Reviews by Wade Clarke

View this member's profile

Show ratings only | both reviews and ratings
View this member's reviews by tag: ADRIFT ADRIFT 3.8 ADRIFT 3.9 ADRIFT 4 adventuron ALAN Apple II BASIC browser-based choice-based Choicescript comedy commercial Commodore 64 CRPG Eamon educational fantasy Halloween horror Hugo IFComp 2010 IFComp 2011 IFComp 2012 IFComp 2013 IFComp 2014 IFComp 2015 IFComp 2016 ifcomp 2020 ifcomp 2021 IFComp 2022 IFComp 2023 incomplete Inform Introcomp 2020 Lovecraft mystery Python Quest RPG science fiction Scott Adams spring thing 2016 spring thing 2020 spring thing 2022 StoryNexus TADS thriller Twine Undum Unity versificator
Previous | 51-60 of 189 | Next | Show All


Mrs. Wobbles and the Tangerine House, by Mark Marino

2 of 2 people found the following review helpful:
Only the introduction to a story, though a very well-produced one., July 3, 2019
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Undum, fantasy

(I wrote the original version of this review in my blog upon this game's initial 2013 IFComp release.)

Mark Marino's entry into IFComp 2012, the one preceding the one in which he entered Mrs Wobbles, was The Living Will, a curious Undum game which I didn't really get. Mrs Wobbles is a far more vivid and transparent affair, a pro-reading, episodic and illustrated adventure tale aimed at younger readers (7-11 it says) and again delivered with Undum. While there is a fair bit to read here, it turns out that this game is also an introductory one, with more episodes potentially to come in future. Folks have entered introductions into IFComp before, and while I don't think there's any rule against doing so (and Wobbles is voluble, not a tiny tease) it's just in its nature that the Wobbles we're being presented with in IFComp has some of the density of a novel without the payoffs of a novel. I also find it hard to gauge how hooky it might be for those future episodes, but I'm not the core audience. Mrs Wobbles feels to me like the opening of an attractive e-novel for tablets. Interactivity is mostly at the level of deciding in which order to read things, and while this area isn't of much personal interest to me, when I consider the overall quality level of the project I think most players will find something to like here. Some may find a lot.

I think the "A Series of Unfortunate Events" books by Lemony Snicket were probably a big influence on the tone of Wobble's prose, and probably more than an influence on its specific content. The protagonists are fostered siblings, their parents died in a mysterious fire and when the game begins, they're going to live in a weird house with a strange adult. The narrator is a magical talking book which can insert whimsical asides into the prose of a kind we'd be hard pressed to get from child protagonists. Production values are consistently high. The game includes some superb woodcut / etching / lithograph style illustrations. The prose is pretty good at any point and you can have it read out to you from author-made recordings. This also means that the speech feature is platform and software independent, and kid-friendly.

What I'm unsure about is how satisfying the scope of this introduction is. It's an introduction for the characters and the setting of the house, but there's no real story vector in place for either of these elements yet, as good as they are. The brother protagonists have a cute rapport, and the fussy girl they meet later, Mildred, is a good foil for them. The house is full of magical rooms and fantastic machinery which may be of use in the future. I suppose the experience of Wobbles is like being introduced to Hogwarts via an explicit tour but then having the book end suddenly. It may be safer to make a self-contained and expositional starting adventure, but it's probably less interesting than throwing players/readers into a story which sets up some plot hooks and mysteries. In the end, my to-ing and fro-ing about Wobbles comes down to the fact that this is an introduction competing in a venue not particularly suited to introductions.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Dream Pieces, by Iam Curio

2 of 2 people found the following review helpful:
Simple, young-player-leaning wordplay game from the Quest school., July 3, 2019
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Quest

(The original version of this review was split over two blog posts I wrote upon this game's initial 2013 IFComp release.)

