Reviews by Wade Clarke

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Pilgrimage, by Víctor Ojuel

4 of 4 people found the following review helpful:
A country per move is the Pilgrimage groove., November 18, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2015, Inform

(This is an edited version of a review I originally wrote for my blog during IFComp 2015.)

Pilgrimage is an atypically macro-scaled parser adventure which impressed me with one brief-prose-vivid, new and geographically far-flung location after another. It's also a game whose finishability, as in the player's ability to complete it without being severely gated by a walkthrough, I'd rate as close to nil. Even with the walkthrough, I wasn't able to clear the game. Pilgrimage does list several testers, so I'm going to assume I ran into a circumstantial bug rather than that the game is literally unfinishable.

Pilgrimage's PC is a Roman woman (ancient Rome) of significant alchemical learning who leaves her hometown seeking further knowledge of an existential entity known as The Great Work. She's like Carmen Sandiego in that each move she makes in one of the traditional IF compass directions tends to take her to an entirely different country. I've hardly played any parser games that place a series of huge environments (cities, countries, et al.) in a series of discrete locations like this one does, so whether by not knowing conventions or ignoring them, Pilgrimage sports a novel style.

Some kinds of historical realism or likeliness are important to Pilgrimage and some aren't. I don't think learned Roman woman really set out on globetrotting missions like this one. How many of them got to be this learned in the first place? It was when the heroine met a dragon early in the piece that I clocked I was going to be encountering both fantastic and ahistorical elements in the gameworld.

The Great Work, about which the heroine wants to know, is a 'real' figurative thing (I had to look it up) but the 'De secretus resilio', the cypher she carries at the beginning of the game, is not. So the whole adventure is a kind of 'What If?' with infrequent intrusions of complete fantasy. It enforces the idea of a pilgrimage by having you continue to move towards your goal, or goals, without turning back. Early on, the puzzles are gated in such a fashion that they tend to be self-contained within locations. This means the player doesn't have to worry about missing things or having to backtrack.

Most parser games involve browsing locations on a small scale and revisiting them. Pilgrimage is far more episodic, but whenever it departs from this linear itinerary it becomes very difficult as a result. It also invokes a large range of methods for interacting with the environment and other characters without teaching the player whether any of them are particularly good, or which ones might be of use more than once. As such, in its later stages it too frequently becomes impossible to guess what you're expected to do next. You mightn't be able to fiddle around; you'll just have no clue at all.

I had especial ire for a section in which I was expected to TELL SULTAN ABOUT (name of a city previously visited in the game) at a moment I felt I could have tried to tell the Sultan about anything from my whole game-life experience. Admittedly, Pilgrimage shields the player from this kind of thing most of the rest of the time by having all the characters speak different languages so that they don't even have a shot at understanding each other.

To say that the heroine has a wide range of adventures would be an understatement. Her character seems unclear and merely pragmatic at the journey's beginning, a typical situation at the head of an IF parser game, but she is quickly revealed to be capricious and somewhat ruthless, especially when weary of her pilgrimage. (Spoiler - click to show)She manipulates the knight into service, sacrifices him, threatens the alchemist, burns down a church, steals from the church, et al.

The overarching joke of the game for me is that it presents the pilgrimage as being a relatively noble undertaking when it begins, but it pans out badly enough for the heroine that she devolves into a tired, angry, cursing character who detests all the exotic foreign lands she has traversed and just wants to go home.

I got a lived aesthetic meaning out of this game that I really liked, and a sense of briefly touching the weird little customs and behaviours of a wide range of characters; the plague doctor, the superstitious natives, the wary caravanmaster, the macho knights. And a sense of doing so across different lands. But admittedly, since I couldn't complete the game, I'm missing whatever the end might have given.

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Pit of the Condemned, by Matthew Holland

1 of 1 people found the following review helpful:
A simple dodge-and-chase game., November 18, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: fantasy, IFComp 2015, Inform

(This is an edited version of a review I originally wrote for my blog during IFComp 2015.)

Pit of the Condemned is a short Evade-The-Wumpus-like game in which you play a convict sentenced to die at the hands of The Beast. The site for your intended death is an abandoned city that's now used only to host deadly spectacles. A bloodthirsty public watches your struggles from innaccessible locations overhead.

