(I originally published this review on 1 October 2012 as part of my blog of IFComp 2012. This was the 1st of 26 games I reviewed.)
I thought that kicking off my IFComp 2012 quest with a hyperlink powered game à la howling dogs might somehow ease my brain into the gear required for the more typically strenuous parser fare to come. I was wrong; howling dogs brought the strenuous straight away. This piece is an ominous and often perplexing journey through poetic language, virtual reality-ish dreaming and shifting female roles. Beyond its subject matter, it also forced me to immediately confront a bunch of issues concerning different kinds of interactivity in text games I'd rather have put off until later. howling dogs is dynamically beautiful and writerly, but I would point out now for consumers that it is essentially not a game-state game. It's a text with many digressions and some strong aesthetic tricks. It's also pretty weird. To learn more, you may read beyond this paragraph into my more content (but not puzzle) spoiling territory.
The player's initial situation is sparse and sparsely depicted. You're trapped in some kind of quarters with a shower, food, a room whose nature screen keeps you sane, and the 'activity' room where you can go to have virtual reality experiences that aren't of your choice. By the bed is a photo of a woman you once knew. Ultimately the only thing you can do to escape each day's monotony is plug yourself into the activity room. In each of the ensuing virtual realities you seem to be a different person in a different situation, and at the conclusion of each dream you wake up back in your quarters.
The scope of the dreams (and I use the term loosely – there's no certainty that they are dreams) is wide ranging, to say the least. There's a gory phantasmagorical war produced by some entity which bends slightly to your resistance – or lack thereof – to its choice of material. There's a Zen experience involving describing a garden viewed through a paper slot. The ultimate, lavish scenario follows the growth of a prophesied empress with a bone foot.
The series of shorter dreams which come first and flit about in subject matter seem pretty resistant to interpretation on a first play, but the later and longer scenarios start to draw out a theme of the persistent and constricting roles for women which have been laid down over the ages. In one story you're Joan of Arc waiting to be burned. By the game's end you're an empress, arguably powerful but still bound to various aesthetic and behavioural expectations, deciding which masks to wear and which of various predetermined actions to take. The empress story reminded me of some of Tanith Lee's books; Vivia (about an impotent vampire princess) and Law of the Wolf Tower (the adventures of a harried quasi-princess teen). The game's final quote from John Wesley about the indefatigable evil of angels also reminded me of Lars Von Trier's film Antichrist and its concerns with myths of the perpetual evil of women.
These are my ideas and not stone, for this is plainly a game open to wide interpretation. I describe it as dynamically beautiful as it demonstrates a perfect sense of timing and flow in its aesthetics. Not just in the language but in the visual delivery of the game; the pace at which the text appears, the moments the game chooses to repeat things. Some tricks it has which are minimally visceral, like lines which fade or flicker like a broken light, weird links hidden in punctuation, deliberately blurred text. This is some of the most interesting use of this hyperlink format I've seen to date. However, I rarely found much use for the 'Rewind' link, having much more luck with my browser's 'Back' button, and occasionally the need to drag the mouse back and forth over links became laborious – particularly on one rather amazing screen which apparently leads to an alternate ending. I was unable to find that ending, but the need to repeatedly move between links in the text and the 'Back' link which kept reappearing in the corner was more than my RSI could stand.
howling dogs was a very interesting and promising introduction to this year's competition for me, and also demonstrates further innovation in the area of hyperlink pieces. The writing is fine, the dynamics excellent, the imagery clear and strange.
(I originally published this review on 21 October 2012 as part of my blog of IFComp 2012. This was the 23rd of 26 games I reviewed.)
I don't claim to have played many wordplay focused IF games before, but I loved this one. In a Manor of Speaking is an adventure beyond the Bermuda Triangle through a world ruled by puns. Lord Dashney is the evil figurehead who needs to be overthrown and you are the person who needs to do it, using only colloquial expressions and a bit of lateral thinking as your weapons.
The game's implementation in Release 3, the one I played, is very strong. Its puzzles are numerous, amusing and served by an excellent contextual hints system. The game's humourous tone and aesthetic are entirely coherent and the prose is hiccup free. In short, this level of quality is what I ideally want from every adventure in the comp. The immersion which results when every part of a game is working smoothly and the flow of words and actions is unbroken is hard to beat, and with only a few games left for me to review now, I can say that In a Manor of Speaking is the only game to have achieved such frictionless immersion for me in this competition. Therefore unless you hate wordplay (and this is a pretty user friendly version of it) I advise you, and all and sundry, to try In a Manor of Speaking.
