(A version of this review first appeared in my blog during IFComp 2021.)
AardVarK Versus the Hype (AVH) is an extremely funny parser adventure about a bunch of teens whose rock band, AardVarK, suddenly becomes very important for the project of life's continuance when a corporate/alien entity known as Hype starts flogging its soft drinks ("sodas" for the handful of Americans out there) to innocent high-schoolers. The brew's side-effects include mindless shillism and bleeding from the orifices.
The game is set in 1997, a time when popular culture was still dominated by the recent explosion of alternative music into it but before the internet had made any excursion onto the same turf; the game is blissfully free of the internet. If I was going to hazard a cultural thought of the kind I don't know that Truthcraze would approve of in the case of AVH, I'd suggest the simplicity of The Kids versus The Hype conflict is already a bit nostalgic for the eighties, a time when individuals-sticking-it-to-commercial-behemoths plots were easier to articulate. The film Reality Bites (1994) captured the zeitgeist of young Americans of the 1990s trying to retain their cred in a culture that was beginning to facilitate the commodification of everything.
Such drama is not what AVH is about. It's about the eternal comedic struggles of being a teenager (well, eternal since the 1940s or so, so not very eternal at all, actually) and about the nineties version of them in particular. The player gets to control all four members of the band AardVarK at different times with a SWITCH TO (PERSON) command. The switching isn't bound up with complex puzzles. It's essentially for narrative purposes. These teens are boys and girls, punks, goths, would-be frontpeople, singers and guitarists. The nineties wack is clearest in their dialogue stylings. There is a ton of multi-option dialogue in AVH wracked with a mixture of self-consciousness and excitement as the teens try to blurt out their explanations of weird shenanigans and corporate shills.
It's not so much what the characters want to say to each other that changes across options, only how they're going to say it. Bravado, hostility, coolness, honest dorkiness and cluelessness are some of the modes the player can choose amongst. Just reading all the different options, including the 75% not chosen, makes for a good chunk of the comedy. There's rarely any revisiting of unpicked dialogue paths because the story and conversations are too busy screaming forward for that.
The seat of the game is a wonderful repeating set piece joke involving the Gas'n'Stop convenience store, a location that has been thoroughly plundered and destroyed by the time all the main PCs have abused it. There are also jock-guarded parties, night-time trees to be climbed, cars that are rocking, and condom-purchasing jokes executed in good taste. Furthermore, AVH has some cool tricks of delivery up its sleeve. One is the way it will suddenly override the player's typed commands with replacement evil ones if the current PC gets possessed by The Hype. Another occurs in a situation where the PC's car turns over, at which point some of the printed text does the same thing. I don't remember seeing that joke in a parser game before.
AVH is a game that wants to help you finish it. It has graded HINTs you can ask for, but it's constantly prompting for free anyway in an amusingly harried voice. I think part of this stems from the fact that it's trying (successfully) to create a sense of lively action, and having players stand around examining everything is anti-action. The game would rather remind you of the next thing you're meant to be doing than let you gawp. There's also a decent amount of fourth-wall-breaking, and its version of the parser voice versus character voice dance is a cute one. I hit some bugginess across the game (remember paragraph one: I am now hitting myself with a stick) but the only thing that actually tripped me up was a guess-the-verb moment which was cleared up by the HINTs.
I admit I'd have liked some more reinforcement of differentiation amongst the teens identities across the game, what with all the SWITCHing amongst them that goes on, but this isn't a major complaint for a story this funny and engaging. The victory scene, which felt felt rushed in the original IFComp version of the game, has also been updated to make it much more satisfying. While playing AVH, I laughed aloud a lot, admired the many forms of comedy wielded by the writing and loved the Gas'n'Stop situation.
(A version of this review first appeared in my blog during Spring Thing 2022.)
Bigfoot Bluff is a busy parser adventure game of bizarre comedy. You play a paparazzi Bigfoot trying to snap a picture of your dad, also a Bigfoot, in a national park he controls. You're doing this for reasons that are hard to understand at first and hard to articulate later. Plus the park has other cryptids in it and you're photographing them. Why to both? Well, it works out eventually, but this doesn't feel like the kind of game in which one should be fumbling for understanding as often as one is.
BB taps the vein of fun eight-bit adventures with its tons of amusing objects to collect, little puzzles all over the place and a sarcastic parser voice. It's quite compulsively enjoyable already, but simultaneously frustrating to play. Part of the trouble is in the realm of combinatorial explosion. With so many crazy objects in the game (you can sling a goat over your shoulder, dig chocolate out of a pie, wear a falconry glove, take photographs of things, build disguises out of bits of park detritus, etc.) interactions amongst them are underimplemented. This much stuff calls for that much more development work. Many great ideas I typed in received default rejection messages, making my perception of puzzle difficulty go up. There are also minor bugs and almost no synonyms, which leads to time spent retyping and rephrasing good commands.
And, for a good while, I genuinely thought the game was trolling me. Part of the HELP says:
"... Try to do various things that will help you stay hidden in the park. As you do, your score will increase and you will be able to track down Bigfoot Senior and catch him on camera...
