Reviews by Wade Clarke

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5 Minutes to Burn Something!, by Alex Butterfield
3 of 3 people found the following review helpful:
Toasters are not the greatest thing since sliced bread., November 17, 2015*
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2015, Inform, comedy

(This is an edited version of a review I originally blogged during the 2015 IFComp.)

In 5 Minutes To Burn Something! you've got to start a fire in your apartment to cover the false alarm raised by your toaster before the firemen arrive, thus avoiding a false alarm fine. Sure, this is a damagingly uncivilised course of action, but the whole game leans obviously to the silly.

5 Minutes is an incarnation of the most staple of staples of the IF Competition: A parser game in which you have to solve an impractical physical problem in a closed environment using a disparate bunch of props before a time limit runs out. Other staple factors include the environment being the player's apartment, a wack approach to humour and the prose's fixation on the PC's crummy ex.

5 Minutes does all its basic stuff right and exhibits some touches of advanced mindfulness: Certain commands don't waste your precious turns, there's a complete and context-sensitive hint system, some text is formatted in colour, etc. It's an old school-leaning adventure in the sense that the relationships between the puzzles and the solution objects can be pretty abstruse; it certainly requires a try everything on everything mindset embracing kitchenware, bathroomware and miscellaneous apartment crap. The implementation is too fuzzy for the fiddliness of the puzzles, leading to some guess the verb problems and uneasiness about whether you've really investigated each prop thoroughly.

I did come to feel that I knew my apartment very well during play, but the PC's constant harping on her ex-boyfriend through the lens of object descriptions tired me. This was the primary means of giving the PC some character. The danger with this game's kind of wack tone is that it can easily blanket all of the content. If I found the conjured boyfriend to be a caricature of a jerk, I found the PC to be a caricature of someone who dated a jerk and then never shut up about it. So I didn't find the game to be as funny as it probably hoped it would be.

* This review was last edited on November 18, 2015
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Dark Carnival, by Marshal Tenner Winter
5 of 5 people found the following review helpful:
Hardboiled carny case is vivid but the conversations don't go places, June 14, 2015*
by Wade Clarke (Sydney, Australia)
Related reviews: Lovecraft, Inform

2013 was a prolific year for this author. The first game by MTW I played was The Surprising Case of Brian Timmons, and in the same year he released all of Castronegro Blues, Ill Wind, Dark Carnival, The Vanishing Conjurer and The Voodoo You Do. Several of these are Lovecraft-meets-hardboiled period mysteries in which you play an anonymous (or at least unnamed) detective – or dick. I feel like calling him the anonymous dick because he certainly can be a dick, and so can most of the NPCs he has to deal with in these amusingly profane games set in lurid environments.

You play the dick again in Dark Carnival, and are charged with investigating several mysterious disappearances at a run-down carnival east of town. The place is populated by a bunch of hopeless, cynical and foul-mouthed carnies, which might explain why I didn't see any customer NPCs on the premises. The carnies are very busy, as are all the NPCs in this game. There are tons of people wandering around, looking at you or the scenery, or doing carny things like yelling swear words. All this action plus the extensive carnival map (every exhibit has its own room, or series of rooms) makes for a great feeling of animation.

My main problem with the game is that the investigation isn't well integrated with all this content. From the word go, you've got five murder incident reports to ask NPCs about. That's a mountain of 'ask X about first', 'ask X about second', 'ask X about third', etc., to get through. And for the most part, people either have no significant information for you, or they just tell you, in their own colourful fashion, to piss off. But there are so many NPCs here it's hard to give up on the asking as you continue to hope to find the needle in the haystack.

I'm not sure I ever found a needle. It was only by thorough investigation of the locations that I stumbled into the hidden section of the carnival. The maze design and atmosphere down there were exciting, but when I solved the case, I felt it had been pretty much a case of 'and in a single bound, Jack was free'. All my conversation attempts had achieved little, mechanically. There's evidence that they should have achieved more – for instance, some hidden portals in the game block the player and suggest one should do more investigating upstairs, first. But I only found these portals after I'd reached areas on the other side of them. Whether this was down to bugs or oversight, the consequences were the same.