Paradoxically, I find that this game's accessible comedy style makes it hard to discuss at length. Its meanings are consistently transparent, whether they are silly sight gags (metalheads whose heads are made out of metal), riffs on timeworn sayings (Spoiler - click to show)(the pudding which contains the proof) or misdirections (the game is full of bars, but only the first one is a metal rod). To write about the game's jokes like this makes them sound only groany, but puns are fascinating because while they do often prompt groaning or cries of "I hate puns," almost nobody genuinely hates a pun, except for people whose souls are broken and ugly as pitch. You know, people who are to be pitied. In fact most people enjoy being the opportunistic revealers of puns in conversation once in awhile. In a Manor of Speaking takes you into a world and mode of writing where the puns are so numerous that they are the source of all the meaning. This pushes them beyond the context of goofy pleasure and shame which often accompanies isolated real-life punning into a place where anyone is likely to enjoy them more freely.
I only encountered a couple of tiny bugs in the game and both were related to the object "a piece of your mind" and the kangarude. The solidity of implementation also extends to the majority of the parser's blocking messages, with idiosyncratic jokes on hand for most kinds of command rejection. The numerous instant deaths (which you can instantly back out of, as well) become something that you can easily anticipate, as a good number are attached to invitingly stupid actions, but you're likely to find that you still enjoy trying each one.
In a Manor of Speaking is a funny and engaging adventure with a lot of personality and a near seamless delivery. That last point is a clincher for me, whether a game is light, profound, transparent or opaque.
The Forgotten Girls drops the player into the bare feet of an Indian girl sexually enslaved in a brothel. Considering the potentially confronting, bleak and dour qualities of the subject material – and it is the game's stated aim to raise awareness of the problem – The Forgotten Girls surprised me by turning out to be thoroughly action packed. As the heroine strives to rescue her friend and effect an escape, we see a range of the brothel's residents' behaviours through her eyes, ranging from the workaday to the cruel. The game's practical and non-exploitative approach keeps it from being didactic. For players who are concerned about encountering any explicit sexual abuse in the game, there is none on camera: it is only implied and out of game time. There are violent scenes, though.
The game's puzzles actually turn out to be fairly classic adventure game stuff: escapes, dealing with locked things, avoiding enemies. A central scene involving one character who is being tortured achieves the strange and novel feat of also managing to be a bit cute at the same time, as your character(Spoiler - click to show) takes this opportunity to create a series of amusing distractions to get rid of the guards. I found this scene to be particularly well executed because it extrapolates some interesting outcomes from simple commands. Had the same scene demanded the player spell out every element of his or her intentions in microscopic detail, it would likely have been a nightmare of worst-of-Infocom pedantry.
The game does have a few weaknesses in basic areas. You have to specify with which key you want to open what door, it's pretty strict on synonyms in general, and its effect is at times undermined by Inform's default delivery style, which remains unadorned here. EG 'You can see a can of beans (in which are some brown beans), a table (on which are Pari, some ropes, an iron rod, and a purse (closed))'. Considering the cleanliness and cleverness of the action overall, these aren't big problems. The game also has good built in hints in the typical style and offers helpful advice during its opening turns in a fashion inviting to newcomers.
The Forgotten Girls finds an engaging way into harsh subject matter. It's practically minded, uncomplicated and clear-eyed. It certainly bends reality a little to adventure game conceits, but does so in a way that's good for playability.
The excellent Andromeda Dreaming shares a universe with and is set immediately prior to the events depicted in Marco Innocenti's sci-fi adventure Andromeda Awakening (The Final Cut). Awakening saw the player take on the role of a scientist exploring an alien underground in the wake of a planetary disaster. In Dreaming, a new character, Aliss, wakes to find herself quarantined to a bunk in cylindrical space pod 19-Q, bound for somewhere. As Aliss, you're unsure of where you came from or where you're going, and so you begin to engage the other bunk dwellers in one cryptic-seeming conversation after another, sliding in and out of a sleep in which dreams reveal fragments of unsettling memories.
Dreaming has a wonderful structure, a nervous-making and palpable trajectory, its own very funny slang language (sported by the loquacious NPC Kadro) and extra frisson for people who have played Andromeda Awakening, though doing so is not a prerequisite. Extra frisson can also be derived retrospectively by playing Awakening after Dreaming.
