Reviews by Wade Clarke

horror

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The Zuni Doll, by Jesse Burneko
7 of 7 people found the following review helpful:
Brief and bare-bonesy action-horror., September 15, 2011
by Wade Clarke (Sydney, Australia)
Related reviews: horror, Inform

The Zuni Doll is a short horror adventure in which you have to fend off the eponymous and cursed African doll when it starts trying to kill you. Your goal in purchasing the thing was to add it to your collection of curios, but one stupid action by your pet cat has reactivated the doll's evil.

The game is set in the few rooms of your house and doesn't beat around the bush, quickly getting you into the business of finding a succession of methods to stave off the doll's attacks. It has some exciting moments, but the programming is entirely bare bones. The included background information says that The Zuni Doll was written in four days as a programming demonstration, and this shows. There are no synonyms, no alternate ways of doing things, and Undo isn't even mentioned in the game over menu, though it's the most common command you'll need in response to the frequent snuffing out of your life that occurs. There are also random typos, and objects aren't necessarily described through the filter of the life and death events which frame the action.

In spite of these weaknesses, the game is so short and linear that you won't feel like you've wrecked your experience by consulting the equally short walk through, which you'll probably have to do. There's also a bit of humour in the writing (and the whole idea), and some interesting gore. Overall, the game offers brief fun with a good idea, but scattershot delivery. It's certainly a candidate for a tune up which it will probably never get.

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I Was a Teenage Headless Experiment, by Duncan Bowsman
6 of 6 people found the following review helpful:
Small scale grand guignol fun, August 6, 2011*
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 4, ADRIFT, horror

This comic horror mini-adventure was written in three hours for Ectocomp 2010, and fits a clever central conceit and a great 'Aha!' moment into a handful of locations.

The game begins with your head being sawed off by an evil bad guy and placed on a table. To speak more explicitly on the content in this review would, unfortunately, amount to game-wrecking, given the petite size of Headless, but what I do particularly like about this game is that it doesn't fall down that speed IF hole of being overreaching and underimplemented. Headless's design is totally amenable to the format's logistical restrictions, and the game has a good trick that's fun to work out. This is one "they done sawed my head off" game I am not shy about recommending to the non-squeamish and sundry.

* This review was last edited on February 16, 2012
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Room 206, by Byron Alexander Campbell
5 of 5 people found the following review helpful:
When weddings turn bad in extremis, January 23, 2011*
by Wade Clarke (Sydney, Australia)
Related reviews: ALAN, horror

Room 206 is a huge mystery-horror game of poetic venereal prose (and poetic overkill), a boggle-leaning story and reality-skewing assaults. Programming and writing this game would be an extreme challenge for even a whole team of superhuman IF veterans to pull off smoothly – and I have to say upfront that the game's author Byron Alexander Campbell has not pulled the programming off in bullet-proof fashion – but he has pulled the game off, and done so using the ALAN development system.

The game kicks off in a chapel where you're considering the aftermath of your wedding to exquisite Erica. The wedding party waits for you out on the lawn as you observe stray paraphernalia like a dropped handkerchief and a wafting ribbon, but once you head outside, you find the party has disappeared. Only an anonymous limousine remains. Thus begins this noir-wedding-horror-hardboiled-nightmare-daymare mystery.

Room 206 doesn't have any trouble integrating its sprawl of content and styles into one story, but does have trouble integrating it into the tone of its prose. Lines which are functional, overripe, poetic, super earnest and bizarre all chase each other's heels, often within the space of a paragraph. Dynamically I found this too erratic, so I didn't always buy the narrator's ability to construct back-to-back vivid metaphors while digging through the garbage in a hotel room, for instance. Scripted conversation, especially by telephone, is also in abundance. If you don't like your IF extra writerly, you're unlikely to be able to come at Room 206, but the more you stick with this game, the more you get into its style.

Unfortunately, the adventure reaches close-to-impossible difficulty levels by the halfway mark due to shortcomings in those most important (though boring to always cite) design areas of implementation and giving the player cues. Most objects are implemented for only one purpose, resulting in a lot of preclusion of action and oblivious feedback. Failing to perform a task such as treating your headache with painkillers can result in the game ceasing to progress without telling you why.

