Reviews by Wade Clarke

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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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The Airport, by Cascadian_Patriot
3 of 3 people found the following review helpful:
A four room demo, and sparse., January 19, 2013*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform

If it was the author's choice to release this four room programming exercise to the world at large as a game, it was potentially a strange one. All I know about the title's provenance is that it describes itself as "a simple demonstration Mystery/Puzzle game". With its content of four rooms, one locked door puzzle (I hesitate to call it a puzzle when the key is in plain sight) and some other objects which are painted on, it offers no challenge or development. It really is just a skerrick of programming set in an airport in which you move the protagonist through a locked door to win.

Acknowledging The Airport in the odd context in which I find it, it does have a few amusing qualities. The volume of text in the default help menus included with the game outweighs the game content by a ratio of about 20 to 1. The game's introduction, which is more verbose than anything that follows, describes the PC thus: "You’re Priya Kapoor. You’re a 28 year old half South Indian, half Arab Muslim woman who works as a senior accountant at Tully’s Coffee’s heaquarters in Seattle." Ethnicity has no bearing on the game content that's here. The funniest thing is that if you glance at the television in the airport lounge, you learn that in the reality of this game, Bill Gates has become the president of the USA, and that Peter Garrett, former frontman of the band Midnight Oil and currently Australia's Federal Minister for Education, has become the Prime Minister of Australia.

* This review was last edited on February 16, 2013
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Hauntings, by Emery Joyce
2 of 2 people found the following review helpful:
Atmospheric and uncomplicated., January 19, 2013
by Wade Clarke (Sydney, Australia)
Related reviews: horror, Inform

Hauntings is a short and well written supernatural tale about a woman who shows up for work at the old house of a mysterious no-questions-asked employer. As the sole entry into the IF section of the Saugus.net Halloween Contest of 2011, it won in its field. The game keeps its interactions simple, advising the player to stick mostly with the movement commands, GIVE and GET and basic conversation commands like YES/NO. The focus is on the prose and its descriptions of the peaceful but dilapidated location and the thought processes of the PC. I don't think the game's period or geographic setting are specified, but the heroine's situation and the hints of social custom mentioned in Hauntings made me feel like it is probably set in the 1940s at the latest – though it could be as far back as the century before that, or maybe even later than the 1940s if in a remote location.

The atmosphere builds well as you search the house, and the tasks you may later perform for your employer don't involve puzzling so much as basic observation of your surroundings, though it might have been nice if a bit more of the scenery had been implemented. There are multiple endings which let you experiment with the situation you're ultimately presented with, and what I like about them is that they all seem to be equally legitimate choices for the heroine to take in light of her backstory. I don't think they are especially surprising endings, and I might have preferred the more dramatic one to be more dramatic again, but the story is basically satisfying. The heroine is also interestingly sketched. I found myself speculating on her background and what she might be doing before and after the events of this game.

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The Gallery of Henri Beauchamp, by Mike Vollmer
4 of 4 people found the following review helpful:
I do not recommend it for playing., December 15, 2012
by Wade Clarke (Sydney, Australia)
Related reviews: Inform

The piece of short fiction this eponymous game is based on takes the form of an urban myth-like set of directions for finding a mythical art gallery hidden behind a bar in Paris. The penalty for deviating from the instructions once you've started to follow them is grisly death. The story apparently hails from the often stupid internet thing known as 4chan, where all users are anonymous. It's a good story which I read after playing this game, and which I then decided I should have read instead of playing this game.

The Gallery of Henri Beauchamp, the game, cleaves to the source text, often reproducing large chunks of it verbatim. Given the small size of both game and source, the majority of the prose is identical in both formats. All you can do in the game is type commands which correspond to the successful following of the directions – resulting in you continuing through those directions – or type commands which do not correspond to the successful following of directions, resulting in one of the grisly deaths, also usually reproduced word for word from the story.

Between the content duplication and the absence of any additional interactive possibilities, the game doesn't really justify its existence in its current form. And even within its highly constrained scope, it demonstrates next to no implementation. The first location is a bar containing a bartender who has no description, and beer that responds to DRINK BEER with "There's nothing suitable to drink here." The game continues in this fashion, sometimes only responding to unusual verbs cued by the source, and I would say that it is impossible to score more than one out of seven available points without first reading either the source material or all of the contents of the game's help menu. The latter option is no way to enjoyably play a game and the former, while enjoyable, obviates the need to play the game.