Dream Pieces is a friendly-feeling bedroom adventure of word puzzling delivered via the Quest platform. It has semi-rhyming (and semi-straining) prose and some nods towards helpful production values – for instance you can choose whether the presentation is delivered to suit a desktop computer, a tablet or a mobile phone. The goal in Dream Pieces is to manipulate domestic objects in your bedroom to create tools and methods to further manipulate domestic objects in your bedroom, but it's more fun that I just made it sound. Tools can split the names of objects into constituent letters which can then be rearranged to create new props. The game uses some features of Quest well, like being able to right click a wordlet, click 'Mix', then click the thing you want to mix it with from a menu.

When I initially apprehended this mechanic, I felt my interest prickling, and since the game gives the impression of being easy enough for a child to complete, what with its child-like font and enthusiastic outlook, I figured I was about to power through the whole thing for some simple satisfaction. I ended up abandoning my first playthrough due to a moment of inflexibility that I mistook for a bug. Other IFCompers cleared me up on this point and brought it to my attention that there was a colour-related mechanism in play that I hadn't noticed. I then powered through to victory like I'd thought I'd been about to the first time. The game has apparently been significantly updated since I played its original incarnation.

Dream Pieces certainly offers easy word-chopping for an adult but would probably be more outwardly satisfying for a kid. It was also the first word game I'd seen released for the Quest platform, and it came out after a year that birthed a decent number of sophisticated word games in IFdom.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

100,000 Years, by Pierre Chevalier

3 of 3 people found the following review helpful:
Tiny existential text toy., July 3, 2019
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Twine, science fiction

(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.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Awake the Mighty Dread, by Lyle Skains

2 of 2 people found the following review helpful:
Something like an Alice in Wonderland that's hard to get at/into/through., July 23, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2011, Inform, fantasy

Awake the Mighty Dread takes place in a fantasy dreamworld fuelled by Alice In Wonderland, The Wizard of Oz and the aesthetic of steampunk. It's got orphans, air travel, capricious NPCs ranging in scale from an amphibian to a deity, and a reverence for storybooks. And all that in a smallish game. It's alluded to that its orphan protagonist slips away to the dreamworld in order to avoid abuse back in the real world, but the social system in the dreamworld turns out to be a troubled one, too. The heroine's spiky curiosity about what's going on there is well written, and provides motivational fuel for the player in a game which turns out to be not very good at signalling progress through it.

Awake is actually the IF dimension of a larger project by its author which can be found at

http://lyleskains.com/Faerwhile.html

However, the game was basically presented as a standalone entity in the 2011 Interactive Fiction Competition. Exploring the rest of the project might thicken Awake's backstory, but I doubt it would actually help in the playing of Awake for reasons to be enunciated in this review.

Awake received mixed reviews when it appeared in IFComp. My own private review (for other game authors that year) began:

"Since people have been saying that they found this baffling, I secretly patted myself on the head for not being baffled."

So, I liked the overall experience more than most, but the game's delivery is clearly a failing one. In spite of the author's writerly prose and obvious knowledge of some advanced parser conceits, the game exhibits no awareness of how to steer a player through its contents via the parser. Location descriptions are aesthetically pleasing but player-insensitive, with almost none of their interesting features implemented. The features that are implemented are there to service plot points in a story that only seems threadable in retrospect. Trying to make the story happen yourself with the game's minimal direction and tech oversights is futile-leaning, and so the game's solution file is essential.

In the case of contemporary IF, I have low tolerance for being involved with walkthrough/hint systems unless they're really well considered. I also have design philosophy qualms about some games I consider to be impossible without a walkthrough. Awake bypassed my concerns in these areas because it's an interesting failure of an accessible kind. Reconsidering it five years down the track, I'd say it's definitely of more interest to people who create IF games than it is to player-players. In this capacity, it's substantial enough not to feel too small or inconsequential, but still small enough not to feel like a time burglar in spite of its black box implementation.

