(A version of this review first appeared in my blog during IFComp 2020.)
I like to kick off my IFComp experience of a year with the playing of a parser-based horror game that I expect will tickle my fancies. In 2020's entries list, I could not go past the title The Brutal Murder of Jenny Lee (hereafter referred to as BM). It's not actually a horror game, and I should point out that it correctly bills itself as a mystery. Its blurb also indicates that sci-fi (time travel) is involved. It doesn't dwell on its adult elements, so references to sex and violence are at the level of any restrained modern whodunnit.
BM took me about an hour to complete, and I was impressed by its interwoven layers of mystery, reality and narratorship, even as the gameplay remained straightforward look, read'n'search throughout. The issues of the PC/narrator split and narrator reliability get a triple workout here. The player initially doesn't know who they are, or why they're investigating Jenny's murder back in 2003. A bold-text-voiced narrator issues instructions that initially seem to intrude on the prose in real time, indicating that the player is under surveillance. Yet that narrator also alludes to having their own problems with another entity. I see BM's sci-fi factor landing individually with different players, but I think the whole is grounded by the specificity of Jenny's world. She was a 17-year-old Chinese immigrant to Canada, was academically pressured by her mum, and lived her teen life in rounds of the band room, the library, and the ACE Tutoring Agency. In the best narrative tradition of the murdered, she also kept secrets.
The whodunnit element presents a decent catalogue of speculative possibilities for the game's size. It's fuelled by the details of Jenny's life, one that evokes some typical migrant experiences but also has enough texture to give Jenny individuality. The way the player experiences her world is as retrospective "recordings" of her most-frequented locations, devoid of people but rife with intimate notes, diaries, library cards, signs and messages on computer screens. The rooms are full of stuff, so much so that even when a lot of objects are implemented, players are still likely to bounce off the ones that aren't. Weird implementation or under-implementation, and almost no synonym support, are typical shortcomings of the old Quest engine, and they're present here. Ninety-five percent of the time, you don't need to guess verbs in Quest games, but when you do, you're in trouble; the walkthrough got me through two such bits in BM. Nevertheless, compelling forward progress and little mysteries come thick and fast.
I was also struck by a lot of the physical environmental details in this game. The letters cut out from cardboard spelling "Asian American Heritage Month" in the library, for instance, or the markered masking tape instrument labels in the band room. The accumulation of these sorts of observations conjured the atmospheres of schools and libraries of my past.
In retrospect, BM seems to mix some unusual elements, but then again I've got a feeling this kind of thing is more common than I think. (For instance, in the Young Adult genre. I just had a flash of the novel Slide by Jill Hathaway.) Ultimately, I liked the Jenny's World elements best, and I see how the sci-fi elements facilitate the exploration of her world in a prying, adventure-gamey way that would otherwise be realistically impossible. In fact, it occurs to me I used almost the same mechanism for exploring a character's past in my contribution to the game Cragne Manor. Rough edges and implementation troubles aside, BM is novel and ambitious, often well-observed and delivers an involving story with elements of cultural specificity.
The author's note recommends playing BM offline by downloading the PC-only Quest app. This is how I played, and based on my personal and anecdotal experiences of both the Quest system and textadventures.co.uk website, I'd say: if you can play offline, don't muck around. Play offline.
Click below to read my spoilering thoughts on the game's ending.
I'm not sure either of BM's endings are great. The most positive spin I can come up with on the solid/regular ending is the idea that the future people's faintly interested reaction to the detective machine (the one that you "were", or inhabited to solve the crime) and the most famous case it solved, is a sad-leaning reminder that we can easily forget about the realities of those who preceded us, and maybe now and then we should take some time to remember them... I hope this isn't too off course, because I lost this piece of the transcript when I tried the other ending.
The other ending is far-fetched in the sense that I think it's almost contrived beyond intentional logic (go west ten times in limbo?!) but it could be hit by accident. And with the walkthrough handy, I think players will probably try it anyway. While it's novel, it's totally removed from the bulk of the game. It reads as: 'Forget about Jenny Lee! I'm now a self-actualised AI out in the world!' Which is almost a different game altogether. I suppose it's cute as a novelty ending, and there have been a lot of bonus endings of this type in Playstation console games. Unfortunately this one wastes BM's remaining locked cabinet passcode puzzle in the process.
(This is an edited version of a review I originally wrote for my blog during IFComp 2016.)
This review is entirely spoilery.
Tentaculon is a link-driven Twine game that initially appears to be an eat-or-be-eaten squid simulator. Its prose is keen, a bit gooey and very slightly uncomfortable-making as one cruises around trying to kill and eat stuff while not being subject to sudden spasmodic jerking motions at the same time. I admit I feared some kind of cheap game-ending blow to the back of my head was imminent, for instance a message saying 'HA! You killed to live! You lose!' – but this was unfair misapprehension on my part based on past negative experiences.
Instead, the game cut to a Philip K Dickensian scenario in the present day. I was really a human. The squid I'd been brainjacking was safely across the room in its tank.
Placing what could stand as a whole Twine game in its own right (the short history of this design tool mostly being about short works) within a larger one which turns out to be about neurobiological research and realities within realities is conceptually a very attractive design move, and one I also felt aesthetically. In retrospect of the whole of Tentaculon, I really liked its sci-fi story and its idiosyncratic humour. But actually playing it I found to be a curiously disorienting slog. It brandishes a large variety of interface and delivery approaches that kept me in a place between irritation and aggravation.
There's no consistent way to move between sections. Sometimes it's by clicking the specifically crafted back button, which I'm used to reading as an UNDO button in Twine. Sometimes it's by clicking an acknowledgement ('OK'). Sometimes it's by clicking a particular option amongst several others which are only asides. The variation which bothered me the most, because I didn't realise it was happening for awhile, was when it was necessary to simply wait for the viable link to appear amongst additional text further down the screen after a fixed amount of time. I have complained about the use of text delay timers in Twine games before and will do so again now in light of having discovered a new way in which they can hamper your experience.
