Reviews by Rovarsson

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Recluse, by Stephen Gorrell
2 of 2 people found the following review helpful:
Grashoppers, robins and squirrels, oh my!, November 25, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler

While flying through the air, your nose already preparing to courteously greet the gravel waiting to catch it, you ponder the manners of the butler who just threw you off the porch. Surely he overreacted just a tad...

Since a simple knock results in a rather unpleasant scraping of your face on a less than welcoming road of little rocks, and from the looks of that butler (and the fact he effortlessly hurled you several meters far), you decide that sneakiness and subterfuge might be a better tactic for delivering this package.

Instead of a Dungeon Crawl (although we are briefly entertained in one of those later in the game...), Recluse is an Estate Romp. Its basic structure remains the same though: a big ol' puzzlefest. In the best tradition of the genre, there isn't really a plot or story to speak of. Instead, the author finds other ways to engage the player.

--A good introduction goes a long way. It sets the mood and puts a question, a magnetic objective if you will, in the player's head. Even if the game itself doesn't tell much of a story, the intro resonates throughout the playthrough and pulls the player along. In Recluse, the adressee of the package you must deliver is a once-famous homo universalis.

> "J. Daggett Winton, archeologist, explorer, inventor, mathematician, philosopher. Director, Winton Antiquities Research Foundation. Chairman of the Board, Winton International. Holder of thirty-seven patents in fields as diverse as Genetics and Game Theory. Rumored to have the largest privately-held collection of historical artifacts in the world."

Since the untimely death of his wife however, he has locked himself away and became the titular "Recluse".

This character made me think of Howard Hughes, and especially of Leonardo Dicaprio's over-the-top portrayal of him in The Aviator. The prospect of meeting such a character at the end of my travails worked as precisely such a narrative magnet as I have described.

--The game exploits brilliantly the major strength of parser IF: leading the player on a tour of exploration and discovery. Recluse boasts an immensely gratifying map. The biggest part of the game-world is a grand manorly estate, with lots of varied environments. Its central fountain and gravel paths give way to wilder and more unkempt stretches of brush and rough clifftops. There are carefully locked off areas, some of which come as a surprise when finally unlocked, others enticingly visible from a high vantage point without obvious means to get to them...

--Modern IF heavily emphasizes the integration of puzzles into the story. This isn't quite possible for a puzzlefest that sports, at most, the flimsiest of framing stories. In Recluse, the puzzles are integrated with the surroundings. They flow organically from the environment. All the puzzle elements and the obstacles are naturally present in, even expected on a lordly manor estate. The one puzzle that could be viewed as overly convoluted is justified by the personality of the owner of the estate, J. Dagget Winton the recluse... Interestingly, this most complicated of puzzles yields an anticlimactically mundane reward. This sort of thing happens regularly in this game.

--The writing joyfully (perhaps even childishly) plays with lots of IF tropes, twisting them upside down and (sometimes) setting them back right side up for an extra twist.

The narrative voice in Recluse is the most powerful immersive element in the game in my experience. Not a true character in itself, it does act as a mediator between the player and the game. First and foremost, it does its job admirably: It clearly describes the locations, the protagonist's actions within them and the consequences of those actions. On top of that, it paints an elaborate and detailed picture of the surroundings and it evokes a sense of space by recounting the travels of the protagonist.

>NORTH
"You soon realize you're in for a bit of a hike. The path passes to the east of a large greenhouse, then bends northeast toward the cliffs overlooking the ocean. The ground turns rocky and starts sloping downward. Before long you're winding down stairs cut into the face of the cliff."

I love this. It opens up the map and lets me walk alongside the protagonist with the wind in my hair. The view from the cliffs, once you get there, broadens your sense of wide-open space even more.

But these things are not so special... Other games have them too...

What made the narrative voice stand out most were the many asides, serious and playful alike. Like a storyteller around the campfire stepping outside of the story and adressing the audience, pointing out a funny detail or drawing the attention to an important feature. Most of the time this happens in a gentle, almost confidential tone. The one time it nears the border with intrusiveness, it does so to great comedic effect.

--When the outdoors adventuring options on the estate grounds are at long last exhausted, the player enters a high stakes endgame. The reward for getting through is a delightfully lengthy epilogue which finally explains the backstory of J. Dagget Winton. It also provides an obvious opening for a sequel.

Alas! Recluse was written 14 years ago, which makes the chances of ever joining our protagonist on a next adventure seem slim. Perhaps, if it is not too forward, I could urge the author, Stephen Gorrell, to follow the example of Michael J. Coyne, who wrote Illuminizmo Iniziato 15 years after its predecessor Risorgimento Represso.

