Hippo on Elm St is a cute, shortish and nicely modelled adventure about a house hippo (they're small) scouting the place for food on Halloween. It's based on the world of a Canadian Public Service Announcement video from the 1990s (http://www.youtube.com/watch?v=TNbw-qycyl4). I wasn't given this context when I helped beta-test it, which made the experience a tad perplexing for me. But then again, small, cute animals obviously need to eat, it's logical that other small, cute creatures might impede their attempts to do so, and if it's Halloween I shouldn't be surprised to encounter Halloweenish stuff, right?
The game environment is dynamic and a lot of the puzzles are about mutual exclusivity. Carrying one thing and not being able to carry another, being able to move in certain ways or on certain surfaces in certain circumstances and not others. It's clever like this and pretty dense for a small game.
Sticky points are that it's not always evident what you should be doing (if you lose focus, harken to the very first things the game said to you. House hippos are simple creatures with simple goals) plus the verbs themselves can be sticky. It's easier to finish the game than it is to get all the points, and there's still one I'm missing.
For cute, G-rated IF entertainment about snug-seeking house hippos who like tasty stuff, this is the house hippo game to beat.
Intending to test a new IF interpreter, I downloaded a random, small game from my wishlist: The Kazooist. Then I discovered that the interpreter I'd planned to test doesn't actually run Z-Code games. Not being a total churl, I played the game anyway.
The Kazooist is a tiny and deliberately silly (goofy, unfocused, poorly spelled) game that's barely a step beyond a 'learning to program in Inform 7' exercise. I suppose I got off-side with it immediately because its first room contained only a Pretty Cake that had no description. Eating the cake takes you to a dreamworld where you'll theoretically learn to play the kazoo, or just play the kazoo, but in reality you won't do either of these things. There are a few props, also without descriptions, and some locked doors. I had the solution to what I think was the last puzzle but couldn't find the phrase that would execute it, though I tried about twenty possibilities. There was a strong vibe that the game would have ended had I solved that puzzle. The truth is that I don't really know if it would have.
I cannot recommend this game for playing, though good on the author for already having updated The Kazooist during its lifetime.
PS - It turns out that where I gave up wasn't the end. Read the comments for the input of others.
(I originally published this review on 3 October 2012 as part of my blog of IFComp 2012. This was the 2nd of 26 games I reviewed and it has been revised at least once since my review.)
It's 1892 in England, and also in all the other countries of the world, I expect. You're a formally dressed little boy whose mummy and daddy are away at Oxford, and you're trapped in the house with boring Uncle Stephen and Aunt Emma this Sunday while summer goes begging to be had outside. Your goal in this game is to escape the cloying weight of the very proper world of these adults and to get out of the house. Some postmodern interruptions stop it from being entirely straightforward, but I concede I might have preferred a straight telling of this story. It's a clever and finely written game, nevertheless.
My favourite element of Sunday Afternoon is its demonstration of the intelligent persistence of the child protagonist. Initially you're not even allowed out of your chair in the parlour, but with excruciating tenacity you can ask your aunt about each item on the mantel in turn from a seemingly endless series until (Spoiler - click to show)any kind of a gap in her concentration can be found, allowing you to slip away. There's a vaguely Babel Fish puzzle-like quality about this initial obstacle which was just beginning to induce stress in me when it relented. You can also ask your aunt and uncle about an extensive range of topics suggested by props in the house or snippets of prior conversation, and you will find that they have a proper observation to make on almost every one. The pair could be potentially cartoonish in their starchiness except that it's easy to believe in the united front they put up in the face of a child of a very upper-class family. And then there's also the complication of ENTERING SPOILINGTON HEIGHTS (Spoiler - click to show)the story being revealed as a role-playing meets recollections session shared by the grown-up hero with his comrades in the trenches in World War I. The flakiness of the aunt's character in particular is commented on, and the episode comments on the looping, gullible behaviour of NPCs in adventure games in general.
After that I was thinking: In the reality of this game, to what extent did the stuff that I'm doing in 1892 happen in the manner I'm performing it? Does the extent matter? Does the question matter? Other quotes from contemporary language pop up during the game ("weapons of mass destruction") and occasionally an appropriate third person quote will materialise in the centre of the screen. Some will enjoy these whimsical movements but I found they distracted me from acquiring a focused sense of this game.