I'd say Tentaculon's interface inconsistencies stand out because considerably more Twine games prior to this one have been broadly abstract or linear than have not. Tentaculon features locations connected by stable geography, exits, gettable items and conversations with NPCs. In other words, it's got a light world model, currently a minority mode in Twine, and players need to be able to have some kind of reliable relationship with that model in order to grasp or visualise the results. I struggled with all the chopping and changing of the presentation, links being all over the place and in different styles, and I often felt I didn't have much of a hold on things.
In spite of my troubles, I made it through Tentaculon, relieved that the keycard puzzles were easy, that I was able to link-mash my way through some other bits when I'd lost the plot, and really glad that I'd encountered the fictional work Life Chutney.
(This review originally appeared as a blog post of mine during IFComp 2016.)
I thought I recognised the 'blob of goop evolves to starflight via all the stages inbetween' premise of Little Lifeform from somewhere. I've not played Spore but I've read about it, and that's the game. But I don't think Little is 'just' doing Spore via prose and the Choice Of Games engine. It has a particular aesthetic slant that is somewhat cute, somewhat dapper (hat-orientated) and generally encouraging. Simultaneously, it seeks to avoid throwing any eggs into particular baskets of peril. It presents a version of the universe that equalises all paths. Frankly this is not something I am used to, and in some bizarre way, I found it a little sinister. The most violent way through life turns out to be as good as the most arty, which is as good as the most capitalistic or the most dapper. That said, I don't think my subtextual reaction is worthy of any great dark spin. The goal of the game is obviously to let you play any way you want, give you a corresponding experience via its cute aesthetic, and allow your way to work. Then, if you like, you can try another way and see what humourous take the game offers on contrasting modes of behaviour.
Your stats in categories like Charm, Defensiveness and Patience are tracked, checkable at any time, and don't seem to lie, though I found the game's ultimate prose assessment of some of my performances a little off (one said I'd leaned on trade when all I remember doing was being the greatest artist and aesthete in the whole universe.) The game is otherwise pretty perfect at what it does, and it's charmingly written. I just missed having some emphases somewhere, because that's how I've always liked my games.
The Little Lifeform that could is certainly not the amoral spectacle of violent death in an uncaring universe that it could have been.
Or is it?..
No, it isn't.
(This is an edited version of a review I originally wrote for my blog during IFComp 2015.)
The Insect Massacre is a Twine hyperlinks game about which it's possible to expose little more than the blurb if one is to avoid specific spoilerdom. That blurb is:
"A short murder mystery set aboard a space station."
The title is explained in a neat way which I will also not explain here. This review will be incredibly coy by my standards.
I found the game's mystery intriguing. The events of the story are concrete enough to provoke speculation, but blurry enough around the edges so as to ward off absolute explanation. Multiple plays are required to investigate multiple angles. Each session requires little time.
The game's aesthetic delivery was beguiling on the first playthrough, if a bit confusing in terms of indicating who was speaking in each scene. The speech is effected with colour-coded names matched to coloured lines of text. My proper gripe is that on the second and subsequent plays, the unskippable Twine delays, pauses and fade-ins that were enforced on material I'd already read felt pointless and tedious. Text is basically not a temporal delivery vehicle like music or film, especially text in a branching story.
Fortunately, The Insect Massacre is short enough that even on replays it isn't too hurt by its eternally slowly-fading-in text. It is particularly good at making the player guess at the implications of the choices it presents, and not because the choices are at all vague, but because of carefully deployed elements of the game once again not discussed in this coy review.
(This review originally appeared as a blog post of mine during IFComp 2016.)
Aether Apeiron: The Zephyra Chronicles. Book I: The Departure --- Part I: Prelude to Our Final Days on Kyzikos is an extraordinarily long title for a game, or for anything else. Its multiple clauses of descending magnitude promise tons of episodes, galactic-scaled adventuring, locally-scaled adventuring, sci-fi societal sculpting, a cast of thousands (or at least dozens) and the highly agreeable portentousness of prolonged high fantasy. This is a set of promises no single IFComp entry can keep within the context of its IFComp; the two hour rule makes that physically impossible.
Folks can, have and will continue to use IFComp to introduce punters to their big multi-part IF. Aether is one of these introductory games, and it ends in a weird place and starts in a confusing one. The end is not inherently weird, but it's weird in light of the experience it just spent all its time imparting. That experience is a link-based sci-fi / fantasy adventure with a scaffolding of Greek idylls, philosophers and mythology. The first screen, a page of prose from a log, indicates rhetorically that the narrator is or was something like a familiar of the eponymous Zephyra, then confuses by setting the scene with a series of nested geographical relationships (paraphrasing: the moon with the woods orbiting the planet surrounded by the clouds in the Propontis system) and raising the spectre of a great many groups of people and other entities with unusual names involved in Zephyra's story. Plus there's a quote from Plutarch. It's a tad overwhelming.
Spoilers follow:
Zephyra turns out to be a space pilot in the now who used to be a wandering fisherwoman in the past. Links in the prose passages lead to elaborations, courses of action or different locations. The trajectory is generally forwards with occasional gating of progress by character knowledge or events. There is no puzzling difficulty as such, but some patience is required.
Aether's opening, in which the heroine is piloting a starship that's about to disintegrate (the why, where or what of this aren't exposed) should be hooky, but it's handled a bit strangely. The game's structural tactic of looping asides back to already-read passage describing the current scene works later on, but not in this first scene, where it feels like it's slugging up action that should be screaming forwards. The other issue is that Zephyra's visions of divine help from giants and marble hands during this scene come across as pretty psychedelic. Altogether, an odd impression is made, and the whole spaceship scene is not explained or returned to later in this game, leading me to think it's grist for a later episode.