Part of the info in the preceding paragraph comes from the game's blurb and isn't present in the game itself, a fact which accurately speaks to the minimalism of the game. The implications of the game's setting or vaguely Hunger Games-sounding society don't really come up during play. It's purely about the mechanic of moving through a large network of empty rooms and searching for a weapon or escape route while the beast chases you.

I won on my first try by setting a trap for the beast in the Royal Palace and then wiggling around a lot until the monster followed me into it. It's probably too easy to avoid the creature in general thanks to the proximity warning messages the game delivers. These are handled well technically, as is the occasional warning generated by line of sight programming.

When the beast isn't close, the game tends to dullness. Almost all locations are empty and there are a lot of them. I was tempted to start mapping, but didn't, and it ultimately proved to be unnecessary. Some obvious commands aren't covered. The very first thing I wanted to do in the game was try to KILL MAGISTRATE, the guy who had sentenced me to death. I expected that the result would be that his sidekick guard would immediately kill me. The game's reaction was to instead print the default Inform anti-violence message, 'Violence isn't the answer to this one.'

Pit of the Condemned is good mechanically, but I found it too unexciting given the premise.

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A Wind Blown From Paradise, by N.C. Hunter Hayden

2 of 3 people found the following review helpful:
Too-buggy short game of underground train travel, November 16, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Inform

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

A Wind Blown from Paradise is a small parser game that uses the drudgery of underground train travel and the wind blowing down the train tunnels as a metaphor for a greyed-out life not lived in the present; the siren song memories of the past are in technicolour. It's an idea well suited for delivery in IF format, but the delivery of this game is unfortunately frustrating. The solution shows me I had almost reached an ending after about 10-15 minutes of play, but I still quit at that point because I was tired of being thwarted by the random train travel mechanic and interrelated technical problems: the game failing to properly note when I was on a train or off it, turns being out of sync, some commands failing to give any response, a lack of basic synonyms, etc. These common problems could have been sorted out with input from folks with a little Inform 7 experience, but unfortunately the author hadn't spoken to any of them prior to IFComp 2013 (I know I because I spoke to him online at the time). There are also subtler design problems in that the game's responses don't give enough information to indicate that the game state may be changing, or that you may be progressing. It's too easy for the player to wander around in this one feeling lost, stuck in a repetitive loop with no guidance.

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The Golden, by Kerry Taylor

1 of 1 people found the following review helpful:
Some folks love this short pre-apocalypse CYOA, but it's too elusive for me., November 14, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: spring thing 2020, Twine, choice-based

(This is an edited version of a review I originally wrote for my blog during Spring Thing 2020.)

The Golden is an elusive, faintly ominous Twine CYOA about a sister, brother and father stuck together in a seaside house in an unspecified end-of-days situation.

There are some tense character bits involving familial strain – a tortured card game especially on the first run – but the characters aren't specific enough for these to have full effect. For instance, if the blurb hadn't told me the heroine was seventeen, I wouldn't have suspected it from the writing. She seemed much younger to me, partly because of a sense that she looked up to her brother and partly because she didn't express anything too complex. She just didn't express enough. I don't really know what the problem was with the brother. Only the father had enough tics to make him stand out to me. Geography is a little fuzzy, too, a not uncommon situation in a Twine in which you can move around a little.

I don't know if there's a standard model in Twine that involves making the last word in a passage the link to the next page, a typical strategy in this IF, but if there is, I'd say – beware it. Words should generally be lit with intention. When 'God' on the end of 'Thank God' is the only link on a page, that looks highly significant, but proved to be no different than other standard forward links when clicked.

I liked the end of the story because of the aforementioned ominousness. I also felt that the game worked to build an anticipatory mood for it. Characterisation was the thin area. A piece this compact, written from one character's point of view and clearly indicating its characters are specific, needs to specify those characters more. There's not a lot of time to do it in, but maybe that means what time there is can't be handled as gently as I felt it was here.

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The Living Puppet, by Liu Zian

2 of 2 people found the following review helpful:
Minimal interactivity doesn't underwhelm a fundamentally good horror story., November 14, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, horror

(This is an edited version of a review I originally wrote for my blog during IFComp 2017.)