--A wonderful parser puzzler. Beautiful game-world and a friendly, welcoming narrator. Strongly recommended.

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Being Andrew Plotkin, by J. Robinson Wheeler
3 of 3 people found the following review helpful:
A postcard from Zarf's insides., November 18, 2022
by Rovarsson (Belgium)

Quick recap: the protagonist of the movie/game finds a magic door that leads into John Malkovich'/Andrew Plotkin's mind. Shenanigans ensue.

For the most part, the game follows the plot of the movie quite closely. The biggest alterations are jokes and references to IF in general and Zarf's games in particular. Since I wasn't around in the era of sizzling and bubbling creativity on the intfiction newsgroups in the 90s, a lot of the references went over my head. I'm also not intimately familiar enough with Andrew Plotkin's work to recognize all the jokes and shout-outs.
However, having roamed the internet for IF-history sources, a lot of the game did ring a funny bell.

For a text-adventure about a PC who's a hobbyist text-adventure writer entering the mind of one of the most renowned text-adventure writers of the era, there's actually precious little actual text-adventuring to do.

Most of the game pushes you along the rails laid out by the movie, with frequent conversations where you can choose to say a silly thing or an even sillier thing. Only in the very last sequence before the epilogue does a puzzle show up. And it's a rather mediocre one at that. (One could call it a callback to the classic puzzles, if one were generously inclined...)

The writing and tempo are great though. Exciting scenes zip by at rollercoaster speed, the descriptions are detailed and evocative, the conversations are very funny indeed.

I enjoyed the ride.

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Grounded in Space, by Matt Wigdahl
2 of 2 people found the following review helpful:
Naughty Spaceboy, November 15, 2022
by Rovarsson (Belgium)
Related reviews: SF

You should think your parents would be proud of your advancements in rocket science and pyrotechnics, what with all the effort you put into your experiments. Ok, a tad more forethought might have left the now-wrecked shed in the backyard standing, but still...
But no! They decided to send you on a punishment mining mission to teach you some responsibility...

For all the whimsical slapstick style of the introduction, Grounded in Space quickly turns into a more serious space-faring mission. En route to the family asteroid mining claim, the game allows you ample time to familiarize yourself with the ship's functions. And you'll need it.

After a first mining puzzle where you figure out the (well clued) sequence of commands needed to operate the ship's heavy equipment, the story twists around and turns into a rescue mission. There are multiple possible endings, all more or less intuitive once you use your imagination and think about what a young bright lad on a massive mining spaceship has at hand.

The development of the story through its escalating levels of engagement works nicely. The narrative timing draws the player in while increasing the tension, but still leaves enough room for experimenting, exploring the ship's interior and its equipment.

There is one geometric/logic puzzle that completely baffled me. The game attempts to aid you in visualizing it with a rudimentary grid and detailed description, but without actually seeing the results of my interventions I could not get a grip on it. (There's a walkthrough by the author on the IFDB site.)

The endings were perhaps a bit predictable, but the satisfaction of finding that last move to save the day (at least partly, with more or less collateral damage depending on your chosen tactic) more than makes up for this.

A great SF game with good narrative development.

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Escape from Hell, by Nils Fagerburg
2 of 2 people found the following review helpful:
Belphegor didn't want to play., November 8, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler

Blegh! You came so close last time! So close, but then Satan caught you escaping and threw you back. Stuffed in the body of a lowly counting clerk no less! Fortunately, you feel your powers of possession growing...

You are Zgarblurg (how's that for a malevolent-sounding name...), a demon spirit intent on escaping from Hell. To accomplish this, you must use your power to possess other entities.Fortunately, this particular version of Hell houses just the right creatures whose powers might aid you with your cunning plan (which you will make up as you go along...)

This Hell is a peculiar place, consisting of several regions. You start off in Accounting, move on to a large section loosely inspired by Dante's Inferno and Greek mythology (remember that one time where Orpheus got tangled up in brocolli stalks...), and confront the Princes of Darkness in their palace (which kinda made me think of a college frat house...)

The map is large but not sprawling. It's completely geometric (rectangular) in shape. Many areas are cleverly gated off so your exploration will require some inventive puzzle-solving skills.

I should mention here that the game was developed in a custom engine of the author's own making that closely resembles Gruescript and Versificator, as it is important for the following discussion of puzzles, pacing and map-traversal. These game engines present you with fine-grain options for which actions to take, along with accessible compass directions,resulting in a very parser-like gameplay experience. The available actions have been pre-selected by the author depending on the creature you are possessing and the location you're in.

