Adapted from an IFCOMP23 Review
Man did this work intersect some weird slices of my life. I minored in Philosophy years ago. A good chunk of my worklife was spent in a corporate environment where “Meritocracy” was a near-religious tenet, with all the orthodoxy injustice that implies. And my gaming history with choice-select dialogue is lukewarm at best. When I encounter it, my knee-jerk reaction is ‘This game is either going to prevent me saying what I want to say, or garble and twist it unaccountably.’ Oddly, that last attitude was cultivated mainly through commercial gaming, where my IF experience has often been better. In any case, it remains my first impulse.
This is a work about a career student engaging some philosophy questions on return to the classroom. I have to say with one sentence it INSTANTLY put me on its side: “Most discussions or debates generally orient towards the loudmouthed people leaving others confused while going home with some sort of a win.” What a great observation to make at the top of a game about verbal fencing.
The game then almost instantly forfeited those gains with several stumbles. I think most impactful to me (and most fixable!), were the very frequent instances of typos, spelling errors and off grammar. The premise of the piece is intellectual sparring with deeply erudite NPCs in a place of higher education. Sloppy prose undermines that premise more deeply here than say a story about Bikini-girls fighting space jellies.
Secondly, you are told “You play as an individual who has so far struggled to make a living juggling between jobs in an attempt keep their education going…” (Arts majors, amirite?) But the wide-eyed intellectual thirst of the protagonist seems much more appropriate for a new student, not a battle-tested veteran of academia and the cold job market. There are long passages about their intellectual engagement that just ring hopelessly naive and at odds with their purported background. (This will be mirrored by what I might call ‘unnuanced analyses’ later in the game.) I guess maybe credit where due, if they can actually keep their enthusiasm after those bruising life experiences, more power to them? But simply making the protag a new college freshman eases so many of these dissonances.
There is also a pacing problem. The details of the protagonist’s morning (including an extended ‘whoops I’m in the wrong class’ scene) are lengthy and ultimately don’t really serve the meaty dialogues that are the center of the piece. Particularly up front I found myself snarking in my head waiting for the game to ‘start.’
It did start, eventually. We enter some dialogues with a professor (and one kind of with ourselves?) about argumentation fallacies and aspects of meritocracy. Here is where the choice-select dialogue concerns cropped up, and it gives me no joy to report here my knee jerk was exactly correct. When they were presented, dialogue choices uniformly lacked what I wanted to say, and the options available railroaded me into statements I didn’t fully agree with.
Philosophy is tough, man, as evidenced by my academic transcript (sick burn, past me!) Nuance is everywhere and precision is super important! Choice-select paradigm may be the only practical way to deal with this, but requires a LOT more nuance of crafting. The protagonist, as defined in text and especially player choices was not equipped to deal with this. Even the Authority NPC, the professor, came up short often as not. In the first discussion, the prof goes on at length about ‘evaluating arguments on merits’ but dismisses a colleague with the same lack of engagement they display to him! Eventually, the prof does lead into a more nuanced discussion of this, but this initial glitch is never acknowledged.
Later, when the concept of meritocracy is introduced, the protagonist immediately imagines a debate where each side adamantly maintains the concept is ONLY composed of the aspects dearest to their own viewpoints and just keeps repeating them. I mean, not a bad simulation of current political debate, but...
Then the player is asked to choose which side of two Reductio Ad Absurdum positions they align with! I mean, it seems obvious that any real discussion has to honestly engage the merits of BOTH positions instead of just bashing them into each other over and over. The Prof does agree, eventually, but boy does the work take its time catching up to the player there.
An unconvincing setting, incomplete arguments, long stretches of </click to continue/> being the predominant interaction, and infrequent restrictive/deceptive/limited choices are all a recipe for a Mechanical exercise. The gameplay was seamless, but the typos and grammar Notably intruded, given the academic setting of the piece.
And yet.
Notwithstanding the conclusions available and unconvincing plot steps, this thing had breadth and depth. Its foundational explications were pretty good. What it had to say about Meritocracy (on both sides!) were pretty on point and NEED to be part of the discussion. Not sure I agreed with the application of the Trolley Problem (a crucial part of the classic ethical dilemma focuses on the act of throwing the switch, which this resource allocation formula sidesteps), but certainly the questions the prof raises about APPLICATION of meritocracy are vital to consider for any champion of it. The deep dive into ad hominem and source reliability is similarly particularly vital and interesting in today’s world. I really dug encountering these things playing IF, even as I was constrained by gameplay and narrative. For a dormant Philosophy minor, these were undeniable Sparks.