Dreaming uses the quarantine pod as a hub location, a necessarily sparse and isolated one. Even if there was something in here to fiddle with, you couldn't reach it as you are strapped down in your bunk. All you can do initially is talk to the other pod inhabitants or go to sleep, yet these are the only actions needed in this location to drive the story forward, as it is your conversations and dreams which fill in the blanks of your predicament. Through just a handful of changeable features in the pod – different bunks being open or closed at different times, different characters being awake or asleep, a TV screen being on or off – the author is able to convey that groggy sense of time passing in a hermetically sealed space that anyone who has flown will recognise.
The conversations are managed by the same menu-based quips system Joey Jones has used effectively since his sci-fi adventure Calm. Aliss mostly has hesitant queries at her disposal, and they're mostly hesitant queries that are similar to each other because they all have the same goal of trying to elicit any and all information from the other party. Thus the interest is carried by the other characters' responses. My only technical quibble with the game is that it's possible to lose your bearings a bit if you UNDO during a menu conversation.
The various dream locations Aliss finds herself in demonstrate different levels of vividness, with temporary restrictions on the parser working perfectly to deliver an aesthetic of the intangible or incomplete; dreams with holes in them, or in which forgotten details are replaced by familiar ones. Another good trick on display is the technique of describing specific details before the broader ones, as if the memories are like close-ups that are stuck on certain things. In purely mechanical terms, the dreams are simple and linear, but their effect is entirely involving. The transitions from dreams back to the now are also well executed. Crucially, the returns to consciousness aren't announced. All the game has to do to achieve this is not reprint the room description, resulting in the player inevitably bumping back into the present with a command that doesn't work because the location has changed. It's a simple but totally effective aesthetic trick achieved with the parser alone.
To speak on the game's revelations about the situation it presents would be spoilerage. Instead, I'll just say I think Andromeda Dreaming is one of 2012's best IF games. It makes a virtue of its strong linearity by expressing its meaning through its structure. Trickiness is conveyed simply. Limitations turn out to be assets. The game is funny, unsettling and affecting.
If you complete it once, you may then wish to read the following: (Spoiler - click to show)There are many endings. Not several – at least twice that.
My experience of these Pirate Kart games is that they're short, easy and busy. I find that to be a good combo compared to short, hard and anything else, since the flakey implementation of tiny games is what can make me so annoyed when I fiddle with them.
Anger is not relevant for Delicious Breakfast, a game about a person (or perhaps some manner of living man-insect, if 'x me' isn't joking) who wakes up in the morning and sees the world largely through a prism of exclamation marks. A being for whom the phrase 'Delicious Breakfast' is always thought of in Title Case.
As you fiddle with assorted foodstuffs in your kitchen trying to assemble and eat a Delicious Breakfast, you learn that the character you're playing is a rather stupid manic whose existence is framed only in terms of Delicious Breakfast, and that the term 'Delicious Breakfast' represents an idealised concept for this character rather that an accurate description of what's eaten and how it's et. (I don't know why I'm always eating gross stuff off the floor in adventure games, but I did it again here.) My score was soon to explode, and pretty soon I'd won the game.
I can relate to idealising breakfast. I eat Weet-Bix every day and they bring me into the land of the living. Delicious Breakfast is amusing and easy, though it is not a Weet Bick.
Dead Cities hails from the Lovecraft-themed Commonplace Book Project of 2007 and uses the following jotting of Lovecraft's as its inspiration:
"An impression - city in peril - dead city - equestrian statue - men in closed room - clattering of hooves heard from outside - marvel disclosed on looking out - doubtful ending."
While I've yet to play through all of the project games as I write this, I'm guessing that this one is the most technically ambitious of the bunch. It presents attractively in a multi-pane window which divides up the main text, an inventory list, a hint panel and black-and-white pencil sketches of many of its situations and objects. Suggested commands from the hint panel can also be clicked to enter them into the main window. Unfortunately, these flourishes are not trouble-free. I ran into a fair few bugs while playing, several of them related to the display, some of them serious (no save possible because it was not possible to restore) and was rarely able to determine exactly where the fault lay. I will discuss these issues at the end of the review.
Dead Cities is a Lovecraft pastiche long on conversation, domesticity and quality prose. Lovecraft was good at fetisihising all kinds of things by dwelling upon them at what I like to think he would describe as preternatural length, and Jon Ingold achieves something similar here with the rare books which appear in this game. The player is a solicitor charged by Carter Arkwright with obtaining the signature of Carter's dying uncle. Carter seeks to avoid inheritance tax bankruptcy by acquiring his uncle's valuable books before his death, books which range from rare Isaac Newtons to Necronomicon-like volumes.