That black box is actually the point of interest; playing Awake feels like trying to build a Lego model without being able to see your hands. A lot of interconnecting prose seems to be absent in this game. There's a train you start out on, and which automatically travels from station to station, and there's an effect whereby you can see what station you're at out the window. But the descriptions within and without can be indistinguishable. Being on a train in a location can be the same as just being in the location – until the train moves, of course. Similarly, objects sometimes appear 'painted on' in room descriptions, and stay there even after you've taken them. NPCs speak at appropriate moments but don't show up as prose entities when they're not speaking. It's hard to tell when conversations have ended, or if the conversants are still about. Finally, the most important action you must take in the whole game is unguessable, and deliverable as a command in a form that only hardcore parser folk would be aware of. Collectively, these sophisticated-leaning bugs at the coalface of interactivity suggest the author had strong familiarity with parser games but didn't run Awake through a sufficiently typical or robust group of playtesters.

I find the story in Awake interesting, and the game succeeds in feeling like a window onto a larger fantasy world, but in the end its technical oddities render it mostly a curio for parser nerds. Its contents can't be unspooled easily the way the contents of the famous stories it most emulates can. The site of the obstacles is its interactivity.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

DRAX, by Paul Allen Panks

11 of 11 people found the following review helpful:
Well, I had to edit the program to make the game work., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Commodore 64, RPG, fantasy

Drax... Who or what is or was he or she?

When I first completed this game by Paul Allen Panks, I still didn't know. But a couple of days' worth of Commodore 64 BASIC hacking later, I had unearthed the answer. I feel confident in venturing, for reasons which will soon become apparent, that at this time of writing I am the only player on earth to have completed Drax other than its author. And I can't even guarantee that the author did play through his own game, for reasons which will also soon become apparent.

Note that this review is extensive and therefore amounts to a complete spoiler of the game. I hide nothing behind spoiler tags.

I first heard about Paul Panks and his games when I played Ninja's Fate, Hannes Schueller's eulogy to the late game author. I then read numerous reviews of Paul's numerous games, most of which expressed a combination of bewilderment, infuriation and plain old fury at the games' apparent wonkiness. The reviews' tone of hair-pulling was often hilarious to me. I also read some of Paul's refutations to such reviews, and his notes on his own games on his website, and I knew that I would have to try one or more of his games myself.

I am pretty au fait with the Commodore 64, so as a starting place I plucked from the archives Paul's last Commodore game, Drax, from 2005. The experience of playing this game turned out to be amusing in most of the ways I'd expected, but also stimulating in ways I hadn't. Some bold features are spread out over 75 rooms of a fantasy RPG adventure in such a way that many of them would never be seen by the average player, nor do they need to be seen or experienced to complete the game. In this sense, the game's structure is kind of ridiculous. But if it wasn't for this curiosity-inducing weirdness, I wouldn't have been motivated to become intimately acquainted with Drax in the way I did.

When the game begins, you get to name your character, then you find yourself loitering in a tavern which opens onto a village square with a well in it. I've read that this is a common starting point for many of Panks's games. There was no introductory text suggesting what my goal might be, so I just started looking around. Upstairs of the tavern I found a bedroom with some typical adventurer's supplies in it; weaponry and a lantern.

My problems began after I picked up the lantern. When I tried to leave the room, I was told "You need to light the lantern first." This didn't make a whole lot of sense, since I had entered the room by a normally lit corridor. When I tried to light the lantern, I was told "You can't light that here."

Faced with this impossible paradox, I ditched the lantern so as to avoid being trapped in this tavern bedroom for eternity, grabbed the bowieknife (sic) and went outside. I found some townsfolk nearby and, out of curiosity, tried to murder them. Each one of them beat me to death in turn. The bard, the villager, even the priest. Combat consists of a bunch of you hit / they missed messages which you must page through by pressing a key every time the game says <MORE>. My multiple deaths here didn't seem to bode well for my life as a hero of no particular quest. Nevertheless, I tried to proceed out of town and into the ominous looking forest.

"It's much too dark to move in that direction!" said the game.

It turns out that without the ungettable, unlightable lantern, you can't actually go anywhere in Drax. I wondered if Paul ever tried to play the latest version of his own game, which the credits page advises is 1.15?

