Ratings and Reviews by Wade Clarke

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Dragon Hunt, by Joachim Froholt and Markus Merilainen
3 of 6 people found the following review helpful:
Super-short but solid., June 23, 2012*
by Wade Clarke (Sydney, Australia)
Related reviews: Hugo, fantasy

Having just installed the shiny new Hugo game interpreter Hugor on my Mac, I hopped onto IFDB to find a quick game with which to test it. That's where I discovered Dragon Hunt. Three minutes later I had played through Dragon Hunt three times, and had to acknowledge that the game probably fit the 'quick' part of my brief too well.

In this accurately named adventure you find yourself trekking with a band of hunters through the wilderness towards Dragon Mountain, where the creature lives. The game has a sense of urgency because the hunting group must move forward every few turns, and also because there is a pounding and ominous MOD music file looping in the background. The prose is clean and simple and the main actions that will occur to you to try are all covered.

This is not speed-IF, though it is similarly sized. I'm uninterested in speed-IFs because their lack of implementation bugs me and their effects are too ephemeral. Dragon Hunt is still pretty ephemeral because of its size, but it manages to quickly develop some presence as you necessarily turn it over a few times. I didn't like the music at first but three minutes later I had changed my mind. Actions I couldn't try the first time I played because the hunting party moved forward too quickly I was able to try on subsequent games. Given that this is the authors' first Hugo game (their comments told me so) and also a small game playing against my 'size matters' biases, I would probably be an ungrateful churl to demand more of Dragon Hunt. It also looks like it was the authors' last game.

* This review was last edited on December 23, 2012
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Andromeda Awakening - The Final Cut, by Marco Innocenti
15 of 15 people found the following review helpful:
The Final Cut is a cut above., June 19, 2012*
by Wade Clarke (Sydney, Australia)

The original IFComp 2011 incarnation of the ambitious sci-fi adventure Andromeda Awakening attracted a lot of what felt like controversy at the time. It was self-proclaimedly verbose, probably too big for the competition context, definitely not accessible enough in general, too difficult due to that inaccessibility and thus polarising overall. These difficulties were distracting spikes on the outer surface of a game with an extremely developed and immersive mythology, a weird and novel atmosphere to match and a powerful ultimate effect. Andromeda's remarkable qualities didn't go unnoticed, but having to handle a valuable thing is still offputting if that thing is spiky, and a lot of players were put off.

Author Marco Innocenti absorbed the considerable volume of feedback the game generated, generated feedback on the feedback in his expansive way, then revised Andromeda and released the new incarnation as Andromeda Awakening - The Final Cut, neatly using movie director parlance to emphasise the degree of change between the versions of the game most people played during IFComp and this new one.

Your role in the adventure is that of a scientist who has put together a doom-predicting report on the state of the planet Monarch. As you rush by train to deliver it to folks who might be able to do something about the impending disaster, the disaster strikes, leaving you in a crumbling underground of magma and strange technology. Mysteries and revelations lie ahead. The imagery and construction of the underground world is fascinating, and feels very real. Many objects and entities you encounter can be researched on your E-Pad, Andromeda's answer to the Hitchhiker's Guide, and this mechanism allows the game to significantly increase the amount of information it delivers while remaining interactive and also motivating you to investigate that information. The overall atmosphere and behaviour of Andromeda is not unlike some of the explorative stretches in the first-person incarnations of the Metroid games, all cavernous areas, natural features and unexplained alien technology.

As a fan of the original Andromeda Awakening I can say that The Final Cut makes good on its promise to fundamentally smooth out the experience. The original was studded with moments where it was broadly clear what needed to be done but difficult to do it. Tricky implementation, casually mentioned but crucial props and unnecessarily fiddly interactions kept tripping up a great story. In almost every case, these problem props have now been fixed up or clued with infinitely more grace, or just made automatic and removed altogether.

Other improvements include the addition of a quality help menu and a 'go to' command for immediately returning to previously visited locations. Some of the prose's weirder expressions have been excised, though I was glad to find that the 'cyanotic lights' were still present.

There are also a couple of significant structural changes/additions made in the Final Cut. A sequence near the end allows for some new third person perspectives on the game's backstory, and the basic 'leave your house to go on your mission' intro has been replaced with something more dramatic.