Bigfoot Bluff is a forgiving game even though undoing is disabled. If you lose points, don't worry! Just keep playing and you will more than make up for the lost points."
So the score is related to stealthiness. If you act stealthily or increase stealth, your score goes up. But if you bumblingly draw attention to yourself, you lose points. I grew to find the numerous ways you can lose points increasingly hilarious, and suspected that the game's help message about its forgiving nature might be part of the joke.
Here are examples.
What if I...
– Put on some aviator glasses I found on a crash dummy in a downed plane?
>wear glasses
The glare from the reflective coating gives your position away
Score minus two
– Examine the drone I saw hovering near the plane?
>x drone
The drone focuses its lens and you hear a click as it photographs you.
Score minus one
– Try setting a weather-altering machine to SNOW in hopes of making me harder to see?
>set weather to snow
You set the weather machine to snow.
It begins snowing. Your tracks will only make you easier to follow.
Score minus one
Try setting the same machine to WINDY instead?
>set weather to windy
You set the weather machine to wind.
The wind picks up; this will only blow your scent around.
Score minus one
After twelve score-altering events had occurred in the game, I had made a net gain of only three points.
It took me a long time to get on the wavelength of BB. To really understand the premise, and what I was trying to do, and why, and how I should be going about it. I think part of this may be that the intro is too sparse. The premise is deliberately silly, but it's also sophisticated. The opening line is:
"Ten years ago you renounced Bigfootdom to become a paparazzi. Now it is your job to do an exposé on your reclusive sasquatch father. Welcome to... Bigfoot Bluff."
This bit of prose requires unpacking and raises a lot of questions. But the game just starts with you standing in a Parking Lot of short description. Probably the HELP text would be better placed as part of the introduction, and it could all stand to be more focused. I don't think having to make sense of everything slowly by playing the game is the best fit for BB.
The game builds up an effective aesthetic that is simultaneously funny and a little menacing. The emphasis on surveillance inevitably makes you feel like you're being watched. The descriptions of the park don't need to be extensive to create a strong sense of place, a naturally beautiful wilderness with your father's menacing cabin sitting in the middle of it, and the PDF map helps, too. There are wacky cryptids about the place, such as the Garbogriff, for you to photograph, and the taunting announcements / nature talks your father is strangely obliged to give by loudspeaker at such times are amusing as well as truly weird. His later revelations are even weirder and wilder.
BB describes itself as a sandbox game. I don't think I've ever really understood the term, but here it seems to refer to both the nature of the map, and perhaps the mechanic whereby there are many puzzles to be solved, but that you don't have to solve them all. I found this to be a relief because I had a good amount of unused stuff left in my inventory at game's end. And that end is quite spectacular.
BB is a detailed and very funny game, but its implementation isn't a match for its content, and I believe it's unnecessarily hard to get into. I'd like to see these issues addressed in a future update.
(This is an edited version of a review I originally wrote for my blog during Spring Thing 2016.)
The Xylophoniad is a joking, mashup take on numerous characters and situations from Greek mythology. It is powered by Versificator, the author's own parser engine. You play the part of veteran adventuress Xylophone, assigned by a bored king to knock over a few light tasks like ending the Trojan War, rescuing prisoners from Hades and killing the Bicyclops. I imagined the Bicyclops was going to turn out to have two eyes side-by-side, which would have had the effect of making it look like anyone else, which would in turn have resulted in comedic, illogical screaming from onlookers along the lines of: 'Argh! Two eyes! It's hideous!' But it turns out that the second eye of a Bicyclops is above the first one. And that is pretty gross.
The Xylophoniad (or THE X as I will now refer to it) reminds of the classic Scott Adams games in some of its nature and puzzles, though rarely in restrained degree. The aesthetic of those 16 kilobyte games was determined by the hard technical limit of the 16 kilobytes. There are no real limits for The X. There are design choices, and any mimicry of older games is carried out to an irreverent extent rather than a slavish one. The game delivers its humour in some particularly goofy and cartoon-like ways, elicits jokes from cute and simple NPCs who appear as caricatures of their legendary selves, or 'non-canonical versions' as the game likes to say, and keeps the player busy with a large ancient world split into separate regions. The region separation feels like both a staple of gaming in general (like levels, a way to divide up content and aesthetics) and a way to make THE X feel more manageable. Because no matter how cute the game may appear to be at the outset, when a king tells you to perform three impossible-sounding tasks before breakfast (it was the 'end the Trojan war' one that especially raised my anxiety levels) you're likely to feel at least a tad flustered about the day ahead.
Fortunately, and as I should probably have anticipated, the explicit solutions to the major challenges are pretty wack. Don't dwell on how to end the Trojan War all by yourself (... ARGH!!!). Just get out there and be the best traditionally klepto adventuress you can be, exploring, finding ways to pass recalcitrant portals, solving puzzles that crop up using a mixture of logic and illogic, and helping NPCs with their usually not-too-obscure problems. Achilles is histrionic, the medusa is apologetic, Daedalus is MacGyver and Helen of Troy emits unusual noises.
