(This is an edited version of a review I originally blogged during the 2014 IFComp.)
Milk Party Palace is a brief CYOA comedy in which you play a slack hotel employee who needs to round up six gallons of milk to appease visiting celebrity Alec Baldwin. Your eye is also on the twin goals of attending Baldwin’s "Milk Party" and finding out what a milk party even is. With the tone of the game being a bit juvo-Hollywood-teen-comedy wack, I wondered if a milk party might turn out to be a celebration vaguely along the lines of a lemon party, but I will not spoil such a revelation in this review.
Milk Party was made in Unity, a rarity for a text game, and demonstrates a clean and efficient link’n’click style. Once I'd reached one of its three advertised endings, I decided I'd had enough. Obtaining the gallons of milk involves cajoling or harassing various hotel guests by negotiating some absurd scenarios in their respective rooms. This absurd comedy seems to be Milk Party’s main purpose, but I quickly fell offside with the game, which caused me to click away impatiently at each encounter in an effort to hurry through it. I felt critical of my unreceptive state afterwards and tried to work out what I hadn’t liked.
It could be as simple a factor as that it all started off with the anticipation of a very short game involving a celebrity, a description which made me interest-weary. Then came the business of chasing up the milk itself, which was almost hard slog. The guests are understandably wary of your bugging each of them for milk, and the encounters are structured around the pains of you trying to extricate the needed gallons in the face of ridiculous verbal and physical hurdles. These hurdles somehow reminded me in nature of the kind of conversations I’d expect to have to suffer in hell, were I to end up there, albeit shorter in length. It's testament to some kind of effectiveness of what the game is doing along these lines that I did feel aggravated by the hurdles, even though they are less "real" than they might be in a parser-based game, where you could become physically or literally stuck against a puzzle. That can't happen to you in Milk Party, but I was still a bit teeth-gnashy throughout the experiences described in the prose.
So even though Milk Party is not all that long, it feels strenuous. Its brand of absurd thwarting is legitimate comedy fodder – and I found some of it funny – but that wasn't enough to drive me to want to engage with its stuff. Deep down in my heart of hearts, I did not feel motivated to care about getting milk for Alec Baldwin, as fine an actor as he is, and thus I did not get into the shenanigans involved in doing so.
(This is an edited version of a review I originally blogged during the 2015 IFComp.)
In 5 Minutes To Burn Something! you've got to start a fire in your apartment to cover the false alarm raised by your toaster before the firemen arrive, thus avoiding a false alarm fine. Sure, this is a damagingly uncivilised course of action, but the whole game leans obviously to the silly.
5 Minutes is an incarnation of the most staple of staples of the IF Competition: A parser game in which you have to solve an impractical physical problem in a closed environment using a disparate bunch of props before a time limit runs out. Other staple factors include the environment being the player's apartment, a wack approach to humour and the prose's fixation on the PC's crummy ex.
5 Minutes does all its basic stuff right and exhibits some touches of advanced mindfulness: Certain commands don't waste your precious turns, there's a complete and context-sensitive hint system, some text is formatted in colour, etc. It's an old school-leaning adventure in the sense that the relationships between the puzzles and the solution objects can be pretty abstruse; it certainly requires a try everything on everything mindset embracing kitchenware, bathroomware and miscellaneous apartment crap. The implementation is too fuzzy for the fiddliness of the puzzles, leading to some guess the verb problems and uneasiness about whether you've really investigated each prop thoroughly.
I did come to feel that I knew my apartment very well during play, but the PC's constant harping on her ex-boyfriend through the lens of object descriptions tired me. This was the primary means of giving the PC some character. The danger with this game's kind of wack tone is that it can easily blanket all of the content. If I found the conjured boyfriend to be a caricature of a jerk, I found the PC to be a caricature of someone who dated a jerk and then never shut up about it. So I didn't find the game to be as funny as it probably hoped it would be.
(This is an edited version of a review I originally wrote for my 2014 IFComp blog.)
