(This is an edited version of a review I originally wrote for my blog during IFComp 2016.)
Night House is a mystery-horror parser adventure of some spookiness. It mobilises a combination of vintage object-based puzzling (use A on B, B on C, C on D) and methods of backstory revelation popular in both horror films and games of the last couple of decades. The protagonist is an eight year-old child who wakes to a mysteriously empty version of their home and unseen menaces.
If you love amassing a huge inventory of doodads and using them to hurdle hurdles in all kinds of laterally conceived practical ways, Night House will whet that appetite, though the old Quest interface gets in the way A LOT. (In old Quest, when in doubt about verbs, use the phrase USE (A) WITH (B). If still in doubt, right-click any lit objects to see if the action you've been agonisingly trying to phrase correctly happens to be a contextual choice that then shows up.) If you don’t have enough horror tastebuds on your tongue, you mightn't find Night House sufficiently distinguished from things you’ve experienced before. Overall it's a dense puzzler with a pretty good, mildly choppy story that I basically followed but didn't completely follow; I will express some of my ignorances below.
Questions of which character you're playing amongst those presented, and by extension, which sex, come up early in Night House. This element of the game was probably experienced as the mystery element it was probably intended to be by some players (see other reviews) but I fixed on it so hard I began to perceive implementation flaws through it and got bogged down. For instance, controlling how objects are described is one of the best methods for characterisation in IF. And Night House wasn't consistent about this. Some objects were described with typical IF snark. Others were character-specific ("Your sister would kill you if you touched this!" (her Trapper Keeper)). This just made it even harder to decide who I was.
So I didn't get off on the best foot with this adventure, but once I found the flashlight (TORCH) and descended from the top floor, things began to pick up. Progress was well gated by various means. I found things to do now and portals and devices to open later.
The house contents show the game is set in the 1980s-1990s. If this doubles as nostalgia for folks of that vintage (e.g. me. I mean this house has an Apple II in it) the game is still wise enough to stay properly in the child narrator's character and make nothing anachronistic out of the situation.
The practical-going-on-impractical puzzle solutions are probably no weirder than some old Infocom, but eventually I had trouble identifying puzzles because there were all these seemingly unrelated story threads floating about. A father worried about his son. A moral panic involving dinosaur cartoons and toys, complete with a spoonerist joke description of the dinosaur who's similar to Raphael of the Ninja Turtles ("Raphael is cool but crude."). Old newspaper articles about yokel weirdos and Halloween. Collectively, these things didn't offer me much direction about what I should be trying to do in Night House other than solving anything that looked like a puzzle. I don't think the threads integrated fabulously at game's end, but at least I knew what my own character's situation was. And in retrospect, the game's story was denser than first appeared.
(The original version of this review was split over two blog posts I wrote upon this game's initial 2013 IFComp release.)
Dream Pieces is a friendly-feeling bedroom adventure of word puzzling delivered via the Quest platform. It has semi-rhyming (and semi-straining) prose and some nods towards helpful production values – for instance you can choose whether the presentation is delivered to suit a desktop computer, a tablet or a mobile phone. The goal in Dream Pieces is to manipulate domestic objects in your bedroom to create tools and methods to further manipulate domestic objects in your bedroom, but it's more fun that I just made it sound. Tools can split the names of objects into constituent letters which can then be rearranged to create new props. The game uses some features of Quest well, like being able to right click a wordlet, click 'Mix', then click the thing you want to mix it with from a menu.
When I initially apprehended this mechanic, I felt my interest prickling, and since the game gives the impression of being easy enough for a child to complete, what with its child-like font and enthusiastic outlook, I figured I was about to power through the whole thing for some simple satisfaction. I ended up abandoning my first playthrough due to a moment of inflexibility that I mistook for a bug. Other IFCompers cleared me up on this point and brought it to my attention that there was a colour-related mechanism in play that I hadn't noticed. I then powered through to victory like I'd thought I'd been about to the first time. The game has apparently been significantly updated since I played its original incarnation.
Dream Pieces certainly offers easy word-chopping for an adult but would probably be more outwardly satisfying for a kid. It was also the first word game I'd seen released for the Quest platform, and it came out after a year that birthed a decent number of sophisticated word games in IFdom.
