A Matter of Heist Urgency bills itself as “An Anastasia the Power Pony Story”, although as best I can tell this is the only “Anastasia the Power Pony” story in existence right now. The game certainly doesn’t seem to acknowledge this, as it throws you right into the action, but it’s not hard to piece together what’s going on – you’re Anastasia, a pony superhero fighting crime in a world of ungulates. In true Saturday morning cartoon style, you have to investigate a crime (without blowing your secret identity, of course), and then jet off and use your powers to fight the culprits with (or more accurately, despite) the help of the gallantly useless detective Sir Ponyheart.
What I Liked
The story and staging here have a lot of heart. The pony characters are memorable, and overall it really feels like a 90s superhero cartoon. I would have absolutely loved an Anastasia action figure as a kid.
What I Didn’t
This game is full of great ideas that aren’t translated well to a game. Yes, it’s a shorter parser game, but there’s really no puzzles to be found. You examine some things in the first scene, then it’s off to find the llamas and make your way through some fight scenes as Anastasia. At least one potential puzzle is solved by Anastasia doing a number of actions when commanded to SNEAK that could have been several separate commands. The fight scenes were similarly unchallenging and while there’s some depth to them, I also managed to win them all by spamming the same command over and over. Maybe the hint command will give more insight, but I’m not generally a fan of using it to convey required gameplay knowledge. This is a place where I really could have used a basic list of available commands, since otherwise I feel like the game expects the player to be familiar with Anastasia’s power set – but there’s still no other Power Pony games to be found, so guess the verb it is. Overall this felt like watching a cartoon, with watching being the key word.
This game is the latest in a series that includes Bell Park: Youth Detective and Birdland. Birdland in particular is a special game to me - I played it at the recommendation of my first girlfriend, and it was my first real introduction to interactive fiction. (Well, not including Counterfeit Monkey, which I enjoyed but came away with the conclusion that I was too dumb for parser IF). Appropriately given the summary of The Grown-Up Detective Agency, when I played Birdland I was also experiencing the ennui of my early 20s and all that entailed, with new and exciting challenges like “being out to my parents”, “I think my first real job sucks, actually”, and “baby’s first medical crisis”. The latter of these consisted of a really nasty sinus infection, and Birdland was suggested as a way to keep myself busy and cheer me up while I was stuck at home and struggling to be functional. So Birdland is one of those games that I played at the exact right moment in my life for it to really, really stick with me.
As such, I’ve been very excited and very nervous to play The Grown-Up Detective Agency, out of the hope that it’ll live up to my expectations and the fear that it won’t (possibly because things just hit different when you’re not taking enough antibiotics to kill a horse). But it turns out that I didn’t need to worry, because this game has everything that made Birdland great and then some.
What I Liked
One of the things I enjoyed most about Birdland was how it seamlessly balanced the silly and irreverent A-plot (psychic bird men are invading the world via summer camp!) with a touching, nuanced, and deeply relatable B-plot (how do I deal with being gay at 14?). The Grown-Up Detective Agency pulls off the same trick flawlessly and is equal parts more ridiculous and just as grounded.
The A-plot has you looking for a woman’s missing boyfriend, and is ripe with ridiculousness as you try to hunt down clues at a chicken wing joint, a cabaret club, and the world’s worst dive bar among other places. Many of these locations give you ample opportunity to hear about the ridiculous shenanigans that go on there, and I ran through every single one because hearing about the bar’s screaming contests is the kind of thing I find funny. (Yes, literal impromptu screaming contests over who can scream louder. It’s that kind of place.) Meanwhile, the B-plot has Bell attempting to solve why her 12-year-old self has suddenly time traveled into 2022 which turns into a subtle exploration of growing up, expectations vs reality, and the sinking feeling that maybe Kid You was more right about certain things than Adult You was. It’s very relatable to how I felt in my early 20s, and frankly still do to a lesser extent in my 30s. Bravo!