It is necessary in the first place to attend to social niceties in this game. You'll tie up your horse, make small talk with the maid and humour an old man. I would say that these things seem to flow easily here, when they often don't in IF, except that with my general dislike of the tell/ask system of IF conversation which Dead Cities uses, the truth is that I was unable to cleave myself away from the hint panel, which perfectly yes'd and no'd and asked and told my way all through the introductory section of the game – and then quite far into the game's core conversation with old man Arkwright. The hint panel feature strikes me as an excellent way to show people how to play IF, and would probably have worked very well for random folks looking at this game in the context of an exhibition. For regular IFfers, it may be a bit too much of an easy temptation, but personally I never say no to an opportunity to skip asking and telling.
The conversation scene with Arkwright has that black humour about it of someone trying to extricate valuable information (or just valuables) from an old person who is dying and knows it. Of course in this game you can say that it was all just business because you're playing a hired solicitor, but there is some scope in your yes-ing and no-ing to treat the old man well or poorly, or somewhere inbetween, which is interesting.
To speak of later more hair-raising shenanigans would be to spoil this not particularly long game. There is a lot of room in it to try little variations in your interactions with the game's few NPCs, but there are perhaps only a handful of opportunities to change a bigger picture. I found a couple of endings hard to read in that they made me wonder if I'd missed chunks of the game, as if I could have achieved something more drastic. But there's no walkthrough and no hints for the later part of Dead Cities, so I decided to be content with what I'd done. The general high quality of the prose and overall flow of events were the real attractions for me.
Concerning technical troubles, I can say that I was unable to successfully restore a saved game of Dead Cities in the current versions of Mac interpreters Gargoyle and Zoom – doing so produced a Glulx error. The game's hint panel spiralled out of control on me more than once, cycling madly through the hints, and in Zoom I found it was sometimes necessary to resize the game window mid-session to prevent the interpreter from pausing after every line of text. Dialogue and hints snuck into the inventory window occasionally, too. I believe this game was put together in two months for the Commonplace project, so it's already punching above its time-weight in overall quality, but it looks like it could have benefited from more testing, and it's probably become a victim of some degree of inconsistency in delivery of the relatively nascent Glulx format, or tweaks to that format over time.
David Whyld's The Cellar was part of the H.P. Lovecraft-themed Commonplace Book Project of 2007 organised by Peter Nepstad. This was a remarkable project whose IF angle I knew nothing about prior to researching it in relation to The Cellar. I had known what Lovecraft's Commonplace Book was: the place where the author used to jot down unused story ideas. While the Book's contents have been used as a launching point for IF games or IF competitions on more than one occasion, what was neat about the 2007 project was that the six games which participated were set up for play as part of an exhibition in Switzerland's Maison d'Ailleurs, aka The Museum of Science Fiction and Utopias. Further details are available in Peter Nepstad's article about the project in SPAG#50.
Concerning The Cellar, it is no spoiler to reveal which idea from the Commonplace Book the game is based on, as it is displayed on startup:
“Man’s body dies - but corpse retains life. Stalks about - tries to conceal odour of decay - detained somewhere - hideous climax.”
The game is written from the point of view of a character initially standing outside of its unsettling events: the boy Nevare, whose father made him promise not to go into the cellar after returning from a trip to Africa. When the game begins, you (Nevare) find yourself alone in the house one day, consumed by curiosity and with an opportunity to at last search for the key to the forbidden room.
The prose of The Cellar is quite good, and the game's revelations fall comfortably (or should that be uncomfortably?) into the Lovecraft mould, as do its methods of writing, perhaps. One character emerges to tell the game's backstory at great expositional length. It is the quality of this story that is the soul and effect of this game, but the linearity of the whole piece and its broad sidelining of interactivity are very apparent. The choice moment of being a child in a room and having to look around for an object from the world of adults is repeated a few times, and it's well done, but these are the only moments in which you get to really do something other than listen to another's story. Of course, it isn't literally "another's"; being a tale of family, this story involves Nevare indirectly, which turns out to be a salient point for the denouement of The Cellar. However, I imagine many regular IF players would simply wish they could do more in this game. I wished that, but I still enjoyed the story. I can also imagine a game depicting some of the told material in interactive fashion, though this isn't a case where speculating on a significantly different game that isn't will pay dividends. The Cellar's linearity might also have made it more accessible to random passers by in an exhibition. Either way, its story is a good realisation of Lovecraft's jotted idea.
Critical Breach puts you in the role of something like one of the low ranking scientists working for the bad guys in the Resident Evil games. The kind of white-coated underlings who do the dangerous lab work on the zombie DNA and are first to be torn apart when some giant mutant springs out of a petri dish.