So I hit the Commodore's BASIC prompt and dumped a listing of the game to my Mac. I disabled the three lines in the program responsible for all the darkness blocks and reloaded my saved game. This worked, and I was now able to venture into the forest.

Drax's wilderness is sizeable, mazey, and satisfying to map. It comes across more like the cross-country terrain of a MUD than the functionally-oriented environment of a personal computer text adventure. Most rooms are empty and exist only to be navigated. Geography is often realistic, but pointless in game terms, like the large stretch of mountains which contains nothing but a bunch of dead ends. I felt I was in a big world, but what was I doing in it?

I passed a few fey folk in the forest, including an elf and a hobbit, and their descriptions indicated that they were friendly, so uncharacteristically for me I didn't try to stab them. But when I saw a black knight guarding a castle gate, I knew it was time for more violence. To my amazement (having been earlier clubbed to death by a villager) I was the victor of this battle. And victory was exciting. I gained experience and gold, a level and hit points, and cool items exploded all over the ground. I wielded my newly acquired broadsword, strapped on my newly acquired chainmail and strode into the castle the knight had been guarding.

In the throne room I met Mordimar, a recurring major villain from Paul's games. Thoroughly expecting to be pulverised, I saved the game and opened fire on the guy. To my surprise, I quickly beat him to a pulp. And as Mordimar's corpse fell towards the ground, but before it actually hit the ground, what appeared to be the missing introductory text to the game suddenly spurted down the screen... then Mordimar finished falling to the ground, died, and the game proclaimed that I was the victor and wished that I should live long.

"Is that it?" I almost asked aloud. You map some empty terrain, kill two monsters and then win the game, at which point you get to read the introductory text?

Weirded out, I returned to a saved game and set out to explore the rest of the world. When I found a werewolf blocking my path in the forest, I saved the game again before engaging him in battle. This battle raged and raged. I noticed that my broadsword was starting to throw lightning bolts at my foe. Awesome! But I had to press a key to advance each round of combat, over and over again… surely I had done this at least 100 times now? We were landing blows, dodging, landing more blows, for pages and pages. Would this clash of the titans ever end? How many hit points did I have left? How many did the werewolf have, for that matter? The game wasn't telling.

My fingers were wearying, and I have enough RSI problems already, so I decided to abort the game and hack the program some more so that I wouldn't have to keep mashing keys to advance battles. With my new 'autoscroll' feature in place, I reloaded my game and went at the hairy fiend anew. I put the Commodore 64 emulator speed up to Turbo and watched the messages begin to scream past. I fiddled around in my web browser and came back six minutes later to find that neither of us had died yet.

This was a bit much, so I quit and revisited the game listing yet again to try to work out what was wrong. I found one bug, then another; unless the player wields a weapon anew after returning from a saved game, their damage roll is likely to reset to zero. And when player armour gets over 100% (which mine was by now), enemy attacks actually GIVE the player hit points.

After rewielding my weapon, I was able to start killing people again. And kill I did, as I explored the rest of the forest and an underground cavern system. There were some cool monsters down there, like a black widow, and some pretty dull ones, like a slime and a skeleton. Every time I killed something, I gained another level and more hit points, and more ridiculously overpowered items, like the ring which would regenerate all my health during every round of combat. What with my lightning-throwing broadsword and the fact that being hit actually healed me, I didn't really need such a ring this point. I also discovered that I could pick monsters up like objects and put them down wherever I liked. Typing GET MORDIMAR produces "You cannot take that." immediately followed by "Ok." And then Mordimar is in your inventory.

If this stuff had been programmed without the bugs, it would have amounted to quite a flourishy RPG system. But it wasn't programmed without the bugs, and of course in practical terms its entire existence is obviated by the fact that you can win the game by killing just two monsters, with the caveat that you must first hack the game program so that you can leave town in order to be able to reach those monsters.

And what of the mystery of Drax? I still hadn't encountered any mention of it during my many plays.

