Ratings and Reviews by Wade Clarke

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The Challenge, by Emilian Kowalewski (as ViRALiTY)
2 of 2 people found the following review helpful:
Incomplete tech demo., November 17, 2015*
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013

(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)

The Challenge is a one and a half room demo with graphics which are stills from a simple 3-D modelling exercise. You can turn to face in different directions. There's a knife. And that's about it. If IFComp had a qualifying round, The Challenge would have been eliminated at that stage because the competition is not a venue for incomplete tech demos.

* This review was last edited on November 18, 2015
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Following Me, by Tia Orisney
1 of 1 people found the following review helpful:
Solid Strangers-Met-In-The-Woods CYOA thriller, November 17, 2015*
by Wade Clarke (Sydney, Australia)

(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.

* This review was last edited on November 18, 2015
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Taghairm, by Chandler Groover
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Ether, by MathBrush
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The Sueño, by Marshal Tenner Winter
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Arcane Intern (Unpaid), by Astrid Dalmady
Wade Clarke's Rating:

5 Minutes to Burn Something!, by Alex Butterfield
3 of 3 people found the following review helpful:
Toasters are not the greatest thing since sliced bread., November 17, 2015*
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2015, Inform, comedy

(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 review was last edited on November 18, 2015
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baby tree, by Lester Galin
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Transparent, by Hanon Ondricek
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Vlad the Impaler, by Section Studios
4 of 4 people found the following review helpful:
Goth CYOA-RPG horror in 15th century Istanbul, July 9, 2015
by Wade Clarke (Sydney, Australia)
Related reviews: horror, commercial, choice-based, RPG

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.

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