Room 206 also makes extreme use of the 'wait' command to progress the script – the walk-through lists more than 50 waits. I appreciate the game's interest in creating an emotional reality in which the player might pause to process thoughts and feelings, but it's too often impossible to guess when you might need to wait to make something happen. It is also in the nature of the game's ambitious content, which becomes increasingly abstract and complex, to make it tough to work out what you might need to do next in general, especially once your character's grip on reality has started to slide. The game mobilises keyword technology for movement (the opening scene is particularly graceful) but geography is typically the least of your worries.

Eventually I was exhausted by the various kinds of onslaught and had to take completely to the walk-through. Doing so typically destroys my interest in a game, but with Room 206 I found that seeing it through to the end was rewarding. I realised I had persisted through lots of challenges, some frustrations – including out-of-game stuff like numerous crashes in two interpreters and corrupted saved files, resulting in multiple replays (I think the latest version of the ALAN interpreter at this time of writing has some Macintosh problems) – and that I had done so because of Room 206's engrossing story and wildness. Even when the prose was overkilly, I started to side with it. And I found myself thinking about the whole experience afterwards. While I was definitely infuriated a lot on the way through, I was ultimately impressed by the fiery reach of this game.

* This review was last edited on August 31, 2011
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Marika the Offering, by revgiblet
11 of 11 people found the following review helpful:
A thrilling gothic "Barricade-The-Room" adventure, January 16, 2011
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 4, ADRIFT, horror

I heard that one-room and escape-from-the-room text games went gangbusters somewhere between the 1990s and 2010. I learned this in 2010, the year I started playing any of the non-commercial IF that had been going on for the past couple of decades. And of the one-room games I have tried so far, Marika the Offering is easily the one what is most killing it in my fave charts.

Marika is a barricade-the-room game in which you play a 15-year-old beauty who has grown up in a ye olde town afflicted by the curse of a vampire. The fiend shows up once every 15 years to snack on a pretty virgin, and God help those who don't supply him with one!.. or at least that's what he says. It's not like the parties involved are talking to each other all the time.

You, Marika, are to be the latest offering to the villain, and find yourself locked in a tower bedroom at game start. The townsfolk expect you to lie back and think of England, but your mum has encouraged you to try to make the room impregnable before you fall asleep. And so begins an extremely exciting and suspenseful race against the clock of the sun.

The writing is lovely, with a bit of a romantic trill, and it also does its utmost to be clear about the potential usefulness of all the features and objects in the room, both before and after you have made your first interaction with each. Player knowledge is divorced from character knowledge, so that even if you've played before, you can't act on an idea that has not yet come to Marika through her actions as you have dictated them.

The game also removes the need to GET or DROP things. Once an object's practical usefulness is known to your character, you can always act as if you possess it, which makes good sense given that everything you can act upon must be in the room. Generally, issuing a LOOK will remind you of the status of most things you have previously messed with, given that they will all be visible from where you stand.

Another cool feature is that if you run out of moves, fall asleep and get attacked by the vampire (it's likely to happen to every player at least once, and probably more times before they solve all the puzzles) you will learn something, from the manner of your death, about what actions you still need to take to vampire-proof your tower.

The complete backstory to the game is presented as an optional read, presumably only because of its length. You will be better off reading it before getting into the game, and it seems plain to me that if you enjoy the writing in the game, you will enjoy the engaging backstory as well. Making it optional seems to have been the only hesitant design choice ("Will this deter players?", perhaps) in a game otherwise defined by clear design choices.

Ultimately, Marika the Offering is a very satisfying and tense time-limited puzzler with a Gothic thrillingness about it and involving writing.