Played: 10/29/23
Playtime: 50min, finished
Artistic/Technical ratings: Sparks of Joy, Notable cracks in prose and academic rigor
Would Play After Comp?: No, now ready for Graduate Thesis
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
So this is an Escape Room, full stop. If that sounds prejorative, that's because it is. I’m not here to pretend Escape Rooms aren’t fun. They are like the puzzle parts of IF married to the tactility, collaboration and physical presence of LARP. That’s a very successful marriage, like the couple in your lives that 20 years on are just SO happy with each other it is a burden to everyone around them. (Just shut up already, Tim and Marcie.) With that puzzle/LARP pairing you can forgive Escape Room's often tissue-thin narrative or ridiculous logical leaps.
But if you take the LARP out of it, those things run a real danger of corroding the experience. Successful IF implementations will realize this and replace it with SOMETHING. Lunium actually brings two things to the table, one of the them WAY spoilery, so be warned.
The non-spoiler element is its top-notch graphical presentation. The author’s previous work displayed really impressive graphical design chops and it was no fluke. From layout to UI to image curation it is a constant pleasure to interact with. It makes the claim that the images are not needed to play, but that’s like saying sugar is not needed to bake cookies. Technically true, but what would be the point? (I actually wonder about that assertion in any case. For my play, SO much information was conveyed graphically I’m at a loss to see how that would work. Certainly the experience would be degraded.)
Anyone else engage online Escape Rooms during COVID? We did a few and the experience was ehhh, ok? Zoom collaboration was fun but the loss of tactility and sense of place was keenly felt. None of them were as graphically immersive as Lunium.
Let’s pause here and pretend I didn’t already tell you there was a second ace up its sleeve. If I were to rate this game based on what I’ve told you so far it would be a lie to say it wasn’t Engaging, but I would feel compelled to give a penalty point for hyper-accurately replicating something whose translation loses what makes it unique and leaves only a pale shadow of what the new media is capable of. It would be like creating an elaborate stage production of people performing a scripted podcast. (Ok, that’s an imperfect metaphor but I’m on a time crunch here, roll with me.)
So here’s the SPOILER part, as promised. As is probably apparent, my biggest beef with the conceit is its inherent artificiality. Inescapably, this was my skeptical mindset at game start. Thrillingly, as the game progresses and the secrets unfold, time and again the game JUSTIFIES its artificiality. Amnesiac? (Spoiler - click to show)You’ve been drugged! Lots of keys and combinations? Narratively justified! Well, to a point, but more than it needed to be. A close set of suspects in a murder mystery? (Spoiler - click to show)The solution was tied to the PRESENCE OF THE ESCAPE ROOM ITSELF. It was that last touch that won me over. There are a satisfying array of suspects available, in the sweet spot of ‘enough to be non-trivial’ and not ‘too many to manage,’ and all with enough characterization to be distinct. When asked to solve the crime, I overlooked some in-narrative clues but instead somewhat pugnaciously declared (not out loud, in my head. I’m not insane): SERIOUS SPOILER (Spoiler - click to show)“The only way these puzzles make sense is if the protag made them. It just makes no sense otherwise.” AND THE GAME AGREED! The game traded its central mystery on the Jigsaw level contortions needed to even have an Escape Room with these protag-specific details in the first place. Well played author, you have defeated my Penalty Point puzzle!
Played: 10/28/23
Playtime: 1hr, finished
Artistic/Technical ratings: Engaging, Seamless, Penalty Point AVERTED
Would Play After Comp?: No, solved!
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
If my review series has a brand, it is sloppy-pouring my so-called personality all over works that really deserve better. When I’m just blathering on about, I dunno, a Pixie PI solving an eldritch horror crime aboard a Tall Ship that is also somehow in space, it’s all in good fun. After no fewer than four awkward attempts, I am forced to conclude my approach is singularly UNsuited to works of memoir.
I have some thoughts on presentation, mainly on offer to the author in recognition of their artistic choices. I am unsure why, but the load times for my browser were insanely long. I nearly closed the window thinking it was hung. Maybe a loading indicator or text could signal that everything was ok?