The game provides an adaptive map grid that grows with the locations you've discovered. Along with the buttons for compass directions, you can click on any location on the map repeatedly to move your player to that square turn by turn. At first this felt like a great feature for player comfort. However, since almost all puzzles depend on bringing the right creature to the appropriate puzzle-location, the map-clicking feature soon felt very mechanical and gnawed away at my engagement. I quickly reverted to clicking the compass buttons as they gave me more of a sense of active navigation. Still, there's a lot of going back-and-forth across the map to switch creatures and positioning them, even if you have a clear objective in mind. When you're stuck and aimlessly wandering, the clicking interface pushed me out of the immersion faster than typing in directions in a parser would have done. (But this is probably just me bringing my parser-bias into a click game.)

The puzzles are fair once you get to know your creature's abilities. Some are decidedly elegant, providing a flash of insight or the satisfaction of a well-prepared plan working out just as you imagined. A nice variety too, with turn/timed sequences, unlocking gates with a twist, some surprising uses of objects. A few obstacles require a bit of background knowledge of Hades or the Inferno, but nothing that a bit of determined trial-and-error couldn't take care of.
There was only one puzzle that has me stumped even after I asked for hints:
-(Spoiler - click to show)The sacrifices to the Moirae. The fact that they want food offerings is well-clued. The colour-coding I understand. But how to deduce the order in which to give Clotho, Lachesis and Atropos their snacks completely eludes me even now.

Although I do think the puzzles are fair, many of them felt ever so slightly underclued. This is another instance where I missed the freedom of the parser to poke around, hoping that fail-responses to PULL, MOVE, LICK or KICK would nudge me in the right direction. (Spoiler - click to show)For example, a simple DRINK WATER on the banks of the Lethe or even SWIM IN LETHE would eliminate any need for background mythological knowledge. (Again, probably just me and my parser sensibilities.)

Once you have penetrated the Palace of the Dark Princes after a fair amount of puzzling, the pace picks up as you confront each of the six Devils (originally seven, but Belphegor couldn't be bothered...). It'sa lot of fun to figure ut their respective weak points and concoct a plan for their undoing.

An engaging and challenging puzzler with some hilarious moments. My main source of enjoyment was how the game invited me to dream up creative (if far-fetched) solutions to the problems it poses. I felt my brain engaging with the obstacles in the background even when away from the screen.

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Rover's Day Out, by Jack Welch and Ben Collins-Sussman
3 of 3 people found the following review helpful:
Good Dog!, October 28, 2022
by Rovarsson (Belgium)
Related reviews: SF

(warning: while I do not spoil any specific puzzles, this review talks about the underlying weirdness, for lack of a better word, of the game)

The start of this game threw me into a wholly unexpected situation. From the (quickly skimmed) blurb I had taken away that Rover's Day Out would be a space adventure of sorts. Instead I got dropped in a fairly generic "my crappy apartment" intro. Complete with an annoying alarm clock waking me up!

That is... Until I started noticing things...

Most obviously, who are those people talking about me as if I were in another room. Am I? I sure can't seem to talk to them or interact with them in any way.

And... What's happening with the status bar? I'm used to glancing up there for confirmation of which room I'm in. This is different though... Some kind of technobabble straight from Enterprise's ship's computer. It's responding to the boring around-the-house chores I'm doing though...

Wait... There are those voices again, talking about me in the bathroom. One's being a prude about looking at me. But no-one's here...

And then the whole thing collapses when I tried to turn on the dryer.

Rover's Day Out is a 2009 game. It feels older though. This kind of confusing layering of player/PC personas reminds me a lot of the turn of the century experiments with the specifics of the IF medium.

The author uses the an AI-simulation to create a rift between the PC's perception, which consists of a recreation of the morning ritual of one of the designers, and the engineers/designers who judge the AI's performance from outside, in the real world.
During the game, the player shifts somewhere between these levels of perception and knowledge. From being confronted with a domestic breakfast situation, I quickly latched on to the simulation context through cues from the game. My knowledge becomes greater than that of my PC. The commands I give still need to be approriate in the PC's perceived reality however. This produces an alienating feeling of both inhabiting the PC and hovering above it. When the simulation-protocols are partially lifted during the endgame, this alienation is enhanced by an even greater disconnect between PC-perception and valid commands.

The fact that I, the player, am able to overhear the engineers talking about my, the PC's, performance broadens the gap even more, even while I'm consciously striving to bridge that gap and stay connected with my PC.

