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.
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.
(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 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.)
As much as I dislike dwelling on the concept of tropes, Slasher Swamp is an old school (i.e. all puzzling for puzzling sake, sparse prose, several schtick mazes, scores of instant deaths, no UNDO) adventure in which you find yourself a witness to a nonsensical mishmash of splattery horror film tropes after your truck breaks down in the middle of nowhere. It’s a Windows application with the TADS engine under the hood, and the author proffers a small command set which can be used to clear the whole thing. I mapped the game and played to completion in about an hour, but I have to admit I achieved this by brute-forcing the content of locations. And there are a lot of locations.
The prose is a mixture of the atmospheric, the overdone atmospheric, the jokey and the juvenile. It's a tone that will be recognised by anyone who’s played any old school games which indulged their authors.
I mildly enjoyed ticking off a variety of silly death scenes, but they're assembled in this game with no overriding design and no consequence, and thus to little effect. Most objects go unused, including conspicuously important-looking ones. The player has no direction or purpose other than to keep throwing themselves at everything until they can win by a kind of exhaustive attrition of props and puzzles, though there are few puzzles in light of the size of the map. The forest mazes are small but tedious, and the random deaths are numerous, and truly, deeply random.
The worst symptom of the disabling of UNDO is that from any of the scores of rooms with teleport-like one-way exits, you can’t go back. I would often save the game just so that I could try each of the four exits from a room without having to circle the entire map after each teleport.
In the end, Slasher Swamp has all the shortcomings of both old school senselessness and aimless design. The world is the base for something decent, but the hodge podge of blood'n'excrement scenes aren't woven into any specific gameplay content. They’re just there, usually described to you and then gone again all in the space of one move, unrelated to each other, unrelated to progress in the game.
In spite of Slasher's shortcomings, I still got moderate amounts of fun out of it.
As a basic-as-can-be, clickable Choose Your Own Adventure aimed at helping people to read English, or which at least tries to be easy to read, Find the Gold isn't achieving its aims. I expect such a game to be absolutely transparent in its communication. Problems include:
- The way new information fades in over the old information is likely to be visually and mentally irritating to any reader.
- The game prints the consequences of clicked on actions only after reprinting the current room description and hyperlinks. That would be OK for a 16kB game from 1980 but it's not OK for a Twine program from today with educational goals. Actions and their consequences get separated.
- The turn of phrase 'a door in back of you' is weird, and it's used all the time. I think in this context most Americans would still say, 'There is a door behind you.'
- The 'You can only take one thing!' message is important but poorly chosen. If it actually means 'You can only ever hold one thing', players will be confused. I was confused.
- It is difficult to download and open this HTML file-based game in the first place, requiring trickier than average navigation of Google Drive followed by manual dropping of the product on your web browser.
Find the Gold's writing, logic and programming all need lots more work. So does the distribution method.