My other problem was that I eventually sank to cleaving to the hints. Not out of great exasperation or because I think this game is extremely difficult, which I don't, but because it does demand some actions be performed at quite a fine scale. For instance, (Spoiler - click to show)having to arrange the particular letter amongst the contents of the sermon folder. I felt the same about trying to clean the chimney or trying to (Spoiler - click to show)make the object with which to clean the chimney. Having a sense of "OK, that's what I meant," a few times in a row does grate on me when I have to keep returning to a nested hints menu to tweak my commands to success. I'm much more in favour of adaptive hints in general, and not having to go in and out of menus whenever possible.
In spite of my wobbly feelings about the aesthetic of the game as a whole, I did like the fineness of the social puzzles (though they were also too fine-grained for me) and Aunt Emma's patience in answering my questions about her ceaseless catalogue of mantel knickknacks.
The visiting of an open house is an activity eminently suitable for simulation by parser game. In Home Open, you're a prospective owner-renovator checking out a two-storey home. You get to observe the arrangement of rooms, jot critical shorthand notes about the furnishings on your pad, which is fun (NOTE BEDSTEAD) and generally poke around in a state of mild suspicion. Then comes unusualness – though some of the pre-unusualness prose sneaks through.
Home Open develops with a sense of mounting mystery, but I found the outcome to be too ambiguous for a satisfying pay-off. To its credit, the outcome prompted me to re-enter the game to seek out more information (did I miss something? I don't think I did). When I couldn't find anything new, I sat back and thought 'Hm,' my eyes focussing on a point slightly beyond the pane of the screen.
A few of the game's inaccessible props and portals don't yield to other obvious objects to which one might hope they would. e.g. A conspicuously interesting place that's too dark to see into still can't be seen into after obtaining a light source. Are the game's slice-of-life qualities looking for a fight with typical adventure game behaviours, and with prop-puzzle pairings like the light and the hole? Home Open is confusing like this, because sometimes the slice-of-life wins very decidedly and sometimes the classic adventure game puzzles win very decidedly.
Sometimes in life, a sideboard is just a sideboard. But ultimately, Home Open didn't radiate as much drama or explanation as I wanted, or as I felt it signalled it would.
(I originally published this review on 12 October 2012 as part of my blog of IFComp 2012. This was the 16th of 26 games I reviewed.)
In many ways, I found sci-fi adventure Changes to be the highest quality game amongst the IFComp 2012 entries. Its prose flows transparently and conveys the vivid, natural beauty of an earth-like planet. It presents the point of view of many different lifeforms in original ways, even from within the point of view of other lifeforms. Its animal cast are realistic and finely programmed, reacting to each other in interesting ways and demonstrating instinctive, independent behaviour.
Unfortunately I also found this game to be incredibly difficult. It worked me into a state of significant frustration on many occasions and eventually I gave up. The difficulty operates mostly at a subtle level, except in the case of one marauding animal, but it is thoroughly persistent in nature, and I stopped when I could no longer make progress even with the walkthrough. There are adaptive hints in the game but they operate on such a large scale as to be of little use in helping with any specific problems. If you find yourself hesitant or struggling in Changes, I recommend examining the walkthrough much sooner rather than later.
After acknowledging at game start that I was a human trapped in the body of an extra terrestrial rabbit, spawned by some weird organic cocoon to boot, I began to explore the planet I found myself on. Other rabbits sniffed and browsed about their burrows and a flock of deer sought out food. A fox pursued me and the other deer, but we were able to outrun him, and he shied away from the beavers trying to plug up their dam. The interplay of all these creatures is so well programmed and fascinating to behold that I ran around exploring and experimenting with them all for a long but unspecifiable amount of time. Eventually, once I had thoroughly surveyed the land and staked out my (Spoiler - click to show)crashed human spaceship, my attention began to turn to the ever marauding fox and the plight of being a rabbit in general.