The game then cuts to a more rural (and presumably more modest) time in the past, with Zephyra wandering around and trading fish. The scenic descriptions paint a nice picture, but this prosaic exteriority prevails across all the writing. That's to say that although we're basically playing Zephyra, we barely get inside her, experience her thoughts, motives or feelings. This makes for a mostly inscrutable experience in a Greekish world that's not exactly inscrutable, but is not a world we've been given any reason to invest in yet. Who are these guys Zephyra playfully wrestles with? What does she want out of her days? What's the role of the satyrs she meets? I never learned the answers to any of these questions. Having no character goals and not much of a clear perspective on anything resulted in an uninteresting experience.
There are a fair few links to explore throughout the game – sometimes a crippling-feeling number, like the fifteen on the Fishing District of Kyzikos page – but not many incentives to be thorough. And I got the impression the game expects you to be thorough, since some later asides present information that obviously assumes earlier optional asides were read. Some state-tracking would help address this kind of thing, and will surely be essential in later episodes of this tale if it holds to its mammoth projections.
The finale of Aether is dramatic and ominous, but also oblivious of the fact the player just spent the whole game with Zephyra. The arrival from the sky of a space-faring Jason and his Argonauts, and the promise that they will carry out 'dark deeds' that will wreck everything on Kyzikos, amount to a deus ex (in the broader modern sense) that will remind most players that Zephyra didn't do anything that had anything to do with these things. She might in the future, but so could any other character. In this rural episode, Zephyra has really yet to do anything of significance.
This is what the narrative troubles of Aether boil down to: The game is meant to be an establishing experience for the character of Zephyra, but she has yet to show any personality or do anything of note. The ending only underscores these problems. While they're obviously the biggest ones, the authors don't seem to have any trouble being prolific or riffing on Greekery, and the CYOA-style wandering sections are mechanically effective, though it would take me awhile to get used to negotiating so many links on single pages when those links are interspersed throughout the prose. Aether needs structural recalibration and prose that addresses the interior of its heroine, and so interests us in her, if it's going to succeed.
(This review originally appeared as a blog post of mine during IFComp 2013.)
Trapped in Time is a fun and novel CYOA game which operates not on a computer but on paper, either real paper if you print out the PDF file which comprises the game or on the virtual pages of the PDF itself. It is divided up into numbered paragraphs as per a Fighting Fantasy gamebook, and whenever you make a decision you will be told to turn to a particular paragraph. I played the game just by paging back and forth through the document in a PDF reader, a method which had the added convenience of enabling me to take notes by copying and pasting chunks of prose into a TextEdit document. Unless you have a very good memory you'll need notes to stay abreast of the game's trickery, and that trickery leads to an outcome I found strangely moving.
While Trapped in Time's prose has the clear, enthusiastic and kid-friendly style of one of the original Choose Your Own Adventure books, four-letter words and a bit of violence do make appearances later in the game.
Spoilers ahead.
In Trapped in Time you play a newly minted Chrononaut, a time travel test pilot, the best in Denmark, and you're about to enter the Copenhagen Institute of Chronology for your first time trip. After you step into the time machine, sparks fly and you find yourself back at the start of the day, standing outside the Copenhagen Institute of Chronology again and actually reading the same numbered paragraphs as before. The difference this time is that you've been informed that you can tell people about your strange experience by adding 30 to the number of the paragraph in which you first speak to them, and reading that paragraph instead. This is the first of a good number of such math-powered mechanisms for taking new actions you'll acquire during Trapped in Time, hence the need to take notes.
These addition / subtraction / multiplication tricks were used by the authors of various Fighting Fantasy game books throughout the 1980s. For instance in Phantoms of Fear (1987) if you saw an asterisk at the start of a paragraph, you could move into a dream state by adding a certain amount to the paragraph number. However, the Fighting Fantasy books were much larger than Trapped in Time and had many other mechanisms at work. Trapped exclusively uses the maths tricks, and uses them more than than any other individual gamebook has before. Of course, it's also fairly novel in using them in the service of a time traveller's loop.
The time travel concept and the overturning of staples of CYOA are played out on many levels here in a way that speaks to adults like myself who grew up on these gamebooks. The earlier stages of Trapped in Time treat you more like a child reader and occasionally invite you to write your name in the book. But as your time stream becomes more messed up and your character becomes more stressed, he starts swearing and opportunities for violence arise. The more exciting of the two endings to the game declares that your ability to travel in time is a form of cheating (I.E. reading paragraphs you weren't told to read) and that you really could have turned to any of the paragraphs at any time, and can do so now. You can use this power to find easter egg endings which are never referenced in the text of the main story.
(This review originally appeared as a blog post of mine during IFComp 2013.)
Coloratura is an outstanding parser-driven adventure in which you play an aqueous alien entity (or more gauchely, a blob) capable of interacting with the universe on a rich metaphysical level; part psionic, part molecular, part empathic. Unfortunately you've been dragged up from your seabed home by a crew of humans not unlike those in The Abyss and placed on a table in their ship for research purposes. Your goal is to escape and find a way to return to your home, and it is in your nature to seek to do so without inducing unnecessary violence or discordance in the universe.
The primary aesthetic is the viewpoint of the alien, rendered in a grammatically strange style and with invented words and unusual uses of tense and person. Your character is preoccupied both with the atomic joys of the universe, its magnetic fields, temperatures and viscosities, and with the emotions and empathies of other beings, which it perceives as coloured auras. You also have the power to try to affect others' emotions by instilling them with the corresponding colour, and many of the game's puzzles involve interpreting the panicking humans' emotional states, which the blob is very good at, and nudging them to alter the situation aboard the ship in your favour.
This is an excellent game with many levels of engagement and innovation, plus puzzles and suspense, and which exploits a lot of possibilities unique to text gaming. This is Lynnea's third time in IFComp and I think it's her best game yet. Spoilers ahead.
