(This review originally appeared as a blog post of mine during IFComp 2016.)
Imaginatively, a fractally projected world of toilets. Practically, a few rooms with basic bad implementation and IFComp rule jokes. Game comes in three versions (web version, Z-code, Glulx) if you download it. All appear identical.
One.
(This is an edited version of a review I originally wrote for my blog during IFComp 2015.)
The Insect Massacre is a Twine hyperlinks game about which it's possible to expose little more than the blurb if one is to avoid specific spoilerdom. That blurb is:
"A short murder mystery set aboard a space station."
The title is explained in a neat way which I will also not explain here. This review will be incredibly coy by my standards.
I found the game's mystery intriguing. The events of the story are concrete enough to provoke speculation, but blurry enough around the edges so as to ward off absolute explanation. Multiple plays are required to investigate multiple angles. Each session requires little time.
The game's aesthetic delivery was beguiling on the first playthrough, if a bit confusing in terms of indicating who was speaking in each scene. The speech is effected with colour-coded names matched to coloured lines of text. My proper gripe is that on the second and subsequent plays, the unskippable Twine delays, pauses and fade-ins that were enforced on material I'd already read felt pointless and tedious. Text is basically not a temporal delivery vehicle like music or film, especially text in a branching story.
Fortunately, The Insect Massacre is short enough that even on replays it isn't too hurt by its eternally slowly-fading-in text. It is particularly good at making the player guess at the implications of the choices it presents, and not because the choices are at all vague, but because of carefully deployed elements of the game once again not discussed in this coy review.
(A version of this review originally appeared as a blog post of mine during IFComp 2015. Paradise was withdrawn from IFComp because it had been released prior to the comp. It has since gone offline, so my review is here as a record of what it was like.)
Paradise is a text-based online world/system for any number of players/users in which anyone can create, walk around in and inject simple programming into textual objects. The objects aren't modelled to be anything in particular, but typical uses for them include making locations and putting choices and objects into those locations. Interaction is via a mixture of parser-like typing and clicking on hotlinked words.
In my first session in Paradise, I created Cafe De Los Muertos, placed it in a location recommended by the implementors and put something inside it.
As an open-ended project which began four years ago, and one which may not contain any goal-oriented adventures that are easy to find, Paradise was likely to have scored poorly in IFComp. However I think that whether you like parser IF or clicky IF, or both, Paradise might appeal to you as a creative tool. There's nothing to stop you building a game or experience in Paradise and then linking others to it. Another big plus is that neither creators nor players (and technically, the two aren't distinguished from each other) require accounts or passwords to log in or to protect their creations. You can just visit the website and start doing stuff.
Text objects in Paradise are called vessels and operate on a concept of enclosure. Such basic concepts are explained in tutorial vessels you'll encounter soon after logging in. Basically, every vessel is inside another vessel. So you could make a location (one vessel) by typing 'create grassy meadow', then put an object inside it (a vessel in a vessel) by typing 'enter grassy meadow' then 'create chest'. If the object has compartments, they could be vessels in the object vessel. But there are no actual programming rules about the nature of vessels. You could stick a whole new world inside an object if you like – after all, it's just another vessel. You can also pick up editable vessels and put them elsewhere, or embody them, the latter being the means by which you create an avatar. You wouldn't want to be driving a default object like the teapot forever.
The most basic kind of programming lets you attach any useable Paradise command to a vessel through a 'use' link, which can also be activated by typing 'use such-and-such'. You can then repaint the word 'use' as something else – read, press, etc. – whatever word you want the player to type to use (enter) the vessel. You can nut this stuff out by following tutorial topics which consist of locations and dialogue, not boring old instruction files, or by just typing 'help'. More advanced programming is available, but it would be possible to put together an adventurous structure or CYOA adventure with the basics alone.
I suppose what's annoying about the interface is the fact that you can't get away from having to keep switching between clicking links and typing things. Or clicking a link and then having to hit return to execute it. My other gripe is that allowed punctuation in creator content is quite limited. No apostrophes take, no capital letters take in some circumstances, no exclamation marks take (actually, maybe that last one is a plus), etc. For the more literate-leaning, these things might bug.
I'm personally interested in exploring more focused material than what I saw here thus far, but I don't even know how big the place is or what's already in there. I could easily have missed a lot of stuff.
(This review originally appeared as a blog post of mine during IFComp 2016.)
