Ratings and Reviews by Wade Clarke

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Ollie Ollie Oxen Free, by Carolyn VanEseltine
2 of 2 people found the following review helpful:
Deep multi-NPC gameplay too deep with bugs, November 13, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Inform

(This review originally appeared as a blog post of mine during IFComp 2013.)

Ollie Ollie Oxen Free is a primary school-based adventure of rigourous puzzling in which you play a teacher who must rescue a series of trapped students in the wake of some kind of bombing. The source of the threat isn't specified, or ultimately important, at least as far into the game as I reached before giving up, which I did after 145 minutes.

Ollie's ambitious design supports all of the students independently. You can talk to them, order them about separately and have them act as the instruments of puzzle solving for you, which is necessary because the attack has left you too weak to perform any dexterity-demanding tasks. To successfully marshal them to help you help them rescue each other is the kind of feat which will convince you that you could organise a team of green berets. But with great mechanics must come greater implementation. The tools the game gives the player to do what is being asked of them are underpowered, and there are a lot of bugs and oversights. Also, I don't consider it acceptable to have a parser game say things like: "If that command didn't work, please enter it again," or "It looks like you've completed that part of the walkthrough, but I'm not sure." My guess is the author ran out of development time before IFComp.

Detailed discussion with spoilers ahead:

The layout and presentation of the school building has a realistic logic and a pleasing adventure game aesthetic in terms of the distribution of remarkable features. The descriptions depict a school environment for little kids through an adult's eyes. The teacher's observations on the naff posters and simplistic kiddie artworks express light cynicism, but his subsequent earnest interactions with the kids show how he can compartmentalise adult thoughts.

The game is good at introducing new gameplay mechanics, sometimes through cueing in the prose and sometimes through explicit help messages. And there are a lot of mechanics: SHOUTing to locate kids, THINKing about people or topics, ASKing kids about people or topics, and ordering kids to perform actions. Kids can be spoken to from up to a room away, made to follow you around, or to collect and use various props. They also have different personalities and fears that you need to manage, and these are a source of cute and touching observations of the kids' personalities, as well as a source of puzzles.

The interplay of all of these elements is particularly complex in light of the game's microscopic-leaning scale. The children don't react to broad commands, only to specific ones like SAMIR, GO WEST. ASHLEY, PUSH THE MAT NORTH. TYRONE, GET THE YARDSTICK. In turn, you are limited in being able to have only two children follow you at any particular time, and that each of those children can only carry realistic amounts of equipment.

I am not of the school of players who universally reject inventory limits. In terms of generating interesting logistical challenges, I think Ollie's limits are clever ones, but the trouble for this game is that the number of commands required to try out even a moderately novel puzzle solution can be huge. You need to muster the right children in the right locations, have them carrying the right things, then find the right commands. If your idea doesn't work out, it will probably take at least twice as many commands to undo everything that has been done and to redo it in a slightly different way. The problems of logistical optimisation currently comprise the game's major challenge. And again, I don't oppose this per se. Such challenges can be satisfying to solve, leading the player to a deep engagement with the gameworld. But the player has to be able to have great faith in the reliability of the game's feedback if they're not to feel that they're in danger of wasting their time. Ollie did not generate that faith in me.

I hit all kinds of bugs and problems during play. The prose made incorrect assumptions about what knowledge I had acquired so far, characters spoke out of turn or from out of earshot, crucial conversation topics didn't register, vital items weren't mentioned in room descriptions, mid-puzzle feedback failed to suggest I was making progress.

Bugs and oversights can be fixed, though in the meantime the game much harder than need be and a frustrating vision of what it could be. I think the trickier issue lies in the realm of speculation. Inform has technology in place that would allow Ollie to dispense with a lot of its micromanagement. I can imagine a version of the game in which children can be told to go to rooms, or to collect a particular item and return, etc., with single commands. I'm sure this would be extremely challenging to program, but I believe it could be done, and would eliminate all of the time and hard slog currently involved in trying to execute ideas which aren't necessarily complicated, but which require tons of commands and perhaps gritted teeth to even broach. The result would be a different game – not massively different, in fact the core design would remain the same – but that game would not present the extreme optimisation problems the current one does. Atop it all, the current game admits to the player that it doesn't understand its own state.