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Death of Schlig, by Peter Timony
3 of 3 people found the following review helpful:
"Don’t give me any chunky ham slices, boy!”, December 14, 2012
by Wade Clarke (Sydney, Australia)

Humourous sci-fi adventure Death of Schlig copped a lot of negative reviews during IFComp 2011. "It's crammed full of extra line breaks!" was the commonest refrain, but there were heaps of other problems that just made for staggery play and fought the game's attempts to get a flow of humour and action on. This was the first IFComp in which entrants were given the opportunity to update their game during the comp period and author Peter Timony availed himself of it. The late-in-the-competition version of the game I tried was in significantly better shape than the one everyone had been yelling at, but frustratingly (in retrospect) it still didn't address all of the non-aesthetic tech problems. This leaves us with a game whose bursts of silly comic book fun keep being stymied by mundane annoyances with its parser and other stuff – door keys which are bad at sorting themselves out, an inventory limit which adds only hassle, proofreading and pagination troubles, no synonyms at all, etc.

If you regard the cute cover image for Death of Schlig (drawn by the author's brother) you'll have a good idea of what's ahead – telescopic eyeballs and green aliens. The latter give you the former in an experiment gone wrong after kidnapping you from your day job at the deli counter, though your real job is Great Private Detective. Your super eyeball powers allow you to EXTEND and RETRACT your eyes, to send them around corners to spot alien guards and even to occasionally use them to wield objects.

The tone of the writing is consistently zany, with lots of non-sequiturs, little pieces of misdirection and exaggeratedly amusing characters. It has the appropriate spirit and personality for the subject matter, and while its uneveness is increased by the game's incomplete proofreading (and the fact that Zaniness is an area subject to even more subjective individual response than its parent category Humour) there are a lot of parts in Schlig which made me laugh, and which I was able to remember almost verbatim even a year after first playing the game. My favourite, still: "You attempt to slice the world's thinnest slice of ham. With atom-splitting precision, you gently push the ham towards the spinning blades."

Unfortunately the timing of a lot of the jokes is thrown off by surrounding bits of writing which remain too sloppy, or by the unpolished gameplay itself. The extend-an-eyeball gimmick should be uniformly cool but proves extremely fiddly to deal with, and is underpowered as a tool to help you outmanoeuvre your enemies in this game. The patrolling guards only seem to move at the moment Schlig or Schlig's eyeball enters their presence. I have tried following them around with Schlig's telescopic eyes, trying to zap them, but they always remain one move out of reach and will ultimately complete a circuit and step into the original room containing Schlig. This "good guy's eyeball chasing the bad guy chasing the good guy" image is an appropriately cartoonish one in this cartoonish game, but the programming of this mechanic wasn't sufficiently massaged by the author.

Death of Schlig's prose has a consistent aesthetic which suits it, and it's one of those adventures that makes me really want to like it. But it's still a game that needs more work in the programming and in the writing to pull it out of that territory where it is often work-work to express or achieve what you want to do in it, and unfortunately it is unlikely to get that work.

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Lonely Places, by Nick Marsh
5 of 5 people found the following review helpful:
A small, pacey excursion into Lovecraft territory, and with a sense of humour., November 26, 2012
by Wade Clarke (Sydney, Australia)
Related reviews: horror, Lovecraft, Inform

The best thing about Lonely Places is its high rate of dramatic escalation. I've never seen a game move from a single incident (your car breaking down – at night – in the rain) to the scenery-devouring business end of a whole lot of Lovecraftian shenanigans so quickly. No ponderous sloggings through the mythology of ancient smiting beings for this protagonist!

While it's set in the modern world, the game mobilises a handful of character names, speech styles and incidents from Lovecraft's stories, making it more a winky pastiche than one of those enormous reverent ones. Its own story is freestanding and does not demand any prior knowledge of Lovecraft, but the end of game assessment of the PC does, at least if you want to fully understand it; it tells you which Lovecraft character you most behaved like during play. Your playing style is also described in more practical terms, a neat feature which doubles as a means of giving clues for how you could try to change things up on your next play.

Lonely Places is not a very strongly implemented game but it does a good job of cramming a fair bit of action into a small space. I think it's actually a good example of what you can potentially do with Inform without killing yourself as an author. A significant element of this is the game's forward trajectory, where certain events keep crashing into the protagonist, forcing the player onwards or keeping them alert. It also helps that the forward movement often covers for the game when the player is trying stuff that hasn't been accounted for, which in this game is a lot of stuff.

Lonely Places is novel in its ramping up the traditionally glacial pace of Lovecraftian goings-on. It achieves a degree of hysteria quickly and the effect is of a kind of ghoulish humour, a funny and affectionate comment on the typical trajectory of Lovecraft's stories. It will be more fun if you've read some of his work, but there are no barriers to play if you haven't.

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