Aether Apeiron: The Zephyra Chronicles. Book I: The Departure --- Part I: Prelude to Our Final Days on Kyzikos is an extraordinarily long title for a game, or for anything else. Its multiple clauses of descending magnitude promise tons of episodes, galactic-scaled adventuring, locally-scaled adventuring, sci-fi societal sculpting, a cast of thousands (or at least dozens) and the highly agreeable portentousness of prolonged high fantasy. This is a set of promises no single IFComp entry can keep within the context of its IFComp; the two hour rule makes that physically impossible.
Folks can, have and will continue to use IFComp to introduce punters to their big multi-part IF. Aether is one of these introductory games, and it ends in a weird place and starts in a confusing one. The end is not inherently weird, but it's weird in light of the experience it just spent all its time imparting. That experience is a link-based sci-fi / fantasy adventure with a scaffolding of Greek idylls, philosophers and mythology. The first screen, a page of prose from a log, indicates rhetorically that the narrator is or was something like a familiar of the eponymous Zephyra, then confuses by setting the scene with a series of nested geographical relationships (paraphrasing: the moon with the woods orbiting the planet surrounded by the clouds in the Propontis system) and raising the spectre of a great many groups of people and other entities with unusual names involved in Zephyra's story. Plus there's a quote from Plutarch. It's a tad overwhelming.
Spoilers follow:
Zephyra turns out to be a space pilot in the now who used to be a wandering fisherwoman in the past. Links in the prose passages lead to elaborations, courses of action or different locations. The trajectory is generally forwards with occasional gating of progress by character knowledge or events. There is no puzzling difficulty as such, but some patience is required.
Aether's opening, in which the heroine is piloting a starship that's about to disintegrate (the why, where or what of this aren't exposed) should be hooky, but it's handled a bit strangely. The game's structural tactic of looping asides back to already-read passage describing the current scene works later on, but not in this first scene, where it feels like it's slugging up action that should be screaming forwards. The other issue is that Zephyra's visions of divine help from giants and marble hands during this scene come across as pretty psychedelic. Altogether, an odd impression is made, and the whole spaceship scene is not explained or returned to later in this game, leading me to think it's grist for a later episode.
The game then cuts to a more rural (and presumably more modest) time in the past, with Zephyra wandering around and trading fish. The scenic descriptions paint a nice picture, but this prosaic exteriority prevails across all the writing. That's to say that although we're basically playing Zephyra, we barely get inside her, experience her thoughts, motives or feelings. This makes for a mostly inscrutable experience in a Greekish world that's not exactly inscrutable, but is not a world we've been given any reason to invest in yet. Who are these guys Zephyra playfully wrestles with? What does she want out of her days? What's the role of the satyrs she meets? I never learned the answers to any of these questions. Having no character goals and not much of a clear perspective on anything resulted in an uninteresting experience.
There are a fair few links to explore throughout the game – sometimes a crippling-feeling number, like the fifteen on the Fishing District of Kyzikos page – but not many incentives to be thorough. And I got the impression the game expects you to be thorough, since some later asides present information that obviously assumes earlier optional asides were read. Some state-tracking would help address this kind of thing, and will surely be essential in later episodes of this tale if it holds to its mammoth projections.
The finale of Aether is dramatic and ominous, but also oblivious of the fact the player just spent the whole game with Zephyra. The arrival from the sky of a space-faring Jason and his Argonauts, and the promise that they will carry out 'dark deeds' that will wreck everything on Kyzikos, amount to a deus ex (in the broader modern sense) that will remind most players that Zephyra didn't do anything that had anything to do with these things. She might in the future, but so could any other character. In this rural episode, Zephyra has really yet to do anything of significance.
This is what the narrative troubles of Aether boil down to: The game is meant to be an establishing experience for the character of Zephyra, but she has yet to show any personality or do anything of note. The ending only underscores these problems. While they're obviously the biggest ones, the authors don't seem to have any trouble being prolific or riffing on Greekery, and the CYOA-style wandering sections are mechanically effective, though it would take me awhile to get used to negotiating so many links on single pages when those links are interspersed throughout the prose. Aether needs structural recalibration and prose that addresses the interior of its heroine, and so interests us in her, if it's going to succeed.
(This is an edited version of a review I originally blogged during the 2014 IFComp.)