There is a delight in sharing the blob's way of seeing and feeling things, in mingling your particles with those of a column of hot air or slipping through vents and pipes. Your ability to keep these sensations separate from your apprehension of the drama of the human crew, who are freaking out about your escape, conveys your alien character's holistic view of existence. While you're always aware of the urgency of the different tasks which must be completed to aid your escape, you're incapable of feeling the panic yourself. These tasks include sabotaging elements of the ship so it doesn't stray too far from your home or persuading crew members to help each other. And viewed from your outsider perspective, the humans are extremely panicky. You almost feel as if you're trying to placate bickering children at times.
The game's modelling is strong, with the different crew members (sometimes named by you for their emotional qualities - E.G. 'Mercy' is the nurse) moving around the ship independently in response to your various transgressions. It's not always necessary to follow them on their errands but in most cases you can do so if you wish. At times when they come to blows and you need to calm them down, the actions to take are well clued by both the situation and the prose. Another achievement of the game is that the human drama is so dense. There is a suspenseful development of different crises aboard the ship over the course of the game and you're usually aware of each human's motives and movements in relation to them. I was reminded a little of Infocom's Suspended here by the way you have to negotiate burgeoning disasters remotely.
In the way of nitpicks, there are a decent number of bugs in the game, but almost all of them are down at a level of fine detail which doesn't obstruct core play. For instance, some commands produce responses worded for the blob at times when you're controlling a human. I hit one runtime error which didn't stop play, though in retrospect I wonder if it corrupted the next game I saved, which would not reload. Something which isn't necessarily a bug but which I would like to see changed is that the command LOOK takes a move. There are several occasions where timing of actions is critical, especially during the climactic fight involving the ship's captain, and at such times you'll instinctively LOOK to remind yourself of any features in the immediate environment which could help you, and probably die as a result. Having to remember not to do that and to scroll back through the history was annoying.
As an Inform author, I was interested to see that this game uses only one extension (a small code library which adds a particular piece of functionality to your game). I usually break out about ten extensions before I've gone anywhere, but I didn't notice any inconveniences here. If anything, the game is pro-convenience. Occasionally it reaches into that territory where it makes the taking of a particular abstract action so easy that grizzled parser veterans like myself will get stuck as they try to achieve the action by performing unnecessary constituent actions, even though the master phrase to use is right there in the last piece of prose the game spat out. Apart from the fact of the traditional player base not being used to such helpfulness and therefore often missing it, this is a direction I'd personally like more parser games to go in where it's appropriate.
I confess that I didn't really get the implications of the epilogue, which is playable, but that's my only beef with the game's content. Coloratura is a top-notch sci-fi adventure with an engaging story, vividly realised character viewpoint and a concept which is likely to refresh your batteries on the subject of empathy.
(I wrote the original version of this review in my blog upon this game's initial 2013 IFComp release.)
100,000 years is a sci-fi Twine piece about galactic-sized spans of time. It is easily worth any comp-goer's time to try as it is very short. I almost said "ironically very short," but that would have been silly as the smallness/largeness thing is obviously a feature.
The goings-on in a chunk of the universe are described in a few lines of verse. Clicking the left arrow takes you 100,000 years into the past while the right arrow takes you the same distance into the future. Changes over that time period are then described, but the arrows remain, ready to move you forward or backward again. The result is a tiny existential text toy. What you discover if you go far enough in either direction is equally likely to make you feel more a part of the universe or just less significant. The achievement of 100,000 years is that it can touch on those feelings quickly and with such a simple device, though the whole piece is definitely short-lived.
(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 8th of 26 games I reviewed.)
After the last few games I played, all of them CYOA and none of them spectacular, I was glad of the arrival of Lunar Base 1, a parser-based adventure of more voluble quality. Coincidentally, the last IF game I tried before this competition began was Hallow Eve, also by Michael Wayne Phipps Jr. who wrote Lunar Base 1. LB1 casts the player in the role of Captain Stan Rogers, one of two astronauts commencing a mission in 2080 to inhabit earth's moon for the long term. The game could benefit from more proofreading, more nuanced writing, and probably from the use of a bigger canvas (the base only has a couple of rooms). What it has going for it are the qualities of suspense, earnestness and some mystery, though I really wish it didn't take an average of four commands to get in or out of the airlock every time.
The physical setup on the moon is relatively simple, and the two heroes, yourself and Dr John Klose, are good-natured types strongly connected to their family and their past. This is reinforced all through the game in the dialogue, your own character's recollections and a nostalgic photo which Klose brandishes. The presiding feeling is a likeable one of respect for the history of space travel and the human desire to explore the unknown. That said, I wish there had been more detail about the mission. How were the two men going to exist on the moon? What were they going to do there? My personal hope is that we will have tried to send people to Mars by 2080 (if you're reading this after 2079 - are we there yet?) so for me to get into this game's mythology more plausibly, I would need some reasons and details to be given for the mission, whether real or fictional.
These issues get sidelined almost immediately in the game due to Klose (Spoiler - click to show)entering a state of delirium after seeing something out the base window on the first night. This also made me think that I would expect the people selected for this mission to have demonstrated a sturdy psychological constitution. It's not implausible that a supernatural(?) occurrence would rattle Klose to this extent, but again, it's the lack of detail in the game that doesn't help to fortify plausibility. As in many films, the characters here don't communicate sufficiently when significant things happen. You are only able to try three conversation ploys on the clammed up Klose before giving up, assessing him as thoroughly disturbed and contacting Mission Control.
Accepting the flow of the game's events, the puzzles weren't that difficult and they moved the action forward in a satisfying fashion. I only had to look at the walkthrough once; when I felt adamant that I should be able to give Klose's spacesuit to him at the time when it was crucial that we both leave the base. The game was adamant that his space suit should never be removed from its hook in the airlock. Thus the spacesuit was a source of persistent annoyance throughout LB1. Removing it and putting it on the hook to go through the airlock was fun the first time, alright the second time and a nuisance every time after that. This sequence should have become automated.
