Reviews by Wade Clarke

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The Dead, by Xander Kyron
1 of 1 people found the following review helpful:
Uber basic game about what happens when skeletons attack., February 8, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: Quest, choice-based, horror

The Dead is a pint sized CYOA Quest game which drops you in a graveyard and immediately has you fleeing a killer skeleton. The prose is brief and adornment-free. The game also hasn't reached a basic level of proofreading, so there are typos and grammar errors in every line. At least the stakes are high; most choices tend to be life or death, but not in a completely blind 'Will you go through door A or door B?' kind of way. A typical choice might be to decide whether you should glance over your shoulder to identify the unidentified thing that's chasing you, or grab a key off the ground and hope it unlocks the gate in front of you.

As unbaked as The Dead is, it quickly moves into some weird mythology involving glowing green energy and a skeleton army, which feels like a guest power up animation from a videogame. Perhaps the whole thing is the author's first CYOA. The Dead has a dash of suspense, but not much sense and no writing craft. It is complete – there are a good number of losing ends and one winning end. But it's definitely not up to a standard where strangers outside of its home context would be interested in it.

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Murder, by :3
3 of 3 people found the following review helpful:
Not even in the dark., February 2, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, Quest

Murder!

The author's name is :3 so I wasn't expecting this game to be the last word on the subject, though it may be one of the first few.

In this teeny CYOA, you're a girl who goes to school one day and hears that another girl has been murdered, and that no one knows whodunnit or why. This situation is all the talk amongst the kids, especially the few you might interact with in the course of Murder. These kids have a good way with the breathlessness and exclamation marks, and are the kind who will start screaming out "I DIDN'T DO IT!" with little prompting. The feel of the dialogue and character behaviour reminds me of that of the hot and cold bobble-headed folk in the MySims console games.

Unfortunately, I have probably already given the false impression that there is way more content in Murder than there is. Its choice structure for the duration of its handful of scenes consist entirely of: "Will you A or B?" You can play the whole game to its bizarrely abrupt finale in two minutes or less, then click through all the choices you missed the first time for a second play of about one minute in length.

Murder (the game) is cute and actually got me involved in spite of its tiny size, but it's also typo-filled and super simple, and its story stops just when it was getting started.

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The Lift, by Colin Capurso
4 of 4 people found the following review helpful:
"For God's sake, take the stairs!", November 17, 2012
by Wade Clarke (Sydney, Australia)
Related reviews: Twine, IFComp 2012, choice-based

(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 6th of 26 games I reviewed.)

Unfortunately The Lift is not a game based on either 1983 Dutch horror film The Lift or its silly but likeable 2001 remake The Shaft.

"The cover art for The Lift looks like it might be good," I had thought to myself as I'd squinted at the postage stamp sized icon dispensed by the IFComp site. The same automated process which deleted all of the large sized cover artworks from the comp games and replaced them with shrinkies in 2011 did the same thing again in 2012. After playing through this hyperlink CYOA game which involves choosing one of four weapons and then either being killed or not being killed by some zombies and dire rats, I think its cover image (even in shrunken form) is the only part of it I can compliment.

The PC is an amnesiac who wakes up with the obvious goal of survival. After picking your weapon, the next important choice you have to make is which of the four floors of the building you will investigate in hopes of escaping. Give or take the odd exception, that's about sixteen outcomes, but there's next to no variation of choice within outcomes. More problematic is that the writing is bad to unremarkable, there are no dynamics, there is no atmosphere, no suspense, reason, or really any point of interest. The choice you have to make before making the second important choice is whether to avail yourself of some pornography or not. This is potentially a moment of inspired dumbery, but it also might not be.

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Transit, by Shaye
3 of 3 people found the following review helpful:
Help! I'm stuck in an airport and I can't get out!, November 4, 2012*
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, IFComp 2012, Twine

(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 7th of 26 games I reviewed.)

Transit is a solidly blah hyperlink CYOA in which you try to find your lost friend while in a foreign airport. It's also buggy in spite of its smallness.

The writing of Transit is completely unadorned. The addition of any kind of specific information about anything in the game (what airport? who am I? who's my friend? where am I going or where have I been?) would improve things, but each element is presented in its most elemental non-descript form, preventing any kind of interest from being generated. For instance, the only way to derive play interest from visits to generic airport outlets like Starbucks and McDonalds would be to allow anything at all to happen at them beyond the eating of their generic food, but that eating is all that Transit offers before telling you it's time to resume the search for your missing friend.