I think the first important steps the player must take in this game are gargantuan ones in terms of the demand on the player to come up with the ideas required and to then progress from assessing their feasibility to actually working out how to execute them. Many spoilers on this topic: (Spoiler - click to show)Once you have witnessed other animals dragging corpses into the cocoons, you must then decide that you want to obtain an animal corpse yourself. This is obviously a major challenge if you are a rabbit and every other non-rabbit land animal in the game is larger or more powerful than you. The only fatal animal encounter you are likely to have witnessed at this point would be your own death at the hands of the fox. So while you might have decided that you want to kill something, you have seen next to no killing.
The first material step on the path to murdering a bigger animal is to attack a fish flopping about in a pool. The flopping about behaviour is what may give you a clue that the fish is vulnerable and that this is possible, but attacking fish is not behaviour I associate with rabbits, nor have I seen any of the other animals in the game doing anything similar. And the fish is still just a prop for a greater abstract murder plot targeting the otter. Taken individually, I consider many of these steps to be difficult to conceive of on the player end, and they form a chain in a fairly elusive scheme which will eventually involve burying a fish in a hole as bait to trap another animal.
The subtle difficulty I spoke of earlier is that there isn't much feedback from the game that any particular step is bringing you closer to a goal, and you may not even realise what your goal is. There are also moments in the game which give misdirective feedback. There was a stick I saw and wanted to pick up, prompting the response, "There's nothing there worth having." In IF games, that's about as clear a fob off as I've ever seen. I was mad when I later discovered from the walkthrough that the stick is vital for progress but can only be collected after you have examined it.
The final problem I had with the game's first major puzzle ((Spoiler - click to show)kill the otter) was that it took me perhaps twenty or more attempts to just pull off the feat of (Spoiler - click to show)leading the otter to my fish trap without encountering the fox on the way. The fox forces a plan abort, since it is necessary to wait with the otter for a turn to activate the trap, and waiting results in death if the fox is present. Each time I encountered the fox I would retreat, hide from it, emerge and then restart the whole plot from the first step of catching the fish once again, taking it north, dropping it for the otter, waiting, leading the otter away... I couldn't believe how hard this was, but at least the fox's behaviour during this section of the game should be easy to tweak for the author.
So in various dimensions, the game's first puzzle is the hardest one. Having survived it, the player must now (Spoiler - click to show)evolve through a series of other animals – by killing them and/or dragging them into the life cocoons – to eventually become the drug-addicted lemur whose fingers are long enough to work the numeric keypad on your broken shuttle. These puzzles are all very clever, but the game just keeps missing out on giving the bits of direction and feedback necessary for most people to be able to have a shot at clearing them without cleaving to the walkthrough. In the end I did cleave to the walkthrough, but the game insisted I was not tall enough to reach the spaceship hatch, though both the sticks and the branch were in place, so I'm unsure if I hit a bug or missed something important, but I felt too drained to attempt to play on at that point.
I have barely touched on the human elements of the game's plot here, and while they're obviously important overall, they didn't factor in either the massive difficulties I had in playing Changes, nor in its wonderful presentation of a believable alien planet teeming with life. The game has the overall quality of something exceptional, but it's too hard to play at the moment.
(This is an edited version of a review I originally wrote for my 2015 IFComp blog.)
War of the Willows is a combat game, requiring a Python interpreter to run, in which you must put down a giant, killer willow tree that's menacing your kingdom. Put it down mano a mano.
I doubt that anyone would have guessed this about the game based on its IFComp blurb –
"Did you see the clean air of the hilltops? Wind waves tumbled down through the trees, tore the drift of lavender smoke... Did you see then, in the cinder that glowed in the pewter cup, did you see how Death would wrap its roots around our throats?"
– except perhaps for the presence of that subtle pun about the roots wrapping around our throats. It's like that moment in the original Resident Evil when Chris Redfield, having polished off a building-sized carnivorous plant, says, "I think we got to the ROOT of the problem." (His emphasis, not mine.)
War of the Willows wraps a randomised combat game of obscure mechanics – one that at heart is not entirely unlike the kind of thing that appeared in David Ahl's 1978 book BASIC Computer Games – with a poetic and sometimes heavy-leaning text delivery. When a game starts by quoting a chunk of Edicts from the Bible, that's heavy. The original prose that follows flows in a similar, stansa'd vein. Poetry + combat = a novel entity, and once you get stuck in, you'll probably be hooked on trying to win at least once. But the game throws up tons of very obvious design issues. Primary amongst them: requiring the player to deal with way too much repetition of prose and key-mashing.