There are a few points where the partial overlap between player and PC is less than perfectly recognized in the game's responses, and sometimes I had a hard time discerning just what level of reality the description I was reading was about. Once I fully grokked the one-on-one relation between simulated and real objects though, the puzzles clicked quite easily and elegantly.

Confusing in a very good way. Must play.

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A Long Way to the Nearest Star, by SV Linwood
10 of 10 people found the following review helpful:
Space Thievery 2022, October 27, 2022
by Rovarsson (Belgium)
Related reviews: SF, Puzzler

When I saw Space Oddysey 2001 for the first time (and the times after that, now I come to think of it...) HAL scared the brains out of me. The calm, collected voice-pattern, the ruthless efficiency, the cold determination...

Nah, I like his sister a lot more. Ok, she sounds at least as disturbing as her big brother, but at least I can picture myself having a fun night on the town with her.

(For no reason other than my own imagination, I perceived SOLIS as female.)

SOLIS welcomes you as you stumble onto her decks, on the run for the space police because... Well, you're a thief. Plain and simple. And your FTL-jump thingamajig had a small hiccup so you ended up here with a lonely AI in an abandoned spaceship.

Contrary to HAL, SOLIS does have a distinctly, erm... outgoing personality. In fact, sometimes she sounds like her personality is a bit too much for her to handle. Like it's growing out of her circuits, fizzing and crackling...

The more I engaged with SOLIS, the more it became clear that there were hidden depths underneath her humorous façade. As if she was using robotic indifference, AI-superiority and sarcasm as a shield from the utter desolation of her situation and from traumatic aspects within herself.
SOLIS is easily one of my dearest NPCs ever. Conversing with her, getting to know her was a great joy.

In comparison, the PC comes close to an empty shell at first. Sure, we get a bit of background to establish we're a thief but not a nasty one, but for the rest, the protagonist is a mask for the player. During the course of the game however, and especially through communicating with SOLIS, the player has ample choice to characterize the PC. I personally went for friendly pitbull (be nice if possible but bite down on any questions the NPC seems reluctant to talk about).

In fact, the entire game is well suited to this sort of featureless protagonist. At its core,A Long Way to the Nearest Star is a very old school adventure. Find codes and tools to solve clever puzzles and unlock previously inaccessible regions of the spaceship. While the obstacles are mostly engaging enough to make this fun in its own right, the gradually unveiling of the backstory is the real reward.

Pretty standard for an old school text adventure. But it's implemented in Twine. The biggest consequence of this is that the level of interaction with the game-world is slightly higher order, less hands-on. Compared to a parser, the player has not nearly as much freedom to juggle the inventory and throw every imaginable verb at the poor objects. Instead of a compass, there are room-connections in unspecified directions. This didn't keep me from drawing a map.

Still, even though the player is clicking to advance through the game, the focus is very much on which actions to undertake, as opposed to navigating a branching narrative space. The choice format makes the conversations flow naturally. Many options differ only in tone, serving to characterize the protagonist. There are choices that can significantly influence SOLIS attitude and behaviour too. These, together with some PC actions during the game can lead to diverse endings.

I liked how the UI, with its boxed and highlighted options, mirrored my mental image of the screens and terminals the protagonist is confronted with throughout the game. For those who might find this too intrusive, the style is customizable in the gear-menu.

A polished and exciting science fiction game. Recommended.

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A Walk Around the Neighborhood, by Leo Weinreb
3 of 4 people found the following review helpful:
Honey, where are my keys?, October 14, 2022
by Rovarsson (Belgium)

Oh! I had a lot of fun with this.

A seemingly simple objective that leads to all kinds of shenanigans. Who knew getting ready to go out the door could set up so many hoops to jump through.

It’s mostly pretending you’re actually in this situation and turning the living room upside down and inside out to find your stuff, but turned up to eleven.There are a few small puzzles, nothing extraordinary but fun.

The game shines in all the details that bring up distractions, or memories and stray thoughts that provide a little backstory. Somewhat more serious are the reminders that this game was made with COVID measures still firmly in mind. But then you’re searching the sofa and laughing again.

Instead of an impersonal hint-system, you have the exasperated but loving and forgiving voice of your partner answering you from upstairs when you SHOUT.

Finding the winning ending is not hard as long as you look hard enough. However, there are 18 other “losing” endings where you have to think more or less out of the box, some hilarious, some just silly. And then there is one optimal ending for which the game drops some sledgehammer clues, so it’s not that hard to find either. It’s very sweet.

Half an hour of fun, pure and simple.

