(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
The Cardew House is a short parser adventure of typical mechanical puzzling in a haunted house. It could be said to be of Ectocomp style and hasty Ectocomp or slightly-better-than-speed-IF quality, and it doesn't have any surprises up its sleeve that would warrant anyone already uninterested in the basic premise from trying it. As the author's declared first or equal first Inform game, it's simple and rough and wasn't tested, but at least it has focus and a degree of technical soundness.* (* excepting its habit of just killing the interpreter where it stands whenever the game ends, which strikes me as unsound.) If you play, save the game before taking any particularly exciting actions; there's no undo from a game over.
The introduction tells of cruel Old Man Cardew, he who so aggravated all his neighbours and kin that somebody eventually shotgunned him in the head. Cardew's daughter disappeared, too, but nobody really knows the whole story. Enter you, foolhardy explorer of... The Cardew House. Note that I am going to arrogantly say that I've expressed this in a more exciting fashion than the game does.
Something you'll notice once you enter the house, and which you'll be aware of before you enter the house because the author mentions it in his introductory spiel, is that the lights in the rooms randomly turn on and off. I actually found that the reports about the flickering from adjacent rooms, and the business of me turning things back on, was quite atmospheric. I'm still relieved the author set things up so that the PC will turn lights on by default (an option you can deactivate) because, as he correctly anticipated, it would have made the game super fiddly if you had to do it all manually. The lighting atmos, in tandem with other random sounds and moans, makes the game a tiny bit bumps-in-the-night creepy.
One prop has a good attention-drawing schtick but mostly there's a lot of implementation oversight. Some props, like the kitchen cupboard, have fairly classic guess-the-verb issues attached to them. On the plus side, the hint system gives hints for the room you're in, so it tends not to spoil too much, and you can toggle it off again before you move to the next room.
The denouement doesn't really explain all of the implications of the game's introduction. (Spoiler - click to show)So Betty was buried under the house, but who shot Cardew? Did Cardew shoot Cardew? What about all the black magic stuff and the pentagrams? Fortunately this game is short enough that I wasn't tremendously bothered that I didn't find out the answer to all of these things. I enjoyed my 15 minutes or so in this house enough.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Reels is a hypertext game posing 8 mathematical and trivia-based questions. Get them right and perhaps a gang of thieves will return the precious archival reel-to-reel tapes (!) they stole. At least they didn't also steal the ovens we'll need in the future to bake the decaying tapes before making crappy second generation copies of them in order to vaguely preserve the sweet knowledge contained therein.
I bailed out on this quest, without too much regret, after verifying that it didn't function properly in either Chrome or Firefox on my OS X Mac. Those are the two browsers the game's "how to play Reels" file recommends for those without access to Microsoft Internet Explorer.
Before I ran into the technical wall, my instinctive response to the game's proposition was: "Game, you're asking me to do stuff too closely resembling work." The tasks ahead, the first one involving base 36, looked unappealing and potentially trollish, but my bloody-mindedness kicked in and so I broke out a piece of paper and a calculator, and got solving. This in spite of the base 36 question being worded pretty badly, and the explanation of it in the how-to-play (when I checked in there later) being awful.
So, when I typed in my first answer to Reels's first question and found it apparently rejected – and when I say rejected, I mean that I clicked a button labelled "Check the number" and that nothing happened – I had a read of the how-to-play file. I decided I had indeed been doing what the game wanted me to do but had simply made a couple of mistakes in my working. After another pass, I entered what I believed to be the correct answer more confidently, only to find it rejected/ignored again.
This was the moment when I became suspicious as to whether the game was really checking my answer. So using TextEdit, I just opened up the html file (follow.html) which delivers the first challenge and looked at the code. The correct answer was sitting right there, unhidden from the eye, and it was what I had typed, and therefore I concluded that the game was not running correctly in Chrome. I tried playing in Firefox with the same result.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Vulse is a hypertext. I would say what I think it is about but I don't know what it's about. I wasn't sufficiently engaged by it to play through it more than once, and that first play eventually began to feel like a chore. The protagonist sloughs about in an apartment with a collection of abstract and angry thoughts and perceptions. These are rendered with deliberately crafted language, a sort of free verse stream of consciousness. The prose wore on me over time, not inherently, but because it didn't seem to take me anywhere. There was little sign of the literal stuff mentioned in the game's blurb, of the Twin Peaksy corpse which floats into the town. Perhaps it was down other paths.