I believe that I am a poor reader of poetry-poetry, but I enjoyed picking my way through the figurative language of War of the Willows to learn about the woes of my kingdom and its apparent comeuppance at the hands of nature and such. At least I enjoyed doing it the first time. After I had tried to kill the tree about ten times, died as many times and mashed RETURN to make it through all of the same prose ten times, as well as answering the questions I had to answer on each playthrough to get to the battle, my right hand was ready to fall off and I was displeased at this design weakness.
Also – when you type in a god's name, you have to capitalise the first letter or it's not understood! And double also – I often experienced buggy code dumps in the middle of the prose. Maybe they're related to my version of Python. They didn't wreck anything, but seeing blocks of code from the game appear during the game was not an endearing quality.
The upshot is that when you get to the combat, you'll become interested in the combat, and all the unvarying material preceding it then just becomes a delay at getting back into the combat on replays. This applies to player death, too, which also requires a fair bit of RETURN-whacking to end proceedings.
The combat itself is significantly frustrating, but still compelling. The mechanics are hidden, but the prose does give feedback on your actions. Seeing new phrases appear suggests that your last action might have brought them about. There are logical ideas about useful ways to string together the available actions like strike / evade / advance, etc. that are likely to occur to any player, but as I say, it took me about ten plays to score a victory over the willow. It's hard to know what effect your pre-battle choices of god and desire have on the proceedings; I was having so much trouble killing the tree once, I never swerved from the walkthrough's advice (the walkthrough is purely advice) that one always choose certain combinations. I went with Vordak and Power.
I think the author has hit on a strangely original idea with this game, but it's a pretty user-unfriendly incarnation of that idea.
(This is an edited version of a review I originally wrote for my 2015 IFComp blog.)
This is how I like my vampires: Solitary, dangerous and with vile motivations. (As opposed to ubiquitous, shiny and Mormonesque.)
Admittedly Martin Voigt, the anti-hero of Darkiss, isn't as powerful as a vampire usually would be, but that's because the good guys previously killed him, leaving him with the inconvenient side-effect of weakness. The player's job in this classically styled parser adventure is to get Martin back into fighting, biting shape.
Darkiss was originally released in Italian in 2011. The IFComp 2015 version is a fresh translation into English. The game is puzzly, robustly implemented and relishes the protagonist's intent of evil vengeance. As might be expected, it's also just slightly off in some of the translation, but the core translation is resilient. The off notes don't affect game mechanics or player understanding, just the ideal reading of the prose.
The game is principally set in Martin's lair, into which he's been barricaded by both magical and folkloric means. The puzzles mix magical and practical solutions. Collecting the props needed for them requires quite exhaustive examination of the room descriptions, and for this reason I was glad of the hint system.
The lair's familiarity to this long-lived creature is a good mechanism for triggering anecdotes and memories from the past. Martin moons frothingly over his torture chamber and sadistic treatment of previous victims, while less exciting stuff – like the trick to getting through a certain door – is correspondingly less easy to recall, and thus decently excused in the story.
The game's overall feel is one of a wicked romp, though it's obviously not without some seriousness, too. The scenes in which Martin recalls past loves like Lilith from the painting, or Sabrina from the white coffin, are probably the most resonant and Anne Ricey. It's unusual to have a character so plainly evil and bloodthirsty, yet strangely endearing, at the centre of an adventure, and to play from the villain's point of view in general. The anchoring of this experience in a solid parser puzzler makes it an entertaining one.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Moquette is a Quest hypertext game in which you play a hungover security guard who begins to feel the weariness of his lot too heavily during one morning commute on the London Underground, and who then begins to wander the network in some kind of attempt to do anything differently.
This was the first Quest game by the author of the Quest engine, Alex Warren, and I think it made sufficiently good on views expressed in his blog over time about trying out different things in IF. It's not going for radically different, but it has its own feel and structure, and text effects which are novel enough to make me say that the author walked some of his talk. I found the game fascinating at times, well written as often, though in a way which underutilises (or just doesn't utilise) experiences the protagonist has had earlier in the game. Another problem is that no specific background emerges for the character. And I found the ending to be very querulous; it seems really hard to end existential IFs in a way that is equally or more satisfying than the game content.