I really liked the two pane approach: map/photos on one side, text on the other. It was a crisp and attractive presentation. The museum map was also an interesting choice. It’s most significant effect was to guarantee non-linearity. By scattering exhibits loosely around irregular grids, the geography seems carefully chosen to avoid an implied reading order, freeing us to experience things as a collage. I might recommend considering a consistent navigation link layout - sometimes I would try to jump two spaces N, but the shifting directional links shunted me aside. If links were in the same spot on every page, that would make navigation just a little nimbler.
I feel safe talking about presentation suggestions. Regarding content, I see deep, turbulent water ahead of me and am going to steer around pretty quickly.
This is a work of brutal, moving honesty. It is a collection of commentary on artifacts from a recovery journey whose personal specifics are heartbreaking and inspiring. It is not my place to interpret another’s experience when they so capably speak for themself. (Actually, I’m not sure communication skills are a prerequisite in any case.) Thoughts like: “respect towards my queerness was a given, not something I needed to earn,” offered with full context are both cathartic and depressing that the basic acceptance I take for granted is a daily looming threat to so many. I am grateful Bez chose to share this. While I think of myself as a functioning, empathic human being, there is a gulf between sympathizing and experiencing. Works like this help bridge that gulf which only helps all of us.
Played: 10/28/23
Playtime: 1.25hrs, finished
Artistic/Technical ratings: Are you kidding me? Assign a quantitative score to THIS? No f-in way.
Would Play After Comp?: Experience devastatingly complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
WARNING. The following review comes from a place of ignorance. As a recent entrant into IF culture, I had no clue Stiffy Makane existed, let alone its storied position in the IF corpus. As such, the following review evaluates Citizen Makane as a stand alone work, devoid of any of the context that gives it life and meaning. I accept your 'unhelpful' judgements unreservedly. I have also elected not to include my rating in the game's average for this reason.
This happened to me last year also. At some point in the IFComp, when you have achieved a critical mass of gameplay, the brain shifts gears from “Hm, let me objectively dissect this,” to “Hm, this bears the most superficial resemblance to Z, let me dwell on that!” It doesn’t help in this case that I self-importantly had this to say in my review of Ribald Bat Lady:
"The sex scenes themselves were also employed unevenly. They were most successful when erotic activity was actually incorporated into the gameplay as puzzles."
“What’s that you say? Noted!” said the author, somehow hearing this ill-considered advice through a temporal wormhole and acting on it in time for IFCOMP23. The setup is: you are a man, awakened from cryo-sleep to an all-female world, for the purpose of reintroducing heterosexual sex to the species. Kind of an ur-porn-plot. You do this by becoming Sex Yu-Gi-Oh.
If you take out the sex, as a game, it has implementation issues. It is spare, the map is small and limiting. Objects have almost random permanence (sometimes the food I ordered the previous day was still on my table in the cafe! other times not). The conversation system is limiting, repetitive and clunky, and often provides options that the game rejects when selected. The puzzles (again, talking the non-sex version of this game) are few and pretty straightforward. Its most egregious fault though is its screen management. It often throws giant walls of text at you, which scroll to the bottom. Requiring you to scroll back to read it all. As the game progresses, and your in-window text grows and grows, it becomes increasingly fiddly to scroll just the right amount. With the ubiquitous, decades-old availability of the [More] technology it is a baffling, infuriating choice.
When it does try to manage text pacing, it creates different issues for itself. There are times when conversations, or tv shows, or lectures happen around you. If you are inclined to listen in, you must wait as they play out block by block. Not great, but not terrible. But the messages you get… you get to hear some pretty horrific things, and:
"The professor continues. "In the late 21st century, unspoken tensions between
the sexes started turning into open hostilities, and finally culminated in a
series of devastating conflicts known as the Gender Wars. It was a terrible
bloodbath, raging for decades, with immense losses on both sides."
>z
You relax.
That is the most awful response to that news! The other message is “you chill” which actually could be read as ‘get the chills’ so that would have been a bit better?