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

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

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

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

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

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

* This review was last edited on January 12, 2011
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Dracula, by Rod Pike
8 of 8 people found the following review helpful:
Garish and gory, bewildering but compelling., December 10, 2010*
by Wade Clarke (Sydney, Australia)
Related reviews: Commodore 64, horror, commercial

Dracula is an exciting, garish and highly confounding 95% text adventure which was released for the Commodore 64 by CRL in 1986. It was the first of a series of similarly themed horror adventures by Rod Pike (and later, other authors) including Frankenstein and The Wolfman. Dracula broadly follows the events of Bram Stoker's novel and remains highly regarded in C64 circles to this day for a multitude of reasons, sensationalism amongst them. The non-text 5% of the game consists of gory digitised images which are displayed when the player meets one of the game's many violent ends. The game deliberately courted the attention of the British Board of Film Censors, and got it; it was the first game in the UK to receive a 15 certificate. The game's producers admitted they had wanted an 18 rating.

"Their claws bury into my flesh! They beat their wings on my body while their beaks tear into me! They are tearing me to pieces!

ARRGH!! MY EYES!! NO! THE PAIN.. I CAN'T STAND THE PAIN! I CANNOT SEE!!"
The above passage is typical of the game's thrilling tone of demise, and after each death the player is treated to a SID chip rendition of Bach's Toccata and Fugue in D minor.

While all of these flourishes are inseparable from the game's intense atmosphere, they aren't the primary elements of what, it must be remembered, is an adaptation of a classic novel. The game puts the player into the shoes of two of the novel's heroes, Jonathan Harker and Doctor Edward Seward, and presents puzzles across a wide range of contexts: Good old-fashioned obstacle removal by useful object, observation and exploration, warding off Dracula and his minions and, perhaps bizarrely, the testing of social and domestic common sense.

The game is frequently unfair, with an inconsistent approach towards what the player knows versus what his/her character knows, lengthy and attractive room descriptions which are nevertheless quite misdirective, plenty of unheralded and undoable deaths, and countless incidences of time-based sequences in which you have to start typing WAIT repeatedly to achieve crucial aims. Considering all these difficulties, I was surprised by how enjoyable I found Dracula, and I realised that the game's mitigating circumstance is that for two thirds of its length, it is almost entirely linear and episodic.

If you've been dropped off by coach at Dracula's Castle, and you're standing in front of a locked door and there are no other exits, what else is there to do but assault your current location with every verb and noun you can think of? I discovered in playing Dracula that I don't mind brute forcing a game so long as the story is exciting and the process isn't querulous. Many stretches of this game involve just getting through one or two rooms at a time using only observational skills or objects that are immediately at hand (okay, and at times, desperate illogic). What you don't have to worry about at such times is whether you failed to pick up some important item twenty rooms earlier. On the other hand, what you do have to worry about are the game's assumptions about your character's knowledge, abilities and inventory, as these change without warning throughout the adventure.

A tiny first room (Spoiler - click to show)spoiler: In the game's first location, your path into the inn is blocked by a drunk coachman. Checking your inventory shows that you are carrying nothing, not even money, but the solution you must dredge up is PAY COACHMAN. You might say to yourself, 'Fair enough, I can now assume I carry money around with me,' and the assumption holds true for awhile as you lavish various Transylvanian yokels with your Earth dollars. But in a later chapter of the game, your money starts off in a coat which you aren't wearing, and you won't be able to pay people until you have noticed this, taken your coat from your chair and rummaged through it.

A less nitpicky observation is that despite the fact that you get to play two very intelligent men in this game – or at least one very intelligent man plus Jonathan Harker – there will be times when both men are capable of acting like imbeciles if they do not receive your explicit directions to the contrary. The game's wavering treatment of the entity that is 'me' certainly caused me to reflect on what what actions I expect should be automatically taken for me during a text adventure, based on the qualities of my character in such games where I am playing a character with a pre-existing background and disposition (like Dracula) as opposed to games where my character is entirely a cipher for action (like Zork.)