The three features of the game which slightly redeem it are:

1. The way you can die by binge drinking some dispensed canned drink whose title and contents you can't read.

2. The fact that the winning path involves trying anti-intuituve actions, which will probably cause you to poke around looking for it.

3. The little icons which appear each turn depicting your current situation in the universal language of public signage. A neat idea not well served by the material.

* This review was last edited on July 18, 2016
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Last Minute, by Ruderbager Doppelganger (A.K.A. Hulk Handsome)
2 of 2 people found the following review helpful:
A CYOA about entering IFComp at The Last Minute..., November 3, 2012*
by Wade Clarke (Sydney, Australia)
Related reviews: Twine, IFComp 2012, choice-based, comedy

(I originally published this review on 4 October 2012 as part of my blog of IFComp 2012. This was the 4th of 26 games I reviewed.)

You can't fob off the postmodern today, not even if you jab violently at the area directly in front of you with a pointed stick. Last Minute is a hyperlink CYOA about cobbling together a last minute entry for IFComp, and presented with its first screen, I didn't like the look of it. The protagonist thinks in exclamation marks and is equally and constantly excited by every turn of his thoughts as they alight upon different objects in his bedroom. In the long run, I believe that people should be skeptical in general of responses to creative challenges which consist of saying, "Well, I was having trouble thinking of something, so I made my piece about the trouble I was having thinking of something." Which wouldn't be to say that this game is definitely a response of that kind itself – except that the author revealed during the competition that it is. In the end, each object must still rise or fall by its own qualities. The primary quality of Last Minute is silliness, and even if you don't like it, it's over pretty fast.

The game has two halves. The first half is a the part where you scan your room with your eyes looking for inspiration for your IFComp entry. Choices include your games, your DVDs or what's on your desk... The combination of a "my apartment" game with the protagonist's hyper manner began to make my eyes water. But I persisted and reached the second half of the game, where my earlier choices were strung together into a gamey fiction. This section is extraordinarily silly and hyperbolic (EG a blistered blob forces everyone in the world to cannibalism by only letting them eat beetroot otherwise, and you have to stop him) but it's got more messy wit, writing cutesiness and variation than the first half, and might start to bring the sniggers if your defences are sufficiently weakened by now. I played this section a few times and found some different stories, and if you want that explosion of sloppy zaniness that you can usually expect from something in the competition, this could be one of the games to deliver that fix.

* This review was last edited on July 18, 2016
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Valkyrie, by Emily Forand et al
3 of 3 people found the following review helpful:
Triple pack student CYOA, November 1, 2012*
by Wade Clarke (Sydney, Australia)

(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 5th of 26 games I reviewed.)

One of the fun things about IFComp is how the games come from all over the place. From people you know, people you know hiding behind silly names, people you don't know, tall people, short people, etc. Valkyrie is a team effort fantasy CYOA game from three students enrolled in a Game-based Learning Developmental English course this Fall semester at Pikes Peak Community College in Colorado Springs in the USA. As one of my heroes, Shaun Micallef, once said in a skit about a folk CD being sold to raise money for charity, "That makes it virtually impossible to criticise." But so long as their teacher didn't actually browbeat them into entering IFComp – and maybe even if she did – I feel like congratulating them for entering before I get to the reviewing.

The first screen of Valkyrie is weird. Several funerals are described in the third person present style of a film script. Then you're asked to choose what you have trained in: Mistress Thief, Wizardess or Swordswoman. I picked Wizardess on my first play and found myself waking to that role in a fantasy world. The PC is aware that they are dreaming, or might be dreaming, and exhibits anxiousness about finding opportunities to return to the real world, but also about doing a decent job as a Wizardess in the new world. This new world features gods from Norse mythology fighting over a magic necklace.

It turns out that each profession is its own game, presumably with each author contributing one profession. This gives three different styles and three different sets of concerns, but there's a common mythology involving the Asgard stuff, the necklace and the ongoing mini drama of whether the PC will keep helping the Asgardians or try to return home. With each game being about the same heroine, it's interesting to see what each author's version of her is like. The Wizardess is thoughtful and well mannered, though her story doesn't have paragraph breaks. The thief moves directly towards her goal in a short stealth and action tale featuring some instant deaths. The swordswoman's story is ambitious in trying to add detail to the world, with a passage about getting used to her Valkyrie wings and going on a mission (and there seem to be some Harry Potter nods about the place, too) but unfortunately it forgets to keep letting you make decisions, ending with a huge text dump.

