A moderately protracted Twine joke about rolling a six-sided die, or not. It's only protracted in the sense that it takes takes slightly longer to play than rolling a six-sided die, which is still to say not very long at all. It may also be intended as a joke about the nature of some Twine games, but it's not focused enough on anything for this to be clear. A more aspirational joke about deterministic forces in the universe is written without care. As is the case with most hastily assembled IF jokes, low care / thought levels have had a thinning effect on the humour.
Hippo on Elm St is a cute, shortish and nicely modelled adventure about a house hippo (they're small) scouting the place for food on Halloween. It's based on the world of a Canadian Public Service Announcement video from the 1990s (http://www.youtube.com/watch?v=TNbw-qycyl4). I wasn't given this context when I helped beta-test it, which made the experience a tad perplexing for me. But then again, small, cute animals obviously need to eat, it's logical that other small, cute creatures might impede their attempts to do so, and if it's Halloween I shouldn't be surprised to encounter Halloweenish stuff, right?
The game environment is dynamic and a lot of the puzzles are about mutual exclusivity. Carrying one thing and not being able to carry another, being able to move in certain ways or on certain surfaces in certain circumstances and not others. It's clever like this and pretty dense for a small game.
Sticky points are that it's not always evident what you should be doing (if you lose focus, harken to the very first things the game said to you. House hippos are simple creatures with simple goals) plus the verbs themselves can be sticky. It's easier to finish the game than it is to get all the points, and there's still one I'm missing.
For cute, G-rated IF entertainment about snug-seeking house hippos who like tasty stuff, this is the house hippo game to beat.
Intending to test a new IF interpreter, I downloaded a random, small game from my wishlist: The Kazooist. Then I discovered that the interpreter I'd planned to test doesn't actually run Z-Code games. Not being a total churl, I played the game anyway.
The Kazooist is a tiny and deliberately silly (goofy, unfocused, poorly spelled) game that's barely a step beyond a 'learning to program in Inform 7' exercise. I suppose I got off-side with it immediately because its first room contained only a Pretty Cake that had no description. Eating the cake takes you to a dreamworld where you'll theoretically learn to play the kazoo, or just play the kazoo, but in reality you won't do either of these things. There are a few props, also without descriptions, and some locked doors. I had the solution to what I think was the last puzzle but couldn't find the phrase that would execute it, though I tried about twenty possibilities. There was a strong vibe that the game would have ended had I solved that puzzle. The truth is that I don't really know if it would have.
I cannot recommend this game for playing, though good on the author for already having updated The Kazooist during its lifetime.
PS - It turns out that where I gave up wasn't the end. Read the comments for the input of others.
The visiting of an open house is an activity eminently suitable for simulation by parser game. In Home Open, you're a prospective owner-renovator checking out a two-storey home. You get to observe the arrangement of rooms, jot critical shorthand notes about the furnishings on your pad, which is fun (NOTE BEDSTEAD) and generally poke around in a state of mild suspicion. Then comes unusualness – though some of the pre-unusualness prose sneaks through.
Home Open develops with a sense of mounting mystery, but I found the outcome to be too ambiguous for a satisfying pay-off. To its credit, the outcome prompted me to re-enter the game to seek out more information (did I miss something? I don't think I did). When I couldn't find anything new, I sat back and thought 'Hm,' my eyes focussing on a point slightly beyond the pane of the screen.
A few of the game's inaccessible props and portals don't yield to other obvious objects to which one might hope they would. e.g. A conspicuously interesting place that's too dark to see into still can't be seen into after obtaining a light source. Are the game's slice-of-life qualities looking for a fight with typical adventure game behaviours, and with prop-puzzle pairings like the light and the hole? Home Open is confusing like this, because sometimes the slice-of-life wins very decidedly and sometimes the classic adventure game puzzles win very decidedly.
Sometimes in life, a sideboard is just a sideboard. But ultimately, Home Open didn't radiate as much drama or explanation as I wanted, or as I felt it signalled it would.