Comparing this to Brian Timmons, that game was very well directed as an investigation game, if linear. Carnival goes in for a much busier world and a theoretically more interactive investigation model, but that world isn't feeding the investigation mechanics. Nevertheless, the whole is again vividly written in MTW's style, with the particular attitude of this series strongly represented.

* This review was last edited on June 15, 2015
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Baluthar, by Chris Molloy Wischer
4 of 4 people found the following review helpful:
An effectively grotesque dungeon adventure set on a strange world., April 8, 2015*
by Wade Clarke (Sydney, Australia)
Related reviews: horror, Inform, fantasy

Baluthar is a fantasy-horror adventure set on a world which has been invaded by the Ivarns, a destructive and technologically advanced race. While this setting informs the events of the game, it does so from quite a distance. The game itself is really about a father following his missing son down the horrible dungeon in the well outside their hut. You play the father, and must first drag yourself out of bed after reading a heavy, non-diegetic quote from the book of Ecclesiastes.

The construction of the sense of the greater world in Baluthar is impressive. The game physically presents just a very specific part of it, but through the ruminations of the character of the father, and through scenic features like paintings and through the anthropology of the game's rather horrible monsters – which are lovingly described – a strange portrait of the whole begins to emerge. I see that the game was criticised upon its release for not letting the player venture out into that whole, but this element didn't bother me. The game's achievement is the grotesque inventory of creatures and weird artefacts it delivers in the space of a single dungeon: a child-ghoul, rooms awash with rivers of fist-sized corpse beetles and a half-alive skull embedded in a laboratory wall amongst them.

Getting around these creatures and overcoming hostile magic are the subjects of the game's puzzles. They aren't too complicated, and there's a completist hint system built in if you get stuck. The writing is vivid, certainly purple at times, overloaded with too-long sentences and prepositions, but given the intensity of the content and the shortish duration of the game, the style does not outstay its welcome for what it's doing. It is also clever in building up the world mythology out of little strokes and asides distributed throughout the prose.

The parser itself is the weak point. It just isn't honed enough to deal with some of the more obvious ambiguities of player intent in relation to the game's content. Baluthar was the author's first game, and programming up the interactions is his obvious site for improvement. But as a fantasy puzzle game with a horror-leaning aesthetic, it is self-contained, imaginative and satisfying.

The game potentially doesn't follow up on the existential weariness expressed in its opening, but I'm not sure. After it was over, I found myself thinking about the way the character of the father had been expressed. Weary at first, single-minded in his quest to find his son, wordless by the end. Perhaps it was the ASK/TELL system, implemented rather feebly in Baluthar for communication between the father and son, that left a querulous feeling on this front.

* This review was last edited on October 28, 2015
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Chapter Zero: Welcome to Cicada Creek, by P. F. Sheckarski
5 of 5 people found the following review helpful:
I also wish the other chapters were completed., September 22, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, horror

Storm Cellar opens with the player driving through fields towards a sunset storm. A truck abandoned on the road blocks the way, forcing you out of your vehicle in some desolate terrain. The rustic Cicada Creek Motel is the only dwelling in sight, but is anybody home? From this traditional horror setup, Storm Cellar quickly develops an atmosphere of charged suspense and creepiness. Lit but inaccessible windows beckon mysteriously. Something is glimpsed slithering around the building. The deserted wooden decks of the motel prompt strong fears about what could be out there in all that open space. Cramped and dingy room interiors generate a different kind of insecurity.

As other reviewers have said, this game is of such high quality that it's a shame it was never expanded from this solid introductory chapter into a complete adventure. I had a feeling it might be good as early as the content warning screen, which seems to channel the introductory warnings of console-based survival horror games. In turn, I felt the positive influence of the Playstation's Silent Hill strongly throughout.