The silliest incident along these lines in Dracula occurs when you are playing Doctor Seward and need to catch a train to Stratford. (Spoiler - click to show)Having purchased a ticket, you then step south onto the platform. As often happens in this game, the room description does not mention any of the exits. Most of the time you can only find these by trying to move in every direction in turn. So you dutifully wait for a train to arrive, then board it. To paraphrase what happens next…
"You caught the train to Folkstone. You lose."
Apparently the doctor is so klutzy as to be unable to board the correct one of two trains from his hometown station without player input, though he oversees the running of an entire mental asylum for his day job without the same. What the player must do here is bump into every 'wall' in the original platform location, find that there is a path to another platform and go and wait there, despite the fact that neither platform is labelled.
It pays to save often in Dracula because you never know when another strange game-ender like this will crop up.

The game's prose is often uncharacteristically rich and lengthy for a text adventure from this period, even if the author misuses apostrophes. His punctuation mistakes don't matter because the perilous tone and content are well delivered, and the compelling writing places you thoroughly in the shoes of each character. The prose is also delivered in a gothic red font which definitely helps to create the game's particular atmosphere, at least for those whose eyes can stand it. Even in the game's heyday, hackers released patches which allowed players to use a more basic font. Different kinds of text are colour-coded, marking out objective description, your own thoughts, other characters' dialogue, etc., and this feature provides visual interest and clarification. The game's parser comes across as fairly opaque, simply because the game is so episodic that all the vocab you might struggle to guess is only relevant for a screen or three at a time.

It's hard for me to think of any other text adventure which trespasses so often against sense, logic and fairness, but which has remained engrossing to me. Dracula benefits from the qualities of Bram Stoker's novel, maintains the book's fearful tone in its prose and recreates some of its most memorable sequences, such as Harker's imprisonment and escape. The game presents mostly as sequences rather than as an open environment, and this seems to be the key to making its often inscrutable puzzles work. The player must doggedly persist with minimal cues to claw his/her way from one dangerous scene to the next, bashing against the walls to find the exits and turning to features in the environment which even the game itself suggests are useless, like a cupboard described as 'totally empty' which, predictably for Dracula, isn't.

Dracula demonstrates that there can be unexpected benefits to having a linear structure in a text adventure, and its decided confusion towards the ideas of character and agency is at least thought-provoking. It knows scary and is reverent to its source material. It is also highly irrational, probably impossible for any modern player to complete without the walk-through, and not a place a newcomer to older adventure games should start, fans of Stoker's book excepted. I believe, however, that anyone who does play Dracula today will be able to perceive why the game is well remembered.
* In 2003-2004 some Inform users remade Dracula using this modern Interactive Fiction system, an impressive feat. In the way of fidelity, the remake offers a choice of Commodore 64 or Amstrad colour schemes, and in the way of niceties it offers cleaned up text formatting and the inclusion of features like UNDO. Strikes against the remake are the absence of the original music (replaced by an extremely dodgy Bach MOD) and the replacement of all the original graphics, except for the title pages, with uninteresting 3-D renderings. The new version is undoubtedly easier to play but it loses the specific aesthetic effects of the Commodore 64 hardware.

* This review was last edited on July 17, 2016
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Forest House 3: Sacrifice, by Seciden Mencarde
5 of 5 people found the following review helpful:
The For3st House gets simultaneously better and worse., November 28, 2010*
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 3.8, ADRIFT, horror

Keen followers of The Forest House saga would have been pretty happy with the ending of part two, and probably at least mildly curious to see what would happen in part three. The answer is: you get half a game which is potentially the best in the series, followed by half a game which is easily the worst.

Basically the third episode seems too ambitious for anyone to be able to bring off properly in just three hours of programming, the competition limitation which defines all three games. So the further you play, the worse the programming gets, until the building is practically falling down around you.

The kid from episode one is now grown and married, "With a gorgeous wife to your left and beautiful son to your right" as the game says. But this is a Forest House game, so it's not long before people need to start getting on down to The Forest House to progress the plot.

This game features an animated NPC, a first for the series. It's your wife, and she dutifully follows you around, guides you in the right direction and offers some advice. This is a very cool start to the game, and the conversations actually clear up some of the family relations that have popped up in the earlier games.