What I Didn’t
The mystery in this story can be summed up as “are the straights OK?”, which made for a lot of excellent humor throughout but didn’t give a satisfying conclusion to the A-plot (Spoiler - click to show)(since in the end Mark G was just off being bafflingly heterosexual). I think that was intentional, since its purpose was mostly to contrast Adult Bell’s boring detective work with Kid Bell’s wide-eyed enthusiasm, and most real life mysteries aren’t nicely wrapped up in a bow. Still, I don’t think it quite worked for me, possibly because after a certain point the mystery gets tied up in a way that felt rushed.
Other Thoughts
I’m also in a field that I’ve been interested in since I was a kid (engineering), and squaring my dreams of killer robots with the reality of endless Excel documents and heated arguments about flatness requirements for a while went only slightly better than Kid Bell’s journey did. Getting out of my awful first job helped though, and I think there’s a message here about keeping your youthful spark alive and not letting the reality of Adulthood (™) grind down your enthusiasm too far.
Star Tripper is a game that’s not trying to sell itself very hard. The summary consists of a single sentence, describing itself as inspired by a Palm Pilot game that I’m definitely not familiar with! So I didn’t really know what to expect going into this one.
It turns out that Star Tripper is massively underselling itself, because there is A TON to do. After the intro, which establishes you as the scion of a rich and powerful family looking to rescue their kidnapped sibling, it dumps you out in the great wide universe where you can do just about anything. And I do mean anything! The number of quadrants and planets you can visit must number in the hundreds, with activities on each ranging from religious prayer, drinking, visiting bookstores, ferrying passengers, and of course karaoke and gambling (not available yet in my playthrough, but I’m excited about them anyway). Oh, and the resource trading. How could I forget that?
What I Liked
The goods trading is the meat of the game, and it feels very satisfying. It didn’t take me long to get a feel for how it worked - buy goods cheaply on planets that produce them, and sell them high on planets that don’t. I quickly spun up a burgeoning empire in electrical cables and for a while I was rolling in money. I felt very smug about my early success, and was pushing into deeper and deeper quadrants in the hope of finding a space station to spend my cash on a better ship and start the process all over again.
What I Didn’t
Unfortunately, a game like this is hard to balance, especially with one programmer and one tester (based on the credits). So while I thought the trading was fun, fuel management ended up being a pain. In particular, refueling on a planet is a real drag! Instead of the spaceport having a fuel station (why???), you have to go to a bar, buy a patron a drink (at a price that scales with planet difficulty), buy them ANOTHER drink (with a similar price that isn’t revealed until you’ve bought the first), and then finally unlock the option to pay them even more money to buy fuel. Not only is this tedious, it means that if you land on an expensive planet you can wind up with not enough cash to actually buy fuel, leaving you to do odd jobs until you scrape together the cash to leave. An easy fix for this would be at least to let the player buy as much fuel as they can afford, but when you’re buying it from a shady person outside a bar it’s all ten units or nothing.
There’s a few options of jobs you can do to earn cash - I’ve run into mining ore and making coffee so far, although I suspect there will be more once I get further in. Unfortunately, the mining minigame seems to be designed for players to trade credits for carpal tunnel - you descend a mineshaft for up to 50 meters (requiring one click for each meter), mine until your bag is full (20-30 clicks) and then go back up to the surface (again, one click per meter). Then you do it again. I did this once and then stopped because it gave me wrist strain. The other money-making minigame I’ve encountered (working at a coffee shop) is much more fun, since it’s based around remembering customer’s orders instead of blind clicking. Still, the payout wasn’t enough to justify the 20 or so rounds I’d need to complete in order to get back off the planet, so with that as my only option I decided my run was over. (The minigame rewards don’t seem to scale properly with the planet level either?)
Finally, I had absolutely no idea how to progress the story, and after the first quadrant I didn’t encounter a single space station where I could upgrade my ship. In hindsight I really should have written down the number of that first quadrant! (I really should have written down a lot of things. Definitely bringing a notebook for round 2.)