The Living Puppet is a creepy and classically-styled horror IF about a pupeteer’s mysterious relationship with the doll that is the sole source of income for he and his wife Li Shaoxian. It’s delivered in a web browser as long passages of click-scrolling text broken up by several major decision branches that the player can choose for Shaoxian. I played several times to different outcomes over 40 minutes during IFComp 2017 and enjoyed it. I can recommend it generally, and to horror folks specifically, accepting that a couple of its presentation choices may be too irritating for some players. The game sports horror themes and one explicitly violent scene.

Puppet does a couple of things with the text that I found technically annoying, but it’s a testament to the qualities possessed by an essentially good story that I decided to keep playing in spite of them to experience the whole thing. The first problem is that the player must click or press keys to elicit each line of text. The text scrolls at a fast but not instant speed, with the result that when you come back for your second game, for example, you need to hold down the space key for a minute (I timed it) just to reach the first choice again. Puppet’s second text issue is that against the second of its backdrop friezes, the text is partly unreadable due to colour and contrast issues. I’ve noticed I have a high tolerance for text colour variation, so I assume there will be players with lower thresholds who may simply quit on this screen.

The game is set in China, presumably at some time in the past as no mod cons are present and the world of traditional puppeteering is writ far more largely than I expect it would be today. The English version of the game is an ESL entity, so some of the writing is a little off around the corners, but important ideas are expressed clearly enough, and little details like falling snow flakes, breath in the snow, characters cupping their hands and the like, make their mark. The emotional intensity of the husband and wife as they deal with his gruelling performance schedule and her mounting loneliness also come through effectively. The game is about being on the outside of a relationship defined by a Faustian bargain, and its denouements are correspondingly harrowing and gruesome, emotionally and physically. This is what I most appreciated about The Living Puppet; it pays off.

Puppet’s IF mechanics are simple and won’t be enough for some players. There are few choices, but they are highly divergent for the story when they are offered. I also like the fingerprint graphic that appears on choices previously taken. It has both a practical function and seems to emphasise player responsibility for the choice. The network of choices is also a logical one. That’s to say that information learned from one ending can be wielded in one’s own mind to decide where a different earlier choice may have lead, or will lead to if the game is replayed. There are no narrative tricks here, just a good story with several outcomes. There are a handful of discrete sound effects, too, plus a decidedly non-discrete background music loop that becomes too bombastic too quickly for the prose on a first playthrough, but which lines up weirdly well with the later intense goings on.

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You are standing in a cave..., by Caroline Berg

1 of 1 people found the following review helpful:
Meat-and-potatoes adventuring with enthusiasm., November 14, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2016, Inform, fantasy

(This is an edited version of a review I originally wrote for my blog during IFComp 2016.)

You are standing in a cave... is a parser-driven adventure of perennial adventuring. Stuck in the title cave with only a random collection of stuff in your pockets, you, the viewpoint adventurer, must unstick yourself and escape. The environment is full of props and clues designed to speak tantalisingly to each other in the language of puzzles via your adventuring brain. The climbable, the ignitable, the combinable; they're all here.

This is plainly not a game for people who dislike puzzles. It's straight-shooting meat and potatoes adventuring, roughly implemented, and with a title that could easily be read as a joke about banality. While cave's first room looks dull and prototypically cavey, things become more involving if you give it a room or two.

The game's tone is encouraging with a dash of wide-eyed. The adventurer seeks answers to age-old questions like, 'How do I defeat this giant venus flytrap?' or 'What really happened when I turned that dial?' The game is excited about the player's progress. Its positive tone acts as a helpful counterweight to the rough typological edges and programming oversights. Probably its weakest areas are in verb coverage and the offering of alternative phrasings for obvious actions, partly mitigated by it also going in for lots of USE phrasings. (e.g. USE A WITH B)

The game's generic USE leanings fit in with another observation I made: That Cave often feels like a graphical point-and-click adventure rendered as prose. I don't mean that in a redundant way, given that point-and-click adventures owe their existence to prose IF. I mean that it takes aesthetics that were added to adventures when they were transitioning into graphical form and brings them back into the all-prose realm. I refer to aesthetics like the extended depictions of transformations that occur in the environment when puzzles are solved. Objects revolve, rise, shine, glimmer or rotate at relative descriptive length. It's visual, and the physical movements are important.