As much as I dislike dwelling on the concept of tropes, Slasher Swamp is an old school (i.e. all puzzling for puzzling sake, sparse prose, several schtick mazes, scores of instant deaths, no UNDO) adventure in which you find yourself a witness to a nonsensical mishmash of splattery horror film tropes after your truck breaks down in the middle of nowhere. It’s a Windows application with the TADS engine under the hood, and the author proffers a small command set which can be used to clear the whole thing. I mapped the game and played to completion in about an hour, but I have to admit I achieved this by brute-forcing the content of locations. And there are a lot of locations.
The prose is a mixture of the atmospheric, the overdone atmospheric, the jokey and the juvenile. It's a tone that will be recognised by anyone who’s played any old school games which indulged their authors.
I mildly enjoyed ticking off a variety of silly death scenes, but they're assembled in this game with no overriding design and no consequence, and thus to little effect. Most objects go unused, including conspicuously important-looking ones. The player has no direction or purpose other than to keep throwing themselves at everything until they can win by a kind of exhaustive attrition of props and puzzles, though there are few puzzles in light of the size of the map. The forest mazes are small but tedious, and the random deaths are numerous, and truly, deeply random.
The worst symptom of the disabling of UNDO is that from any of the scores of rooms with teleport-like one-way exits, you can’t go back. I would often save the game just so that I could try each of the four exits from a room without having to circle the entire map after each teleport.
In the end, Slasher Swamp has all the shortcomings of both old school senselessness and aimless design. The world is the base for something decent, but the hodge podge of blood'n'excrement scenes aren't woven into any specific gameplay content. They’re just there, usually described to you and then gone again all in the space of one move, unrelated to each other, unrelated to progress in the game.
In spite of Slasher's shortcomings, I still got moderate amounts of fun out of it.
(This review originally appeared as a blog post of mine during IFComp 2013.)
Ollie Ollie Oxen Free is a primary school-based adventure of rigourous puzzling in which you play a teacher who must rescue a series of trapped students in the wake of some kind of bombing. The source of the threat isn't specified, or ultimately important, at least as far into the game as I reached before giving up, which I did after 145 minutes.
Ollie's ambitious design supports all of the students independently. You can talk to them, order them about separately and have them act as the instruments of puzzle solving for you, which is necessary because the attack has left you too weak to perform any dexterity-demanding tasks. To successfully marshal them to help you help them rescue each other is the kind of feat which will convince you that you could organise a team of green berets. But with great mechanics must come greater implementation. The tools the game gives the player to do what is being asked of them are underpowered, and there are a lot of bugs and oversights. Also, I don't consider it acceptable to have a parser game say things like: "If that command didn't work, please enter it again," or "It looks like you've completed that part of the walkthrough, but I'm not sure." My guess is the author ran out of development time before IFComp.
Detailed discussion with spoilers ahead:
The layout and presentation of the school building has a realistic logic and a pleasing adventure game aesthetic in terms of the distribution of remarkable features. The descriptions depict a school environment for little kids through an adult's eyes. The teacher's observations on the naff posters and simplistic kiddie artworks express light cynicism, but his subsequent earnest interactions with the kids show how he can compartmentalise adult thoughts.
The game is good at introducing new gameplay mechanics, sometimes through cueing in the prose and sometimes through explicit help messages. And there are a lot of mechanics: SHOUTing to locate kids, THINKing about people or topics, ASKing kids about people or topics, and ordering kids to perform actions. Kids can be spoken to from up to a room away, made to follow you around, or to collect and use various props. They also have different personalities and fears that you need to manage, and these are a source of cute and touching observations of the kids' personalities, as well as a source of puzzles.
The interplay of all of these elements is particularly complex in light of the game's microscopic-leaning scale. The children don't react to broad commands, only to specific ones like SAMIR, GO WEST. ASHLEY, PUSH THE MAT NORTH. TYRONE, GET THE YARDSTICK. In turn, you are limited in being able to have only two children follow you at any particular time, and that each of those children can only carry realistic amounts of equipment.
I am not of the school of players who universally reject inventory limits. In terms of generating interesting logistical challenges, I think Ollie's limits are clever ones, but the trouble for this game is that the number of commands required to try out even a moderately novel puzzle solution can be huge. You need to muster the right children in the right locations, have them carrying the right things, then find the right commands. If your idea doesn't work out, it will probably take at least twice as many commands to undo everything that has been done and to redo it in a slightly different way. The problems of logistical optimisation currently comprise the game's major challenge. And again, I don't oppose this per se. Such challenges can be satisfying to solve, leading the player to a deep engagement with the gameworld. But the player has to be able to have great faith in the reliability of the game's feedback if they're not to feel that they're in danger of wasting their time. Ollie did not generate that faith in me.