I played this small IFComp 2011 game during IFComp 2011. I didn't get it.
The writing is good at creating the character of a muscular labourer who's a bit superstitious, and shy about using his imagination to solve problems. The game is obviously linear, and in that capacity does keep the player on track. It also demonstrates general technical polish.
However, it turned out either I was a dummy or the game was too subtle, because I didn't even notice when Something Dramatic Happened, to coin a phrase from amongst Inform's library messages while simultaneously avoiding any specific spoiling. I learned about what I'd missed by reading other reviews after I wrote mine. I was also unaware of a superstition involving cold iron, even though I used to play AD&D and so felt I should have known of it if it was a big enough thing.
Replaying the game armed with the knowledge of thing dramatis, it still seemed to me it was only mildly indicated.
I had been surprised (excited?) to see the game print, at one point, the library message "Because something dramatic has happened, the commands available to you have been cut down." I'd previously only seen this by poking around inside Inform on my own time. I then wondered: Was the point of this event (and the accompanying screen clear) that it tested whether I had been paying attention to recent content in the game, because at this point I could no longer scroll back to review the details of the story?
But then all I could do was go back to the chapel location, with or without having noticed thing dramatis. I was disappointed, both because of the possibility for excitement I'd anticipated that had not come about, and because the ending was so low key. (Spoiler - click to show)The first character had begun to flex his imagination, but not to much avail, apparently. Any ulterior purpose of the game was too obscure for me to discern. Whether I was careless or not – it seems I probably was – I didn't believe I was the only player who would miss thing dramatis, and since I expected thing dramatis to be bound up with the purpose, I felt the game was likely to undershoot a lot of people as it undershot me.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Moquette is a Quest hypertext game in which you play a hungover security guard who begins to feel the weariness of his lot too heavily during one morning commute on the London Underground, and who then begins to wander the network in some kind of attempt to do anything differently.
This was the first Quest game by the author of the Quest engine, Alex Warren, and I think it made sufficiently good on views expressed in his blog over time about trying out different things in IF. It's not going for radically different, but it has its own feel and structure, and text effects which are novel enough to make me say that the author walked some of his talk. I found the game fascinating at times, well written as often, though in a way which underutilises (or just doesn't utilise) experiences the protagonist has had earlier in the game. Another problem is that no specific background emerges for the character. And I found the ending to be very querulous; it seems really hard to end existential IFs in a way that is equally or more satisfying than the game content.
There is a fair bit of content in Moquette, and its attention to geographical and other details of the London Underground give it the smell of the real. But overall it's a mix of good elements amongst others which don't work so well.
The run of decisions you make during the game consists of looking at various strangers who get on and off the trains, deciding when to switch train lines, when to stay on a train and when to get off. There are a lot of strangers and a lot of lines to switch between, so eventually the player is likely to start wondering: Does this game have a trajectory or an end, and if it has an end, how deep into my travels will that end be? I wondered all of these things.
The protagonist's view of both himself and others as unthinking cogs in the machine of life is one of the classic concerns of modernity, a concern emphasised in this game by the fact that the whole thing occurs on trains, those classic symbols of the Industrial Revolution. With all this in mind, it seemed to me the game could have gone on forever, making a conceptual point of pointlessness while annoying a lot of players in the process. Thus I was glad of a random encounter on the trains with a character whose presence opened up the possibility of throwing a spanner into the cogs. Still, the protagonist's narration around this event didn't change to reflect the passage of the day, his wobbly health, things that had happened earlier or anything that might happen later. The lack of connectedness of the parts renders the game's finale probably more ambiguous than was intended.
(This is an edited version of a review I originally wrote for my 2015 IFComp blog.)
War of the Willows is a combat game, requiring a Python interpreter to run, in which you must put down a giant, killer willow tree that's menacing your kingdom. Put it down mano a mano.
I doubt that anyone would have guessed this about the game based on its IFComp blurb –
"Did you see the clean air of the hilltops? Wind waves tumbled down through the trees, tore the drift of lavender smoke... Did you see then, in the cinder that glowed in the pewter cup, did you see how Death would wrap its roots around our throats?"