(I originally published this review on 22 October 2012 as part of my blog of IFComp 2012. This was the 24th of 26 games I reviewed.)
(Tech note: This game has sound. If you play Signos online, you'll need to use the Chrome internet browser to be able to hear it.)
Oh inner peace, if only you really were that easy to find!
Signos is a game handily compressing the eternal quest for existential completeness into the compass of about ten dreamscapey locations. It sports some attractive stock photo graphics of locations and colour-changing backdrops that will probably annoy 90% of players but which I didn't mind. It also sports the occasional sound effect. Quest's hyperlink features are present on top of the parser. They are likely to add to player confusion in what is already a confusing game. English is not Signos's author's primary language and complex prose was obviously never the goal here, but the implementation of Signos is so spare that most players are likely to give up on this life quest very quickly.
The game's layout and design ought to speak at least a bit to anyone who has played a console game at some point during the last fifteen years. There's a hub room with a different "world" accessible from it by each of the cardinal compass directions. Each world is generally a single room with a resident wise man (fakir, monk, yogi, etc.) and will feature a puzzle or two. (Spoiler - click to show)Solving the puzzles gets you pages of a book reflecting the deadly sins, each acquisition accompanied by a fainting spell, and when your book is full you get access to the Zen Garden of the big man: Buddha.
This is obviously a path to enlightenment that the kids can relate to, but in reading back my own summary of the game, I recall that all of the knowledge contained therein was hard fought for. Signos understands almost no synonyms, offers minimal clues and has no descriptions for the majority of its content. Ironically, the work involved in nutting out how this game functions amounts to a better simulation of the discipline required to gain enlightenment than the symbolic actions portrayed in the game itself.
As cute as Signos's fast track to wisdom is, its symmetrical layout idea is neat, even if typical for this kind of design. It also occurs to me that if there had been a Scott Adams game circa 1980 about gaining wisdom, it would probably have represented the problem in a similar manner, just without the graphics and colours. As it stands, the potentially hammer-weight powers of Quest give the appearance of overkill to a simple game which is too raw in its current state for players to come at.
Regarding my own quest for enlightenment in Signos... (Spoiler - click to show)I did find four pages of the book under my own steam, then I took to reading other reviewers' reviews for clues. Once I had all the pages I got stuck again and let the game show me the complete walkthrough. It hadn't occurred to me to try to smash the mirror with the stone because I'd been obsessed with trying to light fires with the cross (steel) and stone (flint). My gaming abilities continued to go downhill in Buddha's garden. After guess-the-verb and inventory limit troubles, I found myself stuck in a way that the walkthrough seemed unable to remedy, and conceded defeat. I guess the path to wisdom isn't so easy to tread after all.
(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.
Bug-ridden, incomplete, and unintentionally very funny.
The opening line is: "This text based game puts you inside a modern American with the intent to steal a very desirable item..." Presumably a kidney.
Room descriptions are definitely from the couldn't-be-bothered school: "There is a single window here but nothing else, really. Some grass I guess."
And for a game which is about breaking into a house to steal something valuable, the burglar protagonist has set some pretty low bars. My favourite response came when I entered GET TOWEL while scoping out the house's swimming pool:
"You pick up the towel. Nice."
If I'm this admiring of my completely unimpeded theft of a used towel from a suburban back yard at 12:34 AM, and apparently also of the towel itself, I don't think I really need to be heisting jewels to satisfy my will to power. Some much simpler and infinitely less dangerous activity is in order for me!
Presumably a time will come when the author base of Quest format adventures ripens, but at this time of writing, it remains that the majority of these games (almost all of which are published online) are of the quality of learning exercises. Such is the case with The Intruder. This teeny CYOA of binary choices see the player waking one morning to the sounds of someone or something else in the house. Doing the wrong thing at any point leads you to a scary picture and sound which act as the Game Over message. In these circumstances, maybe it is scarier to convey Game Over without the use of any text, and without including any means of undoing or even restarting the game from within the main window. The trouble is that The Intruder has almost no content; the prose is ultra spare, the results of the handful of choices available are either predictable or boring – though in a broad sense you can probably intuit which choice is the wiser one to make of the two presented to you each time – and the whole thing is far too short.