I hit all kinds of bugs and problems during play. The prose made incorrect assumptions about what knowledge I had acquired so far, characters spoke out of turn or from out of earshot, crucial conversation topics didn't register, vital items weren't mentioned in room descriptions, mid-puzzle feedback failed to suggest I was making progress.
Bugs and oversights can be fixed, though in the meantime the game much harder than need be and a frustrating vision of what it could be. I think the trickier issue lies in the realm of speculation. Inform has technology in place that would allow Ollie to dispense with a lot of its micromanagement. I can imagine a version of the game in which children can be told to go to rooms, or to collect a particular item and return, etc., with single commands. I'm sure this would be extremely challenging to program, but I believe it could be done, and would eliminate all of the time and hard slog currently involved in trying to execute ideas which aren't necessarily complicated, but which require tons of commands and perhaps gritted teeth to even broach. The result would be a different game – not massively different, in fact the core design would remain the same – but that game would not present the extreme optimisation problems the current one does. Atop it all, the current game admits to the player that it doesn't understand its own state.
The House at the End of Rosewood Street is a mysterious, strange and significantly imperfect adventure in which you play a caretaker to the residents of a suburban street. The residents all chip in to keep you housed (note that your house is not the one at the end of the street) and in return you run errands for them and deliver the newspaper each day. When I say deliver, I do mean deliver. You have to navigate right up to the door of each house, knock on the door and then GIVE NEWSPAPER TO (recipient). The game describes itself as "An exploration of the uncanny, the abject, and the fantastic" but I suspect many players will bail out early on the deliberately repetitious, sparse or tedious tasks the caretaker protagonist must perform, rather than continue to squint their eyes at the suburban grass in hopes of perceiving the promised strangeness. I don't think this game is optimally designed, and the distribution and delivery of some of its weirder content is quite out of balance, but I think it does eventually succeed in generating a feeling of mysterious inevitability, thanks in part to its grinding qualities.
Spoilers increasing ahead, and ultimately I talk about the end of the game.
Something I noticed immediately in Rosewood is that while there are plenty of long descriptions of houses, none of the houses' features are implemented. The game's fob-off message to anything it doesn't understand is "What would Theo think?" (Theo is a neighbour) or "What would the neighbours think?" etc. This looks ill-considered, at least if you haven't read the HELP first, which includes a polite sort of disclaimer amounting to a direction on how to play the game. In other words, it tells you that little details aren't implemented, but also that they aren't important for this story. This info is too important to be left as the optional read it is.
Your street has a pleasingly logical arrangement, meaning that once you're a little familiar with the layout, it's easy to wing your way towards a particular neighbour you need to see or to be reminded of where they live. The caretaker has at least eight newspapers to deliver each day. This means that over the week of the game, the player will have to take at least 56 strolls and knock on at least 56 doors to deliver at least 56 newspapers. That's quite a stunning amount of what most players would consider drudgery. The game obviously has a point with all this, which is to emphasise the sameness of your routine and to also make you keenly aware of any variations in it, but the author could easily have inserted many more "carrots" throughout these sequences to keep player interest up. The way it is, the neighbours say and do the same things in response to your rounds almost every day, and their requests that you run errands for them or repair their broken watches and such are relatively scarce.
Each night you retreat to your house to sleep and to dream. These dreams are relatively wack, featuring a parade of talking cats and endlessly transforming symbolic objects. They're so loaded with archetypal dream imagery and non-sequiturial dialogue that they end up conveying nothing because they could convey anything. I like the structure of having a dream each night, but I think that the prose content of the dreams is the element of this game that is most off.
A source of narrative content that you can grab onto is an ongoing story in each day's newspaper about the disappearance of one Lisa Kaiser, the governor's daughter. When I was playing the game and noticed that an Elisabeth (with an S) had materialised in a house in Rosewood Street one day, I wondered if this might be the missing Lisa. Elisabeth was dissatisfied with my repairs to her broken mirror and disappeared the next day. Alarmingly, the newspaper reported that a groundskeeper had been arrested for her murder. Was this me? I delivered the newspapers as usual that day and nobody reacted any differently. The week concluded with me dining with and then joining in bed the mysteriously charismatic stranger who moved into The House at the End of Rosewood Street at the beginning of the week, and who'd made appearances in my dreams. Since I had virtuously delivered a zillion newspapers over the previous seven days to reach this point, I was quite tense about what I might finally discover. What happened was that I woke up again, and the content of the new day's paper indicated that I was back at the start of the week, as did the now empty bin where my discarded newspapers had been piling up.
