Ratings and Reviews by Wade Clarke

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Lucifer's Realm, by Jyym Pearson, Robyn Pearson
Wade Clarke's Rating:

House of Ill Repute, by Anonymous
Wade Clarke's Rating:

Safe, by Benjamin Wochinski
12 of 12 people found the following review helpful:
Prying and jimmying hampered by some typical first game problems., January 12, 2011
by Wade Clarke (Sydney, Australia)
Related reviews: Inform

Safe is Mister Wochinski's first IF, a little escape game with a fairly strict time limit. You wake up in a cellar and have to break out of your cabin prison before your mysterious captor(s) get all homicidally impatient on you.

The small set of prying and jimmying puzzles you must solve in the space of a few rooms would be more satisfying if they weren't hampered by some traditional adventure programming oversights. There are obvious synonym problems and absences (EG "workbench" is recognised, but "bench" produces "You can't see any such thing."). There's some verb guessing. Weirdness and a lack of accessibility attend some important objects (Spoiler - click to show)("pry hinges with screwdriver" produces the response "You must supply a second noun.") and the game generally only accepts one way of phrasing the most important commands you will need to enter.

Your inventory space is tiny and you have to constantly pick up and drop the relatively numerous props to keep experimenting with them. This could be annoying on its own, but makes the game particularly difficult when the time limit is so stringent. Almost every command in the game causes another minute of time to pass, even LOOK, EXAMINE and INVENTORY. You will definitely need to make some highly optimised saved games as launch points for experimentation – at least if you don't want to resort to the hints.

It's good news that the built-in hints are comprehensive. I had to turn to them once, and I realised when I did that I was being held up by implementation troubles rather than by a lack of ideas on how to proceed. A tighter version of this game would hold up happily as a quickie escape game, but the game that is demonstrates a range of typical first game programming and design oversights. Here's to the next game and tighter implementation.

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The Sisters, by revgiblet
6 of 6 people found the following review helpful:
Spookin' it up with mystery and exploration at the ol' spook place., January 11, 2011*
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 4, ADRIFT, horror

The Sisters is a mystery-horror adventure set in an apparently deserted mansion in the wilds of Sussex. If you're into ghostly horror tales, you will have a lot of fun recalling all of the different stories and styles the game draws on or evokes; in books, Stephen King and James Herbert. In films, there's plenty from the "scary little girls" subgenre and even a touch of Don't Look Now. In gaming, the opening recalls Silent Hill, and The Sisters's method of revealing backstory through written materials like diaries and letters is typical of survival horror.

The game's story is considered, but the dynamic of how much you learn and when (Spoiler - click to show)(50% of the information is revealed as you explore 90% of the game, then everything else leaps out in the last five minutes) makes the outcome a little unsatisfying. The journey is what is important, because the mansion is big and absolutely crammed with examinable decor and objects, all of them contributing to the atmosphere, many of them filling in pieces of story. This is a great example of story being gleaned from the environment.

There is a catch: The repetitive nature of the locations makes it hard to stay vigilant in your searchings. You're in a multi-storey mansion of similarly laid out floors. There are many bedrooms, many tables, many desks, many wardrobes. Descriptions of even sparse locations can be 70 words long on average, and the average non-corridor room will have at least five things you can examine. This adds up to a tremendous amount of detail, but only a handful of objects you will find during your rummagings are needed to complete the game.

If you reach the end and discover that your score seems relatively poor – and you care about this kind of thing – you will need to do a reconnaissance replay in which you doublecheck every furnishing in the house, because particular objects lead into particular point-generating puzzles. But after your fourth bed, fifth table or sixth desk, you will realise how you managed to miss so many things in the first place.

The Sisters is at its best as a spooky and suspenseful exploration game. The mansion is a terrific setting, an integral part of the unfolding mystery and elaborate with atmospheric detail. But the score system and denouement are inevitably a bit disappointing. Too many of the points are attached to optional puzzles which are easy to miss, and the outcome is like a jack in the box opening in your face after the slow piecing together of the past that made up the bulk of the game. The parser has its bumpy moments and the fourth wall is broken unnecessarily a few times with jokes. The mansion is the star, though, and it is definitely worth visiting.

* This review was last edited on January 12, 2011
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The Mystery of Silver Mountain, by Chris Oxlade and Judy Tatchell
Wade Clarke's Rating:

Haunted House, by Jenny Tyler and Les Howarth
Wade Clarke's Rating:

Rhadshur Warrior, by Roger Pender
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Dungeon of Doom, by Dan Knezek
Wade Clarke's Rating:

Assault on Dolni Keep, by Tom Zuchowski
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Varkana, by Maryam Gousheh-Forgeot
9 of 9 people found the following review helpful:
A lush world, but if you aren't a fan of ASK and TELL, I'd steer clear., December 15, 2010*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, fantasy

Varkana is a tale of arty diplomacy set in an earthy yet glamorous fantasy kingdom which feels like it is populated mostly by women – though empirically speaking there are probably as many male characters as female. The city of the game breathes with interesting life and detail, but it's hard to stay immersed in a story as alternately widespread and wandery as Varkana's when the game doesn't do enough to direct the player towards the ends that are really useful in its conversation system.

In the rawest terms, your progress in this game is heavily dependent on your ability to TELL and ASK the right people about the right things at the right times. If, like me, you don't even like the TELL/ASK system, I would not recommend Varkana to you. And even if you do like lots of conversation, there is a significant bug in Varkana resulting in NPCs ignoring important topics unless you make a nonsense query of them first. This bug is documented by the author in her README, and the game will always be of lesser quality than it could be so long as the bug is there.

In spite of these troubles, I found myself significantly immersed in Varkana's attractive world for about half of the game's duration. The opening backstory tells of ambassadors from another kingdom visiting your native Varkana, and of the political wiggling which ensues. There is a lot to take in, and I had to re-read the intro a few times to make sure I had got it. Then I found myself in the position demonstrated by the game's lush cover art by author Maryam Gousheh-Forgeot: That of being a glamourous bookcrafter woman named Farahnaaz, giving a boost to my equally glamourous friend Nivanen so that she can peek through a window.

We were spying on the new arrivals in town, but I immediately had trouble conversing with Nivanen, not sure what I should be asking her about, or whether I had asked her enough questions before I put her down, and whether I was interacting with a bug at times or whether she just didn't know what I was talking about. I had thought we were on a mission, but pretty quickly after our attempt at spying, all the main characters relaxed, and could be found chilling in the local bathhouse and having their hair done.

So much information had been presented initially that I had the sensation at this point that I might be doing something wrong, or just not know what I was doing… but it turns out that this part of the game is meant to be observational and meandery. There are citizens and a spunky cat wandering around, and exotic props and buildings to check out. The physical environment has its own logic which makes it feel real.

Unfortunately it takes a while to work your way back into the intrigue plot, and the further you get into it, the more you have to ASK and TELL judiciously. Sometimes you have to repeat conversation commands several times in a row just to extract all the information from individual characters. Bumping against the interface and trying to follow the sense of all the politics was arduous for me, and I eventually lost interest. Unfortunately the walk-through did not work transparently for me, so I was unable to complete the game.

Varkana presents the details of a world vividly, but its direction as a game is vague. Whether a player can become involved in its politics or not will depend on how much they like this kind of conversation-based progress in IF and whether they can persist with a less than ideal implementation of such conversation. Also, the backstory is very full before the player even starts the game. This fact could be mitigated for folks whom it might stress out by the hook of the initial spying-over-the-wall scene… but potentially immediately unmitigated if the first command typed in the game produces the first of many failures to communicate, as it did for me.

* This review was last edited on February 4, 2012
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