Our Island appears at first, and mostly, to be a lyrical holiday game set in an idyllic seaside community. You can wander along Wharf Street, buy an ice cream from the pretty ice cream girl, look for flotsam and jetsam, observe local wildlife and feel sparkly about life as you note the presence of the local community centre. Admittedly the majority of these things are only implemented at a very rudimentary level, and some only exist in the location description text, but there's still no denying the game's coherent and romantic sense of place. The map is big and demands real mapping with pen and paper, at least if the player isn't to miss anything. This is also assuming the player makes it past the painful intro, which is basically a My Apartment game set in a holiday house where you have to fight with an inventory limit.
The trick with Our Island is that there's a whole other level of play in it, one involving puzzles and unexpected zaniness, but it's so obscurely integrated into an outwardly goal-less holiday game that it's a huge ask of players to (a) even identify that it's there and (b) negotiate it and solve it – especially with Our Island being in as rough a state as it is. Presenting a rich environment and then slowly allowing the player to become aware of some upheaval within it can make for a great dramatic design, but it demands strong execution to be successful. The biggest problem for Our Island is its erratic implementation. If the player starts to sense that more than half the interesting-looking content in the game is just painted on, they're going to stop checking the content. And in the cases where the content is relevant to the puzzles, the game doesn't signal it. There's also just tons of plain old bugs, typos, failures to describe exits, scenes that play at the wrong times, and even the odd location with no description. So for now, the game's island-sized ambitions considerably outstrip its quality of delivery. The groundwork for something great is here, and I already enjoyed exploring the environment, but the whole thing needs lots more work.
Strange Odyssey, released in 1979, was the sixth of Scott Adams's games in the series today referred to as the Scott Adams Classic Adventures. This game was a childhood favourite of mine and remains a favourite in adulthood. In plain mechanical terms, it's a treasure hunt in space, but its use of multiple alien settings gives it a sense of exploratory danger which feels unique in the series. This isn't to say that the perils in the likes of Adventureland or Pyramid of Doom aren't exciting – it is to say that those games are about exploring one dangerous world, while Strange Odyssey involves visiting a series of unrelated dangerous worlds, never knowing what to expect as you step into each one.
This is a dense game even for Adams, whose Classic series entries each had to fit into 16kb of RAM. Many objects have multiple uses and need to be carted back and forth between different worlds. Time pressure comes in the form of the finite air supply in your spacesuit, and working out how and where you can refill it is a significant puzzle. Odyssey also has more locations than most of its siblings, but the reason it feels more expansive than them is because of its intergalactic nature. Its little text strings have to act as seeds to help the player imagine whole environments at a time, rather than just one room or a corridor.
The fundamental puzzle in Strange Odyssey, the one which is most likely to cause players to stand around for awhile going "Hm," is the one involving working out how to move between worlds. It is quite an abstract puzzle (dare I say Zorkian) in a game canon that rarely supported abstract puzzles due to the simplicity of the game engine and the necessary briefness of all the prose. Another interesting element of this puzzle is the way it mobilises split-second glimpses of text. Unfortunately, this special effect only exists in the original Apple II, Atari and TRS-80 versions of the game. I recommend against playing versions of the game which are missing it (C64, Inform, Spectrum) since the game's quality and sense are hurt by its absence.
Dying and dead-ending are frequent occurrences in Odyssey, so it's wise to save frequently. Just stepping through a door can kill you if the gravity or air happen to be unfavourable on the other side. Several objects can run out of gas or power, it's possible to destroy crucial items with your phaser and most of the wildlife is aggressive. When I was a kid, I loved all of this unheralded danger because I always liked stories in which you never knew what bizarre thing might be on the other side of a door or teleporter. This quality of the game still speaks to me today, and while Adams's games have come in for a lot of criticism over the years, Strange Odyssey's alien dangerousness seems to coincide perfectly with the relatively hostile nature of adventure games from this era. A major reason that a lot of old school adventures are disliked today is that players find it too aggravating that they can mess up by taking actions they might reasonably expect to have inoffensive consequences within the world of a particular game – if that game had much logic about itself. In Strange Odyssey, all of the hardships make sense and thus does the form of the whole. Space is dangerous, the worlds you visit aren't explained and alien hardware doesn't come with instructions. In retrospect, I think Strange Odyssey was one of the designs which best fit Adams's minimalist game system.