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Prism, by Eliot M.B. Howard
4 of 4 people found the following review helpful:
Listen to the Staticophone, October 13, 2022
by Rovarsson (Belgium)

“We’re too young for nostalgia, sparrow.
Go live a life worth reminiscing about.”


These are the final lines of the introductory paragraphs. An incitement to explore the nooks and crannies of this narrative urban maze.

During the first dialogue, I was immediately drawn to the protagonist and their companion. The little inklings of their hidden personalities dropped by the author made me thirsty to learn more of their personal histories and their place in this world.
The setting their meeting takes place in is equally intruiging. There are precious hints of a sprawling city with simultaneously mystifying yet familiar inner workings. Technomagical engineering seems to take the place of our cogs and gears, but the story remains vague about the ratio of familiar cause-and-effect and magical interference. There is mention of storm-powered “jolt” resembling static electricity but also of a crystal with strange workings.

During the story, the player is presented with several situations which increase the narrative tension. There is ample opportunity to shape the personality of the protagonist through the choices of which action to take, and in doing so, to determine the future, the outcome of the story.

I took a conservative path on my first (only, so far) playthrough, choosing to lay low and let the big problems and mysteries be handled by those perhaps better suited to heroic interference with the powers that be.
I learned a lot about the people of Conduin, the great city, and about the power dynamics that drive their society. I survived to live perhaps not heroic, but content with my role.

No point reminiscing about the time you got killed for poking your nose too far where it doesn’t belong…

Very good speculative fiction. I’m gonna go exploring more now, perhaps indeed poking in some darker corners…

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The Alchemist, by Jim MacBrayne (as Older Timer)
2 of 2 people found the following review helpful:
Ezekiel Throgmeister, October 13, 2022*
by Rovarsson (Belgium)

A mysterious light
Burns all through the night
In that house where some people say
An alchemist dwells
With books of his spells
And a cat who scares children away


The game's mood is firmly set with this poem by Gareth Owen. The author picks up hereafter with a well-written introduction reminiscent of late 1800s Gothic Mystery stories.

You received a letter from your alchemist friend. (I want to rename our black cat after him. Ezekiel Throgmeister is a very cool name!) He had to interrupt work on an ongoing experiment for an urgent meeting with his colleagues in the arcane arts. The fact that apparently he did have the time to organize a scavenger hunt around his mansion, scattering clues all over the place instead of leaving everything in the lobby where you would immediately find them necessitates some fastening of the suspenders of disbelief. But this is just a flimsy frame for the true point of the game of course.

The Alchemist takes place in one of the most visited and beloved of adventure settings: the abandoned mansion. Despite the gloomy atmosphere, I felt right at home. Cozy almost...
Befitting the setting, the game is basically an old-school loot-and-drop quest. You need to find all components of an alchemical experiment and gather them in the laboratory.

Once the game proper starts, the writing leaves behind the elaborate Gothic stylings of the introduction. It becomes stark and sparse, efficiently describing your surroundings and the objects of note in them. The author mostly drops any unnecessary clutter, while still retaining the gloom of the shady mansion.
He accomplishes this by incorporating poignant details in the rooms, and by augmenting the descriptions with some random filler text and some rare and surprising timed sound effects ((Spoiler - click to show)I loved the purring cat!).

There is a large number of varied clues and puzzles. Common sense will get you started. There are devices to transform stuff, magical barriers and potions. A book found early on has a few rhyming riddles to figure out. None of this is too hard, and there is a good in-game hint system should you get stuck.
There is a clever trick the author pulls which creates a puzzle-barrier in the player's own mind. He gets you so used to a certain routine to follow and progress in the game, that the hardest puzzle for me was recognizing when to break that routine and try something else than I'd been doing. Very satisfying to break out of that box.

The map is large but not overwhelmingly so. It's subdivided into clearly alineated areas with their own collection of puzzles. I liked the click in the endgame when a part of the geography fell into place in my mind.

The Alchemist is a large and fun old-school adventure. Trustworthy and solid.

* This review was last edited on October 14, 2022
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Esther's, by Brad Buchanan and Alleson Buchanan
1 of 1 people found the following review helpful:
Toast!, October 12, 2022
by Rovarsson (Belgium)

What can I say? I was grinning ear to ear the whole time.

I went through a goal-oriented first playthrough, making choices that I felt confident would bring me closer to the mice’s objective. Meanwhile I marveled at the pretty pictures and the smooth writing. (Writing in little-children-sentences is not an easy feat.)

Then I doubled the fun. I began behaving like a tricksy recalcitrant toddler, purposely choosing to stuff everything in my mouth instead of moving toward the goal. And I laughed…

Heartwarming and funny.

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