Again, I broke out the game listing and started nosing around. I discovered that the secret passage which had been revealed when I played the piano in the castle had actually opened in the ceiling of the room, and not in the floor as the game had said, and that's why my attempts to go down at that point had not succeeded. I returned to the piano room, went up through the buggy passage and found myself in a small jail area. In one cell was a book called Drax, and when I read that book, I found within it the introductory text of the game, the text I had previously read as Mordimar toppled towards the floor, the text which prophesised that I, Wade6 (your character is renamed automatically after your latest saved game) would free the land from Mordimar's tyranny. But now that this text wasn't scrolling past during combat, I was able to read the last line, which said "The next chapter is awaiting…"

And suddenly I realised why this text appears as Mordimar falls. It is because at that moment it is immediately followed by that 'next chapter', which is the triumphal game over message affirming that you fulfilled your destiny. In other words, had I picked up this book during the game, the otherwise entirely bizarre-seeming placement of the story of Mordimar during his death scene would have made sense, as it would have come across as a reiteration of the Book of Drax and its prophesy, followed by the formerly promised next chapter.

After the huge effort I had made to explore, debug and make sense of this game, and considering that I had initially laughed at the timing of the arrival, at the end of the game, of what I had previously thought of as the introductory text, I found myself smiling at the quite cool idea that Panks had come up with here about the book which writes its own end. He didn't pull it off properly, which it seems was often the case with him, but it was there.

Drax contains a fully imagined game world and system without the focus or polish needed to get players to become interested in either in any traditional sense. I am still glad to have spent my time in that world, and to feel that I have learned something about its author. Paul was obviously a messy creator, but it's also obvious that he enjoyed developing games like this one, and that he was always striving for something in them; witness his prolific output and his multiple attempts to realise whatever Westfront was ultimately intended to be. I find it easy to be inspired by the passion Paul obviously had, even as I imagine that when I try more of his games, some of them probably will turn out to be as annoying as people have said they are.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

In a Manor of Speaking, by Hulk Handsome

10 of 10 people found the following review helpful:
Smooth-playing sprightly punning, July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, Inform, comedy

(I originally published this review on 21 October 2012 as part of my blog of IFComp 2012. This was the 23rd of 26 games I reviewed.)

I don't claim to have played many wordplay focused IF games before, but I loved this one. In a Manor of Speaking is an adventure beyond the Bermuda Triangle through a world ruled by puns. Lord Dashney is the evil figurehead who needs to be overthrown and you are the person who needs to do it, using only colloquial expressions and a bit of lateral thinking as your weapons.

The game's implementation in Release 3, the one I played, is very strong. Its puzzles are numerous, amusing and served by an excellent contextual hints system. The game's humourous tone and aesthetic are entirely coherent and the prose is hiccup free. In short, this level of quality is what I ideally want from every adventure in the comp. The immersion which results when every part of a game is working smoothly and the flow of words and actions is unbroken is hard to beat, and with only a few games left for me to review now, I can say that In a Manor of Speaking is the only game to have achieved such frictionless immersion for me in this competition. Therefore unless you hate wordplay (and this is a pretty user friendly version of it) I advise you, and all and sundry, to try In a Manor of Speaking.

Paradoxically, I find that this game's accessible comedy style makes it hard to discuss at length. Its meanings are consistently transparent, whether they are silly sight gags (metalheads whose heads are made out of metal), riffs on timeworn sayings (Spoiler - click to show)(the pudding which contains the proof) or misdirections (the game is full of bars, but only the first one is a metal rod). To write about the game's jokes like this makes them sound only groany, but puns are fascinating because while they do often prompt groaning or cries of "I hate puns," almost nobody genuinely hates a pun, except for people whose souls are broken and ugly as pitch. You know, people who are to be pitied. In fact most people enjoy being the opportunistic revealers of puns in conversation once in awhile. In a Manor of Speaking takes you into a world and mode of writing where the puns are so numerous that they are the source of all the meaning. This pushes them beyond the context of goofy pleasure and shame which often accompanies isolated real-life punning into a place where anyone is likely to enjoy them more freely.