The Next Day is a low stress and soporific (in a good way) slice'o'life piece in which you play a young person returning home from your first soulful all-night long outing with a friend. You wandered the town, talked about this and that and got very existential, and now you're feeling all reminiscent, but pining for bed.
The game captures the mood of early morning peace quite well, embellishing it with a sleep-inducing synth music loop. Your actions as a player really just consist of choosing which paths you will take home, triggering different small memories from your night out as you go. As sleep encroaches, Zs start to descend from the top of the screen, and different locations trigger different colour schemes, if you'll let them. There's a low-key charm to all of this, but I don't think the choice to make the characters (and thus a lot of memories) basically generic was a good one. What are memories without specificity? The game seeks to evoke some commonly shared experiences of growing up, but just offering a broad reminder of this fact isn't evocative enough. I know that I would rather have played a particular character with particular memories related to the world of this game, and that that in turn would have caused me to reflect more on my own memories of similar experiences. It's also strange, then, that the game's different endings, while presented in an abstract way, are opposite in nature to the game's content; they are ultra-specific to some relatively geeky online phenomena.
The author mentions the issue of specificity in his substantial About text, where he also acknowledges that the game may still be at the stage where it's more an experiment than a resolved piece. I think the game has got the mood right, but I would like it to be more specific.
Magic Travels is a program which dumps the short transcript of a fantasy text adventure game to your screen, kills you, then asks you if you are okay with that. The author's self-proclaimed goal is to have the game play itself, but there's no model inside ala Progress Quest. The implication is that the joke is at the expense of Interactive Fiction that's not very interactive. This subject is viable comedy fodder, but as per Mister Nose's Big Red Button, the execution is not good, resulting in a flat joke and lack of insight. The problem is the fake transcript itself. It's a hodgepodge of aimless non-sequiturs and Enchanter jokes. Some of the latter I recognised, and in the case of others, I'll take the author's word for it that they are indeed Enchanter jokes. This is all the content there is, and it doesn't change from one play to the next.
At a stretch, I could interpret the game's final question to the reader as representing the disdain of uppity authors for players who don't like their non-interactive interactive works. At least that idea is funnier than the transcript itself. I'll admit that the outro phrase raised a smile, though: "The game has completely and utterly stopped."
It's probably hard to write a deep game about doing naught more than repeatedly clicking a big red button you have been instructed not to click, but it shouldn't be impossible to write a funny one. Big Red Button's problem is that it's just not witty. The game speaks to you in a harassed tone each time you click the button in defiance of the instruction at the top of the screen, and what it says is sloppy and inconsistent, and hasn't been proofread. It's like the first draft of a comedy sketch that doesn't have a direction or any quality yet, just a basic idea. As such, it's unable to say anything about the one-move games it's probably trying to mock. Worse crimes are that it didn't make me laugh and it doesn't even understand PRESS in place of CLICK.
The game comes in two flavours. The everlasting one loops its messages forever in response to your clicking of the button. The non-everlasting one ends. Both games contain the same messages, and it's unlikely anyone would want to read them more than once, so the difference makes little difference.
The shtick of You Will Select A Decision is that the English translations of a pair of Choose Your Own Adventure (CYOA) knockoff books originally written by Russian computer scientists in the 80s have just now become widely available. The real author of this work is Brendan Patrick Hennessy, and he has created one of the funniest and best written absurd text games I have ever played. The two self-contained adventures demonstrate a deep understanding of all the methods of the original CYOA books, and so are able to mobilise and make fun of the lot of them over their course. Perhaps the most faithful feature is the way every passage of text in the games is tied to a real page number, allowing for the classic CYOA 'turn to' parlance to be in place.