I don't think much knowledge of Greek mythology is required to deal with THE X's puzzles. In cases where a particular piece of knowledge might help with a particular puzzle, the game either tells you about it explicitly or collapses it into a joke that has the side-effect of indicating how the situation would have been in a canonical version of the story. I found myself at an impasse a few times and got past each one using the graduated hint system that comes with the game. If I'd had more time to play, I probably would have continued to experiment with the gameworld and overcome one or two of the impasses on my own.
(I originally published this review on 21 October 2012 as part of my blog of IFComp 2012. This was the 23rd of 26 games I reviewed.)
I don't claim to have played many wordplay focused IF games before, but I loved this one. In a Manor of Speaking is an adventure beyond the Bermuda Triangle through a world ruled by puns. Lord Dashney is the evil figurehead who needs to be overthrown and you are the person who needs to do it, using only colloquial expressions and a bit of lateral thinking as your weapons.
The game's implementation in Release 3, the one I played, is very strong. Its puzzles are numerous, amusing and served by an excellent contextual hints system. The game's humourous tone and aesthetic are entirely coherent and the prose is hiccup free. In short, this level of quality is what I ideally want from every adventure in the comp. The immersion which results when every part of a game is working smoothly and the flow of words and actions is unbroken is hard to beat, and with only a few games left for me to review now, I can say that In a Manor of Speaking is the only game to have achieved such frictionless immersion for me in this competition. Therefore unless you hate wordplay (and this is a pretty user friendly version of it) I advise you, and all and sundry, to try In a Manor of Speaking.
Paradoxically, I find that this game's accessible comedy style makes it hard to discuss at length. Its meanings are consistently transparent, whether they are silly sight gags (metalheads whose heads are made out of metal), riffs on timeworn sayings (Spoiler - click to show)(the pudding which contains the proof) or misdirections (the game is full of bars, but only the first one is a metal rod). To write about the game's jokes like this makes them sound only groany, but puns are fascinating because while they do often prompt groaning or cries of "I hate puns," almost nobody genuinely hates a pun, except for people whose souls are broken and ugly as pitch. You know, people who are to be pitied. In fact most people enjoy being the opportunistic revealers of puns in conversation once in awhile. In a Manor of Speaking takes you into a world and mode of writing where the puns are so numerous that they are the source of all the meaning. This pushes them beyond the context of goofy pleasure and shame which often accompanies isolated real-life punning into a place where anyone is likely to enjoy them more freely.
I only encountered a couple of tiny bugs in the game and both were related to the object "a piece of your mind" and the kangarude. The solidity of implementation also extends to the majority of the parser's blocking messages, with idiosyncratic jokes on hand for most kinds of command rejection. The numerous instant deaths (which you can instantly back out of, as well) become something that you can easily anticipate, as a good number are attached to invitingly stupid actions, but you're likely to find that you still enjoy trying each one.
In a Manor of Speaking is a funny and engaging adventure with a lot of personality and a near seamless delivery. That last point is a clincher for me, whether a game is light, profound, transparent or opaque.
(I originally published this review on 4 October 2012 as part of my blog of IFComp 2012. This was the 4th of 26 games I reviewed.)
You can't fob off the postmodern today, not even if you jab violently at the area directly in front of you with a pointed stick. Last Minute is a hyperlink CYOA about cobbling together a last minute entry for IFComp, and presented with its first screen, I didn't like the look of it. The protagonist thinks in exclamation marks and is equally and constantly excited by every turn of his thoughts as they alight upon different objects in his bedroom. In the long run, I believe that people should be skeptical in general of responses to creative challenges which consist of saying, "Well, I was having trouble thinking of something, so I made my piece about the trouble I was having thinking of something." Which wouldn't be to say that this game is definitely a response of that kind itself – except that the author revealed during the competition that it is. In the end, each object must still rise or fall by its own qualities. The primary quality of Last Minute is silliness, and even if you don't like it, it's over pretty fast.
The game has two halves. The first half is a the part where you scan your room with your eyes looking for inspiration for your IFComp entry. Choices include your games, your DVDs or what's on your desk... The combination of a "my apartment" game with the protagonist's hyper manner began to make my eyes water. But I persisted and reached the second half of the game, where my earlier choices were strung together into a gamey fiction. This section is extraordinarily silly and hyperbolic (EG a blistered blob forces everyone in the world to cannibalism by only letting them eat beetroot otherwise, and you have to stop him) but it's got more messy wit, writing cutesiness and variation than the first half, and might start to bring the sniggers if your defences are sufficiently weakened by now. I played this section a few times and found some different stories, and if you want that explosion of sloppy zaniness that you can usually expect from something in the competition, this could be one of the games to deliver that fix.
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 is an edited version of a review I originally blogged during the 2014 IFComp.)