Now, let’s get that sex back in (that’s what SHE… NO! Actually, that feels kind of inevitable). There is a battle-card based sex minigame that needs to be grinded (ground? it all sounds bad in context) to get your physical prowess to a game-ending level. There is like one, maybe two nuances to it that are apparent after two plays. After that it is the most eye-glazing, mechanical exercise imaginable. And you need to do it A LOT. There is a read of this game that its mini-game implementation and shallow character work are a next level PARODY of dire porn games. There is ample evidence to support that here, including nearly interchangeable random partners, wafer-thin foreplay, and ubiquitous sexual availability. To me though, it reads like it kind of wants to have it both ways - like watching porn ‘ironically.’
[Sidebar: in our post-satire world, is it even POSSIBLE to parody porn? Is there anything so exaggerated and extreme that there isn’t a corner of the internet that wouldn’t embrace it at face value?]
Man, my grip on my pearls got a bit tight. So let’s talk about two things the game does almost exactly right. The first is it’s protagonist’s alternating ‘please don’t pinch me if I’m sleeping’/‘you’re sure this is ok?’ attitude to his situation. Often played for laughs, and lands more often than not. The second though… hoo boy. During your mini-games you are treated to descriptions of the sex that are just the most inappropriate, offputting, and HILARIOUS phrasing. I grabbed A TON, but they are the game’s super power so to just get the flavor:
Some of the ways sex is described is (para) (Spoiler - click to show)“like that one guy clapping too loud” “like an elephant marching in an empty theatre” “like a spaghetti on the floor getting inhaled by a vacuum cleaner” “LIKE A FISH BEING SLAPPED ON A ROCK” and so so many more.
Despite the limited mini-gameplay, these blurbs more often than not justified the effort. It is actually worth the price of admission just to experience all that. Even after topping out my stats, I would sometimes engage the mini-game just to refresh my good will. Really. That’s why I did it. For sure.
In the end, I think I call the humor a single Spark albeit a bright one. Not enough to escape Mechanical gameplay, but more than enough to sweeten the pot since I was playing anyway. I go back and forth on whether the scrolling issue pushes it from Notably to Intrusively glitchy. I’m staying with Notably, but there is an argument to be made.
Played: 10/27/23
Playtime: 2 hrs, level 5, 1/3 quests complete
Artistic/Technical ratings: Mechanical, Notable
Would Play After Comp?: No, despite not finishing I think I’m done (that’s what she…WOULD YOU STOP THAT??)
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
One room IF has a special place in my heart. The authorial challenge of stuffing multiple arcane, challenging puzzles into a single location, and have them be thematic and natural is a kind of uniquely interesting one. Extra points if it doesn’t feel blatantly Escape-room-y. As a player it can be distracting because part of me is so busy admiring the accomplishment, the story may not get my full attention. TSIAS seems to recognize that tension and plays along with just enough story to set expectations and ground rules, then sits back and lets you flail. Adrift on a sinking boat, throw everything overboard against the wishes of your oblivious captain. GO!
Part of the scene setting, arguably its strongest facet, was the language, especially dialogue. It is all stilted early 18th century (not Victorian, no!) pirate talk, very well rendered, playful and amusing, and consistent throughout. Commitment to the bit is not a problem for TSIAS. The language peppers everything with wry humor, which is a time-tested method to generate Engagement.
The central mechanic of a sinking boat was also clever, a sink timer that requires periodic bailing to keep from going under. The counter starts at 10 turns! You have my attention, game! It was the perfect scenario spice to really put you in the story. Yes, it kind of broke the central premise, as conceivably one could bail indefinitely rather than throw anything overboard, but ooh look away! I easily forgave this with ‘need to row to shore’ head canon.
So you’ve got a great premise, some really effective mechanical chrome, terrific use of language and humor. All that’s left is puzzle play! I liked the weird mix of booty that needed manipulating, not the least of which being an aggressive carnivorous plant. I was particularly delighted by the "steampunk" (Spoiler - click to show)exploding dye pack. The game did a reasonable job of presenting different kinds of ‘get this overboard’ challenges. It just felt to me there were enough burrs in implementation and design to flicker me in and out of Puzzle Solving Flow.
