Ratings and Reviews by Wade Clarke

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Nocked! True Tales of Robin Hood, by Andrew G. Schneider
Wade Clarke's Rating:

Dead Man's Hill, by Arno von Borries
Wade Clarke's Rating:

Three-Card Trick, by Chandler Groover
Wade Clarke's Rating:

Evita Sempai, by Florencia Rumpel Rodriguez
Wade Clarke's Rating:

Ms. Lojka or: In Despair to Will to Be Oneself, by Jordan Magnuson
Wade Clarke's Rating:

Famous Baby, by N.C. Kerklaan
Wade Clarke's Rating:

Hippo on Elm Street, by Adri ("Erin Gigglecreek")
2 of 2 people found the following review helpful:
Hungry Hungry House Hippos, March 4, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, Halloween, fantasy

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.

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The Kazooist, by Charlie Marcou
2 of 2 people found the following review helpful:
Zsssstt! Bzzsszzy! (kazoo sounds), February 11, 2016*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, comedy

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.

* This review was last edited on February 12, 2016
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Home Open, by Emily Boegheim
4 of 4 people found the following review helpful:
Me and this house have sort of a Shining thing going on., January 13, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: TADS

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.

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Cold Iron, by Andrew Plotkin (as Lyman Clive Charles)
2 of 2 people found the following review helpful:
I didn't really get it., December 16, 2015*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, IFComp 2011, fantasy

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 review was last edited on July 26, 2024
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