Milk Party Palace is a brief CYOA comedy in which you play a slack hotel employee who needs to round up six gallons of milk to appease visiting celebrity Alec Baldwin. Your eye is also on the twin goals of attending Baldwin’s "Milk Party" and finding out what a milk party even is. With the tone of the game being a bit juvo-Hollywood-teen-comedy wack, I wondered if a milk party might turn out to be a celebration vaguely along the lines of a lemon party, but I will not spoil such a revelation in this review.
Milk Party was made in Unity, a rarity for a text game, and demonstrates a clean and efficient link’n’click style. Once I'd reached one of its three advertised endings, I decided I'd had enough. Obtaining the gallons of milk involves cajoling or harassing various hotel guests by negotiating some absurd scenarios in their respective rooms. This absurd comedy seems to be Milk Party’s main purpose, but I quickly fell offside with the game, which caused me to click away impatiently at each encounter in an effort to hurry through it. I felt critical of my unreceptive state afterwards and tried to work out what I hadn’t liked.
It could be as simple a factor as that it all started off with the anticipation of a very short game involving a celebrity, a description which made me interest-weary. Then came the business of chasing up the milk itself, which was almost hard slog. The guests are understandably wary of your bugging each of them for milk, and the encounters are structured around the pains of you trying to extricate the needed gallons in the face of ridiculous verbal and physical hurdles. These hurdles somehow reminded me in nature of the kind of conversations I’d expect to have to suffer in hell, were I to end up there, albeit shorter in length. It's testament to some kind of effectiveness of what the game is doing along these lines that I did feel aggravated by the hurdles, even though they are less "real" than they might be in a parser-based game, where you could become physically or literally stuck against a puzzle. That can't happen to you in Milk Party, but I was still a bit teeth-gnashy throughout the experiences described in the prose.
So even though Milk Party is not all that long, it feels strenuous. Its brand of absurd thwarting is legitimate comedy fodder – and I found some of it funny – but that wasn't enough to drive me to want to engage with its stuff. Deep down in my heart of hearts, I did not feel motivated to care about getting milk for Alec Baldwin, as fine an actor as he is, and thus I did not get into the shenanigans involved in doing so.
(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.
A quick CYOA in which - in game parlance - you die and must restart after every second move because whatever you decide to wear and wherever you choose to go (two choices) you are sexually harassed by a man or men.
The mixture of cuteness and smartarsery in the writing, in combination with the girly pink colour scheme, is broadly funny. This tone extends into the dialogue and content of the harassments. That they are so frequent and display such a variety of dialogue and invention that they acquire an overkill quality in this context which is inevitably funny and exasperating, and makes them palatable in spite of their volume. And the game is in tune with player exasperation. It starts to offer an 'I give up' option at about the right time.
The punchline when you do so is: 'BLAM! Welcome to life as a woman.'
(OK, I admit I added the 'BLAM!')
So this very small game is well structured for its idea. This leaves us with the idea and the question of who it's for. I'm already aware of the specific point that a woman might be sexually harassed whether she is wearing a low cut item or a tracksuit, and this is the game's main point. So telegraphing that at length and then saying 'BLAM!' was not revelatory for me personally, but that doesn't mean it might not be revelatory for someone else. The practicality of the point makes it a good one for people who might not have thought about such things much, or at all.
Based on what's (figuratively) written on the box, a woman need not play Female Experience Simulator. After all, she doesn't need to simulate the experience of being a woman; she's experiencing it. Nevertheless, were she to play it, my punt on what her experience might be like - informed by my experience of playing Female Experience Simulator - is that the game would be likely to hit the recognition spot with a leavening of humour, but obviously without any revelations.
If the game actually advocated hopelessness or hopeless behaviour (eg 'You MUST run home to cry whenever you are sexually harrassed!') I would have flushed it down the toilet to join other self-deludedly defeatist crap like the works of Samuel Beckett. However I think it's obvious that this game is not making a point beyond: A woman can experience sexual harrassment in spite of how she dresses or presents herself. Which is important if not known. A man may learn this by playing. A woman already knows it. The game manages to do this with some humour, and it's pretty light, so it's a stretch to read much further into it.
This review is already in severe danger of brandishing more content than the game itself, so it's time to stop.
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.
My experience of these Pirate Kart games is that they're short, easy and busy. I find that to be a good combo compared to short, hard and anything else, since the flakey implementation of tiny games is what can make me so annoyed when I fiddle with them.
Anger is not relevant for Delicious Breakfast, a game about a person (or perhaps some manner of living man-insect, if 'x me' isn't joking) who wakes up in the morning and sees the world largely through a prism of exclamation marks. A being for whom the phrase 'Delicious Breakfast' is always thought of in Title Case.
As you fiddle with assorted foodstuffs in your kitchen trying to assemble and eat a Delicious Breakfast, you learn that the character you're playing is a rather stupid manic whose existence is framed only in terms of Delicious Breakfast, and that the term 'Delicious Breakfast' represents an idealised concept for this character rather that an accurate description of what's eaten and how it's et. (I don't know why I'm always eating gross stuff off the floor in adventure games, but I did it again here.) My score was soon to explode, and pretty soon I'd won the game.