The prose is clear, measured out perfectly to breed suspense and sprinkled with dynamic atmospheric elaborations. The transitional lines of text describing your passage from one location to another are a neat touch. The puzzles are mostly about portals and blockades, doors and keys, and the yearning to find a way into each room is a strong motivator. My guess is that had more chapters of the game been created, the puzzles would have become more novel. This first chapter is about establishing access to the motel and setting the scene. It also demonstrates a smart and comprehensive parser.

Storm Cellar gave me real chills more than once and its horror elements are expertly wrangled. Usually I'm not interested in incomplete games, but as Storm Cellar is a veteran of Introcomp 2008, what exists of it is entirely functional. It also ends at a dramatically satisfying point (I.E. not just while you're walking down a hallway or something.) The game was ambitiously touted by its author as chapter zero of a pending eight, but it ended up being the only one. You should definitely play it if you like suspenseful horror.

P.S. There's no mention of the title Chapter Zero: Welcome to Cicada Creek in the game itself, only of Storm Cellar, but the author used the former title when he created the game's entry on IFDB.

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1981, by Anonymous
6 of 6 people found the following review helpful:
Psychologically strong, though not very interactive by majority standards, May 20, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, thriller

In 1981, you play a man stalking a woman. If "play" sounds light, perhaps it's more accurate to say you are almost chained to the actions of a man in the grip of erotomania (a deluded and obsessive romantic fixation). Due to the shortness of the experience, I will omit further description of either of the main characters, as I can imagine how some players may prefer not to know certain fundamental details of the setup going in. What is certain is the strength of the writing, which thoroughly sinks you into the headspace of the obsessed protagonist, and into his vivid fantasy life.

At the rawest level of game mechanics, 1981 caters to very few player actions; it is what is typically called linear. The obsessed PC imparts clear thoughts in the prose about the next important course of action, and it's generally a waste of time trying anything else. What's interesting is the extent to which this approach could be considered to work well with the subject matter of this game. The psychological disorder at work here is characterised by the subject's complete resistance to all attempts to convince them that the situation is other than they believe it to be. Perhaps this is the best "excuse" for linearity that there can be.

This raises the question of what the player's role is here. "Creepy" and "uncomfortable" have been common review descriptions of the experience of playing 1981. Players tend not to like playing "bad" characters in realistic situations, or even facilitating their actions. I think this remains a difficult or weak point for the prospects of certain kinds of storytelling being done with IF. 1981 may again supply its own solution with its subject matter. With the PC's character being presented so monomaniacally, the player is likely to feel a degree of separation from the PC's actions. If you try to break off the path, the PC either doesn't want to do your thing because it's irrelevant to his plans, or your thing isn't implemented, or both.

It would be difficult and tedious for me to try and describe how 1981 could work as easily as a short story as IF. I think it could, and in that form it would be clear of the "playing a villain" hurdle. But it works in this form with the caveats that you must play the villain and accept mechanical linearity, positions which are unpopular and still querulous to many, respectively. What you will get for this is the sensation that you are shackled to the PC's ruinous path and that there's no getting off. This kind of story trajectory fascinates me because being privy to the amount of effort that a human can devote to going entirely the wrong way in life is strangely illuminating about our capabilities as a species. 1981 is a psychologically strong excursion into this territory – though with little extra implementation – and also an interesting demonstration of one way to traverse a lot of difficult IF terrain to do with unlikeable protagonists and realism.

Spoiling background on the game: (Spoiler - click to show)This is an imagined recreation of the real case of John Hinckley Jr. and his obsession with actress Jodie Foster, resulting in his assassination attempt on Ronald Reagan. I knew about the case before playing the game, but the game doesn't reveal who the parties are until halfway through. I experienced a minor letdown at the moment of revelation, to an extent, only because I then felt I knew what was going to happen. But inevitability is such a strong part of this game anyway - this was really just my idiosyncratic reaction and no reflection on the game.