On the finale: (Spoiler - click to show)I found the extra terrestrial revelations towards the end of the game exciting as they approached, but somehow mishandled after their apex. Following the captain's amazing Mission to Mars / 2001 / Stargate-ish vision, would he really not speak of it to the other man for the whole trip back to earth? Or rather, if he decided not to, and was able to will himself not to, shouldn't we, in playing him, be privy to the inner struggle that led to this decision? These are the kinds of dramatic details that the game could use to beef it up.
Back on earth, I found the "best" ending to be strange. I didn't clearly understand the import of either of the significant things the debriefing guy said, and one of them was outrageously significant, that bit about us being the first man on the moon. If most humans are actually the descendants of the aliens seen in the vision, how is it that we are a "man", or human, instead? Or maybe I got the wrong end of the Space Food Stick entirely?
Overall I had a lot of logic, plausibility and drama questions about the events of LB1, but it's a smooth playing game for the most part and an enjoyable experience, especially if you're also into the noble pursuit of space exploration.
(I originally published this review on 12 October 2012 as part of my blog of IFComp 2012. This was the 16th of 26 games I reviewed.)
In many ways, I found sci-fi adventure Changes to be the highest quality game amongst the IFComp 2012 entries. Its prose flows transparently and conveys the vivid, natural beauty of an earth-like planet. It presents the point of view of many different lifeforms in original ways, even from within the point of view of other lifeforms. Its animal cast are realistic and finely programmed, reacting to each other in interesting ways and demonstrating instinctive, independent behaviour.
Unfortunately I also found this game to be incredibly difficult. It worked me into a state of significant frustration on many occasions and eventually I gave up. The difficulty operates mostly at a subtle level, except in the case of one marauding animal, but it is thoroughly persistent in nature, and I stopped when I could no longer make progress even with the walkthrough. There are adaptive hints in the game but they operate on such a large scale as to be of little use in helping with any specific problems. If you find yourself hesitant or struggling in Changes, I recommend examining the walkthrough much sooner rather than later.
After acknowledging at game start that I was a human trapped in the body of an extra terrestrial rabbit, spawned by some weird organic cocoon to boot, I began to explore the planet I found myself on. Other rabbits sniffed and browsed about their burrows and a flock of deer sought out food. A fox pursued me and the other deer, but we were able to outrun him, and he shied away from the beavers trying to plug up their dam. The interplay of all these creatures is so well programmed and fascinating to behold that I ran around exploring and experimenting with them all for a long but unspecifiable amount of time. Eventually, once I had thoroughly surveyed the land and staked out my (Spoiler - click to show)crashed human spaceship, my attention began to turn to the ever marauding fox and the plight of being a rabbit in general.
I think the first important steps the player must take in this game are gargantuan ones in terms of the demand on the player to come up with the ideas required and to then progress from assessing their feasibility to actually working out how to execute them. Many spoilers on this topic: (Spoiler - click to show)Once you have witnessed other animals dragging corpses into the cocoons, you must then decide that you want to obtain an animal corpse yourself. This is obviously a major challenge if you are a rabbit and every other non-rabbit land animal in the game is larger or more powerful than you. The only fatal animal encounter you are likely to have witnessed at this point would be your own death at the hands of the fox. So while you might have decided that you want to kill something, you have seen next to no killing.
The first material step on the path to murdering a bigger animal is to attack a fish flopping about in a pool. The flopping about behaviour is what may give you a clue that the fish is vulnerable and that this is possible, but attacking fish is not behaviour I associate with rabbits, nor have I seen any of the other animals in the game doing anything similar. And the fish is still just a prop for a greater abstract murder plot targeting the otter. Taken individually, I consider many of these steps to be difficult to conceive of on the player end, and they form a chain in a fairly elusive scheme which will eventually involve burying a fish in a hole as bait to trap another animal.
The subtle difficulty I spoke of earlier is that there isn't much feedback from the game that any particular step is bringing you closer to a goal, and you may not even realise what your goal is. There are also moments in the game which give misdirective feedback. There was a stick I saw and wanted to pick up, prompting the response, "There's nothing there worth having." In IF games, that's about as clear a fob off as I've ever seen. I was mad when I later discovered from the walkthrough that the stick is vital for progress but can only be collected after you have examined it.
The final problem I had with the game's first major puzzle ((Spoiler - click to show)kill the otter) was that it took me perhaps twenty or more attempts to just pull off the feat of (Spoiler - click to show)leading the otter to my fish trap without encountering the fox on the way. The fox forces a plan abort, since it is necessary to wait with the otter for a turn to activate the trap, and waiting results in death if the fox is present. Each time I encountered the fox I would retreat, hide from it, emerge and then restart the whole plot from the first step of catching the fish once again, taking it north, dropping it for the otter, waiting, leading the otter away... I couldn't believe how hard this was, but at least the fox's behaviour during this section of the game should be easy to tweak for the author.
So in various dimensions, the game's first puzzle is the hardest one. Having survived it, the player must now (Spoiler - click to show)evolve through a series of other animals – by killing them and/or dragging them into the life cocoons – to eventually become the drug-addicted lemur whose fingers are long enough to work the numeric keypad on your broken shuttle. These puzzles are all very clever, but the game just keeps missing out on giving the bits of direction and feedback necessary for most people to be able to have a shot at clearing them without cleaving to the walkthrough. In the end I did cleave to the walkthrough, but the game insisted I was not tall enough to reach the spaceship hatch, though both the sticks and the branch were in place, so I'm unsure if I hit a bug or missed something important, but I felt too drained to attempt to play on at that point.
I have barely touched on the human elements of the game's plot here, and while they're obviously important overall, they didn't factor in either the massive difficulties I had in playing Changes, nor in its wonderful presentation of a believable alien planet teeming with life. The game has the overall quality of something exceptional, but it's too hard to play at the moment.