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Trapped in Time, by Simon Christiansen
1 of 1 people found the following review helpful:
No computer required for this time travel game that looks forward and back., November 12, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: science fiction, IFComp 2013

(This review originally appeared as a blog post of mine during IFComp 2013.)

Trapped in Time is a fun and novel CYOA game which operates not on a computer but on paper, either real paper if you print out the PDF file which comprises the game or on the virtual pages of the PDF itself. It is divided up into numbered paragraphs as per a Fighting Fantasy gamebook, and whenever you make a decision you will be told to turn to a particular paragraph. I played the game just by paging back and forth through the document in a PDF reader, a method which had the added convenience of enabling me to take notes by copying and pasting chunks of prose into a TextEdit document. Unless you have a very good memory you'll need notes to stay abreast of the game's trickery, and that trickery leads to an outcome I found strangely moving.

While Trapped in Time's prose has the clear, enthusiastic and kid-friendly style of one of the original Choose Your Own Adventure books, four-letter words and a bit of violence do make appearances later in the game.

Spoilers ahead.

In Trapped in Time you play a newly minted Chrononaut, a time travel test pilot, the best in Denmark, and you're about to enter the Copenhagen Institute of Chronology for your first time trip. After you step into the time machine, sparks fly and you find yourself back at the start of the day, standing outside the Copenhagen Institute of Chronology again and actually reading the same numbered paragraphs as before. The difference this time is that you've been informed that you can tell people about your strange experience by adding 30 to the number of the paragraph in which you first speak to them, and reading that paragraph instead. This is the first of a good number of such math-powered mechanisms for taking new actions you'll acquire during Trapped in Time, hence the need to take notes.

These addition / subtraction / multiplication tricks were used by the authors of various Fighting Fantasy game books throughout the 1980s. For instance in Phantoms of Fear (1987) if you saw an asterisk at the start of a paragraph, you could move into a dream state by adding a certain amount to the paragraph number. However, the Fighting Fantasy books were much larger than Trapped in Time and had many other mechanisms at work. Trapped exclusively uses the maths tricks, and uses them more than than any other individual gamebook has before. Of course, it's also fairly novel in using them in the service of a time traveller's loop.

The time travel concept and the overturning of staples of CYOA are played out on many levels here in a way that speaks to adults like myself who grew up on these gamebooks. The earlier stages of Trapped in Time treat you more like a child reader and occasionally invite you to write your name in the book. But as your time stream becomes more messed up and your character becomes more stressed, he starts swearing and opportunities for violence arise. The more exciting of the two endings to the game declares that your ability to travel in time is a form of cheating (I.E. reading paragraphs you weren't told to read) and that you really could have turned to any of the paragraphs at any time, and can do so now. You can use this power to find easter egg endings which are never referenced in the text of the main story.

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Coloratura, by Lynnea Glasser
5 of 5 people found the following review helpful:
Great sci-fi from the POV of an aqueous alien entity, November 12, 2021
by Wade Clarke (Sydney, Australia)

(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.

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Necron's Keep, by Dan Welch
4 of 4 people found the following review helpful:
Hardcore CRPG with neat spellcasting system – and bugs – for hardcore players, September 15, 2021*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, CRPG, RPG, fantasy

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.

* This review was last edited on July 30, 2022
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Snowhaven, by Tristin Grizel Dean
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Sandcastle Master, by Chris Hay (a.k.a. Eldritch Renaissance Cake)
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Law of the West, by Alan Miller, Mimi Doggett, Ed Bogas
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Tristam Island, by Hugo Labrande
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Napier's Cache, by Vivienne Dunstan
8 of 8 people found the following review helpful:
The mathematician's assistant's tale, July 30, 2020
by Wade Clarke (Sydney, Australia)
Related reviews: spring thing 2020, inform

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.

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The Sands of Egypt, by Steve Bjork, James Garon, Frank Cohen, Ralph Burris
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