In spite of all this, the "urban myth explained" win screen is curiously effective, though also likely to provoke head-scratching or laughter, since it says that (Spoiler - click to show)a man, an escaped lunatic, was the person who menaced you, but the scary graphic seems to be of a female and/or non-human monster.
ADRIFT veteran Heal Butcher gets all weird on us in Worship the Pig, winner of the inaugural Questcomp held in 2013. Worship is essentially a hypertext click, look and walk journey through some strange and ornate scenery. The clickable keywords make for a clean and smooth delivery of the experience, with the most commonly appearing contextual menu action being "Look At". The imagery and feel reminded me of one of the David Lynch films not grounded in reality (EG Inland Empire) or of Matthew Barney's Cremaster Cycle. There is no plot to speak of, but there are anonymous figures, a garbed pig-man and crowds who say strange things. It all feels somewhat threatening, like you might be the only sane person wandering in a world of creatures who are freakish or alien to you – though these creatures also have a slavish civility about them, and seem to be following a set of rules that you don't understand. It is unsettling to be amongst them.
In the tradition of some other games with imperative titles, "Worship The Pig" turns out to be an action you can take one point, and in the context of this no-puzzle game, it's a significant decision. In terms of interactivity, the fact that you're still choosing when to move around and what to look at in general gives you a traditional IF trope to hang onto, one which, even on its own, can add a purposive feel to a game that's essentially linear bur not interested in revealing a clear narrative purpose.
I found the prose a tiny bit ripe, but it's undoubtedly vivid and has been well crafted to deliver the experience it wants to deliver. And that experience is bit freaky.
Pest, in which you play a rat in Black Plague era London, has the makings of a thorough puzzler, but is hampered by a fair few technical and writing oversights. The former manifest as bugs, the latter make the puzzles unnecessarily tough. There are no hints in or out of the game; my observation is that the Quest community hasn't worked up any culture of creating help to go with its games at this time of writing. I gave up on Pest after becoming stuck during its second major scene.
An introductory sequence in which the player flees from an unseen pursuer teaches the use of the various sense commands the rat can use (smell, listen, feel). The teaching works, but the rat's constant ruminations on his fate while this is going on are mostly at odds with the move to build suspense. There's too much repetition of material, or perhaps the repetition would work better if the player wasn't required to press a key to advance through every line of dialogue, which is pace-sluggening.
Pest needs to go for detail in its physical model of the world because it's about a small rat adequately positioning himself in relation to various people and objects, and interacting with them in clever mechanical ways. The scene in the stone dwelling shows the promise of this kind of thing, with different pieces of furniture at different heights which can be used to access each other, move around the room or draw the attention of its inhabitant, the broom-wielding Matlid.
What's missing from this scene is more exacting programming and prose. The physical relationships between the objects aren't adequately described, and these details are often crucial for visualising / conceptualising where things are and which courses of action may be fruitful. For instance, since the bag was on top of the cupboard, I didn't expect to be able to do anything with it, given that I was on the floor. But FEELing the bag turned out to be a big step forward. Paradoxically, the table is described in a manner suggesting you can get onto it. I never was able to do so, and its description only emphasised the fact that I was on the floor. Other bugs interacted with each other here; I was able to pick up things I shouldn't have been able to (EG the ladle - a bug fixed in the version 1.1 update) and perform one-shot actions more than once. I suspect the latter issue might have screwed up my game state.
I still enjoyed what little I played of Pest, and from what I've seen it promises more interesting design if you like solving physical puzzles when you're really small, but it definitely needs more work on its implementation to reach a level of stability and trustworthiness that will compel more players to persevere. And ideally to not even be thinking in terms of 'Should I perservere?' in the first place.
The intent behind this game is clear - to teach some IF basics through a simple scenario involving you getting the newspaper from your mailbox, finding yourself locked out of your house and having to find an alternate way back in. The game fails because it barely works. It doesn't even demonstrate consistent behaviour within the nuances of the Quest interface.
