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Planetfall, by Steve Meretzky

4 of 7 people found the following review helpful:
A fading star lost in time, May 4, 2017
by Form 27b-6 (Southern California)

Oh boy here's a tricky one. Now it's never a good feeling to trample people's memories, or to snatch their pink glasses, but it's necessary to give an honest assessment of the game, in its original context, but also in light of all the achievements made in IF since then.

At its core, Planetfall is a straightforward castaway story, in a science-fiction setting reminiscent of old classics from the sixties. Planetfall has an air of Forbidden Planet, sidekick A.I included, and it's not without charm. You'll be accompanied in your journey by Floyd, a valiant, talkative little robot, who was probably one of the early forays in NPC A.I. Planetfall fans never fail to mention him, along with Steve Meretzky's humour and clever exposure of the planet's backstory. Like I alluded to earlier, all these things are true, if you place them in the context of 1983. Back then, it was impressive to have a NPC deliver a few scripted contextual lines. Back then, it was innovative to force the player to manage fatigue and food. Back then puzzles came down to using the right item at the right place. But the cold reality is that today none of this is new, and frankly, none of it is very much fun anymore. Mechanics aside, I also have a few more personal grudges. I think the author misses the mark at a few crucial moments. The exposure, tone, and pacing are a bit off at times, and the ending seems rushed. (Spoiler - click to show)Reviving Floyd goes against the tonal duality present during the entire story; I have nothing against a Hollywood happy end but it does the game a disservice in that case.

Now the game is not without qualities; whether it is how it conveys a sense of isolation, or how it manages to incorporate humour in an otherwise dramatic setting. And yes Floyd can be cute, without a doubt. The author makes good use of baits and misdirections, yet I found the game very easy, and managed to get the highest score in a few days without hints, so it probably makes a good candidate for newcomers, as long as they're willing to forgive the dated game design;
Among the major problems are a very crude parser, borderline bugged, some frustrating backtracking, and an annoying inventory management. As for Floyd, anything more than basic interaction breaks its code, and you may feel like you're peeking behind the curtain. Score calculation is also questionable. (Spoiler - click to show)For instance you can beat the game without ever having to go to the kitchen, relying only on the survival kit. However, this will only give you a 76 out of 80, in spite of the fact that you completed all the game's objectives, in less time that it would take to go to the kitchen. So the game grants you four points for accessing the useless kitchen, instead of rewarding optimized play.

At this point you've probably understood my point; Planetfall is a decent game, better than most in its time, but it's not the legend some may describe. It's not to say you shouldn't give it a chance, but you'll have to do so with the kind indulgence its venerable age deserves.

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Cutthroats, by Michael Berlyn, Jerry Wolper

5 of 6 people found the following review helpful:
More bugs than barnacles on a shipwreck, January 30, 2017
by Form 27b-6 (Southern California)

In spite of my love for Infocom, or maybe because of it, I have to warn anyone tempted to play this game. Unsatisfying at best, mostly downright frustrating, it is unworthy of its brand.
I'll cut to the chase for the busy reader. Cutthroats is technically crude, thematically dry, ridiculously short, and simply poorly designed. I want to caution those new to IF in particular, for whom such a sad first contact may lead them to dismiss this wonderful genre of games.
Now if you're an Infocom aficionado, you may want to know more about the rationale behind my unforgiving judgment. Here it is, with, like they say, massive spoilers ahead.
Let me start with the worst offender; The game is bugged. Wait, I’m not talking about the oh-that’s-kinda-odd type of bug. I’m talking about the how-in-hell-could-they-let-pass-such-a-game-breaker-monstrosity kind of bug. Let me explain what happened. First, the game is riddled with oddities.
(Spoiler - click to show)Being able to interact with Red when he’s not in the same location. Getting “there’s no table” answer to the input “look at table” in a room described as full of tables (you’ve guessed right, “look at tables” work). Finding an oak chest and getting two different results to the commands “push chest” and “push oak”. Having Red accepting 0 coordinates without question to only ask you a turn later why you didn’t give him any.
Granted these are common nuisances in IF, but the frequency of them had me uneasy about the whole affair. So when I finally got too desperate being stuck in the Sao Vera shipwreck (and I’m a very perseverant player), I gave in to the invisicues with the nagging doubt that maybe, just maybe, I had encountered a bug. So I went through the clues, deeper and deeper into the rabbit hole, only to confirm the horror; I had done EXACTLY what I was supposed to.
(Spoiler - click to show)But in my game, the orange line never showed up, and the “cut rope with sword” command when standing on the cask returned a plain unscripted “you can’t reach the rope”. I had to get to the bottom of this, no pun intended, so I started over, redoing everything pretty much the same. And of course this time the line was there, and the rope was conveniently at sword’s reach.
I’ll never know what happened, and it’s not worth investigating. Suffice to say that I had done a perfect 250 points in my first attempt but the game robbed me of my victory.
The second treasure hunt is no less disastrous, with a ridiculous puzzle which, if not bugged, is totally absurd.
(Spoiler - click to show)According to Cutthroats logic, touching a mine will blow you up, but putting an electromagnet on in and dropping the whole contraption is perfectly fine. And that’s only part of more stupidity which I can’t even find the resolve to describe further.
Let’s also mention the inelegant structure of the game, which picks a random adventure every time, forcing you to save right before the story branches out, and hope you get the favors of the random generator.
I must admit I was excited with the theme. The whole ocean treasure hunter business in itself is enough to make my imagination go. However, even in that department Cutthroats fails. The game lacks ambition and scope, making you feel like a week-end metal hunter fishing for trinkets on a beach.
Hopefully at this point I’ve convinced you to skip this enormous failure of a game, unless you’re into diehard Infocom completionism. And if you've never played an Infocom game, I recommend you pick another title, for it would be a shame to judge this legendary company on the basis of Cutthroats. I’m just baffled that the same developer could put out a jewel like Trinity and something of the nature of Cutthroats. There must be a fascinating inside story about this, probably better than the game tries to tell.