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Our Island, by Patrick Williams
7 of 7 people found the following review helpful:
Good groundwork, but needs way more work., March 6, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: Inform

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.

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The Surprising Case of Brian Timmons, by Marshal Tenner Winter
11 of 11 people found the following review helpful:
Hardboiled meets Lovecraft with entertaining consequences., February 23, 2013*
by Wade Clarke (Sydney, Australia)
Related reviews: horror, Lovecraft, Inform

The Surprising Case of Brian Timmons is a Lovecraftian adventure based on a scenario for the Call of Cthulhu tabletop RPG, a scenario in turn based on H.P. Lovecraft's short story 'The Case of Charles Dexter Ward'. In spite of its convoluted sounding provenance, this game is actually one of the most accessible Lovecraft IF games out there. A player doesn't need any prior knowledge of the source material or of Lovecraft's work to be able to get into it, and while it's of moderate size, it's more about linear action than the kind of painstaking puzzling folks often associate with Lovecraftian games ala Anchorhead. A word of caution; it's also a game which gets shootier and bloodier as it goes on.

While Lovecraft's protagonists usually have some kind of personal involvement in the supernatural goings-on they face, the PC in Brian Timmons doesn't. He's a detective from the hardboiled school who gets mixed up in a stranger's supernatural goings-on only because they stand between him and his next paycheck. The novelty of adopting an outsider's viewpoint is a welcome one in this busy IF subgenre, and the detective brings humour, attitude and action to the table – three things you normally don't much associate with Lovecraft. The resulting game is straightforward, episodic in a good way and becomes quite gripping as you move towards its climax, though some elements of the delivery could be improved.

Brian Timmons is divided up into scenes set in different locations. Each car trip you take from one location to the next acts like a chapter break, and you don't have to worry about deciding where to go. The hero chooses the next relevant stop as soon as he's got enough fresh leads from the current one. While the game itself suggests you should use ASK and TELL to communicate with its characters – and at times it's essential to use these methods – the majority of communication actually consists of the NPCs telling you their stories one line at a time. While a lot of games use this method and it gets the job done, the game could be richer if it would allow the player to interject with some relevant ASKing and TELLing (as is, the characters only respond on the most vital of topics), though I acknowledge this is never an easy area to program. The characters do a lot of neat fidgeting of their own accord when not speaking, and the game is also generally strong in the area of random atmospheric detail, throwing in lots of little snippets about passers-by, the weather and other environmental changes.

Where the game has some trouble is in getting all of its content to live in the same place tonally, at least at once. When the hardboiled shtick and language are in evidence, they really dominate. But they vanish too easily when the detective isn't delivering his Chandler-esque wisecracks, allowing the game to be overtaken by more utilitarian descriptive text. The sexy dame character is a bit cringy in this light – she triggers the "poured into her dress" remarks in extremis, but in isolation, and thus comes across more as a reminder of the game's tonal wobbling than an authentic seeming femme fatale character justified by the genre and context.

I have a few other nitpicks. The game suffers a bit from empty porch syndrome. It needs a little more proofreading. The inventory limit can aggravate, though this last point is mitigated by the coolness of having a trench coat with pockets of seemingly infinite depth. And it's just fun to wear a trench coat and Fedora in general. I enjoyed The Surprising Case of Brian Timmons a lot. It's also a game which comes without hints, and I was pleased to be made to solve it off my own back, pausing occasionally to scratch my head.

* This review was last edited on April 12, 2013
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Magic Travels, by Mister Nose
3 of 3 people found the following review helpful:
Cons: Joke flat. Barely a game. Pros: Shortest quasi-game ever!, February 23, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: Inform

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."

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Big Red Button, by Mister Nose
3 of 3 people found the following review helpful:
Weak., February 23, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: Inform

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.

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Housekey, Part I, by Ariën Holthuizen
3 of 3 people found the following review helpful:
Still no Part II after all these years?, February 19, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: Inform

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?!"

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