(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.
Version five of Necron's Keep is a great advance on the buggy original I tried many years ago. I played this hardcore CRPG to completion over four hours and found it to be very entertaining, in spite of the continued presence of many bugs of inconvenience (mostly involving the automatic inventory management). In a nutshell, Necron's Keep is a challenging, detailed and unforgiving single-character fantasy CRPG. There's no UNDO, and you'll need to keep and label many a save file to make it through. What you get in return is an interesting spellcasting system, transparent die-rolled combat and a satisfying gaming challenge with plenty of danger. The story style is probably most like that of a 1980s Fighting Fantasy gamebook, complete with nasty surprises, while the combat adds some AD&D-like detail.
You wouldn't expect someone called Necron to be a nice guy, but the truth of this game's background story is that you don't know. He's an archmage who went off to live with his people in an enchanted castle and fell out of contact with the world. The king has sent you, a mage, to Necron's place to find out what's going on.
In the fashion of many an old-school (or old-school-styled) RPG, the beginning of this game can be the roughest time. It's when random die rolls and traps can kill you off quickly. Traps and monsters will eat your hp (there are both fixed and random encounters), and the spells you cast to try to protect yourself also cost hp. The multi-page tome you're given to read at the game's start is semi-overwhelming, but it combines lore on how the spell system works with hints that will help you later in the game. You start off with a good number of spells; they show up in your inventory. More spells can be learned from scrolls you find (doing that also costs hp!) and some require material components that you need to find on your journey. This is quite a cool aspect of the game, though it takes a lot of observation to work out which components get eaten by the casting of spells. In bad but amusing news, the game is prepared to incinerate your only held wooden weapon to cast a spell requiring wood if you don't have any other wood in your inventory. You can detect traps, mend broken items, divine the nature of things, cast offensive spells in combat. There's a good range of stuff and a lot of it works on a lot of the game's contents.
The thing that might drive some players spare is the inventory. You've got an unlimited holdall, but only finite hand space. So the game autoswaps items in and out of your holdall as required. This constantly results in situations like you putting away one of two things you need simultaneously when you take the first one out, or accidentally forgetting to get the wood out and burning your weapon as a spell component. This is the main site of bugs in the game that still needs fixing.
The early game is about battling through and finding healing items to sustain you. Once you have the power to create your own healing sphere (this is a cool effect, where you ENTER SPHERE, then sleep or meditate to recover), you enter the midgame, roaming around fighting monsters, collecting xp, healing, learning new spells. The late game could be considered tackling the bigger puzzles and challenges of the keep directly. I was stuck for ages in the midgame because one room exit wasn't mentioned, but I'm not sure if this was semi-intentional – there's a magic item you can acquire that gives you an exit lister, and it was the exit lister that showed me the new way to go.
Once you've worked everything out in Necron's Keep, there's a degree of optimisation in stringing all your knowledge together, and probably revisiting older saves where you were in a better position. I felt really satisfied when I completed it.
This is definitely one for people who like this kind of game, and in spite of its inconveniences, I think it's a good example of the CRPG in parser game form. I wouldn't normally give a game with this many bugs remaining a four, but I can't go below four for a game that kept me this involved.
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.
(I wrote the original version of this review in my blog upon the game's initial 2013 IFComp release.)
This is a short (ten minutes) CYOA Twine piece about a small-minded masculinity-conscious dad, his overweight and troubled son and how they are eventually attacked by a unicorn. I can let on about the unicorn attack because it's in the blurb of the game and also strongly implied by the title in the first place. I found the experience mildly unpleasant and lacking some other resonance to sufficiently make up for that. The game has swearing, sexual content and violence.
Dad vs. Unicorn carries the fire of anger, manifest as sarcastic energy, and it uses highly crafted minimal prose which is sometimes hard to follow due to its frequent stylistic omission of the verb to be or other sentence-launching entities. This wasn't the first ten-minute Twine game I'd played brandishing the particular combination of anger, swearing, sexual politics and characters throwing their entrails around, and my reaction to each such game tends to be half instinct, and half – if I have ideas about what I think the game was on about – what I think the game was on about.
I read Dad vs. Unicorn as a short assault on traditional ideas of masculinity and how they can screw people up. You can click your way through either the dad's thoughts as he prepares a manly BBQ or his son's thoughts as he looks for his dad around the house. The dad's recollections show how boxed in he is in his thoughts and how disappointed he is in his unmasculine son. The son's recollections are a series of vignettes about being embarrassed or shamed. Both stories lead to the encounter with the unicorn, who kills someone, and you get to pick who dies. After those two experiences you can play from the unicorn's point of view, where you discover that he's not just literally a dickhead, but figuratively one, too. Hypermasculinity leads only to stupid destruction, perhaps?
The dad has only small thoughts and appears to have stopped evolving completely, which obviously isn't impossible, but makes me feel that the pervading angriness is the game's main point, since games in which you can choose which person to play usually use that opportunity to let you experience varying perspectives.
The act of writing about this game showed me I took more from it than I thought I did, but it felt too much like having one angry note yelled at me.
* I wrote the following review of Final Girl for my blog upon the game's initial IFComp 2013 release. The game is no longer available for tech reasons, and may not become available in its original form again, so I've left this review 100% as I originally wrote it. I'm not sure that there are/were any specific solutions to the game that could be 'spoiled' by what I've written, but that said, this review looks extensively at the content and mechanics.