The Interstellar Text Adventure materialised on the official website for the film Interstellar in March 2015. The ASCII art title screen and mention of Zork in the first paragraph of the FAQ gave off a vibe that the game might turn out to be more of a novelty promotional item rather than a legitimate standalone entity, but this proved to be an unfair assessment. The Interstellar Text Adventure is a small but narratively solid prequel story to Christopher Nolan's film. The game sees you playing one of the Lazarus mission astronauts, and opens with your waking from cryosleep on an unknown planet. Your goal is to determine if it is fit for human life and then to broadcast your findings so that they can be picked up by any who might follow you. Your companion on the mission is a walking, talking robot called PLEX, whose Humour and Honesty settings can be adjusted, as per the film.
The prose is good at evoking the geographical strangeness and splendours of the mystery planet, and does so at length. The dialogue for the robot's practical observations and bad jokes is also effective. However, it should all have gone in for more proofreading; sometimes it's evident that an automatic spellchecker has made the wrong choice and that the result simply hasn't been picked up.
What may cause a few old hands to smirk is that the game's puzzle content is very traditional. It includes a maze that can be solved by dropping things and a text version of something akin to the old Lunar Lander game, where you must burn fuel at the correct rate to touch the ground at a safe speed. There's also an oxygen limit attached to your spacesuit, but you can refill the suit whenever you return to your ship and you're unlikely to find yourself in real danger of running out.
The puzzles must still be viewed as being of potentially extreme hazardousness, given that there's no proper save feature. You can save the game and return to it later, but you can't manually restore an old saved position; to die is to return to the start. Once I'd confirmed this, I felt no compunction about using the COMMANDS HERE option at critical moments, which handily lists all valid commands for the current situation.
So there is a novelty angle in the game after all, in that it builds on a popular modern film and uses it as an opportunity to demonstrate some old school entertainment to a lot of that film's audience who will be unfamiliar with it. But importantly, what surrounds these puzzles is a genuinely interesting narrative about what may be necessary to support human life on an alien planet. There is also a moral choice to be made about what you will do if you are forced into the position of being the bearer of bad news about this planet's habitability.
The game's parser is certainly clunky. It hardly knows any synonyms, and expects a mixture of simple and very complex commands to be entered in turn. Fortunately these problems are mitigated by the presence of the COMMANDS HERE feature, along with its inevitable embrace by anyone serious about completing the game. There are a few other bugs about, the robot's variable settings are under-utilised, and there are puzzle moments that don't work because important text scrolls away and can't be retrieved.
In spite of these problems, the story delivery works. The potentially complicated business of installing environmental probes around the planet is made accessible and comprehensible. The environmental science musings are interesting. The astronaut's relationship with the robot can be affecting, even within this short span of game, and I found the finale moving. The whole game fits as a satisfying elaboration of one aspect of the film. The weird physicality of the robot is probably the only element you won't perceive if you haven't seen the film, as it is not described in the game, but I think that the rest of the content is capable of standing alone. You'll just comprehend it faster if you've seen the film.
Strange Odyssey, released in 1979, was the sixth of Scott Adams's games in the series today referred to as the Scott Adams Classic Adventures. This game was a childhood favourite of mine and remains a favourite in adulthood. In plain mechanical terms, it's a treasure hunt in space, but its use of multiple alien settings gives it a sense of exploratory danger which feels unique in the series. This isn't to say that the perils in the likes of Adventureland or Pyramid of Doom aren't exciting – it is to say that those games are about exploring one dangerous world, while Strange Odyssey involves visiting a series of unrelated dangerous worlds, never knowing what to expect as you step into each one.
This is a dense game even for Adams, whose Classic series entries each had to fit into 16kb of RAM. Many objects have multiple uses and need to be carted back and forth between different worlds. Time pressure comes in the form of the finite air supply in your spacesuit, and working out how and where you can refill it is a significant puzzle. Odyssey also has more locations than most of its siblings, but the reason it feels more expansive than them is because of its intergalactic nature. Its little text strings have to act as seeds to help the player imagine whole environments at a time, rather than just one room or a corridor.
The fundamental puzzle in Strange Odyssey, the one which is most likely to cause players to stand around for awhile going "Hm," is the one involving working out how to move between worlds. It is quite an abstract puzzle (dare I say Zorkian) in a game canon that rarely supported abstract puzzles due to the simplicity of the game engine and the necessary briefness of all the prose. Another interesting element of this puzzle is the way it mobilises split-second glimpses of text. Unfortunately, this special effect only exists in the original Apple II, Atari and TRS-80 versions of the game. I recommend against playing versions of the game which are missing it (C64, Inform, Spectrum) since the game's quality and sense are hurt by its absence.
Dying and dead-ending are frequent occurrences in Odyssey, so it's wise to save frequently. Just stepping through a door can kill you if the gravity or air happen to be unfavourable on the other side. Several objects can run out of gas or power, it's possible to destroy crucial items with your phaser and most of the wildlife is aggressive. When I was a kid, I loved all of this unheralded danger because I always liked stories in which you never knew what bizarre thing might be on the other side of a door or teleporter. This quality of the game still speaks to me today, and while Adams's games have come in for a lot of criticism over the years, Strange Odyssey's alien dangerousness seems to coincide perfectly with the relatively hostile nature of adventure games from this era. A major reason that a lot of old school adventures are disliked today is that players find it too aggravating that they can mess up by taking actions they might reasonably expect to have inoffensive consequences within the world of a particular game – if that game had much logic about itself. In Strange Odyssey, all of the hardships make sense and thus does the form of the whole. Space is dangerous, the worlds you visit aren't explained and alien hardware doesn't come with instructions. In retrospect, I think Strange Odyssey was one of the designs which best fit Adams's minimalist game system.
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.