I only encountered a couple of tiny bugs in the game and both were related to the object "a piece of your mind" and the kangarude. The solidity of implementation also extends to the majority of the parser's blocking messages, with idiosyncratic jokes on hand for most kinds of command rejection. The numerous instant deaths (which you can instantly back out of, as well) become something that you can easily anticipate, as a good number are attached to invitingly stupid actions, but you're likely to find that you still enjoy trying each one.

In a Manor of Speaking is a funny and engaging adventure with a lot of personality and a near seamless delivery. That last point is a clincher for me, whether a game is light, profound, transparent or opaque.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

howling dogs, by Porpentine

4 of 4 people found the following review helpful:
Bold, weird dreaming through hypertext innovations, July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: choice-based, IFComp 2012, Twine

(I originally published this review on 1 October 2012 as part of my blog of IFComp 2012. This was the 1st of 26 games I reviewed.)

I thought that kicking off my IFComp 2012 quest with a hyperlink powered game à la howling dogs might somehow ease my brain into the gear required for the more typically strenuous parser fare to come. I was wrong; howling dogs brought the strenuous straight away. This piece is an ominous and often perplexing journey through poetic language, virtual reality-ish dreaming and shifting female roles. Beyond its subject matter, it also forced me to immediately confront a bunch of issues concerning different kinds of interactivity in text games I'd rather have put off until later. howling dogs is dynamically beautiful and writerly, but I would point out now for consumers that it is essentially not a game-state game. It's a text with many digressions and some strong aesthetic tricks. It's also pretty weird. To learn more, you may read beyond this paragraph into my more content (but not puzzle) spoiling territory.

The player's initial situation is sparse and sparsely depicted. You're trapped in some kind of quarters with a shower, food, a room whose nature screen keeps you sane, and the 'activity' room where you can go to have virtual reality experiences that aren't of your choice. By the bed is a photo of a woman you once knew. Ultimately the only thing you can do to escape each day's monotony is plug yourself into the activity room. In each of the ensuing virtual realities you seem to be a different person in a different situation, and at the conclusion of each dream you wake up back in your quarters.



The scope of the dreams (and I use the term loosely – there's no certainty that they are dreams) is wide ranging, to say the least. There's a gory phantasmagorical war produced by some entity which bends slightly to your resistance – or lack thereof – to its choice of material. There's a Zen experience involving describing a garden viewed through a paper slot. The ultimate, lavish scenario follows the growth of a prophesied empress with a bone foot.



The series of shorter dreams which come first and flit about in subject matter seem pretty resistant to interpretation on a first play, but the later and longer scenarios start to draw out a theme of the persistent and constricting roles for women which have been laid down over the ages. In one story you're Joan of Arc waiting to be burned. By the game's end you're an empress, arguably powerful but still bound to various aesthetic and behavioural expectations, deciding which masks to wear and which of various predetermined actions to take. The empress story reminded me of some of Tanith Lee's books; Vivia (about an impotent vampire princess) and Law of the Wolf Tower (the adventures of a harried quasi-princess teen). The game's final quote from John Wesley about the indefatigable evil of angels also reminded me of Lars Von Trier's film Antichrist and its concerns with myths of the perpetual evil of women.



These are my ideas and not stone, for this is plainly a game open to wide interpretation. I describe it as dynamically beautiful as it demonstrates a perfect sense of timing and flow in its aesthetics. Not just in the language but in the visual delivery of the game; the pace at which the text appears, the moments the game chooses to repeat things. Some tricks it has which are minimally visceral, like lines which fade or flicker like a broken light, weird links hidden in punctuation, deliberately blurred text. This is some of the most interesting use of this hyperlink format I've seen to date. However, I rarely found much use for the 'Rewind' link, having much more luck with my browser's 'Back' button, and occasionally the need to drag the mouse back and forth over links became laborious – particularly on one rather amazing screen which apparently leads to an alternate ending. I was unable to find that ending, but the need to repeatedly move between links in the text and the 'Back' link which kept reappearing in the corner was more than my RSI could stand.



howling dogs was a very interesting and promising introduction to this year's competition for me, and also demonstrates further innovation in the area of hyperlink pieces. The writing is fine, the dynamics excellent, the imagery clear and strange.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Valkyrie, by Emily Forand et al

3 of 3 people found the following review helpful:
Triple pack student CYOA, July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, choice-based, Twine, fantasy

(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 5th of 26 games I reviewed.)

