The piece of short fiction this eponymous game is based on takes the form of an urban myth-like set of directions for finding a mythical art gallery hidden behind a bar in Paris. The penalty for deviating from the instructions once you've started to follow them is grisly death. The story apparently hails from the often stupid internet thing known as 4chan, where all users are anonymous. It's a good story which I read after playing this game, and which I then decided I should have read instead of playing this game.
The Gallery of Henri Beauchamp, the game, cleaves to the source text, often reproducing large chunks of it verbatim. Given the small size of both game and source, the majority of the prose is identical in both formats. All you can do in the game is type commands which correspond to the successful following of the directions – resulting in you continuing through those directions – or type commands which do not correspond to the successful following of directions, resulting in one of the grisly deaths, also usually reproduced word for word from the story.
Between the content duplication and the absence of any additional interactive possibilities, the game doesn't really justify its existence in its current form. And even within its highly constrained scope, it demonstrates next to no implementation. The first location is a bar containing a bartender who has no description, and beer that responds to DRINK BEER with "There's nothing suitable to drink here." The game continues in this fashion, sometimes only responding to unusual verbs cued by the source, and I would say that it is impossible to score more than one out of seven available points without first reading either the source material or all of the contents of the game's help menu. The latter option is no way to enjoyably play a game and the former, while enjoyable, obviates the need to play the game.
Humourous sci-fi adventure Death of Schlig copped a lot of negative reviews during IFComp 2011. "It's crammed full of extra line breaks!" was the commonest refrain, but there were heaps of other problems that just made for staggery play and fought the game's attempts to get a flow of humour and action on. This was the first IFComp in which entrants were given the opportunity to update their game during the comp period and author Peter Timony availed himself of it. The late-in-the-competition version of the game I tried was in significantly better shape than the one everyone had been yelling at, but frustratingly (in retrospect) it still didn't address all of the non-aesthetic tech problems. This leaves us with a game whose bursts of silly comic book fun keep being stymied by mundane annoyances with its parser and other stuff – door keys which are bad at sorting themselves out, an inventory limit which adds only hassle, proofreading and pagination troubles, no synonyms at all, etc.
If you regard the cute cover image for Death of Schlig (drawn by the author's brother) you'll have a good idea of what's ahead – telescopic eyeballs and green aliens. The latter give you the former in an experiment gone wrong after kidnapping you from your day job at the deli counter, though your real job is Great Private Detective. Your super eyeball powers allow you to EXTEND and RETRACT your eyes, to send them around corners to spot alien guards and even to occasionally use them to wield objects.
The tone of the writing is consistently zany, with lots of non-sequiturs, little pieces of misdirection and exaggeratedly amusing characters. It has the appropriate spirit and personality for the subject matter, and while its uneveness is increased by the game's incomplete proofreading (and the fact that Zaniness is an area subject to even more subjective individual response than its parent category Humour) there are a lot of parts in Schlig which made me laugh, and which I was able to remember almost verbatim even a year after first playing the game. My favourite, still: "You attempt to slice the world's thinnest slice of ham. With atom-splitting precision, you gently push the ham towards the spinning blades."
Unfortunately the timing of a lot of the jokes is thrown off by surrounding bits of writing which remain too sloppy, or by the unpolished gameplay itself. The extend-an-eyeball gimmick should be uniformly cool but proves extremely fiddly to deal with, and is underpowered as a tool to help you outmanoeuvre your enemies in this game. The patrolling guards only seem to move at the moment Schlig or Schlig's eyeball enters their presence. I have tried following them around with Schlig's telescopic eyes, trying to zap them, but they always remain one move out of reach and will ultimately complete a circuit and step into the original room containing Schlig. This "good guy's eyeball chasing the bad guy chasing the good guy" image is an appropriately cartoonish one in this cartoonish game, but the programming of this mechanic wasn't sufficiently massaged by the author.
Death of Schlig's prose has a consistent aesthetic which suits it, and it's one of those adventures that makes me really want to like it. But it's still a game that needs more work in the programming and in the writing to pull it out of that territory where it is often work-work to express or achieve what you want to do in it, and unfortunately it is unlikely to get that work.
The best thing about Lonely Places is its high rate of dramatic escalation. I've never seen a game move from a single incident (your car breaking down – at night – in the rain) to the scenery-devouring business end of a whole lot of Lovecraftian shenanigans so quickly. No ponderous sloggings through the mythology of ancient smiting beings for this protagonist!
While it's set in the modern world, the game mobilises a handful of character names, speech styles and incidents from Lovecraft's stories, making it more a winky pastiche than one of those enormous reverent ones. Its own story is freestanding and does not demand any prior knowledge of Lovecraft, but the end of game assessment of the PC does, at least if you want to fully understand it; it tells you which Lovecraft character you most behaved like during play. Your playing style is also described in more practical terms, a neat feature which doubles as a means of giving clues for how you could try to change things up on your next play.
Lonely Places is not a very strongly implemented game but it does a good job of cramming a fair bit of action into a small space. I think it's actually a good example of what you can potentially do with Inform without killing yourself as an author. A significant element of this is the game's forward trajectory, where certain events keep crashing into the protagonist, forcing the player onwards or keeping them alert. It also helps that the forward movement often covers for the game when the player is trying stuff that hasn't been accounted for, which in this game is a lot of stuff.
Lonely Places is novel in its ramping up the traditionally glacial pace of Lovecraftian goings-on. It achieves a degree of hysteria quickly and the effect is of a kind of ghoulish humour, a funny and affectionate comment on the typical trajectory of Lovecraft's stories. It will be more fun if you've read some of his work, but there are no barriers to play if you haven't.