For one I found the noun and verb space very fussy - unimplemented synonyms, weird verb constructs, there were enough of these that I often struggled to accomplish what I wanted, and what the game needed me to do. Not so much that I got blocked, but enough that things felt harder than they needed to be. A few times the physical descriptions let me down - one key puzzle traded on spatial knowledge that the text did not firmly establish, or if it did, did it so subtly that it escaped me and was not confirmed through repeat observation. Another traded on counter-intuitive object examination. While I certainly should be expected to eye my boat companion’s clothing, it is unclear I should be able to (Spoiler - click to show)look in his pockets from across the boat! Text could have clued me in there, but didn’t. This didn’t torpedo my Engagement in the game, but it cropped up consistently enough to call it Notable. Thankfully, both a robust progressive Hint system and Walkthrough are provided, the former well designed when I needed it to push me forward.
As good as the writing was, there was a point of friction for me there too. Through the course of the game, your relationship with the Captain gets increasingly prickly in a very amusing way. However, when bailing the incidental text quickly gets repetitious and largely reflects the relationship state at the beginning of the game, nevermind all the growing tension! Look, dialogue repetition is an unavoidable artifact of IF NPCs (I guess until AI rears its ugly head). It is easily forgiven, and can be artfully accommodated. Here though, the contradictory relationship context jarred. It was a rare narrative off note for me.
It seems I have a probably not-uncommon problem of dwelling on the negative, at least when measured in word count. Don’t make too much of it. Notwithstanding occasional frictions, this was an Engaging work, bubbling with wry humor. Full commitment to the bit, terrific use of language and a nice puzzle set spiced with prodigious small, immersive gameplay touches. I be on board Cap’n!
Played: 10/25/23
Playtime: 1.75hrs, finished after dying once
Artistic/Technical ratings: Engaging, Notable gameplay frictions
Would Play After Comp?: No, but will def track down other entries
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
This was my introduction to a series that seems to be picking up steam, with 5 of its 7 episodes coming out in 2023! Seriously author, tap the brakes. You’re making the rest of us look bad. In other media, I despair of jumping into in-flight series, preferring to reach back and ploddingly work the back catalog. IF seems friendlier to in media res, at least the ones I’ve dipped into so far. LMG4 is no exception, I was brought up to speed in the blink of an eye. It is a whimsical Dickens/Anderson/Whedon/Moffet mashup which maybe sounds more precious than it is.
I’m kind of feeling like with only a single, late episode exposure, maybe I’m not the one to explain LMG. The community probably knows this property a lot better than I do. But I’m gonna do it anyway because it’s just so GOOD. Anderson’s urchin Match Girl, through events, becomes a time traveling, vampire hunting ward of Ebeneezer Scrooge, serving Victorian England in averting a Faerie war (presumably on leave from her patronage with Poseidon?). With a six-shooter and empathy. What kind of drug-fueled fever dream produced THAT narrative stew?? Her name is Ebeneezabeth?!?! GET ME THAT COCKTAIL!
It’s structured as a treasure hunt, assemble MacGuffin pieces from a primeval past of dinosaur societies, an Old West silver mine, two different flavors of Pirates (Future Space and Musical Theatre), and a modern vampire conclave. I regret calling it whimsy, because as frothy and fun as it can be, there is an edge to this thing. Our protagonist is a zesty mixture of generous, earnest and no-nonsense. Yes, her first impulse is cooperative, but can flip surprisingly fast to cold anti-hero. In less deft hands it could feel disjoint and all over the place, but no. Here it somehow coalesces into a charged kind of narrative where anything could happen. The puzzle play is light but clever, assembling parts from across time periods to make headway with some nicely flavored environs. The mechanics of time travel are novel and kind of a mini-puzzle/maze of its own.
There are implementation issues, unimplemented nouns that are offputting early, before you get the measure of the piece. Soon though, the urgency of the mission takes over and sluices you easily into the work’s tightly controlled main thread. You are so engaged in the proceedings you have no interest in pulling at the fringes.
So many delightful in-the-moment touches. The escalating bad vampire brainstorming. The madcap disguises. A monologuing gunfight. Cross-timeline shenanigans. Interacting with incidental scenic elements, which is often daffy and rewarding. A fave:
> talk to roadrunner
“Hey,” you say. “Hey,” says the roadrunner, without stopping to look at you.
Lol, he’s got things to do, he’s got no time for you! This is what really makes the work sing - the ALIVE feeling of the universe. This is not a universe frozen in stasis until the player shows up. E-beth pops into others’ stories, (Spoiler - click to show)even her own!, gets what she needs and only disrupts things if she has to! In one instance with surprising pathos. As often as not, events continue to happen without needing or wanting her involvement. It’s a unique, really fun, vivid, breathing universe of casually weird genre mashups and bonkers timelines. Couple that with a generous but fierce protagonist, and I’m here for it. I got me some homework it seems.
