(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Blood on the Heather (BOTH) is a wack-seeking CYOA adventure about three young Americans who take a vacation in Scotland and get mixed up with petulant feuding vampires and their scenery-destroying vampiric offspring. The author says it was inspired by the vampire B-movies of their youth. For me, this raised disturbing questions about how old the author might be… Twelve?! Facetiousness aside, the game's combination of bloodsuckers who act like the rabid zombies of the cinema of the 2000s, Underworldish vampire clans and a splat of Twilighty romanticism pointed to pretty recent stuff. And after I'd done all that thought, someone who watched the TV show Buffy the Vampier Slayer told me with great confidence that that was probably the primary influence.
BOTH gives off a strongly goofy vibe through its predilection for one-liner gags and funny/cool character behaviour, but it's also a work of quite driven prose. It was probably the biggest CYOA game I'd ever played when I first encountered it, and also the one with the longest passages between each moment of player choice. I was curious about what a text game which was confident enough to use this much unbroken prose would be like. As I'd expected and hoped, it was able to build up a lot of momentum. I also felt that it was capable of instilling each choice with more context, potentially making the whole thing more character-centric.
While I'm grateful to BOTH for demonstrating all of this to me in a big, real world case, I did find it an effort to get through a lot of it because I just wasn't interested in the petulant vampires or their moderately complicated mythology. In this respect, the game definitely reminds me of my experience with most of Hollywood's recent films about supernatural clans.
If the writing and characterisation of BOTH were both excellent, that would obviously do a lot for player interest. The trouble with the former is that it's erratic. 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. Some pages are in great shape while others are rife with typos and mistakes of tense. The characters tend to make the same kind of opportunistic jokes as each other, spreading a fuzzy zaniness across the game at the cost of character individuality. And I found the feuding vampire characters really annoying. They have a kind of Flash Gordon / Prince Barin rivalry going on, except that both of them are Prince Barin. The heroine (us), who unfortunately spends nearly all her time as an unwilling sidekick to one of the vampires, does develop over the game, mustering a tenacity which is underestimated by all the baddies. Her emerging resolve was a source of humour and tension which sucked me back into the second half of the game, but in the main I found too much of BOTH tiring or insufficiently involving. It would take more preparatory work than was done here, or more idiosyncratic characters, to get me interested in all these feuding vampires and the spectacle of their rampage.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Further is a short, parser-driven Z-Code adventure set in the afterlife, or at least after your death.
In my relatively short experience of IFComp prior to playing Further (2010+) I'd observed that afterlife games were a mainstay of the competition. They'd appeared in forms as various as the cerebral puzzlefest, the religious sampler, the existential angst generator and the poser of ethical and moral dilemmas. Further's approach is less complicated. It uses simple puzzles to dramatise the process of remembering your life as you head for the light. The result is a modest game which didn't stir my emotions as much as I think it might have liked to, but whose concept is clear.
In Further you start out as an insubstantial form lost in the haze. Exploration reveals a small map composed of elemental terrain: grass, a sandstorm, snow. Little objects from your life are lying around, and by FOCUSing ON them in the appropriately coloured locations you can revivify your memories, transforming the locations into clearer recollections of your life. The colours are also used to paint the relevant pieces of text and to clue you in to suitable locations.
The delivery of these mechanisms is simple. Only a handful of commands are required across the whole game and not much is implemented beyond the vital objects, but the lack of extra detail happens to suit the overall idea that only really important stuff from your life is of value to your ghostly or insubstantial self now, and that only that stuff can help you move on. The descriptions of the memories themselves may suffer a bit from the game's sparseness, at least in terms of their power, but they're in keeping with the whole. I also like the minimal prose used in the final room and the lack of a game over message – even though I admit I then went and peeked at the solution to make sure I really had reached the end.
I found Further's simplicity satisfying. At the level it pitches at, its idea plays out well.
(A tech anecdote: During IFComp 2013, I played this game online using an iPhone 5. While it responded instantly to most commands, it would typically pause for up to 25 seconds each time a Player Experience Upgrade response was invoked... Ouch! Player Experience Upgrade was Aaron Reed's suite of code for Inform 6G60 games which sought to supply more accessible than average responses when players typed stuff that wasn't understood. Obviously it was a CPU-crippler for some combination of Z-Code games and/or online play and/or the iPhone 5.)
(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 is an edited version of a review I originally blogged during the 2014 IFComp.)
Sigmund's Quest is the visually colourful point-and-click introduction to an incomplete CYOA style adventure based on a tale from Norse mythology. It runs in a web browser, and its deliberately magnified, pixelated colour graphics fill the screen. Unfortunately this is way too short (I reached the end in about five minutes) to sell or indicate much about the game-to-be except that it will have some charming graphics.
The blurb mentions werewolves and incest; none of either were in evidence in my playthrough. The tip of the story didn't hook me, as the content demonstrated up until the endpoint was too generic a tale of medieval royalty. The prose is simple and a bit workmanlike, with an earnestness which does little to riff off the playfulness that the graphics suggest as an aesthetic possibility.
The author cites the inspiration of King's Quest. This is writ large in the visuals, but the aggressive attitude of the King's Quest games (which I really, really don't miss - both the games and the attitude) is not. Yet I feel there needs to be some kind of attitude here to something. That's what's missing.
Sigmund's Quest competed in IFComp 2014. There was no rule against entering incomplete works, but historically they've faired poorly. The context is 99% of the reason why. If I'm given scores of games to play, why would I want to play one which isn't finished? Or in this case, barely begun? In IFComp, receptivity to a demo can plummet at the moment the player realises it's a demo.
To put an Introcomp spin on what I experienced of Sigmund's Quest, I wouldn't be interested in playing the rest of it if it were to continue in the fashion already demonstrated, and that’s primarily because I'm not trusting the prose or writing to become interesting if they continue in the fashion already demonstrated. Such a perception all comes down to the smallness of the sample space presented by this intro, one way or another.
(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.