The game has a core of two busy lab rooms sporting computers, scanners, medical miscellany and one specimen cage containing your charge, the horrible Scorpig. Your goal is to implant a chip in that little bastard, a procedure which does not go routinely. This main part of the game is very satisfying, coming on like a significant but not overly tough set piece from a larger adventure. There's good interactivity amongst the many props at your disposal, a fair bit to do and a fair bit to work out. The game successfully conveys a feeling of the dangerousness of the PC's situation without ever killing the player. I did get stuck once, at which point I consulted the walk-through and discovered that (Spoiler - click to show)a particular object which common sense had told me would never fit inside another particular object actually did – so I blame the game's failure to make clear the size of this object.
Unfortunately, the post-Scorpig section of the game is poor. It may also be short, but it dragged down my experience with its relatively lame implementation (EG a vital noun makes no appearance in the prose at any point), vagueness of purpose and possible bugginess. I was stuck in one room for ages, and when I turned to the walk-through, it didn't work – (Spoiler - click to show)nor did its instructions on getting either of the game's endings.
I was tempted to lop a star off my score for the messy endgame, but I felt that would fail to accurately reflect the fun I had in the laboratory section, which comprises the bulk of Critical Breach. I had also been expecting a small game from the outset, and wouldn't have minded if it hadn't continued beyond the lab anyway. It's a good and basically satisfying dose of puzzle in a sci-fi setting. An update to the endgame would be great, though.
I was going to begin this review by saying: 'Not to be confused with the 2009 game of the same title, genre, initial situation and initial geography,' and then I realised how dumb that sounded. If ever a human being should be allowed to accidentally confuse a pair of games with each other from a position of ignorance, it should be in the case of these two Awakenings, though admittedly this one has a 'The' in front of it.
Now that I have kindly allowed for human fallibility, I can say that Dennis Matheson's lone IF game, 1998's The Awakening, is a well written piece of goth horror in which you wake up in a grave in the pouring rain and must seek to solve the mystery of your predicament. The prose is steeped in Lovecraftian dread and 'unnameable'-ness, and the development of the plot moves strongly in the direction of one of Lovecraft's short tales.
At the time of writing this review, I was mostly in the habit of playing more recent IF games – IE from the mid 2000s and on – and as I played The Awakening, I discovered that I needed to shift my playing style and mindset a bit to accommodate what feels like a game from a different time. The differences were subtle, but they spoke to me about the adventure games I am used to playing, which could be generalised as coming from both the old school and the new school. The 90s games are in a middle period for me. I had no awareness of them at the time, and this one certainly feels more like a small Infocom title than something newer.
The puzzles, though not numerous, are quite finicky and also subtle. Important props are sometimes buried with equal subtley in the room descriptions. It is possible to make your game unwinnable or to miss out on points, and there's also the technical limitation of only one UNDO being allowed. I don't think anyone would say this is a really difficult adventure, and there are in-game hints you can call upon, but it asks a little more of the player puzzle-wise than more modern games.
Atmosphere is king in The Awakening, what with its shuddery graveyard and dilapidated church settings. Some of the gettable objects about the place are just there to enhance the story and the reality of the situation, and there are a couple of nasty NPCs. (Spoiler - click to show)I have to confess that in the case of the guard dog, I only got stuck because I found the description of its chain inadequate. Folks who like non-explicit Lovecraft spinoffs, graveyard spookiness or a bit of rigour in their adventuring should enjoy this middle sized mystery.
Awakening is a short to moderate length horror adventure of likeable clarity. To solve the existential mystery of your identity there are two main things you need to do in this game: Pay attention to the descriptions of the rain-drenched church grounds you'll find yourself wandering and pay attention to the automatic feedback you'll receive from your character's senses. Nor should you forget that you woke up by an open grave when the game began. Like I said, three things.
Awakening won the Saugus.net Halloween Contest of 2009 and delivers a Halloweenish variation on the IF amnesia theme. Though a little overladen with adjectives, it has a strong mood of ceaseless rain and mud and a good way with the burden of the numerous physical sensations experienced by your character. Your bedraggled state gives you strong motivation to try to improve your lot by exploring, or at least to try to do something loftier than mope about by a grave.
The implementation is rusty in some places but then surprisingly detailed in others. While there are a handful of inflexible moments, the game as a whole isn't complex enough to be undone by them. Awakening's mood is sustained by good location writing and its world is small enough that you don't have to retrace too much ground if you get stuck. Some mystery, some mostly staple puzzling and a moody locale of small inventory make for a satisfying goth horror outing.