The geography is confusing. The illustrations, while cute, only enhance that confusion. It was a poor choice to create those illustrations in black and white when the text consistently emphasises how sunny the world is. There are no synonyms for anything; "paper" will not do for newspaper. "OPEN MAILBOX" doesn't work; you must "search" or "look inside". The game fails to acknowledge that you have acquired the newspaper until a thunderstorm event happens. Some important and obvious objects do not appear in the "Places and Objects" menu. There is a silly instant death-by-car if you try to cross the road in front of your house, in spite of the game having previously suggested that "the grass is greener on the other side of the road". You can't undo from the instant death if you're using the online Quest player.
I don't think the game is completeable, which is to say that I couldn't complete it, and I made several serious attempts to do so. Amongst the buginess, inconsistent approaches and the general newbie-unfriendliness, the game certainly would not be good for newbies, and isn't suitable for anyone else, yet.
The Dead is a pint sized CYOA Quest game which drops you in a graveyard and immediately has you fleeing a killer skeleton. The prose is brief and adornment-free. The game also hasn't reached a basic level of proofreading, so there are typos and grammar errors in every line. At least the stakes are high; most choices tend to be life or death, but not in a completely blind 'Will you go through door A or door B?' kind of way. A typical choice might be to decide whether you should glance over your shoulder to identify the unidentified thing that's chasing you, or grab a key off the ground and hope it unlocks the gate in front of you.
As unbaked as The Dead is, it quickly moves into some weird mythology involving glowing green energy and a skeleton army, which feels like a guest power up animation from a videogame. Perhaps the whole thing is the author's first CYOA. The Dead has a dash of suspense, but not much sense and no writing craft. It is complete – there are a good number of losing ends and one winning end. But it's definitely not up to a standard where strangers outside of its home context would be interested in it.
Captain Lighthouse is a Nova Scotian superhero who fights pollution and tells Nova Scotian kids about the virtues of reading local newspapers. He is a multimedia figure for our times, appearing variously in his own comic book, in the form of a huge inflatable doll, and in this adventure game, Captain Lighthouse's Museum Mystery. The interview I read with the captain on his website painted a portrait of a well-meaning but verbose and kind of dull guy, which, excepting the verbosity, is also how I would describe this game.
Playing the good captain, you are called to the Fisheries Museum of the Atlantic in Lunenberg, where some villain has stolen the plans for the Bluenose, a historic fishing schooner. Handily, all five suspects are standing around in the next room. Your job is to identify the guilty party – not by such exciting means as using ESP or asking questions about the crime itself, but by submitting the suspects to a comprehension test. And in truth, the party being subjected to the comprehension test is yourself, because you have to read the fact sheet about the Bluefin before you can grill the bad guys to find out which one of them knows the least about this jewel of history. For surely that ignoramus is the committer of the crime!
The bad guys have cute names like Kaiser von Thefz, and the game's atmosphere, buoyed by the presence of photoshopped portraits of characters and a few simple pieces of music, is generally one of endearment. But in the end, you're a superhero who displays no evidence of having superpowers, does not get to use any superpowers, and instead administers a comprehension test. I confess I wanted more from the character who earned local rag SouthshoreNow the Best In-house Promotion Award from the Canadian Community Newspapers Association.
(Also, the villain's identity does not change from one game to the next.)
This is a one-way trip through an eventually male student's day at what seems to be a parodic version of the author's high school. That is to say, Klein Collins High School attended by Hugh Jass (heh) in Texas. The game displays an accompanying photo or picture with most of its locations and objects, making it visually busy, and is controlled by a mixture of the parser and hyperlinks. In each class there tends to be a notable object or student that you can try to interact with, but these actions don't have any mechanical game value and the objects are pretty dull, so you'll want to click on the 'out' button to leave each class sooner rather than later.
The purpose of the game is to share the author's witty observations of school life. I didn't find the written material all that funny, though some of the juxtapositions of text and picture are amusing. The implementation of the parser is so basic that straying away from the point-and-click controls tends to be a mistake. On the whole, the game gives the impression of being an experiment for the purposes of learning Quest, using an environment familiar to the author. I admit I was disturbed by its vision of students slyly watching Avengers on their laptops during class. Oh well, better that than Iron Man 2.
The author shows a viable hypertext style in this game, which may lead to something in the future, but for strangers, this one isn't worth playing.