Even as a returning player, I still found it difficult to work out what to do with a lot of the alien machinery down in the underground, but at least those puzzles are now challenging for valid reasons, and not attended by the general querulousness that hovered over the original game. Andromeda's effect is not spoiled by heading to the walkthrough now and then; its outcomes feel too big for that. If the game's high quality was originally obscured, The Final Cut makes it much more apparent.

* This review was last edited on June 23, 2012
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Mission Asteroid, by Roberta Williams, Ken Williams, Sierra On-line Systems
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Fingertips: I'm Having a Heart Attack, by Andrew Schultz
7 of 7 people found the following review helpful:
Catchy and funny one-move game about acting., April 14, 2012*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, comedy

I hadn't played a one-move game before I played I'm Having a Heart Attack and it turned out to be an excellent introduction to this mini-genre. The game puts you in the shoes of an actor starring in some kind of pro-health commercial, one in which your character might be about to have a heart attack in the wake of a poorly lived life. The director's nearby, the camera's rolling and there are a few domestic props and food items within reach. With your single move, you determine how the scene will be performed. The viability of any one performance is determined by the director, whose enthusiastic interpretations of your actions are highly amusing. Each viable performance scores you another point out of a possible 41, plus there are an unknown number of bonus points up for grabs for trying out more meta or 'guess the verb' type actions. The scene loops, which makes a lot of sense in the context, giving you the opportunity to stumble around the set, fiddling with the props in a creative manner and trying on gratuitous emotions as the director eggs you on.

The game is addictive and progress tends to come in waves. One successful action will often cause a rash of similar actions to pop into your head. The director's feedback is also helpful. The more of it that you read, the more you may connect with the game's mindset and work out what other angles might lead to performances. I scored more than half the available known points plus a bunch of unknown points in my first session with the game, and I intend to revisit it to try to find more.

* This review was last edited on August 14, 2012
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The Fly Human, by Hensman Int'l
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The Vault, by BlueMaxima
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Renegade Brainwave, by J. J. Guest
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Pete's Punkin Junkinator, by DCBSupafly
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Steve Van Helsing: Process Server, by Mel S
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A Colder Light, by Jon Ingold
8 of 8 people found the following review helpful:
Atmospheric browser-based adventure of rune magic and icy plains., February 4, 2012
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, browser-based, fantasy

A Colder Light is set on plains of winter ice under a sky filled with significantly named stars. This world could be an alternate North Pole, or perhaps just the North Pole of another past time, but the game is described as fantasy and the geography is not specified. This is an atmospheric adventure with a very satisfying design, a good puzzle system, an attractive web browser presentation and a haunting feel.

The setup is that you live out in this frozen wilderness with your father, who has been teaching you survival skills and respect for the power of nature. One day he does not come home, and you must draw on your ingenuity and on the spiritual magic of stars and runestones to find out what has happened to him. Determining how and when to call the game's various spirit entities is the primary ongoing puzzle.

A Colder Light is driven by a combination of keyword hyperlinks in the prose and mini-menus of useful actions which pop up at the bottom of the screen, a combination well-suited to this game. The roster of locations is small, though dense with spirit puzzle action, and your runes need to be tested out in permutations, something I imagine could be a bit of a chore to carry out via typing. It's also impossible to waste time trying actions that have no bearing on the proceedings as they simply aren't available in the first place.

The game is designed in such a way that you still have to make some logical imaginative leaps yourself (which to me is the key attraction of parser driven games) based on your observations of which stars are visible in different locations and your ideas about which runes might do what. There is also a sense of bleak urgency which seeps through the modest but poetic-leaning prose of the narrator, and the strength and resolve of the character you're playing come through clearly in that voice.

The aesthetic design of the game screen sets the mood perfectly, with a semitransparent text window floating before a far view of the cold and dark horizon. There are, however, a couple of shortcomings in the delivery system. The first is the slowness of the hybrid Inform 7 / Quixe / hyperlinks game engine; it can take between 1/4 second to 1 second to process each action. This adds up over time and is especially felt on a repeat play. The second shortcoming is mostly a problem because of the first: there is no save capability. While the game can be considered short by most standards, and not too hard, the time it takes to play is longer than such assessments would suggest. So for now, if you want to take a break, it's important not to close the game window. Breaking off completely will necessitate a restart next time.

While the game engine may be an iteration of a work in progress, the game itself is definitely no experiment – A Colder Light is a very fine, compactly designed and enjoyable adventure whose contents play to this new delivery format while also bringing across some of the particular strengths of parser based games.

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