I can relate to idealising breakfast. I eat Weet-Bix every day and they bring me into the land of the living. Delicious Breakfast is amusing and easy, though it is not a Weet Bick.
Humourous sci-fi adventure Death of Schlig copped a lot of negative reviews during IFComp 2011. "It's crammed full of extra line breaks!" was the commonest refrain, but there were heaps of other problems that just made for staggery play and fought the game's attempts to get a flow of humour and action on. This was the first IFComp in which entrants were given the opportunity to update their game during the comp period and author Peter Timony availed himself of it. The late-in-the-competition version of the game I tried was in significantly better shape than the one everyone had been yelling at, but frustratingly (in retrospect) it still didn't address all of the non-aesthetic tech problems. This leaves us with a game whose bursts of silly comic book fun keep being stymied by mundane annoyances with its parser and other stuff – door keys which are bad at sorting themselves out, an inventory limit which adds only hassle, proofreading and pagination troubles, no synonyms at all, etc.
If you regard the cute cover image for Death of Schlig (drawn by the author's brother) you'll have a good idea of what's ahead – telescopic eyeballs and green aliens. The latter give you the former in an experiment gone wrong after kidnapping you from your day job at the deli counter, though your real job is Great Private Detective. Your super eyeball powers allow you to EXTEND and RETRACT your eyes, to send them around corners to spot alien guards and even to occasionally use them to wield objects.
The tone of the writing is consistently zany, with lots of non-sequiturs, little pieces of misdirection and exaggeratedly amusing characters. It has the appropriate spirit and personality for the subject matter, and while its uneveness is increased by the game's incomplete proofreading (and the fact that Zaniness is an area subject to even more subjective individual response than its parent category Humour) there are a lot of parts in Schlig which made me laugh, and which I was able to remember almost verbatim even a year after first playing the game. My favourite, still: "You attempt to slice the world's thinnest slice of ham. With atom-splitting precision, you gently push the ham towards the spinning blades."
Unfortunately the timing of a lot of the jokes is thrown off by surrounding bits of writing which remain too sloppy, or by the unpolished gameplay itself. The extend-an-eyeball gimmick should be uniformly cool but proves extremely fiddly to deal with, and is underpowered as a tool to help you outmanoeuvre your enemies in this game. The patrolling guards only seem to move at the moment Schlig or Schlig's eyeball enters their presence. I have tried following them around with Schlig's telescopic eyes, trying to zap them, but they always remain one move out of reach and will ultimately complete a circuit and step into the original room containing Schlig. This "good guy's eyeball chasing the bad guy chasing the good guy" image is an appropriately cartoonish one in this cartoonish game, but the programming of this mechanic wasn't sufficiently massaged by the author.
Death of Schlig's prose has a consistent aesthetic which suits it, and it's one of those adventures that makes me really want to like it. But it's still a game that needs more work in the programming and in the writing to pull it out of that territory where it is often work-work to express or achieve what you want to do in it, and unfortunately it is unlikely to get that work.
(I originally published this review on 10 October 2012 as part of my blog of IFComp 2012. This was the 13th of 26 games I reviewed and the game has been revised at least once since I wrote the review.)
In a competition close shave, I completed Irvine Quik & the Search for the Fish of Traglea in exactly two hours. This absurdist space adventure, whose title causes my mouth to do everything it doesn't want to do at once if I say it aloud, puts the player in the role of its eponymous goofball as he and the Interstellar League of Planetary Advocacy try to save an endangered fish in order to save an endangered planet in a universe mostly populated by cat people. With its distinct aesthetic of cute humour, diverse environments, a big roster of NPCs (including a fully staffed ship) and cat-fu karate sequences, this adventure is potentially one of my favourites this year, but I have to temper that statement with observations of its bugginess and the attendant difficulties. The only ADRIFT-based game I'd previously played with a bigger scope than this one was 2011's mighty Cursed, and perhaps in a similar manner to Cursed, it's the ambitiousness of Irvine Quik which opens it up to a greater range of bug possibilities. I played the game using the aging Mac Spatterlight interpreter, which I've noted is solid for ADRIFT 4 games (ADRIFT 4, Irvine's platform, is now a static development platform) but which was incapable of recording any transcripts in the case of this particular game.
IQ, as I'm now going to call it, makes a strong impression of novelty and helpfulness through its opening screens. Alliterative taglines that would work well on sci-fi B movie posters describe the options available. It is surprising to find that you can start playing from any one of the game's six chapters. If you admit that you don't know how to use a HiRBy (your floating, grabbing robot pal in IQ) the first chapter will begin to play itself, slowly typing out the introductory commands before your eyes to show you what to do. On the other hand, if you answer "No" to the broader "Have you played interactive fiction before?" question, you seem to get almost no additional tuition at all, but the game does offer a VERB command which will list a minimum set of commands needed in the current chapter.