Had my life become some kind of circling mental limbo created by myself to protect me from the reality of my murderous actions, if they were mine? That's one of the better explanations I've come up with; the game is highly resistant to concrete interpretation. Its unyielding nature is strangely satisfying to me in retrospect, in the sense that I would have hated to have arrived at an extremely pat explanation for all of this weirdness. But even for the game to achieve this effect – which I can easily imagine a lot of IFComp players didn't experience due to boredom – it barely justified the huge amount of unvarying repetition involved in playing it, nor the nebulous dream content. Still, it has a conceptual weirdness that I'll remember, though I'm unlikely to want to actually play it again.
(This review originally appeared as a blog post of mine during IFComp 2013.)
Trapped in Time is a fun and novel CYOA game which operates not on a computer but on paper, either real paper if you print out the PDF file which comprises the game or on the virtual pages of the PDF itself. It is divided up into numbered paragraphs as per a Fighting Fantasy gamebook, and whenever you make a decision you will be told to turn to a particular paragraph. I played the game just by paging back and forth through the document in a PDF reader, a method which had the added convenience of enabling me to take notes by copying and pasting chunks of prose into a TextEdit document. Unless you have a very good memory you'll need notes to stay abreast of the game's trickery, and that trickery leads to an outcome I found strangely moving.
While Trapped in Time's prose has the clear, enthusiastic and kid-friendly style of one of the original Choose Your Own Adventure books, four-letter words and a bit of violence do make appearances later in the game.
Spoilers ahead.
In Trapped in Time you play a newly minted Chrononaut, a time travel test pilot, the best in Denmark, and you're about to enter the Copenhagen Institute of Chronology for your first time trip. After you step into the time machine, sparks fly and you find yourself back at the start of the day, standing outside the Copenhagen Institute of Chronology again and actually reading the same numbered paragraphs as before. The difference this time is that you've been informed that you can tell people about your strange experience by adding 30 to the number of the paragraph in which you first speak to them, and reading that paragraph instead. This is the first of a good number of such math-powered mechanisms for taking new actions you'll acquire during Trapped in Time, hence the need to take notes.
These addition / subtraction / multiplication tricks were used by the authors of various Fighting Fantasy game books throughout the 1980s. For instance in Phantoms of Fear (1987) if you saw an asterisk at the start of a paragraph, you could move into a dream state by adding a certain amount to the paragraph number. However, the Fighting Fantasy books were much larger than Trapped in Time and had many other mechanisms at work. Trapped exclusively uses the maths tricks, and uses them more than than any other individual gamebook has before. Of course, it's also fairly novel in using them in the service of a time traveller's loop.
The time travel concept and the overturning of staples of CYOA are played out on many levels here in a way that speaks to adults like myself who grew up on these gamebooks. The earlier stages of Trapped in Time treat you more like a child reader and occasionally invite you to write your name in the book. But as your time stream becomes more messed up and your character becomes more stressed, he starts swearing and opportunities for violence arise. The more exciting of the two endings to the game declares that your ability to travel in time is a form of cheating (I.E. reading paragraphs you weren't told to read) and that you really could have turned to any of the paragraphs at any time, and can do so now. You can use this power to find easter egg endings which are never referenced in the text of the main story.
(This review originally appeared as a blog post of mine during IFComp 2013.)
Coloratura is an outstanding parser-driven adventure in which you play an aqueous alien entity (or more gauchely, a blob) capable of interacting with the universe on a rich metaphysical level; part psionic, part molecular, part empathic. Unfortunately you've been dragged up from your seabed home by a crew of humans not unlike those in The Abyss and placed on a table in their ship for research purposes. Your goal is to escape and find a way to return to your home, and it is in your nature to seek to do so without inducing unnecessary violence or discordance in the universe.