Played: 10/24/23
Playtime: 2hrs, timer expired during epilogue!
Artistic/Technical ratings: Engaging, Mostly Seamless
Would Play After Comp?: No, but will def track down other entries
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
There is an obvious bit for these reviews, right? Some alliterative rhyming to show I am clever enough to play in this author’s field. Here’s the thing. I’M NOT THAT CLEVER. This is what I learned from BBKK. This is another of ASchultz’ wordplay line, and I do have an affection for these. Wordplay is just inherently fun, the kind of puzzle where even when you fail to guess, the answer still delights you.
I am not sure why I struggled with this one more than others in the line. As now standard, there are clue objects and mulligan objects to keep from getting too stuck, as well as generous tracking of prior guesses. For whatever reason, I struggled to use and interpret those tools this time. I never did figure out how to use the mood mapper and was at best only superficially getting info from the Leet Learner. Don’t even get me started on the Lurking Lump. I did find a lot of hints and text around these things, but struggled to find the info I needed. My only guess is that trying to play in an airport was too distracting? I was a bit crestfallen when the Hint system noted “Not implemented for IFComp”
One crutch I could have certainly used was a tracker to remember NPC friends I had previously discovered. I had to keep consulting my transcript to remember their names. I think this is an artifact of the puzzle type - when you generate dozens of rhyming phrases, remembering SPECIFIC ones is not a sure thing.
I hit another roadblock with these NPCs. Due to an accident of my brain’s chemistry, I discovered 3 of them, but none could coexist. I burned a lot of energy trying to figure out if there was a rhyme that would unite them and never succeeded. Only as my timer expired did a phrase buried in the VERBS command indicate they might come in pairs. If that was clued elsewhere I totally missed it. But it also meant I had at least 3 more to find!! Certainly there were many puzzles queued up for teamwork, unfulfilled at the two hour mark.
To be clear, my frustration is with ME, not the game here. As always, these things provide copious Sparks for me, not the least of which the game’s response to rhyme after rhyme after rhyme. Many individual responses are funny, but at some point the fact that the game is just that far ahead of you starts getting a humorous momentum of its own. I guess I have to call my inability to work the gameplay elements Notable, but I can’t be sure this one isn’t on me.
Ok, to salve my bruised ego, let me say I was some strange mix of disappointed and triumphant when I came up with a character the game did not recognize: the TEAK TUTOR. Who else do you want to learn wood working from??
Game: 345 points; Reviewer: ONE POINT!!!
Played: 10/24/23
Playtime: 2hrs, score 18/74(85), 3/14 bonus
Artistic/Technical ratings: Sparks of Joy, Notable player ineptitude
Would Play After Comp?: Almost certainly, but I probably need to start from scratch in a better mindset
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
I do my level best not to compare works against each other. I have a nominally objective rubric I attempt to apply so comparisons should not be necessary. Like all such rubrics, subjectivity is merely hidden behind layers of objective indirection. This is brought home to me when works with superficial similarities somehow come out of my cold, mechanical rating machine with different scores.
We all got our own genre preferences. You don’t have to dig deep to uncover mine. Relative to OKLTA understand I’m a High Fantasy tourist. I don’t dislike it, but there’s no spike of endorphins when such a work is on the horizon. This is a Conan riff, kind of a family-friendly version played pretty straight. It didn’t strive too hard to inject humor, plot twists or high concept into the mix, fairly middle of the road there. For me, this is typically a recipe for Mechanical gameplay. Other such works have topped out there.
Where OKLTA did tweak the formula was in basic verb utilization. Instead of >EXAMINE, you are asked to >REGARD. Instead of >GIVE, >PRESENT. Instead of >OPEN X, TAKE Y, >LOOT X and so on. Thankfully most (but not all!) common synonyms still work, but flavorful commands are available. Look, I’m not going to pretend this is a massive innovation - parsers truck in verb-play ALL THE TIME. Here though, the noun and verb space is pretty constrained. Simple things are not implemented. If you only have a limited verb space, why NOT use flavorful ones instead of bland defaults? Despite myself, I found myself chortling at every opportunity to SMITE things.