It's usually lazy of a reviewer to summarise the content of a game they're reviewing by reprinting its blurb, but I think the blurb for Tia Orisney’s IFComp 2014 entry Following Me already does the best possible job for the purposes of my review, and handily builds in the limits of advance information the author would like players to know about the game:
"Two women take a wrong turn in the woods and make a gruesome discovery. They seek help from a mysterious stranger and are dragged into a vicious trap that they will be lucky to survive.
The story is delivered in a CYOA format characterised by long, unbroken passages of text studded with infrequent moments of choice and ‘Continue’ buttons. It’s a substantial read. Tia’s long format prose, within the context of this kind of game, was on display in two entries in the 2013 IFComp, of which I fully played one, Blood on the Heather", a wacky Buffy The Vampire Slayer-style adventure which wavered for me between being compelling and tiring. I remember the drive of much of the prose though, about which I wrote:
“I wouldn't underestimate the feat of achieving consistent propulsion of a story this big, which BOTH's writing pulls off comfortably, but it is the length of the thing which also throws the jumpy proofreading into relief.”
Following Me is a serious snowbound thriller which threatens to get very heavy. There's still the distraction of some loose proofreading dragging on the author's obvious storytelling skills, but the plot is tight, the whole thing is quite tense and the construction dense enough to push through problems. Psychologically it stays truthful to the headspace of Kat, the protagonist, and her moment to moment bursts of thought. (Occasionally I felt it was a spot off here – it's not that people don't have the odd bizarre and ostensibly comical thought during times of real peril, but I don't believe they narrate it to themselves at the time using the language they’d use to narrate it to someone else later. i.e. They have no time for a longer or circumspect view because they’re in immediate peril. Kat did this a bit too often for my taste. This is not a big nitpick in a piece which is psychologically on target most of the time.)
The physical manifestation of the bad guys is finally handled, too, the way Kat observes their little tics and physical dynamics. How they say things, where they look when they are delivering particular threats, how they brandish their rifles and how the older man brandishes his cane. These details accumulate to vividly convey the repugnance of their characters, and the experience of being a woman who has become their prisoner.
The choices offered always read as weighty alternatives and they caused me a lot of player deliberation, though the ultimate construction of the game is such that most roads eventually lead to Rome. The choices create different vectors to get there, shepherding the prose in a broad way that reflects a choice you probably made heavily, and so whose outcome you are predisposed to invest in. Because Following Me is a thriller with life-and-death stakes for the characters, I think this scheme works well in this game.
Baluthar is a fantasy-horror adventure set on a world which has been invaded by the Ivarns, a destructive and technologically advanced race. While this setting informs the events of the game, it does so from quite a distance. The game itself is really about a father following his missing son down the horrible dungeon in the well outside their hut. You play the father, and must first drag yourself out of bed after reading a heavy, non-diegetic quote from the book of Ecclesiastes.
The construction of the sense of the greater world in Baluthar is impressive. The game physically presents just a very specific part of it, but through the ruminations of the character of the father, and through scenic features like paintings and through the anthropology of the game's rather horrible monsters – which are lovingly described – a strange portrait of the whole begins to emerge. I see that the game was criticised upon its release for not letting the player venture out into that whole, but this element didn't bother me. The game's achievement is the grotesque inventory of creatures and weird artefacts it delivers in the space of a single dungeon: a child-ghoul, rooms awash with rivers of fist-sized corpse beetles and a half-alive skull embedded in a laboratory wall amongst them.
Getting around these creatures and overcoming hostile magic are the subjects of the game's puzzles. They aren't too complicated, and there's a completist hint system built in if you get stuck. The writing is vivid, certainly purple at times, overloaded with too-long sentences and prepositions, but given the intensity of the content and the shortish duration of the game, the style does not outstay its welcome for what it's doing. It is also clever in building up the world mythology out of little strokes and asides distributed throughout the prose.