– except perhaps for the presence of that subtle pun about the roots wrapping around our throats. It's like that moment in the original Resident Evil when Chris Redfield, having polished off a building-sized carnivorous plant, says, "I think we got to the ROOT of the problem." (His emphasis, not mine.)
War of the Willows wraps a randomised combat game of obscure mechanics – one that at heart is not entirely unlike the kind of thing that appeared in David Ahl's 1978 book BASIC Computer Games – with a poetic and sometimes heavy-leaning text delivery. When a game starts by quoting a chunk of Edicts from the Bible, that's heavy. The original prose that follows flows in a similar, stansa'd vein. Poetry + combat = a novel entity, and once you get stuck in, you'll probably be hooked on trying to win at least once. But the game throws up tons of very obvious design issues. Primary amongst them: requiring the player to deal with way too much repetition of prose and key-mashing.
I believe that I am a poor reader of poetry-poetry, but I enjoyed picking my way through the figurative language of War of the Willows to learn about the woes of my kingdom and its apparent comeuppance at the hands of nature and such. At least I enjoyed doing it the first time. After I had tried to kill the tree about ten times, died as many times and mashed RETURN to make it through all of the same prose ten times, as well as answering the questions I had to answer on each playthrough to get to the battle, my right hand was ready to fall off and I was displeased at this design weakness.
Also – when you type in a god's name, you have to capitalise the first letter or it's not understood! And double also – I often experienced buggy code dumps in the middle of the prose. Maybe they're related to my version of Python. They didn't wreck anything, but seeing blocks of code from the game appear during the game was not an endearing quality.
The upshot is that when you get to the combat, you'll become interested in the combat, and all the unvarying material preceding it then just becomes a delay at getting back into the combat on replays. This applies to player death, too, which also requires a fair bit of RETURN-whacking to end proceedings.
The combat itself is significantly frustrating, but still compelling. The mechanics are hidden, but the prose does give feedback on your actions. Seeing new phrases appear suggests that your last action might have brought them about. There are logical ideas about useful ways to string together the available actions like strike / evade / advance, etc. that are likely to occur to any player, but as I say, it took me about ten plays to score a victory over the willow. It's hard to know what effect your pre-battle choices of god and desire have on the proceedings; I was having so much trouble killing the tree once, I never swerved from the walkthrough's advice (the walkthrough is purely advice) that one always choose certain combinations. I went with Vordak and Power.
I think the author has hit on a strangely original idea with this game, but it's a pretty user-unfriendly incarnation of that idea.
(This is an edited version of a review I originally wrote for my 2015 IFComp blog.)
This is how I like my vampires: Solitary, dangerous and with vile motivations. (As opposed to ubiquitous, shiny and Mormonesque.)
Admittedly Martin Voigt, the anti-hero of Darkiss, isn't as powerful as a vampire usually would be, but that's because the good guys previously killed him, leaving him with the inconvenient side-effect of weakness. The player's job in this classically styled parser adventure is to get Martin back into fighting, biting shape.
Darkiss was originally released in Italian in 2011. The IFComp 2015 version is a fresh translation into English. The game is puzzly, robustly implemented and relishes the protagonist's intent of evil vengeance. As might be expected, it's also just slightly off in some of the translation, but the core translation is resilient. The off notes don't affect game mechanics or player understanding, just the ideal reading of the prose.
The game is principally set in Martin's lair, into which he's been barricaded by both magical and folkloric means. The puzzles mix magical and practical solutions. Collecting the props needed for them requires quite exhaustive examination of the room descriptions, and for this reason I was glad of the hint system.
The lair's familiarity to this long-lived creature is a good mechanism for triggering anecdotes and memories from the past. Martin moons frothingly over his torture chamber and sadistic treatment of previous victims, while less exciting stuff – like the trick to getting through a certain door – is correspondingly less easy to recall, and thus decently excused in the story.