My primary beef with Vulse is that I could find no point of interest that would stimulate me to engage with its prose. There was no sense of a character, or inner or outer reality, or of a plot or story or mystery or something else to compel. This left just a series of links leading to different strands of language. Ability with the language needs to be in service of something, but I'm afraid I couldn't find Vulse's something.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Blood on the Heather (BOTH) is a wack-seeking CYOA adventure about three young Americans who take a vacation in Scotland and get mixed up with petulant feuding vampires and their scenery-destroying vampiric offspring. The author says it was inspired by the vampire B-movies of their youth. For me, this raised disturbing questions about how old the author might be… Twelve?! Facetiousness aside, the game's combination of bloodsuckers who act like the rabid zombies of the cinema of the 2000s, Underworldish vampire clans and a splat of Twilighty romanticism pointed to pretty recent stuff. And after I'd done all that thought, someone who watched the TV show Buffy the Vampier Slayer told me with great confidence that that was probably the primary influence.
BOTH gives off a strongly goofy vibe through its predilection for one-liner gags and funny/cool character behaviour, but it's also a work of quite driven prose. It was probably the biggest CYOA game I'd ever played when I first encountered it, and also the one with the longest passages between each moment of player choice. I was curious about what a text game which was confident enough to use this much unbroken prose would be like. As I'd expected and hoped, it was able to build up a lot of momentum. I also felt that it was capable of instilling each choice with more context, potentially making the whole thing more character-centric.
While I'm grateful to BOTH for demonstrating all of this to me in a big, real world case, I did find it an effort to get through a lot of it because I just wasn't interested in the petulant vampires or their moderately complicated mythology. In this respect, the game definitely reminds me of my experience with most of Hollywood's recent films about supernatural clans.
If the writing and characterisation of BOTH were both excellent, that would obviously do a lot for player interest. The trouble with the former is that it's erratic. I wouldn't underestimate the feat of achieving consistent propulsion of a story this big, which BOTH's writing pulls off comfortably, but it is the length of the thing which also throws the jumpy proofreading into relief. Some pages are in great shape while others are rife with typos and mistakes of tense. The characters tend to make the same kind of opportunistic jokes as each other, spreading a fuzzy zaniness across the game at the cost of character individuality. And I found the feuding vampire characters really annoying. They have a kind of Flash Gordon / Prince Barin rivalry going on, except that both of them are Prince Barin. The heroine (us), who unfortunately spends nearly all her time as an unwilling sidekick to one of the vampires, does develop over the game, mustering a tenacity which is underestimated by all the baddies. Her emerging resolve was a source of humour and tension which sucked me back into the second half of the game, but in the main I found too much of BOTH tiring or insufficiently involving. It would take more preparatory work than was done here, or more idiosyncratic characters, to get me interested in all these feuding vampires and the spectacle of their rampage.
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
Further is a short, parser-driven Z-Code adventure set in the afterlife, or at least after your death.
In my relatively short experience of IFComp prior to playing Further (2010+) I'd observed that afterlife games were a mainstay of the competition. They'd appeared in forms as various as the cerebral puzzlefest, the religious sampler, the existential angst generator and the poser of ethical and moral dilemmas. Further's approach is less complicated. It uses simple puzzles to dramatise the process of remembering your life as you head for the light. The result is a modest game which didn't stir my emotions as much as I think it might have liked to, but whose concept is clear.
In Further you start out as an insubstantial form lost in the haze. Exploration reveals a small map composed of elemental terrain: grass, a sandstorm, snow. Little objects from your life are lying around, and by FOCUSing ON them in the appropriately coloured locations you can revivify your memories, transforming the locations into clearer recollections of your life. The colours are also used to paint the relevant pieces of text and to clue you in to suitable locations.