The parser itself is the weak point. It just isn't honed enough to deal with some of the more obvious ambiguities of player intent in relation to the game's content. Baluthar was the author's first game, and programming up the interactions is his obvious site for improvement. But as a fantasy puzzle game with a horror-leaning aesthetic, it is self-contained, imaginative and satisfying.
The game potentially doesn't follow up on the existential weariness expressed in its opening, but I'm not sure. After it was over, I found myself thinking about the way the character of the father had been expressed. Weary at first, single-minded in his quest to find his son, wordless by the end. Perhaps it was the ASK/TELL system, implemented rather feebly in Baluthar for communication between the father and son, that left a querulous feeling on this front.
Vlad the Impaler is a grim and incredibly bloody choice-based adventure set in Istanbul in 1452. After choosing to play as the explorer, soldier or mage, the player is tasked by an old friend – one who seals his letters with a big red V – with saving the city from a blight of natural and supernatural corruption.
With its character classes, small array of stats and its karma meter, the game aims for replayability over linear depth. Concentrated initial plays may last from 45 to 90 minutes, and there are considerably more encounters available across the finite map of locations than are accessible in any one session. The presentation is lush, with a fixed colour palette of black and white with red highlights, an inventory of expressive pencil drawings of the characters and locations and brooding loops of string music in the background.
The PC is written as a major force in this world of atrocious crime and madness. In almost anything you try to do, you will succeed, or have a solid chance of succeeding – at least for a good part of each game. This may sound like a recipe for boredom, but the high volatility of the encounters and the oppressive atmosphere of Vlad ensure quite the opposite. There is a sense that no matter how many amazing things you do in the city, no matter how many individuals you save from being violated, sold into slavery, murdered or torn apart by monsters (and you tend to tear the bad guys apart yourself) that you're up against too much evil for one person. This feeling is reinforced by the great despair evinced by most of the NPCs about their situation. They also regard you with an awe that inspires heroism, or at least perseverance.
The writing is mostly pointed and effective. It's also especially vivid in a lot of cruel scenes, but this content is balanced by a moral weight. The PC isn't heedless, nor are the citizenry of the cursed city. The characters discuss what's happening, why it may be happening, where does evil come from – without or within? The sense of these ideas is well conveyed through the whole dark aesthetic of the game.
The prose does suffer from bizarre technical variability, though. The strong focus and flow of the majority of it makes me wonder how it could also flop sometimes into great spates of overpunctuation (!!!?) and why there are phases where commas or semicolons just vanish, leaving a bunch of run-on sentences. It's as if half of it was proofread and half wasn't, or different people wrote different stretches in isolation. This didn't hamper my enjoyment overall, but did make me wonder how it happened.
What a greater number of players have been concerned about is the lack of continuity written into a lot of the encounters. You might see an option to 'Ask someone to translate the runes you found earlier' when you don't remember finding any runes. It becomes apparent from the prose that the scope of the actions you're taking in the city is assumed to be greater than just what you read during the course of a playthrough; you're a powerful figure achieving a lot off-screen as well as on. So if you take this attitude that a richer sense of all your character's doings will build up over repeat plays, you'll be okay, but I can appreciate this as a valid point of criticism against the game for many players, given how attentive Vlad is to mechanics in other areas, and that some players will just never accept being given so many shorthanded summaries of things they've 'done'. I personally felt the positive value of the game's approach in that it gives the PC's doings a breadth and depth that would be hard to effect if every single part of them had to be explicitly played through in a game of this length.
The trick of Vlad is working out what your stats are for and how they're affected by your handling of encounters. You can see your stat values and you can see when they go up and down, but 'die rolls' are not displayed at times when they're relevant, nor is it indicated when those times are. The game's structure is that of a broadening fan of encounters you can visit in almost any order you choose, followed by a narrowing into a gauntlet of situations in which deadliness to the PC increases significantly.