The game's overall feel is one of a wicked romp, though it's obviously not without some seriousness, too. The scenes in which Martin recalls past loves like Lilith from the painting, or Sabrina from the white coffin, are probably the most resonant and Anne Ricey. It's unusual to have a character so plainly evil and bloodthirsty, yet strangely endearing, at the centre of an adventure, and to play from the villain's point of view in general. The anchoring of this experience in a solid parser puzzler makes it an entertaining one.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
The lyrically titled Autumn's Daughter is an Undum hyperlink story taking the form of a series of social encounters in the life of a young Pakistani woman named Areesha, played by yourself. Though you apparently hail from an okay-to-do family, various threats to your future independence and happiness are looming quickly, and their sources are not always obvious.
This game seeks to educate about the difficulties faced by women in Pakistan by engaging the player in a story with outward touches of romance and intrigue. This is a good strategy, given that some of the obvious alternative ones – like involving the player in a story which is grim and didactic – might just turn players off or bore them. Thus Autumn's opening scene seeks to get folks onboard immediately and build up the heroine's happiness. When you greet your visiting friend Samina, the tone heads towards conspicuously exuberant soap opera with lots of squeals and exclamation marks. The writing is broad in its exposition and a bit ripe, but the situation is inviting. The challenge for the game, then, is to be able to convincingly take the drama to the bleaker places it wants to go in a short span of time, and I don't think the challenge is fully met.
The overall design of mostly binary choices, all tied to single pieces of dialogue or action, is pretty good, especially in retrospect; the dynamic between that first happy scene and any of the endings tends to be a smooth but swift slope. But I think the game as a whole is lacking the kind of subtlety which could better convey its message. The characters have the specificity of types (earnest heroine, complicit girlfriend, potential shining knight boyfriend) but don't have the specificity which would illuminate them as individuals. And specificity is really needed to imbue obvious binary choice pairs, like whether to gush at the handsome lad or forget how to speak in his presence, with much meaning. This becomes a bigger problem in the sticky ends of the game when some extreme choices are presented. So while I don't doubt that most of the situations here can and have happened to people, I found the portrayal of them too broad to feel them deeply.
Autumn's Daughter exhibits some good design for its aims over its relatively short playtime, but it is shooting for a lot and would have benefited from stronger characterisation, from which would grow some less generic feeling choices, or at least less generic iterations of them.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Tex Bonaventure and the Temple of the Water of Life (or TBATTOTWOL… or maybe just TBAT) is a likeable and rather difficult to solve off your own back Indiana Jones-styled adventure. Tex is less competent and cool than Indy but he's no klutz, and the game doesn't play up his goofiness at the expense of dangerous puzzles or basic seriousness of adventuring. TBAT is chock full of traps, fast deaths and adventure movie quotes, the latter often appearing in the form of achievement-like score boosts. TBAT is a little short of the programming or prose polish that would really get it glowing, but it does have a good sense of danger and suspense.
The basic adventuring schtick of examining one thing, then examining something revealed by the first thing, then examining something revealed by the second thing, etc., is well executed on many occasions in TBAT, and this is complementary to the suspense of time-limit traps, like when a spiked ceiling is descending towards your head. Some wisecracks which happen to hit the mark and a plethora of wacky/gory deaths round out a tone which is recognisable from plenty of adventure films and games.
Since the game is named for its hero, I would have liked to see his personality shine through more clearly in the prose. The nature of some of the humour used is such that it can feel like the narrator is trying to be funny in general, rather than that I've got a window to Tex's thoughts and that they are funny, or illuminating of him. The game is a good romp through a dangerous temple in any case.
I had to visit the hint menus and walkthrough file with increasing frequency throughout TBAT. Games which lead me to cleave to the walkthrough have been known to aggravate me on multiple fronts, but this one held my attention to the end. Part of that is because even though I can't imagine coming up with some of the solutions myself, they were generally quick to execute and fairly self-contained. This is not a game where you'll get stuck, check the help file and discover you need to retreat 50 moves to fix your situation.