The excellent Andromeda Dreaming shares a universe with and is set immediately prior to the events depicted in Marco Innocenti's sci-fi adventure Andromeda Awakening (The Final Cut). Awakening saw the player take on the role of a scientist exploring an alien underground in the wake of a planetary disaster. In Dreaming, a new character, Aliss, wakes to find herself quarantined to a bunk in cylindrical space pod 19-Q, bound for somewhere. As Aliss, you're unsure of where you came from or where you're going, and so you begin to engage the other bunk dwellers in one cryptic-seeming conversation after another, sliding in and out of a sleep in which dreams reveal fragments of unsettling memories.
Dreaming has a wonderful structure, a nervous-making and palpable trajectory, its own very funny slang language (sported by the loquacious NPC Kadro) and extra frisson for people who have played Andromeda Awakening, though doing so is not a prerequisite. Extra frisson can also be derived retrospectively by playing Awakening after Dreaming.
Dreaming uses the quarantine pod as a hub location, a necessarily sparse and isolated one. Even if there was something in here to fiddle with, you couldn't reach it as you are strapped down in your bunk. All you can do initially is talk to the other pod inhabitants or go to sleep, yet these are the only actions needed in this location to drive the story forward, as it is your conversations and dreams which fill in the blanks of your predicament. Through just a handful of changeable features in the pod – different bunks being open or closed at different times, different characters being awake or asleep, a TV screen being on or off – the author is able to convey that groggy sense of time passing in a hermetically sealed space that anyone who has flown will recognise.
The conversations are managed by the same menu-based quips system Joey Jones has used effectively since his sci-fi adventure Calm. Aliss mostly has hesitant queries at her disposal, and they're mostly hesitant queries that are similar to each other because they all have the same goal of trying to elicit any and all information from the other party. Thus the interest is carried by the other characters' responses. My only technical quibble with the game is that it's possible to lose your bearings a bit if you UNDO during a menu conversation.
The various dream locations Aliss finds herself in demonstrate different levels of vividness, with temporary restrictions on the parser working perfectly to deliver an aesthetic of the intangible or incomplete; dreams with holes in them, or in which forgotten details are replaced by familiar ones. Another good trick on display is the technique of describing specific details before the broader ones, as if the memories are like close-ups that are stuck on certain things. In purely mechanical terms, the dreams are simple and linear, but their effect is entirely involving. The transitions from dreams back to the now are also well executed. Crucially, the returns to consciousness aren't announced. All the game has to do to achieve this is not reprint the room description, resulting in the player inevitably bumping back into the present with a command that doesn't work because the location has changed. It's a simple but totally effective aesthetic trick achieved with the parser alone.
To speak on the game's revelations about the situation it presents would be spoilerage. Instead, I'll just say I think Andromeda Dreaming is one of 2012's best IF games. It makes a virtue of its strong linearity by expressing its meaning through its structure. Trickiness is conveyed simply. Limitations turn out to be assets. The game is funny, unsettling and affecting.
If you complete it once, you may then wish to read the following: (Spoiler - click to show)There are many endings. Not several – at least twice that.
Critical Breach puts you in the role of something like one of the low ranking scientists working for the bad guys in the Resident Evil games. The kind of white-coated underlings who do the dangerous lab work on the zombie DNA and are first to be torn apart when some giant mutant springs out of a petri dish.
The game has a core of two busy lab rooms sporting computers, scanners, medical miscellany and one specimen cage containing your charge, the horrible Scorpig. Your goal is to implant a chip in that little bastard, a procedure which does not go routinely. This main part of the game is very satisfying, coming on like a significant but not overly tough set piece from a larger adventure. There's good interactivity amongst the many props at your disposal, a fair bit to do and a fair bit to work out. The game successfully conveys a feeling of the dangerousness of the PC's situation without ever killing the player. I did get stuck once, at which point I consulted the walk-through and discovered that (Spoiler - click to show)a particular object which common sense had told me would never fit inside another particular object actually did – so I blame the game's failure to make clear the size of this object.
Unfortunately, the post-Scorpig section of the game is poor. It may also be short, but it dragged down my experience with its relatively lame implementation (EG a vital noun makes no appearance in the prose at any point), vagueness of purpose and possible bugginess. I was stuck in one room for ages, and when I turned to the walk-through, it didn't work – (Spoiler - click to show)nor did its instructions on getting either of the game's endings.
I was tempted to lop a star off my score for the messy endgame, but I felt that would fail to accurately reflect the fun I had in the laboratory section, which comprises the bulk of Critical Breach. I had also been expecting a small game from the outset, and wouldn't have minded if it hadn't continued beyond the lab anyway. It's a good and basically satisfying dose of puzzle in a sci-fi setting. An update to the endgame would be great, though.
The original IFComp 2011 incarnation of the ambitious sci-fi adventure Andromeda Awakening attracted a lot of what felt like controversy at the time. It was self-proclaimedly verbose, probably too big for the competition context, definitely not accessible enough in general, too difficult due to that inaccessibility and thus polarising overall. These difficulties were distracting spikes on the outer surface of a game with an extremely developed and immersive mythology, a weird and novel atmosphere to match and a powerful ultimate effect. Andromeda's remarkable qualities didn't go unnoticed, but having to handle a valuable thing is still offputting if that thing is spiky, and a lot of players were put off.
Author Marco Innocenti absorbed the considerable volume of feedback the game generated, generated feedback on the feedback in his expansive way, then revised Andromeda and released the new incarnation as Andromeda Awakening - The Final Cut, neatly using movie director parlance to emphasise the degree of change between the versions of the game most people played during IFComp and this new one.
Your role in the adventure is that of a scientist who has put together a doom-predicting report on the state of the planet Monarch. As you rush by train to deliver it to folks who might be able to do something about the impending disaster, the disaster strikes, leaving you in a crumbling underground of magma and strange technology. Mysteries and revelations lie ahead. The imagery and construction of the underground world is fascinating, and feels very real. Many objects and entities you encounter can be researched on your E-Pad, Andromeda's answer to the Hitchhiker's Guide, and this mechanism allows the game to significantly increase the amount of information it delivers while remaining interactive and also motivating you to investigate that information. The overall atmosphere and behaviour of Andromeda is not unlike some of the explorative stretches in the first-person incarnations of the Metroid games, all cavernous areas, natural features and unexplained alien technology.