The delivery of these mechanisms is simple. Only a handful of commands are required across the whole game and not much is implemented beyond the vital objects, but the lack of extra detail happens to suit the overall idea that only really important stuff from your life is of value to your ghostly or insubstantial self now, and that only that stuff can help you move on. The descriptions of the memories themselves may suffer a bit from the game's sparseness, at least in terms of their power, but they're in keeping with the whole. I also like the minimal prose used in the final room and the lack of a game over message – even though I admit I then went and peeked at the solution to make sure I really had reached the end.
I found Further's simplicity satisfying. At the level it pitches at, its idea plays out well.
(A tech anecdote: During IFComp 2013, I played this game online using an iPhone 5. While it responded instantly to most commands, it would typically pause for up to 25 seconds each time a Player Experience Upgrade response was invoked... Ouch! Player Experience Upgrade was Aaron Reed's suite of code for Inform 6G60 games which sought to supply more accessible than average responses when players typed stuff that wasn't understood. Obviously it was a CPU-crippler for some combination of Z-Code games and/or online play and/or the iPhone 5.)
(This is an edited version of a review I originally wrote for my 2013 IFComp blog.)
The Challenge is a one and a half room demo with graphics which are stills from a simple 3-D modelling exercise. You can turn to face in different directions. There's a knife. And that's about it. If IFComp had a qualifying round, The Challenge would have been eliminated at that stage because the competition is not a venue for incomplete tech demos.
(This is an edited version of a review I originally wrote for my 2014 IFComp blog.)
It's usually lazy of a reviewer to summarise the content of a game they're reviewing by reprinting its blurb, but I think the blurb for Tia Orisney’s IFComp 2014 entry Following Me already does the best possible job for the purposes of my review, and handily builds in the limits of advance information the author would like players to know about the game:
"Two women take a wrong turn in the woods and make a gruesome discovery. They seek help from a mysterious stranger and are dragged into a vicious trap that they will be lucky to survive.
The story is delivered in a CYOA format characterised by long, unbroken passages of text studded with infrequent moments of choice and ‘Continue’ buttons. It’s a substantial read. Tia’s long format prose, within the context of this kind of game, was on display in two entries in the 2013 IFComp, of which I fully played one, Blood on the Heather", a wacky Buffy The Vampire Slayer-style adventure which wavered for me between being compelling and tiring. I remember the drive of much of the prose though, about which I wrote:
“I wouldn't underestimate the feat of achieving consistent propulsion of a story this big, which BOTH's writing pulls off comfortably, but it is the length of the thing which also throws the jumpy proofreading into relief.”
Following Me is a serious snowbound thriller which threatens to get very heavy. There's still the distraction of some loose proofreading dragging on the author's obvious storytelling skills, but the plot is tight, the whole thing is quite tense and the construction dense enough to push through problems. Psychologically it stays truthful to the headspace of Kat, the protagonist, and her moment to moment bursts of thought. (Occasionally I felt it was a spot off here – it's not that people don't have the odd bizarre and ostensibly comical thought during times of real peril, but I don't believe they narrate it to themselves at the time using the language they’d use to narrate it to someone else later. i.e. They have no time for a longer or circumspect view because they’re in immediate peril. Kat did this a bit too often for my taste. This is not a big nitpick in a piece which is psychologically on target most of the time.)
The physical manifestation of the bad guys is finally handled, too, the way Kat observes their little tics and physical dynamics. How they say things, where they look when they are delivering particular threats, how they brandish their rifles and how the older man brandishes his cane. These details accumulate to vividly convey the repugnance of their characters, and the experience of being a woman who has become their prisoner.
The choices offered always read as weighty alternatives and they caused me a lot of player deliberation, though the ultimate construction of the game is such that most roads eventually lead to Rome. The choices create different vectors to get there, shepherding the prose in a broad way that reflects a choice you probably made heavily, and so whose outcome you are predisposed to invest in. Because Following Me is a thriller with life-and-death stakes for the characters, I think this scheme works well in this game.
