of it were just fun, like crossing the ravine and changing shape.
So, Hanon Ondricek has a long history of making very unusual and experimental games. I first came into contact with his work in the 2015 IFComp, which we both entered. He had a game called the Baker of Shireton, an unusual game which was a baking simulator with some MMORPG-style elements. One especially odd feature was that it modeled abstract objects as inventory items, like your name, job, and quest. It later turned out (spoilers for this game) (Spoiler - click to show)that you were an NPC in an MMORPG and could hack the game to get out and go on a short quest.
I found that idea fascinating, and I ended up using it in several of my games. So that made the Baker of Shireton get stuck in my brain.
This game is a successor to that one. In this game, you get to play an upgraded version of the fake MMO that the first game was set in. This is a choice-based system instead of parser, and it has great art by Marco Innocenti and music from a variety of sources. The music was catchy; I left it on for much of the day as I played, and my son liked it too.
The bulk of this game is getting and fulfilling quests from different NPCs. There is a complex combat system (I especially enjoyed the 'magic' mechanics which require you to quickly spell some words during combat. There is also an option to slow down combat significantly for people who have trouble with quick time events). While rich and actually pretty fun, combat isn't completely necessary. In a way, it reminds me quite a bit of Porpentine's various comabt systems, and various bee-related events in the game also bear some resemblance to her.
Speaking of bearing resemblance, there are references to a lot of games in here, including many of Hanon's older games as well as Cragne Manor, the SCP foundation and others.
Solving this game was challenging. I frequently had to think outside of the box. Hanon is one of the pioneers (along with people like Agniezska Trzaska) in choice-based puzzle mechanics and boy does this game have a lot of them. I definitely wouldn't feel bad asking for hints (and, in fact, I didn't feel bad; I asked for quite a few).
This is also a very large game. I spent around 5-6 hours beating it.
My overall evaluation:
+Polish: Absolutely polished. About the most polished a game can get. I don't mean bug-free, I mean that every aspect of the user experience has been accounted for and acted on.
+Interactivity: Loved the RPG events, the weird shortcuts you get later on, and the ease of use of the AXMA system.
+Descriptiveness: I especially appreciated the details in Luneybin.
+Emotional impact: The horror-lite sections near the end worked well for me.
+Would I play again?: Definitely plan to revisit this just for fun in the future.
I'm actually very torn on this review. I think I'm going to end up recommending this on Steam but not giving it 5 stars here, because the two sets of reviews serve different purposes.
Fool! has brilliant writing. I've read all of Shakespeare's plays multiple times (I got on a real kick in college where I'd read one of his plays after every other book I read), and there are some parts of this game I'd easily believe came from one of his books. It has a lot of poetry and jokes.
The overall backstory seems to be based on Henry IV parts 1 and 2 but in a different setting. There are battles between England and France, a somewhat rebellious Prinxe Hail and a rebellious northerner nicknamed Hotfoot.
In the midst of this, you are an aspiring fool who starts out with an audience of three wide-eyed kids and a stage marked by horse manure and drunks' vomit. Throughout the game, you build up your reputation and make friends (and enemies) along the way until you can end up as high as the King's Court or being one of the most famous players in the land.
It's a large game, maybe 4-6 hours long if playing intently.
With all these good things going forward it, it's hard not to recommend it. But I had to battle quite a bit with the stats. I frequently could not for the life of me guess when a choice was sanguine, bilious, phlegmatic or melancholic.
"Let's see," I'd think to myself. "This option is about cheering up my friends. That's sanguine, right?" Nope. It's phlegmatic, because you're trying to balance your various responsibilites.
Okay, trying to be famous is usually bilious right? No, this time trying to be famous is melancholic, because you're being cynical or cautious about it.
I was trying to roleplay as a confident and brilliant braggart (high blood/bile), and made it to act 3 with almost maxed-out sanguine (after restarting, something I almost never do, and battling back and forth for a while with the stats), and then a series of encounters somehow flipped it so I had extremely low blood and bile. I literally pounded my fist and shouted 'no!' in frustration a couple of times.
My reaction to the stats seems isolated. Fool! is fairly high on the bestseller list on the Choice of Games omnibus app and has very positive reviews on Steam and on the Choice of Games forum. The funny writing, the excellent quality of humor and even silly stuff like the ape companion make me feel confident that I can recommend this game to others and they'll feel like they got their money's worth, and I intend to do so on steam. If you're into Shakesperean comedy or want to max your Bawdiness or Wit then this game is absolutely for you. I don't regret playing it, and intend to return to it in the future.