I was able to clear the game without using the walkthrough, though I needed a little human help gleaned from another review. So, although Cave lists no testers and has lots of bugs, you can clear it. I had enough fun doing so.

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The Little Lifeform That Could, by Fade Manley

2 of 2 people found the following review helpful:
Small choice game about a blob that can evolve how you want it to., November 14, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, Choicescript, IFComp 2016, science fiction

(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.

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Toiletworld, by Chet Rocketfrak

2 of 3 people found the following review helpful:
One star., November 13, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2016, Inform

(This review originally appeared as a blog post of mine during IFComp 2016.)

Imaginatively, a fractally projected world of toilets. Practically, a few rooms with basic bad implementation and IFComp rule jokes. Game comes in three versions (web version, Z-code, Glulx) if you download it. All appear identical.

One.

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The Insect Massacre, by Tom Delanoy

2 of 2 people found the following review helpful:
Mystery on a space station that requires multiple short playthroughs., November 13, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, Twine, IFComp 2015, science fiction, mystery

(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.

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Paradise, by Devine Lu Linvega

3 of 3 people found the following review helpful:
Interesting editable world tool, no longer online, November 12, 2021
by Wade Clarke (Sydney, Australia)

(A version of this review originally appeared as a blog post of mine during IFComp 2015. Paradise was withdrawn from IFComp because it had been released prior to the comp. It has since gone offline, so my review is here as a record of what it was like.)

Paradise is a text-based online world/system for any number of players/users in which anyone can create, walk around in and inject simple programming into textual objects. The objects aren't modelled to be anything in particular, but typical uses for them include making locations and putting choices and objects into those locations. Interaction is via a mixture of parser-like typing and clicking on hotlinked words.

In my first session in Paradise, I created Cafe De Los Muertos, placed it in a location recommended by the implementors and put something inside it.

As an open-ended project which began four years ago, and one which may not contain any goal-oriented adventures that are easy to find, Paradise was likely to have scored poorly in IFComp. However I think that whether you like parser IF or clicky IF, or both, Paradise might appeal to you as a creative tool. There's nothing to stop you building a game or experience in Paradise and then linking others to it. Another big plus is that neither creators nor players (and technically, the two aren't distinguished from each other) require accounts or passwords to log in or to protect their creations. You can just visit the website and start doing stuff.

Text objects in Paradise are called vessels and operate on a concept of enclosure. Such basic concepts are explained in tutorial vessels you'll encounter soon after logging in. Basically, every vessel is inside another vessel. So you could make a location (one vessel) by typing 'create grassy meadow', then put an object inside it (a vessel in a vessel) by typing 'enter grassy meadow' then 'create chest'. If the object has compartments, they could be vessels in the object vessel. But there are no actual programming rules about the nature of vessels. You could stick a whole new world inside an object if you like – after all, it's just another vessel. You can also pick up editable vessels and put them elsewhere, or embody them, the latter being the means by which you create an avatar. You wouldn't want to be driving a default object like the teapot forever.

The most basic kind of programming lets you attach any useable Paradise command to a vessel through a 'use' link, which can also be activated by typing 'use such-and-such'. You can then repaint the word 'use' as something else – read, press, etc. – whatever word you want the player to type to use (enter) the vessel. You can nut this stuff out by following tutorial topics which consist of locations and dialogue, not boring old instruction files, or by just typing 'help'. More advanced programming is available, but it would be possible to put together an adventurous structure or CYOA adventure with the basics alone.

I suppose what's annoying about the interface is the fact that you can't get away from having to keep switching between clicking links and typing things. Or clicking a link and then having to hit return to execute it. My other gripe is that allowed punctuation in creator content is quite limited. No apostrophes take, no capital letters take in some circumstances, no exclamation marks take (actually, maybe that last one is a plus), etc. For the more literate-leaning, these things might bug.

I'm personally interested in exploring more focused material than what I saw here thus far, but I don't even know how big the place is or what's already in there. I could easily have missed a lot of stuff.

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