Ratings and Reviews by Wade Clarke

View this member's profile

Show reviews only | ratings only
View this member's reviews by tag: ADRIFT ADRIFT 3.8 ADRIFT 3.9 ADRIFT 4 adventuron ALAN Apple II BASIC bdb project browser-based choice-based Choicescript comedy commercial Commodore 64 crime CRPG cyoa Eamon educational fantasy Halloween horror Hugo IFComp 2010 IFComp 2011 IFComp 2012 IFComp 2013 IFComp 2014 IFComp 2015 IFComp 2016 ifcomp 2020 ifcomp 2021 IFComp 2022 IFComp 2023 ifcomp 2024 IFComp 2025 incomplete infocom Inform Introcomp 2020 linear Lovecraft mystery parsercomp 2025 PAW Python Quest RPG science fiction Scott Adams spring thing 2016 spring thing 2020 spring thing 2022 StoryNexus TADS The Quill thriller Twine two-word parser Undum Unity versificator ZX Spectrum
Previous | 141–150 of 348 | Next | Show All


Sigmund's Quest, by Gregor Holtz
6 of 6 people found the following review helpful:
Cute graphics in this game sample, but I'm not interested in seeing more of it., November 21, 2014*
by Wade Clarke (Sydney, Australia)

(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 review was last edited on November 18, 2015
You can log in to rate this review, mute this user, or add a comment.

Slasher Swamp, by Robot
7 of 7 people found the following review helpful:
Slip, die, repeat in a swamp made out of gory hazards., November 21, 2014*
by Wade Clarke (Sydney, Australia)
Related reviews: TADS, IFComp 2014, horror

(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.

* This review was last edited on November 12, 2021
You can log in to rate this review, mute this user, or add a comment.

Zest, by Fear of Twine: Richard Goodness, lectronice, PaperBlurt
Wade Clarke's Rating:

Door | 門, by IFforL2
5 of 6 people found the following review helpful:
There are hurdles between Find the Gold and Educational status., June 15, 2014*
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, Twine

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.

* This review was last edited on June 16, 2014
You can log in to rate this review, mute this user, or add a comment.

Monsters, by Magic Orange
Wade Clarke's Rating:

Caretaker, by chrome
Wade Clarke's Rating:

Hill of Souls, by Angela Shah
Wade Clarke's Rating:

Shower Sim, by chrisamaphone
Wade Clarke's Rating:

Depression Quest, by Zoe Quinn, Patrick Lindsey, Isaac Schankler
Wade Clarke's Rating:

Snow, by Erica.Szalkowski
Wade Clarke's Rating:


Previous | 141–150 of 348 | Next | Show All