Oh, it was Notably Intrusive, don’t get me wrong. When the only way to get liquid out of a container is to >LOOT CONTAINER, you’ve kind of gone awry. It can and does sometimes devolve into a ‘guess which new verb will map to a desired, unimplemented verb’ exercise. No clues whether it is the wrong idea or the wrong phrasing. What it was, was playful with the form. It’s like if a crafty but uneducated barbarian wanted to write IF, this is what we’d get. “OF COURSE CONAN LOOT, what else it be fancy man?” That resonance with the story kind of appealed to me!
There was another nifty instance of experimenting with form that again was Notably Intrusive, but kind of playful. At one point, you are asked to rewind time. There is no in-story mechanism to do this, just none at all. The solution requires use of PLAYER powers unavailable to the CHARACTER. Just so, so wrong as a coherent narrative. But as a coy tweak of the form… kind of fun?
While the narrative was unlikely to win me over on its inherent charms, and the puzzles straightforward enough not to bring out my inner thinker, there was just enough of just the RIGHT kind of gameplay tweaking to bring some joy to the proceedings. I also did guffaw at an endgame gag, sucker punching the Magic Child of Destiny trope, which honestly could use a little roughing up.
>QUEST FOR GLORY
>PLUNDER SPARKS OF JOY
>ENDURE NOTABLE INTRUSION
>SMITE PRECONCEPTIONS
Played: 10/24/23
Playtime: 1.5hrs, finished
Artistic/Technical ratings: Sparks of Joy, Notable command fussiness
Would Play After Comp?: No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
"Mine eyes ope’d, my world 4 walls wide and manifest but as long as my gossamer memories, only the last few secure in my head. In my solitary madness but one path, one sequence of links in an inviolable and ever-tightening chain of fate opened to me. My will was imprisoned by uncaring destiny as surely as my body by my cold, spare cell. I was ensorcelled by a vile presence, denying even semblance of autonomy.
"When the devastating import of my impotence settled on me like a greasy fog, only then did my tormentor take form. First, a hideous mewling, followed by a rasping of pitted, dry tongue on an undulating coat of silken corruption. From the fog it slunk into view, coiling and uncoiling like some biblical judgement, here where the Bible holds no sway. Its horrid, slitted eyes regarded me from beyond reason, its motives unknown and unknowable.
"‘Meow,’ it said.
"In some perverse torment, it feigned liberate me, allowed me a semblance, a mockery of initiative. Giddy with the promise of freedom, I lurched through a maze of non-Euclidian geometries, traversing dimensional boundaries as easily as a madman cackles. Only later, during a surcease in my fever dream, did I pierce the lie, the deliberate and perverse obfuscation of cardinal directionality and a labyrinth that folded in on itself.
"My task was four gates, four slim barriers between everlasting madness and freedom. ‘But speak the Elder Words,’ purred my tormentor, ‘and thy freedom is secured.’ Mine environs were soon revealed as claustrophobic, even in their obscene intertwined passages. Echoes of the Elder Words rang hollowly through the space, slipping through my grasp the more desperately I clutched. In piercing, dissonant tones they evoked mocking images of great power within me - a cruel and despairing counterpoint to my abject inefficacy. Time and again I hammered at the portals, in my desperation forcing my tongue to ever more elaborate variations of the horrid syllables echoing from abandoned rooms. Time and again, my labors for naught.
"I was but mortal man, my desires and thoughts playthings before the awful abyss. Anguished beyond my limits, I pierced the veil and dared stare unblinking into the heart of creation’s grand design. And there, in that void of forbidden knowledge, my sanity shuddered, shriveled and died. In my feverish graspings, I had neglected to start with Capital Letters.
"‘Meow,’ it said.
"My autonomy revealed as futile delusion before an unforgiving syntax, I slumped in defeat. My vile guide entwined me once again in the cold embrace of fate, and the most wretched part of me was grateful. Grateful that but one inevitable path lay before me, my steps as Mechanical as an automaton, ever more quickly pulling me to some new abominable state. And I, limp with surrender, clicked along behind, enslaved by my Intrusive passenger. This was my fate. The Whisker in Darkness deemed it so.