(This is an edited version of a review I originally blogged during the 2015 IFComp.)
In 5 Minutes To Burn Something! you've got to start a fire in your apartment to cover the false alarm raised by your toaster before the firemen arrive, thus avoiding a false alarm fine. Sure, this is a damagingly uncivilised course of action, but the whole game leans obviously to the silly.
5 Minutes is an incarnation of the most staple of staples of the IF Competition: A parser game in which you have to solve an impractical physical problem in a closed environment using a disparate bunch of props before a time limit runs out. Other staple factors include the environment being the player's apartment, a wack approach to humour and the prose's fixation on the PC's crummy ex.
5 Minutes does all its basic stuff right and exhibits some touches of advanced mindfulness: Certain commands don't waste your precious turns, there's a complete and context-sensitive hint system, some text is formatted in colour, etc. It's an old school-leaning adventure in the sense that the relationships between the puzzles and the solution objects can be pretty abstruse; it certainly requires a try everything on everything mindset embracing kitchenware, bathroomware and miscellaneous apartment crap. The implementation is too fuzzy for the fiddliness of the puzzles, leading to some guess the verb problems and uneasiness about whether you've really investigated each prop thoroughly.
I did come to feel that I knew my apartment very well during play, but the PC's constant harping on her ex-boyfriend through the lens of object descriptions tired me. This was the primary means of giving the PC some character. The danger with this game's kind of wack tone is that it can easily blanket all of the content. If I found the conjured boyfriend to be a caricature of a jerk, I found the PC to be a caricature of someone who dated a jerk and then never shut up about it. So I didn't find the game to be as funny as it probably hoped it would be.
Vlad the Impaler is a grim and incredibly bloody choice-based adventure set in Istanbul in 1452. After choosing to play as the explorer, soldier or mage, the player is tasked by an old friend – one who seals his letters with a big red V – with saving the city from a blight of natural and supernatural corruption.
With its character classes, small array of stats and its karma meter, the game aims for replayability over linear depth. Concentrated initial plays may last from 45 to 90 minutes, and there are considerably more encounters available across the finite map of locations than are accessible in any one session. The presentation is lush, with a fixed colour palette of black and white with red highlights, an inventory of expressive pencil drawings of the characters and locations and brooding loops of string music in the background.
The PC is written as a major force in this world of atrocious crime and madness. In almost anything you try to do, you will succeed, or have a solid chance of succeeding – at least for a good part of each game. This may sound like a recipe for boredom, but the high volatility of the encounters and the oppressive atmosphere of Vlad ensure quite the opposite. There is a sense that no matter how many amazing things you do in the city, no matter how many individuals you save from being violated, sold into slavery, murdered or torn apart by monsters (and you tend to tear the bad guys apart yourself) that you're up against too much evil for one person. This feeling is reinforced by the great despair evinced by most of the NPCs about their situation. They also regard you with an awe that inspires heroism, or at least perseverance.
The writing is mostly pointed and effective. It's also especially vivid in a lot of cruel scenes, but this content is balanced by a moral weight. The PC isn't heedless, nor are the citizenry of the cursed city. The characters discuss what's happening, why it may be happening, where does evil come from – without or within? The sense of these ideas is well conveyed through the whole dark aesthetic of the game.
The prose does suffer from bizarre technical variability, though. The strong focus and flow of the majority of it makes me wonder how it could also flop sometimes into great spates of overpunctuation (!!!?) and why there are phases where commas or semicolons just vanish, leaving a bunch of run-on sentences. It's as if half of it was proofread and half wasn't, or different people wrote different stretches in isolation. This didn't hamper my enjoyment overall, but did make me wonder how it happened.