The first significant puzzle, helping the captain land the ship, meow, has an impressive five possible solutions according to the nicely presented PDF walkthrough. At least one of those solutions is a mini game involving quick memorisation and typing of numbers. Offering this much variety is obviously a pretty industrial strength way to start the game. In fact, the presence of a whole explorable spaceship for the good guys to live in is a pretty industrial strength gesture, and could almost be regarded as strange, considering that this ship is not where the bulk of the action takes place – except that this gesture is (a) neat, and (b) will probably be of use for any sequels, EG the one promised by the game's outro.
IQ is written in the third person, an interesting choice which seems to amplify the clumsiness of the hero and of the game's humour in general, as if Irvine is being viewed omnisciently and pitilessly from a distance above. My own playing troubles really began in Chapter 3, in which Irvine explores the jungly planet of Tragear with the broad purpose of trying to solve the case of the missing fish. The puzzle involving the coat-stealing tree monkey had all kinds of bugs in it. (Spoiler - click to show)One time the solution didn't work, so I thought I was stuck. After restoring a game, the solution did work but I didn't know that it had because the game still said "The monkey refuses to give Irvine the tiger coat!" A fruit I had previously taken from the monkey was also capable of teleporting back into the monkey's hands. Before I broke out the walkthrough for the first time, and as I continued to wring my hands at my troubles, I went back to the ship to talk to other characters in hopes of getting some help from them. Here I found that the captain was still talking about my chance to pilot the ship, the story from the previous chapter. In summary, it's apparent that IQ has many different states and events whose interrelationships it needs to keep track of, but it currently isn't on top of a lot of them.
After Irvine acquires karate in a sensei sequence he can bust it out as required. It's a fun system combining a bit of random damage with the not overtly stressful demand that you learn which of the moves particular opponents are immune to. Chapter 5 is a 100% combat chapter set in a tunnel, and pretty exciting for it, though I swear there was a moment when I was reduced to 0 hit points but still alive and kicking. Also, (Spoiler - click to show) regarding the passcode which got me through the locked door into this area in the first place, I don't know where that number actually occurs in the game. After I learned of it from the walkthrough, I went looking for it but failed to find it. Running out of time to clear this game in under two hours, I caved in and just typed in the code which-I-still-don't-know-where-it-came-from. This typing wasn't easy, either. I accept in retrospect that the game did define the PRESS command for pressing buttons, but none of PRESS KEYPAD, UNLOCK KEYPAD, (the number itself) or PRESS NUMBERS worked.
In spite of all its bumps, which kept making me worse and worse at the game as I approached its finale, what IQ possesses is a very charming and coherent aesthetic which seems to extend beyond the already decent chunk of universe presented in this game. Even though communication with the other characters could be better programmed, each character seems to have his or her own concerns and purpose, and there are a good number of characters. And while the cat people are highly capable in their roles, it is left to the human outsider, Irvine, to falteringly observe the silliness of this world which is invisible to them. That the highly sought after fish is asleep nearly all of the time, that the characters who claim to be giving instruction barely give any, or that the villain's rant explaining his motivations doesn't make a lot of sense.
I found the funniest and cutest scene to be the one where Irvine helps a kitten which is fishing(!) in a brook. Given the general absurdity of this game, I really thought that the fish I was looking for might turn out to be the one in the water here, since its description said it was. But it turned out to be a Red Herring instead. This moment sums up the feel of the game for me.
In some ways Irvine is my favourite game so far at the halfway point of the comp, but its bugs did slow me up and hamper my experience of it. A lot of me struggling to finish this in under two hours was due to me rewinding to earlier points because of uncertainty about the game state. But the world of this game is a wonderful creation, and I will line up for a more polished version of this game or a sequel.
(I originally published this review on 22 October 2012 as part of my blog of IFComp 2012. This was the last of the 26 games I reviewed.)
I would have preferred the last competition game I play to not be about sport, let alone Gridiron. But now that I have played – nay, won! – Kicker, I'm glad it was my last game because it managed to surprise me. This is a game in which you play the placekicker on a Gridiron team, but it's an easy game to play for the sporty and the unsporty alike. It is also, after a fashion, not what either camp would expect from the premise. Or perhaps exactly what they'd expect.
The game's thorough message is that the role of placekicker is tedious and thankless, and close to being a joke in the eyes of one's teammates. You RUN ONTO THE FIELD, GIVE THE SIGNAL, KICK THE BALL and then RUN OFF THE FIELD. Then you mill about on the sidelines for twenty turns or so before the coach urges you to repeat the kicking process. In the style of a conceptual art piece, the player has to ride out an entire interminable game of football in this manner, boringly entering the same commands again and again to reinforce the idea as lived practice, with the extra joke that any and all attempts to find stimulation on the sidelines, whether through conversation or action, are doomed to failure. Other players shun you, a film crew ignores you, cheerleaders ignore you and there's basically nothing else to do.
Driven to the boredom the game seeks to muster, I tried to bring down my team by disobeying the coach in various situations. For instance, by not running onto the field when he asked me to run onto the field, or by not running off the field when he asked me to run off the field. My stratagems didn't ruin my team's prospects but I was fired twice. Happy to find that the game was not completely unyielding, I undid my tomfoolery and pressed on with entering "Z" or "WATCH THE GAME" a zillion times to see if anything wacky would eventually happen. I had grown quite weary by the time my team won, and our winning was the thing that happened.