The three games reminded me of the original Choose Your Own Adventure books in particular, which frequently started out in everyday life and transported the reader into a fantasy situation. Also like the books, the three games in Valkyrie offer a good number of large-scale choices to the player, choices which result in non-overlapping things happening in the story. This is the key to a lot of the more fun CYOA books, and I enjoyed this same quality in Valkyrie.

Perhaps this game was more interesting to think about afterwards than while playing. Its unadorned and expositional language can be wearing, but with three stories, a good number of choices for the player to make and three different versions of a common heroine trying herself out in a patchwork fantasy world, it has some kind of charm. I don't think the opening was intended to be as strange as it might seem, but that strangeness made it kind of cool, too.

* This review was last edited on July 18, 2016
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howling dogs, by Porpentine
4 of 4 people found the following review helpful:
Bold, weird dreaming through hypertext innovations, November 1, 2012*
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, IFComp 2012, Twine

(I originally published this review on 1 October 2012 as part of my blog of IFComp 2012. This was the 1st of 26 games I reviewed.)

I thought that kicking off my IFComp 2012 quest with a hyperlink powered game à la howling dogs might somehow ease my brain into the gear required for the more typically strenuous parser fare to come. I was wrong; howling dogs brought the strenuous straight away. This piece is an ominous and often perplexing journey through poetic language, virtual reality-ish dreaming and shifting female roles. Beyond its subject matter, it also forced me to immediately confront a bunch of issues concerning different kinds of interactivity in text games I'd rather have put off until later. howling dogs is dynamically beautiful and writerly, but I would point out now for consumers that it is essentially not a game-state game. It's a text with many digressions and some strong aesthetic tricks. It's also pretty weird. To learn more, you may read beyond this paragraph into my more content (but not puzzle) spoiling territory.

The player's initial situation is sparse and sparsely depicted. You're trapped in some kind of quarters with a shower, food, a room whose nature screen keeps you sane, and the 'activity' room where you can go to have virtual reality experiences that aren't of your choice. By the bed is a photo of a woman you once knew. Ultimately the only thing you can do to escape each day's monotony is plug yourself into the activity room. In each of the ensuing virtual realities you seem to be a different person in a different situation, and at the conclusion of each dream you wake up back in your quarters.



The scope of the dreams (and I use the term loosely – there's no certainty that they are dreams) is wide ranging, to say the least. There's a gory phantasmagorical war produced by some entity which bends slightly to your resistance – or lack thereof – to its choice of material. There's a Zen experience involving describing a garden viewed through a paper slot. The ultimate, lavish scenario follows the growth of a prophesied empress with a bone foot.



The series of shorter dreams which come first and flit about in subject matter seem pretty resistant to interpretation on a first play, but the later and longer scenarios start to draw out a theme of the persistent and constricting roles for women which have been laid down over the ages. In one story you're Joan of Arc waiting to be burned. By the game's end you're an empress, arguably powerful but still bound to various aesthetic and behavioural expectations, deciding which masks to wear and which of various predetermined actions to take. The empress story reminded me of some of Tanith Lee's books; Vivia (about an impotent vampire princess) and Law of the Wolf Tower (the adventures of a harried quasi-princess teen). The game's final quote from John Wesley about the indefatigable evil of angels also reminded me of Lars Von Trier's film Antichrist and its concerns with myths of the perpetual evil of women.



These are my ideas and not stone, for this is plainly a game open to wide interpretation. I describe it as dynamically beautiful as it demonstrates a perfect sense of timing and flow in its aesthetics. Not just in the language but in the visual delivery of the game; the pace at which the text appears, the moments the game chooses to repeat things. Some tricks it has which are minimally visceral, like lines which fade or flicker like a broken light, weird links hidden in punctuation, deliberately blurred text. This is some of the most interesting use of this hyperlink format I've seen to date. However, I rarely found much use for the 'Rewind' link, having much more luck with my browser's 'Back' button, and occasionally the need to drag the mouse back and forth over links became laborious – particularly on one rather amazing screen which apparently leads to an alternate ending. I was unable to find that ending, but the need to repeatedly move between links in the text and the 'Back' link which kept reappearing in the corner was more than my RSI could stand.



howling dogs was a very interesting and promising introduction to this year's competition for me, and also demonstrates further innovation in the area of hyperlink pieces. The writing is fine, the dynamics excellent, the imagery clear and strange.

* This review was last edited on November 7, 2024
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