What a greater number of players have been concerned about is the lack of continuity written into a lot of the encounters. You might see an option to 'Ask someone to translate the runes you found earlier' when you don't remember finding any runes. It becomes apparent from the prose that the scope of the actions you're taking in the city is assumed to be greater than just what you read during the course of a playthrough; you're a powerful figure achieving a lot off-screen as well as on. So if you take this attitude that a richer sense of all your character's doings will build up over repeat plays, you'll be okay, but I can appreciate this as a valid point of criticism against the game for many players, given how attentive Vlad is to mechanics in other areas, and that some players will just never accept being given so many shorthanded summaries of things they've 'done'. I personally felt the positive value of the game's approach in that it gives the PC's doings a breadth and depth that would be hard to effect if every single part of them had to be explicitly played through in a game of this length.
The trick of Vlad is working out what your stats are for and how they're affected by your handling of encounters. You can see your stat values and you can see when they go up and down, but 'die rolls' are not displayed at times when they're relevant, nor is it indicated when those times are. The game's structure is that of a broadening fan of encounters you can visit in almost any order you choose, followed by a narrowing into a gauntlet of situations in which deadliness to the PC increases significantly.
I found the whole game tremendously engaging for several playthroughs, but paradoxically, once I'd worked out how the stats figure into major events, the replayability factor the game pushes for weakens a lot. Too many critical moments in the game are either predictably easy, or so hard that it feels pointless trying to reach them again just to have another chance to roll a really high number on an invisible die. If you're killed, your saved games within the current play session die as well. So the weakness is that every game eventually becomes a stat test against the 'gauntlet' section, and you have to replay the whole game to get back there.
There are a lot of other tricks and secrets I can't elaborate on without spoiling, as well as a pile of Steam achievements to be had for people who like that sort of thing. It's just that these elements don't add up to the solid replay model the game seems to promise at the outset. However, by the time I'd come to these conclusions, I was already more than satisfied with my experiences in this dark and bloody world.
2013 was a prolific year for this author. The first game by MTW I played was The Surprising Case of Brian Timmons, and in the same year he released all of Castronegro Blues, Ill Wind, Dark Carnival, The Vanishing Conjurer and The Voodoo You Do. Several of these are Lovecraft-meets-hardboiled period mysteries in which you play an anonymous (or at least unnamed) detective – or dick. I feel like calling him the anonymous dick because he certainly can be a dick, and so can most of the NPCs he has to deal with in these amusingly profane games set in lurid environments.
You play the dick again in Dark Carnival, and are charged with investigating several mysterious disappearances at a run-down carnival east of town. The place is populated by a bunch of hopeless, cynical and foul-mouthed carnies, which might explain why I didn't see any customer NPCs on the premises. The carnies are very busy, as are all the NPCs in this game. There are tons of people wandering around, looking at you or the scenery, or doing carny things like yelling swear words. All this action plus the extensive carnival map (every exhibit has its own room, or series of rooms) makes for a great feeling of animation.
My main problem with the game is that the investigation isn't well integrated with all this content. From the word go, you've got five murder incident reports to ask NPCs about. That's a mountain of 'ask X about first', 'ask X about second', 'ask X about third', etc., to get through. And for the most part, people either have no significant information for you, or they just tell you, in their own colourful fashion, to piss off. But there are so many NPCs here it's hard to give up on the asking as you continue to hope to find the needle in the haystack.
I'm not sure I ever found a needle. It was only by thorough investigation of the locations that I stumbled into the hidden section of the carnival. The maze design and atmosphere down there were exciting, but when I solved the case, I felt it had been pretty much a case of 'and in a single bound, Jack was free'. All my conversation attempts had achieved little, mechanically. There's evidence that they should have achieved more – for instance, some hidden portals in the game block the player and suggest one should do more investigating upstairs, first. But I only found these portals after I'd reached areas on the other side of them. Whether this was down to bugs or oversight, the consequences were the same.
Comparing this to Brian Timmons, that game was very well directed as an investigation game, if linear. Carnival goes in for a much busier world and a theoretically more interactive investigation model, but that world isn't feeding the investigation mechanics. Nevertheless, the whole is again vividly written in MTW's style, with the particular attitude of this series strongly represented.