As a fan of the original Andromeda Awakening I can say that The Final Cut makes good on its promise to fundamentally smooth out the experience. The original was studded with moments where it was broadly clear what needed to be done but difficult to do it. Tricky implementation, casually mentioned but crucial props and unnecessarily fiddly interactions kept tripping up a great story. In almost every case, these problem props have now been fixed up or clued with infinitely more grace, or just made automatic and removed altogether.
Other improvements include the addition of a quality help menu and a 'go to' command for immediately returning to previously visited locations. Some of the prose's weirder expressions have been excised, though I was glad to find that the 'cyanotic lights' were still present.
There are also a couple of significant structural changes/additions made in the Final Cut. A sequence near the end allows for some new third person perspectives on the game's backstory, and the basic 'leave your house to go on your mission' intro has been replaced with something more dramatic.
Even as a returning player, I still found it difficult to work out what to do with a lot of the alien machinery down in the underground, but at least those puzzles are now challenging for valid reasons, and not attended by the general querulousness that hovered over the original game. Andromeda's effect is not spoiled by heading to the walkthrough now and then; its outcomes feel too big for that. If the game's high quality was originally obscured, The Final Cut makes it much more apparent.
The Hours has an intriguing opening which leads into an exciting and consistently unpredictable sci-fi adventure. You don't initially know what/where/why you are, only that you and your frantic NPC friend are being pursued by something. As soon as you think you've got a handle on this state of affairs, the state of affairs changes. And as soon as you think you've got a handle on the next state of affairs, that state of affairs changes as well. Though the game may be more linear than some players would like, it is great at pulling the rug out from under you time and time again, while also building up a complex set of rules about the time-travelling shenanigans that are going on.
This mythology is fascinating but complex, necessitating a lot of exposition; a Philip K Dick kind of premise with some of the black humour of Total Recall. The Hours moves quickly through many different moods, successfully conveying the disorientation of the Hours agents as they step in and out of their time-gating pools of water. The twitchy tonal changes between suspense, danger, mystery and paranoia kept me interested and on my toes through the whole game. The Russian doll-like development of the story's varying realities and the characters' clones is excellent, given the swiftness and smallish size of the adventure.
While the pacing and delivery of the writing is pretty good, the tone of the player's conversational choices sometimes proves elusive. I don't recommend choosing any of the "none of the above" conversation tree options because they can cause your protagonist to behave unpredictably, and The Hours is a game which subtly pays attention to how you treat the other characters.
I only became stuck twice, and in both cases, one use of the "help" command immediately got me unstuck. Both cases occurred during the game's introductory sequence (one involved an exit appearing that I didn't notice - there can be downsides to keyword based movement schemes) so the rest of the game flowed forward very well. Some obvious commands and synonyms don't work, or lead to (harmful to the suspension of disbelief) default-ish responses, but this is no big deal for someone's first Interactive Fiction game.
I imagine some of the import of The Hours's expositional dialogue could be moved into imagery or action, but I'm fine with the game the way it is. The number of complexities that open up as the mythology is described creates a kind of pleasurable tension (can I follow this? what will happen next?) which is then relieved by parcels of explanation. Some of the explanations are lengthy, but I can imagine this game being pretty hard to follow if it became too cryptic. It could in fact become an entirely different kind of game, a far more abstract one where you're left to ponder what the hell just happened. The game that is balances forward movement, action, doses of mystery and doses of explanation. And I think action can be hard to drive without motive. I always had a clear sense of what I was doing in each scene in The Hours, based on my understanding of my particular situation in that particular moment - which was often apt to change during the next moment. These are the surprises of The Hours.
I had a peek at the original parser-with-keywords version of Starborn when it was released, but I did not complete it – which was a bit silly of me, given the very small size of the game.
Starborn now returns in a high budget Undum+Vorple form that fills your web browser screen with an atmospheric and clickable map graphic and your ears with a couple of spacey pieces of ambient electronic music. The keywords of the original version have become clickable hyperlinks.
The game content remains unaltered, and is a brief evocation of the life of a human born in space in the future who is contemplating what it might be like to return to the old homeworld, gravity and air and all. The writing does a good job of placing you "outside of the Earth" in a short space of time, but short is the defining word for the experience. There's just not that much to do or see or read, and it's all over in a few minutes, making it a tiny mood piece.
Having played both versions of the game, and at the risk of stating the obvious, I found that the new one certainly demonstrates that graphics change the effect of a piece, and so does sound. The aesthetic of the screen colours and sounds was actually quite unlike whatever I had made up in my head the first time I played the game, which was mildly jarring. The more high-tech delivery generated a sense of what might be described as high production values, which the simple text only original did not connote at all. By the same token, the game hasn't gotten any bigger, so the relatively lavish new delivery feels a bit overkilly after the fact.
However, that the game might come across a little weirdly to a person who played the old version first is not really the point. This new version is more effective to me as a demonstration of how a game like Starborn can be implemented by Undum & Vorple, and also shows that this implementation is very appropriate. Given that the game is mostly a CYOA, was originally driven by keywords, has movement around a map and also low interactivity (one gettable item) I found I did prefer playing it in its new format than the old. When the parser is unnecessary and you can click keywords rather than type them, why not do so? I found this design and the attractiveness of the interface appealing, though there was one thing I missed: the ability to undo. Not because of any difficulty in the gameplay, but because more than once I found myself interested in wanting to isolate what performing certain actions would do to different parts of the interface, and there was no way to undo then redo to test such actions.
I think Starborn itself is a little small for the new format, but its basic nature is well suited to the format, and playing it this way got me thinking about the possibilities.
(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.