The programming of the football game's progress is good and the prose is clean. A few commands I tried weren't recognised, but otherwise this is technically a solid game which is explicit about the commands you need to type if you want the match to keep going, but also relaxed enough to assure you, with good cause, that "You'll figure it out."
I've always thought of Gridiron as that ridiculous game where the players' physical attributes and skills are completely ghettoised. The kind of sport where one guy might have a massive right arm that he spends all his life pumping, except when he's on the field doing nothing but standing on a prearranged spot and waiting for a chance to clothesline some passer-by with that arm. Playing Kicker certainly did nothing to change my prejudices, but what it did do was let me win a sports IF game without understanding or caring about the featured sport at all, and it took a swing at at least one element of that sport while it was at it. For these things I am grateful, even if the game worked its magic by daring me to give up in the face of intense boredom.
I hadn't played a one-move game before I played I'm Having a Heart Attack and it turned out to be an excellent introduction to this mini-genre. The game puts you in the shoes of an actor starring in some kind of pro-health commercial, one in which your character might be about to have a heart attack in the wake of a poorly lived life. The director's nearby, the camera's rolling and there are a few domestic props and food items within reach. With your single move, you determine how the scene will be performed. The viability of any one performance is determined by the director, whose enthusiastic interpretations of your actions are highly amusing. Each viable performance scores you another point out of a possible 41, plus there are an unknown number of bonus points up for grabs for trying out more meta or 'guess the verb' type actions. The scene loops, which makes a lot of sense in the context, giving you the opportunity to stumble around the set, fiddling with the props in a creative manner and trying on gratuitous emotions as the director eggs you on.
The game is addictive and progress tends to come in waves. One successful action will often cause a rash of similar actions to pop into your head. The director's feedback is also helpful. The more of it that you read, the more you may connect with the game's mindset and work out what other angles might lead to performances. I scored more than half the available known points plus a bunch of unknown points in my first session with the game, and I intend to revisit it to try to find more.
The Museum is a short and flippant game in which you play a dude who visits the local Egyptian exhibition one night after the ceaseless leisure time afforded by modern existence causes you to become bored. There's a mummy on display, and if you happen to bring it back to life (it takes a bit of effort) your goal then becomes one of snuffing it out again so that it won't kill people. This premise obviously doesn't make a whole lot of sense, but that's par for the course in The Museum. It's the kind of game where defeating the monster doesn't score you one of the six points on offer, but eating a sloppy banana that you find on the floor does.
The Museum was made for the TIGsource's Commonplace Book Competition of 2008. Entrants had about six weeks to turn out a game based on one of H P Lovecraft's unused ideas as scribbled down in his Commonplace (note)Book. The chosen idea here is #190: "Primal mummy in museum — awakes and changes place with visitor."
There are seven rooms in the resulting game and some prop-based puzzles delivered without leeway. Implementation is basic and people who like apostrophes in their prose will be disappointed. Nevertheless, the game offers some fun and several different endings. The tone waggles back and forth between being flip and smart-arsed, which would have grated on me had the adventure been any larger. I was kind of impressed by how annoying I found the protagonist, given the short amount of time I spent playing him.
The game has a couple of cool features worth mentioning; a neat cover graphic of the mummy and some original Egyptian-themed music which plays in the background. All in all, it's good for a laugh.
I find myself reviewing this game as a consequence of a series of somewhat stupid events.
There aren't a lot of horror games in the IFDB, and I had pulled up the meagre list of those that there are by searching for the word "horror". From there, I clicked on the link for the game The House of Horrors, thinking, "This will certainly be a horror game. Why, it even has the word 'horror' in its title." The game's homepage revealed it to be an Apple II Eamon Adventure (number 146) from 1987. I am well au fait with Eamon, so I downloaded the game and fired up my emulator, ready to take horror in the face.
I was bemused to discover that The House of Horrors is not a horror game, but actually a satiric sequel to the crappy but infamous (in Eamon circles) porn adventure called The House of Ill Repute, which was the thirty-second Eamon. Ill Repute was set in a brothel, but as per the majority of Eamon adventures, was otherwise about killing everything in sight and then returning to the Main Hall with the loot. The House of Horrors is not pornographic, and has the player re-entering the House of Ill Repute to recover funds stolen from the K.E.C. (Keep Eamon Clean) committee, clearing assorted bats and rats from the premises en route. In other words, your goal is to kill everything in sight and then return to the Main Hall with the loot.
The House of Horrors has a lot of poor spelling, grammar and punctuation, but is still written with gusto, and is also filled with in-jokes at the expense of dungeoncrawling in general and other Eamon adventures in particular. It even manages to demonstrate the nifty features of the Eamon parser by having a poem which appears to be part of a room description turn out to be a series of monsters, each one with the name of one line of the poem. In turn, the appearance of the four corpses (once you've killed the monsters) creates a new paragraph. There are a couple of neat trap surprises as well, and the overall mood is one of non-complex fun.