One of the fun things about IFComp is how the games come from all over the place. From people you know, people you know hiding behind silly names, people you don't know, tall people, short people, etc. Valkyrie is a team effort fantasy CYOA game from three students enrolled in a Game-based Learning Developmental English course this Fall semester at Pikes Peak Community College in Colorado Springs in the USA. As one of my heroes, Shaun Micallef, once said in a skit about a folk CD being sold to raise money for charity, "That makes it virtually impossible to criticise." But so long as their teacher didn't actually browbeat them into entering IFComp – and maybe even if she did – I feel like congratulating them for entering before I get to the reviewing.

The first screen of Valkyrie is weird. Several funerals are described in the third person present style of a film script. Then you're asked to choose what you have trained in: Mistress Thief, Wizardess or Swordswoman. I picked Wizardess on my first play and found myself waking to that role in a fantasy world. The PC is aware that they are dreaming, or might be dreaming, and exhibits anxiousness about finding opportunities to return to the real world, but also about doing a decent job as a Wizardess in the new world. This new world features gods from Norse mythology fighting over a magic necklace.

It turns out that each profession is its own game, presumably with each author contributing one profession. This gives three different styles and three different sets of concerns, but there's a common mythology involving the Asgard stuff, the necklace and the ongoing mini drama of whether the PC will keep helping the Asgardians or try to return home. With each game being about the same heroine, it's interesting to see what each author's version of her is like. The Wizardess is thoughtful and well mannered, though her story doesn't have paragraph breaks. The thief moves directly towards her goal in a short stealth and action tale featuring some instant deaths. The swordswoman's story is ambitious in trying to add detail to the world, with a passage about getting used to her Valkyrie wings and going on a mission (and there seem to be some Harry Potter nods about the place, too) but unfortunately it forgets to keep letting you make decisions, ending with a huge text dump.

The three games reminded me of the original Choose Your Own Adventure books in particular, which frequently started out in everyday life and transported the reader into a fantasy situation. Also like the books, the three games in Valkyrie offer a good number of large-scale choices to the player, choices which result in non-overlapping things happening in the story. This is the key to a lot of the more fun CYOA books, and I enjoyed this same quality in Valkyrie.

Perhaps this game was more interesting to think about afterwards than while playing. Its unadorned and expositional language can be wearing, but with three stories, a good number of choices for the player to make and three different versions of a common heroine trying herself out in a patchwork fantasy world, it has some kind of charm. I don't think the opening was intended to be as strange as it might seem, but that strangeness made it kind of cool, too.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

J'dal, by Ryan Kinsman

4 of 4 people found the following review helpful:
Ambitious mini dungeoncrawl., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, Inform, fantasy

(I originally published this review on 14 October 2012 as part of my blog of IFComp 2012. This was the 18th of 26 games I reviewed.)

J'dal, heroine of this adventure, is a dark skinned girl in a whitey D&D world. She brings moxy, wide-ranging resourcefulness and mad vision skilz to the four person team consisting of herself, her adoptive dad, Roderick the thug and Stolas the mage. You control J'dal, who narrates in the first person, as she and her mates venture into a mine looking for a magical artifact.