I found the whole game tremendously engaging for several playthroughs, but paradoxically, once I'd worked out how the stats figure into major events, the replayability factor the game pushes for weakens a lot. Too many critical moments in the game are either predictably easy, or so hard that it feels pointless trying to reach them again just to have another chance to roll a really high number on an invisible die. If you're killed, your saved games within the current play session die as well. So the weakness is that every game eventually becomes a stat test against the 'gauntlet' section, and you have to replay the whole game to get back there.
There are a lot of other tricks and secrets I can't elaborate on without spoiling, as well as a pile of Steam achievements to be had for people who like that sort of thing. It's just that these elements don't add up to the solid replay model the game seems to promise at the outset. However, by the time I'd come to these conclusions, I was already more than satisfied with my experiences in this dark and bloody world.
2013 was a prolific year for this author. The first game by MTW I played was The Surprising Case of Brian Timmons, and in the same year he released all of Castronegro Blues, Ill Wind, Dark Carnival, The Vanishing Conjurer and The Voodoo You Do. Several of these are Lovecraft-meets-hardboiled period mysteries in which you play an anonymous (or at least unnamed) detective – or dick. I feel like calling him the anonymous dick because he certainly can be a dick, and so can most of the NPCs he has to deal with in these amusingly profane games set in lurid environments.
You play the dick again in Dark Carnival, and are charged with investigating several mysterious disappearances at a run-down carnival east of town. The place is populated by a bunch of hopeless, cynical and foul-mouthed carnies, which might explain why I didn't see any customer NPCs on the premises. The carnies are very busy, as are all the NPCs in this game. There are tons of people wandering around, looking at you or the scenery, or doing carny things like yelling swear words. All this action plus the extensive carnival map (every exhibit has its own room, or series of rooms) makes for a great feeling of animation.
My main problem with the game is that the investigation isn't well integrated with all this content. From the word go, you've got five murder incident reports to ask NPCs about. That's a mountain of 'ask X about first', 'ask X about second', 'ask X about third', etc., to get through. And for the most part, people either have no significant information for you, or they just tell you, in their own colourful fashion, to piss off. But there are so many NPCs here it's hard to give up on the asking as you continue to hope to find the needle in the haystack.
I'm not sure I ever found a needle. It was only by thorough investigation of the locations that I stumbled into the hidden section of the carnival. The maze design and atmosphere down there were exciting, but when I solved the case, I felt it had been pretty much a case of 'and in a single bound, Jack was free'. All my conversation attempts had achieved little, mechanically. There's evidence that they should have achieved more – for instance, some hidden portals in the game block the player and suggest one should do more investigating upstairs, first. But I only found these portals after I'd reached areas on the other side of them. Whether this was down to bugs or oversight, the consequences were the same.
Comparing this to Brian Timmons, that game was very well directed as an investigation game, if linear. Carnival goes in for a much busier world and a theoretically more interactive investigation model, but that world isn't feeding the investigation mechanics. Nevertheless, the whole is again vividly written in MTW's style, with the particular attitude of this series strongly represented.
The Pyramid of Anharos hails from the heyday of Eamon, a time when Eamon authors who were making what you might call serious adventures – rather than jokey or personally expressive ones – were constantly trying to come up with new ways to outsmart (read: destroy) players who by now had about 100 different paths to hack or cheat their way around standard Eamon mechanics. Where swathes of powerful monsters might not ultimately stop a PC, difficult custom-programmed puzzles that paid no heed to the PC's engorged stats or superweapons probably would. Thus solidified the tradition of difficult, player-killing puzzle Eamons.
My speculation is that this author versus player attitude was exacerbated within Eamon because of authors' infuriating visions of character-hacking, upstart players who really needed to be facepunched to the floor. After all, if you had slaved away at making a challenging Eamon adventure, and you'd finally got it out there back in the days when getting it out there was infinitely more difficult than it is now, would you enjoy the thought of having your game cleared promptly by cheaty types?