The House of Horrors didn't have any of the horror I was after, but playing it did turn out to be a happy accident. Still, I'm certainly not recommending that non-Eamonites contemplating visiting old Eamon for the first time start here. You should go with something more renowned or 'normal' first. And probably without all the weird spelling.
In Heated you play a messy guy with a messy life who needs to get to work early, and in a more than presentable state, to secure a raise from the boss. This is a small adventure with a handful of domestic problems for you to solve in a finite number of moves. Things will go wrong frequently, and when they do, your heat-o-meter climbs in response to the aggravations. Get back on track and you will cool off a bit, hence the game's title.
The production is not polished (there are typos and incidences of inconsistent programming) but the important thing is that it works as a whole, however modest, and thus is fun if you enjoy figuring out how to optimise your path through a game's obstacles in the fewest number of moves. There are some Babel Fish-like moments à la Hitchhiker's Guide and some cute jokes like (Spoiler - click to show)the move-eater that your backyard turns out to be.
The game is too small for its inconsistencies to really mess you up, and its size is a plus in terms of the gameplay style -- as soon as you learn a better way of doing things, you can replay through an optimal path in a matter of seconds or minutes. This doesn't mean you can't save the game, but UNDO gets you further het up.
One problem with Heated only becomes apparent once you've completed it - (Spoiler - click to show)that the game's small scale mitigates against your heat level really having much of an effect. But the idea that life might work to sabotage us in little ways when we have a deadline comes through clearly.
(Review of the original IF Comp 2010 release)
Rogue of the Multiverse is a humorous sci-fi adventure with some wacky/peculiar dynamics which guarantee that its story maintains unpredictability for its short to moderate duration. Whenever you start to feel you might be getting a handle on your situation, the space carpet is likely to be pulled from underneath you in a slightly Hitchhiker's Guide fashion. The result is a mixture of pleasant surprises and disorienting turns which will cause each player to identify different bits that they enjoyed the most, and disagree with others about which bits made them go, 'Huh?'
(Spoiler - click to show)The game will also prompt arguments about whether one should make kissy faces at alien lizard doctors or try to sock them between their stupid beady eyes as soon as one gets the chance. In this game you play the eponymous rogue, and while "Rogue of the Multiverse" sounds like a real badass title, the kind to be bestowed upon a Han Solo, the segment of your life portrayed here happens to be one of the mushier ones. In the space prison where the game begins, none of the other inmates react to you as if you have any street credibility at all, and pretty soon you're the lab monkey in the rather unimpressive experiments of one Doctor Sliss, a condescending lady lizard who is convinced that bananas are your god. I did feel a little annoyed at my own confusion at having to move about the science complex with the commands 'forwards' and 'backwards', but this ultimately wasn't a huge issue. Thus a rogue's lot in life appears to be that of playing second fiddle to a reptilian scientist, searching randomised grids of alien turf for interesting people and things to tag at her behest. The descriptions of the alien inhabitants and their behaviours are pretty cute, and each bout of exploration feels not entirely unlike a game of Hunt The Wumpus. Once you work out what you're doing, this section is fun but pretty easy, so it's good that it doesn't outstay its welcome. I was disappointed, however, that I was not able to butter up some of the aliens with goodies procured from the Doctor's complex to convince them not to remove their tags. Just when you think you've got this grid searching thing nailed, a helpful space agent shows up in a space toilet and assures you he can bust you out of captivity if you just buy him the stuff that will allow him to cobble the escape thingy together... Eww, but he's in the space toilet! Moving toward your escape is arguably the most tense part of Rogue, but afterwards, proceedings get - relatively speaking - even weirder. My own sense of aggro towards Doctor Sliss, my former jailer, after the tables were turned (or at least shuffled around) never did find release. At first I thought the game was strongly signalling that I could not avoid casting my lot in with her, to the extent that when I had an opportunity to do something contrary to her wishes, I missed it. Plus I was probably distracted by the recent excitement of a chase on jet bikes, another sequence which arrived with the game's customary surprising-ness. What's obvious though is Sliss's presence as a well-written, if inscrutable, character, whether you feel amorous or murderous towards her. The game's last scenes on another planet (assuming you go that route) feel like the unheralded ending of a Choose Your Own Adventure book, the one where you forget about the adventure you were having for the last 80 pages and suddenly travel to another time, meet new people and assume an entirely new role, all within the space of one page and one illustration. Of course this isn't literally what happens in Rogue, but it generates a similar sensation. And this is not an inappropriate final sensation for a game whose story structure and interests have hardly been traditional beginning, middle and end. The game feels more like a window onto the amusing and chaotic adventures of a rather put-upon individual, adventures which were probably just as strange before the game began and will continue to be as strange after the game ends. The title could almost be a joke, or at least ironic. Or it could be the po-faced earnest assessment of the main character's view of him or herself.
The game's peculiar turns felt weird while I was playing it, but they evoked a small portion of universe held together by wonky chance rather than sense. It was the vision of that wonky universe which stayed with me after I completed this well written and executed adventure.