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Shade, by Andrew Plotkin

4 of 4 people found the following review helpful:
The logic of Death, September 28, 2016
by Form 27b-6 (Southern California)

The true merit of Shade is that it poses the question of free will and fate through interactive fiction. The game (experience?) gives a semblance of freedom to the player. However, as the character explores his room and his grasp on reality weakens, and as he ultimately fails to escape his ordeal (or is the tragedy already behind us?), the player can't quite derail the scripted structure of the game. And thus Andrew Plotkin bonds the player and the character through constraint rather than freedom, which in itself is a bold and original proposition.

The result can be somewhat frustrating, but also conveys the stressful and helpless nature of the situation. However, Andrew Plotkin was clever enough to alleviate the tedious trial and error pattern common to these types of games, by offering some tools to the player. I particularly liked his use of the (Spoiler - click to show)To-do List, to guide the reader through the sequence of events.

Overall, I think Shade is a truly accomplished work, both from literary and technical standpoints. It's definitely morbid, but also very atmospheric and poignant, and the author doesn't lose focus on his main themes throughout the entire game. Players hoping for rewarding puzzles should look elsewhere though, as Shade doesn't offer any meaningful challenge. I was able to complete my first play through without hints within an hour or so. It makes Shade a really good introduction to IF, especially for people interested in the less "gamey" fringe of the medium. This was my first contact with the work of Andrew Plotkin, and it made me crave for more.

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Trinity, by Brian Moriarty

9 of 9 people found the following review helpful:
A surreal journey, July 17, 2015
by Form 27b-6 (Southern California)

It's been a while since I played an Infocom for the last time but the release of the Lost Treasures of Infocom for the iPad was the opportunity to dive back into these worlds that shaped my memories of old gamer.
I just completed Trinity and it compelled me to register to the IF database just to write this review. Rarely have I felt so immersed in a game, and so touched by its surreal atmosphere. In that regard, Trinity is a true testament to the power of Interactive Fiction in the hands of talented writers.

Trinity doesn't have a very defined plot. It's more a loose connection of metaphoric experiences, with the historical breakthroughs that led to the atomic bomb at its center. You travel through time and places in an effort to change the course of history, trying to understand the meaning of the events in order to alter their outcome. There's a strong and somewhat foreboding sense of ineluctability, with puzzles often forcing you to race against the clock.

The puzzles are perfectly imbedded into the surreal ambience of the game. It's like trying to decipher someone's dreams, and to make sense of the logic that governs them.
It's to me one of the great qualities of this game. Even though strange and sometimes downright twisted, the world of Trinity always feel coherent, giving you a fair chance of solving its many mysteries.

Still, the game is tough, with multiple opportunities to render it unsolvable, and a pretty complex timed endgame. I made a point to beat the game without help, but it took me long hours, and a couple of times I was close to throwing the towel. But that's what makes a great IF game in my opinion; Trinity strikes a perfect balance, which makes it very rewarding to play. I will not spoil the ending of course but I want to note that it may feel a little unfulfilling for some players, even though I personally think it's beautiful and suits the game perfectly.

I had a great time with Trinity. I felt a stranger in a strange world, discovered many wonders, and even made some friends, like my buddy the roadrunner.

A great achievement by Brian Moriarty.

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Wishbringer, by Brian Moriarty

1 of 1 people found the following review helpful:
Gentle and clever, January 14, 2015
by Form 27b-6 (Southern California)

Wishbringer is a whimsical fantasy adventure of intimate scale. Your goal seems mundane at first; to rescue the cat. That is until you comprehend the true meaning of your journey through a very touching ending sequence.

Like Trinity, Brian Moriarty's masterpiece, the game prefers a loose narrative structure over a strong linear plot. This freedom allows the player to focus on other tasks when facing a particularly hard problem. The story is more suggested than revealed, through subtle, sensible prose. I can't help but to feel the obvious love of the author for metaphors, in a very similar tone than his other game.

Puzzles are clever and logical, offering a reasonable, still rewarding challenge to IF newcomers. I love the fact that there is multiple ways of resolving a particular situation. There is the risk of rendering the game unsolvable, but it is short enough so that starting over won't be a hassle. Here is definitely a game that can be beat without hints.

Wishbringer is without a doubt a terrific introduction to IF. It is relatively short, forgiving but not trivial, and its simple but meaningful story is written with style and economy.

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