Final Girl is a highly innovative horror-thriller delivered via the StoryNexus platform. The player takes on the role of a teen girl who must identify a masked staple gun(!) killer in the wake of a cabin-in-the-woods-vacation massacre of her friends. I haven't played anything quite like Final Girl before, and while some of that will be down to me never having used StoryNexus before either, it's also clearly down to the game itself. I've not seen a game manage horror genre microscopy like this before, with stats like Squick, Terror, Exertion and Badassery. You even need to manually control your out-of-of-control breathing. The whole thing is framed as a slasher flick, and there are some touches of meta level commentary, but they don't come at the expense of the effect of the core story. As it is tense and gruelling to be the final girl in a horror film, it is tense and gruelling to make your way through this game. This is why I find the author's 'send up' description in one of his blurbs (though not the other, and I prefer the other) somewhat off target.
(The other day I read that a term emerging to describe a variety of ironic storytelling less aggressive and more affectionate than postmodernism's is 'metamodernism', but since I've only heard it once, I'd best not harp on it.)
It may be possible to complete Final Girl in under two hours but I died at around the two hour mark, then accidentally conceded my death, losing all my progress. Well, I'm pretty sure I lost it. The trouble with StoryNexus is that there isn't one piece of freaking documentation for players. While working out how to play was a broadly intuitive experience, finer points like 'Is there an undo? Can I save? Do I need to save?' were all left blowing in the wind. Maybe some veterans can chime in here.
The upshot is that Final Girl is a substantial game with some demanding elements, and it might take you to the two-hour mark or beyond. You'll also need to create a StoryNexus account or log in via Facebook or Twitter to be able to play. It's absolutely worth doing these things, unless you hate horror, because this is an unusual and surprising game. It also has an attractive visual style and an effective audio soundtrack. And more than once it says: "You no longer have any of this: 'staples in your face'". Low level spoilers ahead.
The term Final Girl, describing the lone female survivor at the end of many a horror film, was coined by Carol Clover in her book of horror film criticism "Men, women and Chainsaws". When Final Girl, the game, started with what appeared to be the final scene of a slasher film, I was disappointed with both of the trajectories I anticipated. I thought that either (a) the game was going to cut away from this final scene back to the very start of the story, one of my least favourite filmmaking devices, or (b) the game was just going to be really short and end then and there.
The first surprise of Final Girl was that neither of these things happened. The scene ended with the apparent death of the bad guy, but then the debriefing just kept going until a new investigatory story began. And this story becomes the game, interspersed with flashbacks to the prior story which led to the first scene. So the game's title is a good one. Final Girlness is normally a state acquired by a film's end. In this game, you begin as the final girl, fully formed and already possessed of a degree of savvy – which you'll need because as you'd expect, the killer isn't really dead, and you need to work out who he or she is.
StoryNexus play is based around cards. In Final Girl, these represent locations you can explore. To play certain locations you'll need to have already played particular cards, acquired certain items or set certain stats. Conditions like these can also apply to actions which might appear on the screen. To be able to move, you might need to rest to lower exertion. To do something particularly cringeworthy, like examine a corpse, your Squik level might first need to be reduced, or you might need to take a deep breath to reduce your fright levels. This micromanagement is a good match for the minutiae of horror films the game is simulating, because they're all about microscopic detail: a foot trying to not squeak on the floor, someone hiding in a closet trying to hold their breath, a door handle being turned as slowly as possible, etc. In response to your decisions, the game produces a ceaseless and fascinating parade of cards, badges, icons, skill updates and status reports. If you get better at something like using a pair of pliers, you'll be told exactly how you just got better at using them, whether you learned from fumbling or whether you learned how to wield them with sweaty hands.
Amidst all of this mechanical fun there's still a mystery which needs solving. You went to the cabin by the lake for a vacation with a dozen friends. Where are they now, and is any one of them the masked killer? Flashback scenes round out your relationship with each of these horror archetype teens. So much of this game comes in short stabs of prose, but these slightly longer memories are well written and do a little for each character. They also allow you to act upon the knowledge gained from them back in the present.
The lone element of Final Girl I disliked was the ubiquity of the killer. He (or she or it) attacks you again and again as you explore, and it's a time-consuming and no-gain encounter each time. This kind of ongoing harassment of the player is a pretty common stress tactic in horror games, but it's not handled well here. I suspect its random occurrence rate has been set too high, and similarly, too much of the encounter itself is down to 50/50 luck. That said, it is kind of StoryNexus to either explicitly tell you the odds of success of an action you're about to take or to give you a broad estimate of your chances in words (EG 'nearly impossible').
Dying and accepting your death leads to a game over screen with a movie review assessment of your playing style. This is the most overt display of the game's meta film material, though there are scattered in-game jokes as well. However, Final Girl walks the walk so well, the commentary comes across mostly as a fun addition. The game's act of quoting so many slasher films in its performance is its major gesture, a much stronger communication delivered at a more fundamental level. This is an excellent horror game with a sense of fun, but which doesn't skimp on tension or grizzliness either. It's got a few grindy elements, but with the exception of the repetitive run-ins with the stalker, I think they help make the experience what it is.