A couple of folks at textadventures.co.uk made some neat observations about Klein Collins High School than I've decided to reproduce here, since I failed to make them. The first happens to tell you how to win, which isn't much of a spoiler in a game with no puzzles, but I've still hidden it to avoid outrage:
(Spoiler - click to show)"You can win the game if you keep saying "out"... lol." - Gabe Lance
"Another thing that kind of irritates me but I don't know if others care about it: In some games you're told in the beginning who you are, but in games like this you're supposed to be yourself, since there is no character in it. I don't really like it when a game has me be myself in it, then about halfway through tell me I'm a guy. But that's just me." - Azura Davis
Murder!
The author's name is :3 so I wasn't expecting this game to be the last word on the subject, though it may be one of the first few.
In this teeny CYOA, you're a girl who goes to school one day and hears that another girl has been murdered, and that no one knows whodunnit or why. This situation is all the talk amongst the kids, especially the few you might interact with in the course of Murder. These kids have a good way with the breathlessness and exclamation marks, and are the kind who will start screaming out "I DIDN'T DO IT!" with little prompting. The feel of the dialogue and character behaviour reminds me of that of the hot and cold bobble-headed folk in the MySims console games.
Unfortunately, I have probably already given the false impression that there is way more content in Murder than there is. Its choice structure for the duration of its handful of scenes consist entirely of: "Will you A or B?" You can play the whole game to its bizarrely abrupt finale in two minutes or less, then click through all the choices you missed the first time for a second play of about one minute in length.
Murder (the game) is cute and actually got me involved in spite of its tiny size, but it's also typo-filled and super simple, and its story stops just when it was getting started.
The Library is too elementary and underdeveloped to be able to interest anyone looking for a complete game to play. It's clear that the author is in the very early learning stages of how to program these games and is still grappling with the basics. The PC is stuck in a library for reasons which aren't clear, leaving the player to try to fiddle with all of the available objects in a handful of rooms. Some objects are gettable or have descriptions, but too many don't. Nearly all of them have the wrong indefinite articles, and the coding omissions are in significant areas. EG You can pick up A Christmas Carol but you can't READ it.
Playing this game online, I did notice that Quest's habit of making any and all interactive objects clickable can prove to be a distraction in a game when most of them are really just unimportant scenery. When I see the glowing blue links, I tend to compulsively check each object, but I realised I should have been relying more on my adventure game instincts and not investigating every chair, table and lounge (of which there are plenty in this game). I suppose this is a mental shift you may need to make when Questing.
I can't verify how large The Library is because I was unable to interact in any way with the code reader securing the door which blocked further progress, but many aspects of it are obviously not up to standards that will satisfy strange players. I wish the author the best in her progress; my one star rating for this game reflects that I can't recommend it to anyone as is. Apart from the wealth of technical problems, players need a motivation to play. The mystery of the situation should be played up. Without that element present in the writing, the player is really just randomly searching a bunch of samey furniture for no apparent reason, which is boring.
Based on the title of this game and its synopsis, I was expecting to play a badass jungle cat in an adventure of comedic nature. It turns out that the PC is actually a rap music braggart named Tiger. This was disappointing, at least in light of my expectations, and I don't think they were insane expectations because it feels kind of clumsy to both suggest that a character called Tiger is also a 'tiger' (metaphorically speaking) and then to dwell on this point in the title of the game.
Anyway, having shifted my existential gearstick from 'great cat' to 'rapper', I got a smile or two out of this game which sees you rising as Tiger after a night of rap star partying. Tiger is a dim, spoiled fool with a Titanic sized ego, and the game was clearly going to be at his expense. I say 'going to be' because it turns out that this is just a one room demo, but it must be said that it definitely feels like the start of an actual game rather than just a mechanical test. Various story points are set up, like the fact that you have a piece of music overdue for delivery and that various family members and girlfriends are angry with you. There are a bunch of stats ready to go, too, like 'Booze Level' and 'Oontz Completion'. But the first room is already underimplemented and there is no second room or continuation. So probably the only reason to try this is if you suspect that you might like the material enough to go and browbeat the author into expanding it. I wasn't as motivated as that.