Reviews by Wade Clarke

spring thing 2016

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Superhero Stress, by Michael Yadvish
1 of 1 people found the following review helpful:
Short and simple superhero CYOA using choice pairs., November 26, 2021
by Wade Clarke (Sydney, Australia)

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

Superhero Stress is a light, traditional CYOA of mutually exclusive options that are dramatic, like (paraphrasing): "Will you save person A at the possible expense of person B, or person B at the possible expense of person A?" You can play through most of its situations in about five minutes. It's got goofy, typo-y writing and the traditional sexism of old comic books: Ladies are for rescuing, or for picking up while you're rescuing 'em. It's also got a touch of offhand gore that I found very mildly disturbing amidst the silliness, but only very mildly.

Superhero Stress does have a message that it delivers a few times; that a superhero can't be everywhere at once. The film Batman V Superman: Dawn of Justice, had roughly the same thing to say about the Man of Steel, but Batman V Superman: Dawn of Justice took more than 150 painful minutes to say it, whereas Superhero Stress did it in about five minutes.

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The Xylophoniad, by Robin Johnson
3 of 3 people found the following review helpful:
Fun parser mashup of Greek myths., November 25, 2021
by Wade Clarke (Sydney, Australia)

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

The Xylophoniad is a joking, mashup take on numerous characters and situations from Greek mythology. It is powered by Versificator, the author's own parser engine. You play the part of veteran adventuress Xylophone, assigned by a bored king to knock over a few light tasks like ending the Trojan War, rescuing prisoners from Hades and killing the Bicyclops. I imagined the Bicyclops was going to turn out to have two eyes side-by-side, which would have had the effect of making it look like anyone else, which would in turn have resulted in comedic, illogical screaming from onlookers along the lines of: 'Argh! Two eyes! It's hideous!' But it turns out that the second eye of a Bicyclops is above the first one. And that is pretty gross.

The Xylophoniad (or THE X as I will now refer to it) reminds of the classic Scott Adams games in some of its nature and puzzles, though rarely in restrained degree. The aesthetic of those 16 kilobyte games was determined by the hard technical limit of the 16 kilobytes. There are no real limits for The X. There are design choices, and any mimicry of older games is carried out to an irreverent extent rather than a slavish one. The game delivers its humour in some particularly goofy and cartoon-like ways, elicits jokes from cute and simple NPCs who appear as caricatures of their legendary selves, or 'non-canonical versions' as the game likes to say, and keeps the player busy with a large ancient world split into separate regions. The region separation feels like both a staple of gaming in general (like levels, a way to divide up content and aesthetics) and a way to make THE X feel more manageable. Because no matter how cute the game may appear to be at the outset, when a king tells you to perform three impossible-sounding tasks before breakfast (it was the 'end the Trojan war' one that especially raised my anxiety levels) you're likely to feel at least a tad flustered about the day ahead.

Fortunately, and as I should probably have anticipated, the explicit solutions to the major challenges are pretty wack. Don't dwell on how to end the Trojan War all by yourself (... ARGH!!!). Just get out there and be the best traditionally klepto adventuress you can be, exploring, finding ways to pass recalcitrant portals, solving puzzles that crop up using a mixture of logic and illogic, and helping NPCs with their usually not-too-obscure problems. Achilles is histrionic, the medusa is apologetic, Daedalus is MacGyver and Helen of Troy emits unusual noises.

I don't think much knowledge of Greek mythology is required to deal with THE X's puzzles. In cases where a particular piece of knowledge might help with a particular puzzle, the game either tells you about it explicitly or collapses it into a joke that has the side-effect of indicating how the situation would have been in a canonical version of the story. I found myself at an impasse a few times and got past each one using the graduated hint system that comes with the game. If I'd had more time to play, I probably would have continued to experiment with the gameworld and overcome one or two of the impasses on my own.

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