"If you take on a fisty attitude and confront the witch head on, turn to page 53"
The humour of You Will Select A Decision is fuelled both by the strange outlook of the books' faux Russian authors and by the superb contortions of the translated text. The first story, Small Child in Woods, is about a peasant girl who sneaks out of her village one night in defiance of parental strictures. This story gives the authors a chance to expound on life in the context of their home turf. The second story is a lot more fanciful and has the reader playing a cowboy in Wyoming in the 1800s, a tale obviously begging to be mishandled by its Soviet Union authors.
We live in times when even a clueless person can prise the occasional linguistic gem out of the back and forth of Google Translate, but it takes a writer's skill and understanding of language to consistently craft and squish faux-translated words into a form that is funny for showing up all our assumptions about the workings of English. This is what has been achieved at length in You Will Select A Decision. Weird choices of tense, verbs and nouns are exploited to produce a constant stream of misdirections, surprises and absurdities. The fake authors try for a stern narrator's voice, but most of the time they succeed only in being capricious. The usual set of morals in CYOA books is usurped by advocations of Communist pride and anecdotes about obscure Soviet heroes. The main joke is that when the fake authors aren't waxing ideology, they're just clueless about how to satisfy a reader or tell a tale competently. The stories swerve towards or away from exciting moments in just the wrong fashion, and in a manner you can imagine would be guaranteed to irritate a sincere child reader. A great set piece may be followed by an unavoidable stupid death involving rocks falling on the reader's head. A climax may be steadfastly worked towards and then not delivered.
You Will Select A Decision remains vigilant in delivering this fantasy of a specific kind of hilariously bad, translated storycraft from its two starts to all of its numerous finishes. With more than 200 pages of content across both stories, the game also satisfies as legitimately designed CYOA, with just as many major and minor branches of possibility as you would expect from one of the real books. I laugh a lot in life, but I don't think I've ever laughed along with a computer game as much or for as long as I did with this one.
Technically, Housekey, Part I is not an incomplete game, but it is certainly one in spirit. It's a skerrick of a my apartment game which has three locations and no housekey. The PC has left this item outside and is theoretically trapped in the very house in which they live. How ironic!
The house contains a handful of unsurprising and useless items which are consistently described as being beneath the PC's attention. Should it occur to you to try and leave your house via the front door in the manner of a normal person, an event of great unexpectedness will send you hurtling towards the non-existent Housekey, Part II, your mind racing with questions like, "Where did I put my housekey?" and "What?!"
If it was the author's choice to release this four room programming exercise to the world at large as a game, it was potentially a strange one. All I know about the title's provenance is that it describes itself as "a simple demonstration Mystery/Puzzle game". With its content of four rooms, one locked door puzzle (I hesitate to call it a puzzle when the key is in plain sight) and some other objects which are painted on, it offers no challenge or development. It really is just a skerrick of programming set in an airport in which you move the protagonist through a locked door to win.
Acknowledging The Airport in the odd context in which I find it, it does have a few amusing qualities. The volume of text in the default help menus included with the game outweighs the game content by a ratio of about 20 to 1. The game's introduction, which is more verbose than anything that follows, describes the PC thus: "You’re Priya Kapoor. You’re a 28 year old half South Indian, half Arab Muslim woman who works as a senior accountant at Tully’s Coffee’s heaquarters in Seattle." Ethnicity has no bearing on the game content that's here. The funniest thing is that if you glance at the television in the airport lounge, you learn that in the reality of this game, Bill Gates has become the president of the USA, and that Peter Garrett, former frontman of the band Midnight Oil and currently Australia's Federal Minister for Education, has become the Prime Minister of Australia.