Unfortunately things go downhill once you get into the supernatural half of the adventure. First, a bunch of room descriptions vanish. This is clearly a bug, even though there are other weird room shenanigans going on, including is a semi-endless stairway, again inspired by Silent Hill. Second: (Spoiler - click to show)The fight with The Beast demonstrates more new programming, but feels silly. And finally the game just crumbles into programming hell. Its responses become erratic and inconsistent, things disappear or don't disappear which shouldn't or should respectively. (Spoiler - click to show)The end is supposed to present a few choices but I could only interact with one of them; the others seemed broken or bizarre. If you can make it to the finale, it offers a bunch of fairly crazy exposition.

Over the course of three Forest House games, the author demonstrated a growing range of abilities. It's probably time for him to string them all together in a game not ensmallened or bugged-up by a three-hour programming time limit. That limit hurt this third game in the series the most.

* This review was last edited on February 16, 2012
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Return to the Forest House, by Seciden Mencarde
4 of 5 people found the following review helpful:
The Forest House is back! And this time it's personal… more so., November 28, 2010*
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 3.8, ADRIFT, horror

The child who was a child in the original The Forest House is now a teenager, and he (you) is dropped immediately into the eponymous house and confronted with monster and spook-shaped danger.

This game has little nods to Resident Evil (a shotgun on hooks on the wall) and Silent Hill (alternate realities with consequences for real realities) and considering the game's small size, it packs in quite the bite-sized adventure. It's probably the best designed and best to play of the three Forest Houses, in spite of being written in three hours and also subject to the OddComp 2008 restrictions on the number of allowable rooms, objects, tasks, events, and characters... (Spoiler - click to show)In this game's case, 7, 9, 11, 5 and 3 respectively.

These restrictions manifest primarily in the extreme lack of look-at descriptions for objects. You still can't get away with looking at nothing though, as there are a few objects which must be examined to enable progress.

The score system seems bizarre at first glance, being broken up into blobs of 17 points, but again this makes sense when you remember the game's comp bias towards odd numbers. One character is completely inscrutable, and though (Spoiler - click to show)the game has a couple of endings, trying to work out how to get whichever one you didn't get the first time may prove to be a hair-pulling experience. The inbuilt hints work well at all other times.

A higher-tech revision of this game would be welcome (though it might end up breaking the odd number patterns that determined most of its design), but instead what comes next is For3st House: Sacrifice, the most ambitious and craziest -- but also the most half-undernourished (?!) -- Forest House to date.

* This review was last edited on November 29, 2010
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The Forest House, by Seciden Mencarde
6 of 6 people found the following review helpful:
The beginning of an interesting little series., November 28, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 3.8, ADRIFT, horror

There aren't a ton of text adventure game series around, let alone series in which each episode deals with the same setting and characters over time. "The Forest House" and its two sequels can make these claims, and what's cool is that they were written over two years (2007-2008) as entries in Ectocomp and The Odd Competition. Furthermore, each game was written in the space of three hours, with all this entails; smallness in the first place, and bare bones programming and bugginess in the second.

If you find low production values or the idea of more simple games intolerable, you should probably drive away now. On the other hand, if you're the kind of person who might be fascinated by the prospect of watching one fantasy/horror story being built up in three quick steps, the first being the author's first game, the third already demonstrating leaps of ambition (probably unmatched by execution… it was still written in three hours) then you may also be a bit charmed by the Forest House saga.

In the first game, The Forest House, you play a young boy who wants to sneak out into the forest at night to explore a house which no-one else can see, not waking your sister or parents in the process. The game presents just a handful of puzzles and evokes a decent atmosphere of childhood excitement.

This very short debut is ultimately the most technically polished of the three games, since it was given a revision makeover by its author after the original Ectocomp. Neither of the sequels have received similar treatment at this time of writing, and it is very important to point out that version 1 of the original The Forest House should be avoided -- bugs make it not-completeable, plus there are numerous other errors and missing descriptions. Version 2 (available from the ADRIFT website) is the one to play.

On its own, this game presents as an unspectacular but neat debut. It becomes more interesting when viewed as the first part of a story. Sequel "Return to the Forest House" offers more action and features the same protagonist, now five years older.

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