The primary aesthetic is the viewpoint of the alien, rendered in a grammatically strange style and with invented words and unusual uses of tense and person. Your character is preoccupied both with the atomic joys of the universe, its magnetic fields, temperatures and viscosities, and with the emotions and empathies of other beings, which it perceives as coloured auras. You also have the power to try to affect others' emotions by instilling them with the corresponding colour, and many of the game's puzzles involve interpreting the panicking humans' emotional states, which the blob is very good at, and nudging them to alter the situation aboard the ship in your favour.
This is an excellent game with many levels of engagement and innovation, plus puzzles and suspense, and which exploits a lot of possibilities unique to text gaming. This is Lynnea's third time in IFComp and I think it's her best game yet. Spoilers ahead.
There is a delight in sharing the blob's way of seeing and feeling things, in mingling your particles with those of a column of hot air or slipping through vents and pipes. Your ability to keep these sensations separate from your apprehension of the drama of the human crew, who are freaking out about your escape, conveys your alien character's holistic view of existence. While you're always aware of the urgency of the different tasks which must be completed to aid your escape, you're incapable of feeling the panic yourself. These tasks include sabotaging elements of the ship so it doesn't stray too far from your home or persuading crew members to help each other. And viewed from your outsider perspective, the humans are extremely panicky. You almost feel as if you're trying to placate bickering children at times.
The game's modelling is strong, with the different crew members (sometimes named by you for their emotional qualities - E.G. 'Mercy' is the nurse) moving around the ship independently in response to your various transgressions. It's not always necessary to follow them on their errands but in most cases you can do so if you wish. At times when they come to blows and you need to calm them down, the actions to take are well clued by both the situation and the prose. Another achievement of the game is that the human drama is so dense. There is a suspenseful development of different crises aboard the ship over the course of the game and you're usually aware of each human's motives and movements in relation to them. I was reminded a little of Infocom's Suspended here by the way you have to negotiate burgeoning disasters remotely.
In the way of nitpicks, there are a decent number of bugs in the game, but almost all of them are down at a level of fine detail which doesn't obstruct core play. For instance, some commands produce responses worded for the blob at times when you're controlling a human. I hit one runtime error which didn't stop play, though in retrospect I wonder if it corrupted the next game I saved, which would not reload. Something which isn't necessarily a bug but which I would like to see changed is that the command LOOK takes a move. There are several occasions where timing of actions is critical, especially during the climactic fight involving the ship's captain, and at such times you'll instinctively LOOK to remind yourself of any features in the immediate environment which could help you, and probably die as a result. Having to remember not to do that and to scroll back through the history was annoying.
As an Inform author, I was interested to see that this game uses only one extension (a small code library which adds a particular piece of functionality to your game). I usually break out about ten extensions before I've gone anywhere, but I didn't notice any inconveniences here. If anything, the game is pro-convenience. Occasionally it reaches into that territory where it makes the taking of a particular abstract action so easy that grizzled parser veterans like myself will get stuck as they try to achieve the action by performing unnecessary constituent actions, even though the master phrase to use is right there in the last piece of prose the game spat out. Apart from the fact of the traditional player base not being used to such helpfulness and therefore often missing it, this is a direction I'd personally like more parser games to go in where it's appropriate.
I confess that I didn't really get the implications of the epilogue, which is playable, but that's my only beef with the game's content. Coloratura is a top-notch sci-fi adventure with an engaging story, vividly realised character viewpoint and a concept which is likely to refresh your batteries on the subject of empathy.
I didn't know who John Napier was before I played this game, and didn't research him until after. He was a noted sixteenth century mathematician with religious and occult interests. The occult angle is the launching point for this parser-based adventure in which the player takes on the role of Napier's assistant in a treasure hunt of sorts.
Napier's Cache is effective and uncomplicated. Simple puzzles are a vehicle for the evocation of servant-filled historical atmospheres, with locations such as the eccentric mathematician's quarters and a windswept Scottish castle. The PC, also a servant of sorts, is observant and resourceful, and views his master through a lens of dependable but arms-length loyalty. NPCs range from dim guards to blustery lords, and the social stratosphere is conveyed by the way the high-ranking characters deliver orders and exposition while 'the help' actually interact with or help the PC. The implementation of the characters is solid enough for each one's purpose.
The game potentially feels a bit short, but this is a sign that what's here is engaging. It delivers a bit of a lot of different effects – multiple locations, exploration, treasure-hunting, easy puzzling, human and animal NPCs – to create a satisfying experience.