I received a review copy of this game.
This game helps fulfill a childhood dream of mine. When I was younger, I always had access to and eventually bought a lot of guidebooks for RPGs. I focused on Dungeons and Dragons (I had over 20 AD&D 2E books as kid) but enjoyed White Wolf a lot. Sadly, although I really wanted it, I never found a group to run a campaign with and never tried playing Vampire: the Masquerade.
This game is exactly what I hoped for if I had played such a campaign. A clever story cooked up by a master DM (or the VtM equivalent), a large number of encounters with chances to grow my powers, and fun dives into lore and characters.
This game is designed to keep you on your toes. In an interview, the author said that his favorite concept in VtM is that just surviving is incredibly hard, and just dumping characters in a big city and seeing if they can live for a week. This is exactly the kind of scenario you have in the game.
You play as a vampire who is coming into Tucson after a long absence. The Prince there brings you into His service and asks you to complete several tasks. These tasks are each there own chapter, and there are 2 sets of 3.
You have many stats (over 30), with your initial stats determined by your clan (together with a clan weakness; mine was zoning out due to beauty). All stats are useful throughout the game, though mental stats are more useful early on.
Between mission you can spend your money (on housing, which is very useful, or cars, which the writer seems really really excited by and describes in incredible detail, with over a dozen options including exotic sports cars), upgrade your stats, or buy new equipment. You can turn NPCs into 'ghouls' who help you with everything. I got a ghoul early on and she factored into literally every mission from then on in an integral way.
True to the source, the game is heavily focused on stats and strategizing. The most important stat is hunger; high hunger makes you bad at everything, including finding more food to eat, so getting high hunger can cause a terrible spiral until you get back home and buy some cheap food. Moreover, using your coolest powers (i.e. 'disciplines') raises your hunger. You can use this to your advantage by using powers to hunt food, immediately wiping away your hunger boost.
I would describe this as a 'deluxe' Choice of Games title, if that descriptor existed. It has incredible graphics when you meet people, it has a great IP connection, and it is LONG.
I play a lot of IF games, and I can finish even very long material in an hour or two. But it took me an entire Saturday and much of the evening before to play this. It's like several shorter Choicescript games bundled together. To get a better idea of its length, I was thinking 'this game is huge' as I was getting close to its end. I was a little disappointed I had been able to raise my stats as high as I wanted, but it was okay. Then I realized that I was only halfway through the game.
There is some strong profanity in the game. I didn't run into any explicit sexual content. I received a review copy of this game. The violence level is about what you might expect from a game about superpowered vampires engaged in a war.
"Theatre" was developed after "Curses" and before "Anchorhead", and has many elements in common with both of these games, including some shared puzzles. It is a large, sprawling game, with many puzzles in the find-an-object-use-an-object category.
I found it slightly easier and slightly smaller than the other two games, but it may have just felt smaller because I always felt drawn forward to complete the game. A series of lost journal pages for collection provide a fascinating backstory.
As others have said, the writing feels a little off at times; however, the game gave me quite a few genuinely creepy moments during exploration, similar to the famous (Spoiler - click to show) "you forgot to close the front door" moment in Anchorhead. The game was strangely compelling despite the weaker writing.
As I said, the puzzles are slightly easier than many similar games. I also noticed that the author favored certain puzzles; for instance, there were at least five puzzles where the solution involved (Spoiler - click to show)pushing or moving a large object around.
A couple of times in the game, I thought I had put myself in an unwinnable situation by entering an area without some object I needed to get out. However, I found I was wrong. I don't think there is really any way to lock yourself out of winning, except by using one-use items when you shouldn't (when you have used a one-use item correctly, it will be obvious).
A couple of things, I wasn't quite sure what they did: (Spoiler - click to show)turning the switch in the electrical panel, and wearing the amulet. Also, as other reviewers noted, there were quite a few plot points never resolved.
However, I didn't feel cheated.
The one star off is for the lack of polish and the plotholes. Overall, though this is one of the most enjoyable games I have every played (for reference, the other games I've most enjoyed are Curses, Anchorhead, and Not Just An Ordinary Ballerina). I anticipate playing through it again several times in the future.
(I added the star back later)