Ratings and Reviews by Matt W

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Jacqueline, Jungle Queen!, by Steph Cherrywell
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Fifteen Minutes, by Ade McT
3 of 3 people found the following review helpful:
Enjoyable Puzzle - A Bit Fiddly, March 31, 2015
by Matt W (San Diego, CA)

This is a nice, humorous puzzle game involve time travel and paradox management. You must take copious notes in order to arrive at the solution. The timing in the game feels somewhat fiddly -- things occur at certain times and you must know to the minute when they do, but it's hard to tell if they happen before or after the clock tick. And I'm pretty sure the time travel mechanic is handled inconsistently -- sometimes I'd arrive before a clock tick and sometimes after. This meant that I had to experiment to find the correct timing. I suppose it's possible to beat this game on your first playthrough, but extremely unlikely. However, once you've figured out how to proceed through the game, subsequent playthroughs can be tedious, particularly since the machine is tedious to operate after the 20th time or so. And it's entirely possible to miss a crucial action near the beginning and have to restart.

I really liked the premise of the game, and it's reasonably solid in execution. With a little polish, it could go next to Suveh Nux on my shelf of favorite one-room puzzlers.

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Savoir-Faire, by Emily Short
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Bronze, by Emily Short
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9:05, by Adam Cadre
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Shrapnel, by Adam Cadre
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The Gostak, by Carl Muckenhoupt
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Till Death Makes a Monk-Fish Out of Me, by Mike Sousa and Jon Ingold
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Varicella, by Adam Cadre
9 of 9 people found the following review helpful:
Hints For Beating Chicken Pox, March 19, 2015
by Matt W (San Diego, CA)

For a game like Varicella, that's been reviewed to death and has even had academic papers written about some of the characters, I don't know that it's all that useful to write a review that lists my likes and dislikes. (For the record, I liked the structure, writing, and setting lots and lots. I disliked the implied extreme sexual violence; I'm not particularly squeamish but this game made me squirm.) I do think the game's handling of its female characters is under-explored. (Cadre strikes me as trying to have his cake and eat it, while insisting that he doesn't even like cake.) More on that later. I thought I'd focus the review on providing some hints for new players.

Spoiler-free Hints
1) The game has a reputation for being impossibly difficult. It's really not. I suspect it's the intended playstyle that throws people off and gives them this impression. The puzzles are clever, but logical and well clued.
2) There are multiple solutions to many (all?) of the game's major problems. Some of the solutions are exclusive to each other (e.g. by using one, you preclude another), but there are multiple ways to combine the multiple solutions to ultimately solve the game. (Though I'm pretty sure there's only one 'winning' ending.) This creates the initial impression that there are lots of red herrings in the game (and I suspect that there are still a few), but most of what seem like red herrings are actually used for other solutions to your problems.
3) You will die. Many times. This is, I think, what lends the game its aura of difficulty. But if you expect it, it's kind of freeing. You can experiment: spend a whole playthrough standing in or watching a room to see what happens there, try various methods of solving puzzles, feel free to do dangerous seeming things, etc. This playstyle is apparently known as 'accretive protagonist'; it's like the movie Groundhog Day, where each playthrough allows you the opportunity to learn something and over many runs, you can build up enough knowledge to complete a successful one. The protagonist hints in the introductory text that he has a master plan. You can view your task as the player is to discover what that plan is and put it into action.
4) The time restraint is somewhat tight, but there's some slop built in for mistakes. Since the solution to the game is mostly modular, you can focus your experimentation in one playthrough on trying to achieve a particular solution to one problem, then in the next on optimizing it. Then move on to another problem, etc.
5) There's a jpeg map that comes with the game. It's worth printing it out. The geography of the game is simple and logical (though with many rooms), but the map helps keep your directions straight.
6) There's a lot to discover about the setting of the game and the characters that isn't vital or even useful for the solution. It's worth it to spend a few playthroughs wandering around, examining things, and asking questions.

About the Women (heavy spoilers)
(Spoiler - click to show)I've read a few reviews that mention Cadre's use of Sierra as his mouthpiece. If asked the right questions, she'll discuss women's political and cultural status both in the Piedmont and in the geopolitical reality of Cadre's setting. She comes off as something of a freedom-fighter for women's equality. Then she takes Rico's money and wields a team of assassins to assist him in cementing his power (which may actually be the good ending in the game.) She's obviously based a trope: the femme fatale. And Sarah is the weeping, simpering, weak woman. And Charlotte is crazy. (Note that Sierra herself seems to despise these other female characters, or at best evinces no sympathy for them.) And what are their ultimate fates? Sarah is murdered by her own son (who only ever refers to her as 'bitch'), and Charlotte gets locked back up in her cell. These women aren't agents, they're caricatures intended to be manipulated by the player, then pushed back into the background. Maybe that's Cadre's point, but then you have to look at the rapes.

Sarah was raped by her stepfather (crudely revealed by Sierra), Charlotte has been raped by Rico and Louis, and Sierra herself has been raped by Modo. In other words all of the female characters in the game have been subject to repeated sexual violence. Sarah's and Sierra's rapes serve very little purpose to the story: perhaps Sarah's is used to justify or explain her temperament and maybe Sierra's is used to make Modo look more evil. Charlotte's and that of Prince Charles are even more unsettling -- they're used to advance Varicella's agenda. You wouldn't be able to solve the game without those rapes. And maybe Cadre is trying to implicate the player or make a statement about agency or something. But it's a cold, disturbing, alien thing.


Conclusion
I'd give this game 5-stars for its great imaginative setting, for its thoroughly complicated but fascinating plot, for its very strong writing, for its technical accomplishments and for its engaging play-style. But I found that the implied sexual violence jarred both with the tone of the narration, with my desire to sense more agency from NPCs (especially female ones), and with my tolerance for utterly depraved human monsters stalking the halls.

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Gun Mute, by C.E.J. Pacian
2 of 2 people found the following review helpful:
A Textual Rail Shooter, March 15, 2015
by Matt W (San Diego, CA)

A rail shooter implemented in text; makes you wonder where there isn't more effort to take graphical game tropes and remake them as text (c.f., e.g. Kerkerkruip.) Pacian seems to have decided on a limited list of verbs and actions, then created a puzzle using every possible permutation. This could potentially have been a tedious string of rooms, except that the concept is wholly novel and the writing is very strong. The game doesn't outstay its welcome, and has a visceral and satisfying feel.

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