Pyramid of Anharos definitely facepunches the player to the floor. It's not really wrathful about what it's doing, but if you put a character you like in the disk drive, it's guaranteed that they will be killed and deleted, probably multiple times, assuming you backed them up or cheated in the first place. The reason this is so tiring in Eamon is because you do have to keep cheating, hacking, breaking the game off and switching disks if you want to complete it, restarting every time. Your saves are deleted, too. Pyramid has tough puzzles and one undoable instant death after another. I reached a point where I become too annoyed with all this to want to risk experimenting any more, so I hit the walkthrough.
The puzzle collection and overall coherence of this game is actually pretty good in an adventuresome sense, and that's why I give it three stars – I consider it a worthy example in the Eamon catalogue of the kind of hyper-frustrating aesthetic I've described. I don't recommend playing it today if you're seeking an entertaining challenge; I only recommend playing it to see what these killer games were like.
There's a desert maze you can overcome if you just hire a guide. Glyphs you can read to learn secret words you need to say. Mummies you can search to find magic items. A few annoying riddles to answer. A gauntlet of deadly rooms with increasingly ravaged corpses on their thresholds as a warning. You also need to keep your water supplies topped up or you die of thirst. The main problem with Pyramid is that you get killed just for trying things out. The other problem is that it's particularly variable in its implementation approach. Sometimes important items are picked out, sometimes they're buried in the scenery. Sometimes you find a secret door by just LOOKing again, sometimes you need to examine a specific unhighlighted object. This amounts to you having to try interacting with everything in about four different ways to pluck the needles from the haystack. And in Pyramid, nothing is not in the haystack.
The author, Pat Hurst, was known for throwing some moral content into his Eamons, mostly of the 'help a beggar or pay later' variety. There's another beggar in Pyramid, though weirdly there's also a desert raiders camp where you basically need to pick which group of folks you'll hack down in order to get to the other side – the children, the women or the men. Tom Zuchowski's walkthrough opts for the women; like he says, it's the most direct route. And when a game is as unreasonably difficult as Pyramid of Anharos, you probably don't want any more indirect routes. It has notable production values, but it's also a prototypically devilish player-killer from middle school Eamon.
Bug-ridden, incomplete, and unintentionally very funny.
The opening line is: "This text based game puts you inside a modern American with the intent to steal a very desirable item..." Presumably a kidney.
Room descriptions are definitely from the couldn't-be-bothered school: "There is a single window here but nothing else, really. Some grass I guess."
And for a game which is about breaking into a house to steal something valuable, the burglar protagonist has set some pretty low bars. My favourite response came when I entered GET TOWEL while scoping out the house's swimming pool:
"You pick up the towel. Nice."
If I'm this admiring of my completely unimpeded theft of a used towel from a suburban back yard at 12:34 AM, and apparently also of the towel itself, I don't think I really need to be heisting jewels to satisfy my will to power. Some much simpler and infinitely less dangerous activity is in order for me!
The Interstellar Text Adventure materialised on the official website for the film Interstellar in March 2015. The ASCII art title screen and mention of Zork in the first paragraph of the FAQ gave off a vibe that the game might turn out to be more of a novelty promotional item rather than a legitimate standalone entity, but this proved to be an unfair assessment. The Interstellar Text Adventure is a small but narratively solid prequel story to Christopher Nolan's film. The game sees you playing one of the Lazarus mission astronauts, and opens with your waking from cryosleep on an unknown planet. Your goal is to determine if it is fit for human life and then to broadcast your findings so that they can be picked up by any who might follow you. Your companion on the mission is a walking, talking robot called PLEX, whose Humour and Honesty settings can be adjusted, as per the film.
The prose is good at evoking the geographical strangeness and splendours of the mystery planet, and does so at length. The dialogue for the robot's practical observations and bad jokes is also effective. However, it should all have gone in for more proofreading; sometimes it's evident that an automatic spellchecker has made the wrong choice and that the result simply hasn't been picked up.