There is a fair bit of content in Moquette, and its attention to geographical and other details of the London Underground give it the smell of the real. But overall it's a mix of good elements amongst others which don't work so well.
The run of decisions you make during the game consists of looking at various strangers who get on and off the trains, deciding when to switch train lines, when to stay on a train and when to get off. There are a lot of strangers and a lot of lines to switch between, so eventually the player is likely to start wondering: Does this game have a trajectory or an end, and if it has an end, how deep into my travels will that end be? I wondered all of these things.
The protagonist's view of both himself and others as unthinking cogs in the machine of life is one of the classic concerns of modernity, a concern emphasised in this game by the fact that the whole thing occurs on trains, those classic symbols of the Industrial Revolution. With all this in mind, it seemed to me the game could have gone on forever, making a conceptual point of pointlessness while annoying a lot of players in the process. Thus I was glad of a random encounter on the trains with a character whose presence opened up the possibility of throwing a spanner into the cogs. Still, the protagonist's narration around this event didn't change to reflect the passage of the day, his wobbly health, things that had happened earlier or anything that might happen later. The lack of connectedness of the parts renders the game's finale probably more ambiguous than was intended.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
The Cardew House is a short parser adventure of typical mechanical puzzling in a haunted house. It could be said to be of Ectocomp style and hasty Ectocomp or slightly-better-than-speed-IF quality, and it doesn't have any surprises up its sleeve that would warrant anyone already uninterested in the basic premise from trying it. As the author's declared first or equal first Inform game, it's simple and rough and wasn't tested, but at least it has focus and a degree of technical soundness.* (* excepting its habit of just killing the interpreter where it stands whenever the game ends, which strikes me as unsound.) If you play, save the game before taking any particularly exciting actions; there's no undo from a game over.
The introduction tells of cruel Old Man Cardew, he who so aggravated all his neighbours and kin that somebody eventually shotgunned him in the head. Cardew's daughter disappeared, too, but nobody really knows the whole story. Enter you, foolhardy explorer of... The Cardew House. Note that I am going to arrogantly say that I've expressed this in a more exciting fashion than the game does.
Something you'll notice once you enter the house, and which you'll be aware of before you enter the house because the author mentions it in his introductory spiel, is that the lights in the rooms randomly turn on and off. I actually found that the reports about the flickering from adjacent rooms, and the business of me turning things back on, was quite atmospheric. I'm still relieved the author set things up so that the PC will turn lights on by default (an option you can deactivate) because, as he correctly anticipated, it would have made the game super fiddly if you had to do it all manually. The lighting atmos, in tandem with other random sounds and moans, makes the game a tiny bit bumps-in-the-night creepy.
One prop has a good attention-drawing schtick but mostly there's a lot of implementation oversight. Some props, like the kitchen cupboard, have fairly classic guess-the-verb issues attached to them. On the plus side, the hint system gives hints for the room you're in, so it tends not to spoil too much, and you can toggle it off again before you move to the next room.
The denouement doesn't really explain all of the implications of the game's introduction. (Spoiler - click to show)So Betty was buried under the house, but who shot Cardew? Did Cardew shoot Cardew? What about all the black magic stuff and the pentagrams? Fortunately this game is short enough that I wasn't tremendously bothered that I didn't find out the answer to all of these things. I enjoyed my 15 minutes or so in this house enough.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Vulse is a hypertext. I would say what I think it is about but I don't know what it's about. I wasn't sufficiently engaged by it to play through it more than once, and that first play eventually began to feel like a chore. The protagonist sloughs about in an apartment with a collection of abstract and angry thoughts and perceptions. These are rendered with deliberately crafted language, a sort of free verse stream of consciousness. The prose wore on me over time, not inherently, but because it didn't seem to take me anywhere. There was little sign of the literal stuff mentioned in the game's blurb, of the Twin Peaksy corpse which floats into the town. Perhaps it was down other paths.
My primary beef with Vulse is that I could find no point of interest that would stimulate me to engage with its prose. There was no sense of a character, or inner or outer reality, or of a plot or story or mystery or something else to compel. This left just a series of links leading to different strands of language. Ability with the language needs to be in service of something, but I'm afraid I couldn't find Vulse's something.