The content of this game is pretty ambitious, more ambitious than its author had realised, I suspect. It requires solid implementation of four characters who can work as a team or independently. The characters are supposed to be conversant on various topics and capable of responding to J'dal's suggestions/orders. They need to have their own skill sets and inventories but be able to share equipment when necessary. To get all of these features running smoothly across a whole adventure would be no minor feat, and Ryan Kinsman has done well to mobilise them in the first place, but they're mobilised only at a basic level and in a correspondingly small adventure. There are significant programming gaps throughout J'dal, and I found it to be a tough game in spite of its smallness, mostly due to the narrow range of ideas and commands which are catered for. The game that is could use a lot more work, but it's still likeable.

The characters are of above average feistiness, and they swear a lot and their team dynamic is clear, so that the strongest impression the game left on me was of their overall liveliness and interpersonal kvetchings. But there are a lot of game features that don't work as advertised: keywords that don't respond, limited conversation topics, not much puzzle clueing, inventory and scenery bugs. The dialogue typesetting is crowded and when characters follow you from room to room, the following usually goes unannounced. As a result, I mostly stuck to the walkthrough after a certain point, and the linearity of the game meant that this was easy to do.

There's a good practical feel to the adventures the characters have in J'dal, and the game's got ambition and spirit. This all bodes well for the next game from this author, but J'dal remains kind of rough.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

Signos, by Mauricio Diaz Garcia a.k.a. "M4u"

2 of 2 people found the following review helpful:
Quick quest for wisdom is too rough to play., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, Quest, fantasy

(I originally published this review on 22 October 2012 as part of my blog of IFComp 2012. This was the 24th of 26 games I reviewed.)

(Tech note: This game has sound. If you play Signos online, you'll need to use the Chrome internet browser to be able to hear it.)

Oh inner peace, if only you really were that easy to find!

Signos is a game handily compressing the eternal quest for existential completeness into the compass of about ten dreamscapey locations. It sports some attractive stock photo graphics of locations and colour-changing backdrops that will probably annoy 90% of players but which I didn't mind. It also sports the occasional sound effect. Quest's hyperlink features are present on top of the parser. They are likely to add to player confusion in what is already a confusing game. English is not Signos's author's primary language and complex prose was obviously never the goal here, but the implementation of Signos is so spare that most players are likely to give up on this life quest very quickly.

The game's layout and design ought to speak at least a bit to anyone who has played a console game at some point during the last fifteen years. There's a hub room with a different "world" accessible from it by each of the cardinal compass directions. Each world is generally a single room with a resident wise man (fakir, monk, yogi, etc.) and will feature a puzzle or two. (Spoiler - click to show)Solving the puzzles gets you pages of a book reflecting the deadly sins, each acquisition accompanied by a fainting spell, and when your book is full you get access to the Zen Garden of the big man: Buddha.

This is obviously a path to enlightenment that the kids can relate to, but in reading back my own summary of the game, I recall that all of the knowledge contained therein was hard fought for. Signos understands almost no synonyms, offers minimal clues and has no descriptions for the majority of its content. Ironically, the work involved in nutting out how this game functions amounts to a better simulation of the discipline required to gain enlightenment than the symbolic actions portrayed in the game itself.

As cute as Signos's fast track to wisdom is, its symmetrical layout idea is neat, even if typical for this kind of design. It also occurs to me that if there had been a Scott Adams game circa 1980 about gaining wisdom, it would probably have represented the problem in a similar manner, just without the graphics and colours. As it stands, the potentially hammer-weight powers of Quest give the appearance of overkill to a simple game which is too raw in its current state for players to come at.

Regarding my own quest for enlightenment in Signos... (Spoiler - click to show)I did find four pages of the book under my own steam, then I took to reading other reviewers' reviews for clues. Once I had all the pages I got stuck again and let the game show me the complete walkthrough. It hadn't occurred to me to try to smash the mirror with the stone because I'd been obsessed with trying to light fires with the cross (steel) and stone (flint). My gaming abilities continued to go downhill in Buddha's garden. After guess-the-verb and inventory limit troubles, I found myself stuck in a way that the walkthrough seemed unable to remedy, and conceded defeat. I guess the path to wisdom isn't so easy to tread after all.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 


Previous | 51-60 of 189 | Next | Show All