What may cause a few old hands to smirk is that the game's puzzle content is very traditional. It includes a maze that can be solved by dropping things and a text version of something akin to the old Lunar Lander game, where you must burn fuel at the correct rate to touch the ground at a safe speed. There's also an oxygen limit attached to your spacesuit, but you can refill the suit whenever you return to your ship and you're unlikely to find yourself in real danger of running out.
The puzzles must still be viewed as being of potentially extreme hazardousness, given that there's no proper save feature. You can save the game and return to it later, but you can't manually restore an old saved position; to die is to return to the start. Once I'd confirmed this, I felt no compunction about using the COMMANDS HERE option at critical moments, which handily lists all valid commands for the current situation.
So there is a novelty angle in the game after all, in that it builds on a popular modern film and uses it as an opportunity to demonstrate some old school entertainment to a lot of that film's audience who will be unfamiliar with it. But importantly, what surrounds these puzzles is a genuinely interesting narrative about what may be necessary to support human life on an alien planet. There is also a moral choice to be made about what you will do if you are forced into the position of being the bearer of bad news about this planet's habitability.
The game's parser is certainly clunky. It hardly knows any synonyms, and expects a mixture of simple and very complex commands to be entered in turn. Fortunately these problems are mitigated by the presence of the COMMANDS HERE feature, along with its inevitable embrace by anyone serious about completing the game. There are a few other bugs about, the robot's variable settings are under-utilised, and there are puzzle moments that don't work because important text scrolls away and can't be retrieved.
In spite of these problems, the story delivery works. The potentially complicated business of installing environmental probes around the planet is made accessible and comprehensible. The environmental science musings are interesting. The astronaut's relationship with the robot can be affecting, even within this short span of game, and I found the finale moving. The whole game fits as a satisfying elaboration of one aspect of the film. The weird physicality of the robot is probably the only element you won't perceive if you haven't seen the film, as it is not described in the game, but I think that the rest of the content is capable of standing alone. You'll just comprehend it faster if you've seen the film.
A quick CYOA in which - in game parlance - you die and must restart after every second move because whatever you decide to wear and wherever you choose to go (two choices) you are sexually harassed by a man or men.
The mixture of cuteness and smartarsery in the writing, in combination with the girly pink colour scheme, is broadly funny. This tone extends into the dialogue and content of the harassments. That they are so frequent and display such a variety of dialogue and invention that they acquire an overkill quality in this context which is inevitably funny and exasperating, and makes them palatable in spite of their volume. And the game is in tune with player exasperation. It starts to offer an 'I give up' option at about the right time.
The punchline when you do so is: 'BLAM! Welcome to life as a woman.'
(OK, I admit I added the 'BLAM!')
So this very small game is well structured for its idea. This leaves us with the idea and the question of who it's for. I'm already aware of the specific point that a woman might be sexually harassed whether she is wearing a low cut item or a tracksuit, and this is the game's main point. So telegraphing that at length and then saying 'BLAM!' was not revelatory for me personally, but that doesn't mean it might not be revelatory for someone else. The practicality of the point makes it a good one for people who might not have thought about such things much, or at all.
Based on what's (figuratively) written on the box, a woman need not play Female Experience Simulator. After all, she doesn't need to simulate the experience of being a woman; she's experiencing it. Nevertheless, were she to play it, my punt on what her experience might be like - informed by my experience of playing Female Experience Simulator - is that the game would be likely to hit the recognition spot with a leavening of humour, but obviously without any revelations.
If the game actually advocated hopelessness or hopeless behaviour (eg 'You MUST run home to cry whenever you are sexually harrassed!') I would have flushed it down the toilet to join other self-deludedly defeatist crap like the works of Samuel Beckett. However I think it's obvious that this game is not making a point beyond: A woman can experience sexual harrassment in spite of how she dresses or presents herself. Which is important if not known. A man may learn this by playing. A woman already knows it. The game manages to do this with some humour, and it's pretty light, so it's a stretch to read much further into it.
This review is already in severe danger of brandishing more content than the game itself, so it's time to stop.