"‘Meow,’ it said."
from The Lurking Feline and Other Tales
Played: 10/23/23
Playtime: 45min, finished via walkthrough
Artistic/Technical ratings: Mechanical, Intrusively Fussy Gameplay
Would Play After Comp?: No, sanity banished, I can but suffer
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP23 Review
Turns out, you don’t have to be Twine to be part (4) of the “Twinesformers: Parsers in Disguise” review sub-series! Gruescript can play too!
This was a lovely, nearly beautiful presentation. It was pseudo-parser, in that clickable buttons resulted in cursor text that mirrored parser commands. Directional and inventory commands are available. It is an interesting tradeoff. Inventory management is clumsier and clunkier for sure, but the paradigm trades that for visible guardrails on what to do and where to go, preventing frustrating thrash. For this work, it really felt like the right choice. You are a tween/teen exploring the forest near your house. Thanks to careful option curation, you are quickly put in the mindset of a young explorer, including ways blocked because your parents will be mad! A true open-world parser would not accomplish that so effectively thanks to the difference between “you can’t even try” and “no, I reject your input.”
I did feel there was a possibility in the interface that was teased at but not exploited. The parser commands displayed after clicking were sometimes much more complicated than an actual parser implementation might support, opening the door for some poetic command interpretation. Ie, where a parser game might have “>TOUCH LEAF” this interface can put whatever it wants after the cursor. “>GINGERLY STROKE THE LEAF’S SURFACE” It seemed to gesture that way and I would have loved to see more of it as a way to build player mindset.
Graphically it was engrossing. The browser window’s background colors changed as the fog lifted and the player explored. Lovely framing graphics faded in and out slowly, suggesting the pace of travel and the variety of terrain. If there was an off note, I would say it was the map - when selected or displayed by the game, there was no option to leave it up between moves, and the “Cancel Map” cursor was inexplicably large and ugly. In the face of the rest of the presentation it stood out, but can be forgiven.
I went back and forth on the gameplay. On the one hand, I really liked the choice architecture that encouraged studying the natural world around you, even collecting specimens to share at school. While my adult “take only pictures, leave only footprints” indoctrination rebelled, it did conjure class assignments of yore. The puzzle play was fairly simple - find stuff in one spot, use in another, made more fiddly by the demands of the inventory management buttons. The map was tight and straightforward. All of it pleasant but too slight to truly engage.
Leaving the remaining burden on the narrative. There are a few off notes, some typos and spelling issues, some unnecessary drama with screaming at caterpillars that are not even touching you. Still, it was first and foremost a great simulation of an illicit childhood nature walk: unguarded moments of openness to nature, complicated by unforeseen events that will get you IN TROUBLE. In particular, interactions with nature were simple and often beautiful. Underneath that was hints of adult awfulness that very appropriately danced in the corners but were too complicated to get much protagonist regard. It hinted at strong drama, but never quite came into focus. While that was a terrifically thematic approach to the story, and kudos to the author for generating it, it nevertheless couldn’t help but be something I WANT TO KNOW MORE ABOUT. The story would later tell me that was on me, but my aggressive “click all the things” approach leaves me wondering how I could have missed anything.
An hour and a half invested with a LOT of clicking and ambling, it was deflating to hear my efforts summarized as “I have the feeling that I’m missing something. That there is something to be understood in the middle of all this, which I can’t understand, I can’t even guess.” I was also somewhat let down by the story’s assessment of the artifact I chose to share with the class. It spent all this time putting me in the mindset of childish priorities, then hit me with, “Well little girl, you really could have done better.” That is the opposite of encouraging to questing young minds! Highlighting missed story elements and achievements is a tried and true IF staple, encouraging repeat plays. This type of story though, with its slow, deliberate engagement and serene environment contemplation isn’t a good fit for that brand of gameplay.
Sparks of Joy for sure, in presentation and terrific mood and player mindset setting. Hints of drama unrealized, a lowkey sour finish and uncompelling gameplay pushed just enough to keep it from fully Engaging. While there were technical glitches, the impressive presentation overall was so strong as to be Mostly Seamless.
Played: 10/23/23
Playtime: 1.5hrs, finished, mystery unsolved?
Artistic/Technical ratings: Sparks of Joy, Mostly Seamless
Would Play After Comp?: On the one hand I’d like to know more, on the other the investment required seems just a bit too large.
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless