(This review is based on the Spring Thing 2023 version.)
Once again, Scotland Yard is baffled and comes knocking on your door for assistance. A locked-door murder mystery! Nice to have something to sharpen your sleuthing mind on.
The Victorian-pastiche writing force runs deep with this one, mostly in a good way. Even when it goes a bit overboard sometimes (thesaurus anyone?), it still bundles the player in a nice and comforting hearthfire detective mood. (Pipe optional.)
Despite the captivating writing however, I felt like this game could be a pitch for a rather predictable detective movie implemented in HTML/Javascript. All the twists and turns of the story are there, as well as the characters and their relations, but they’re only sketchily filled out.
There is definitely something bubbling beneath the surface with regards to the relation between the witty detective and the grumpy Scotland Yard Inspector, but it never gets deeper than the exchange of funny witticisms and insulting remarks.
I had hoped to see a bit more of Detective Sergeant Bixby’s personality. A few links seem to suggest more personal questions, but these are quickly deflected.
The game-information warns the player to take careful notes, lest the game become unwinnable. In the end though, I didn’t feel I (the player) had done much sleuthing and deducing at all. When looking over my notes, I realise that all the clues I needed would fit on the back of a small grocery list (“eggs, milk, ham, alligator dental floss”). A concise walkthrough would consist of . Instead of the result of my deductive skill, this seemed more like having to prove to the game that I had read the previous paragraphs.
The investigation of the crime scene and the interrogation of the witnesses is fun, but the actual detective work of putting the clues together into a coherent whole is done by the game. My little grey cells felt a bit disregarded.
Still, an entertaining detective story.
(This review is based on the Spring Thing 2023 version.)
What a welcome surprise! I expected this to be an elaborate joke game, where you die in various hilarious/gruesome ways a link or two removed from the start-screen. The fact that the intro-screen already offered a bunch of non-official endings strengthened my belief that this game was going to be a riff on unnecessarily complex choice games that tap into the human brain’s tendency to collect-'em-all.
And yes, Insomnia does that. It does it extremely well, with various bonuses and achievements handed out as you reach more endings. (I liked being able to change the subtitle!)
But!
I’m actually very impressed by the depth, detail, and variety of the stories. The author obviously was invested in treating the branching narratives as interesting premises in their own right, following through on the player’s choices to their ultimate, sometimes extremely zany, sometimes thriller-serious, consequences.
The writing is engaging and considered, another sign that the stories are a serious matter (silly as they may be), not just a way to get the player to groan at the next failure. I found myself strongly captivated by a few of the pathways through the piece. Among the other well-written storylets, these stood out for me as blueprints for exciting short stories or games on their own. ()
If I may add a small nitpick, even the more serious storylets () are told in the same fast-paced humorous voice as the zaniest ones. These more tense pieces might benefit from a shift in tone to reflect the actual sorrow they cause the protagonist. (2 cents to be picked up or ignored, of course.)
A great ending-hunt with hidden depths.
(This review is based on the Spring Thing 2023 version.)
But… but… I only wanted to play a game. A childish little spooky sleepover game… And now… She’s just…
This game starts out innocently enough. The youngest of the girls must take a tour through her own subconscious, aided and guided by her big sister’s voice. Soon enough, things take a turn into creepy territory.
The map of this game is splendid. It enhances the hypnotised-disoriented feeling of the little sister wandering through her own dream-world by looping back on itself in unexpected passages. Some locations are obviously dream or nightmare stuff, while others seem like minimalist doubles of familiar rooms. I don’t know which is spookier…
The hypnosis-game setup invites the player to enter in a sometimes confusing web of player-PC-agent-narrator relations. The different girls’ voices add to the confusion as each responds in their own way to the traumas that gradually come forward out of the shadows of the dream-world.
There are a few gaps in the implementation, mostly a synonym unrecognised or a reasonable but unnecessary command not understood. Nothing too worrying or distracting.
Very moody, in places actively scary. There are happier endings to be found, but the one I got feels just right (in a horror-story wrong way…)
(this review is for the IFComp 2022 version)
Your backstabbing fellow archaeologist/explorer/graverobber pushed you down a catacomb. Find the exit and grab all the loot.
This game brings back the classic text-adventure tropes: explore and steal. Apart from the framing story I summarized above, there is no plot or character development. This means you are only limited by your own conscience (and let’s face it, adventure players haven’t got one) while you unleash your kleptomaniac and grave violating tendencies in the poor old King’s tomb.
The descriptions are rich, they capture the gloomy-tomb atmosphere very well. There were several rooms with vivid and memorable images, emanating an old and foreboding feeling.
Until the very end, puzzles are nowhere to be seen, except maybe looking in a few less obvious places. The final puzzle is simple but nifty, providing a nice little >click< in the player’s head.
Unfortunately, The Hidden King’s Tomb is woefully underimplemented. In a creepy crypt like this, it misses so many opportunities to reward the explorer with detailed descriptions of the ominous scenery to establish a bit of backstory (the murals and reliefs are a first obvious example). Customizing the responses to unnecessary actions would also help in bringing more life to the game world.
Indeed, I would love to see this game expanded into a near-puzzleless exploration of the history of this long-buried mysterious King. The focus could be not on the gathering of loot (which will always be cool, come on, it’s a text adventure, right…), but on the slow and gradual unraveling of the tale of how the King came to be buried here, and of his great or horrible deeds during life.
The medium of IF is extremely well suited to such piece-by-piece discovery of a backstory.
A nice exploration/looting excercise. I really liked the final puzzle. The first atmospheric layer of the tomb is nicely painted. The author just needs to go down a few layers beneath that and implement all the juicy details.
(This review is based on the Spring Thing 2023 comp version.)
Such a warm and homely starting situation! Your witch is feeling a bit under the weather. How better to help her than to brew a cauldron of heartening medicinal soup?
Soon, though, it becomes apparent that something darker than a simple cold is amiss. Your mistress has been hexed, and she’s going to need something a bit more potent than hot soup.
Fran the crow is a lovely protagonist. Even though her ability to express herself verbally is limited to CAW, her kind-heartedness shines through in all her actions, and in her thoughts as they are relegated to the player through the author’s empathic penmanship.
As enthusiastic and full of life Fran is, even in these dire times, so is the author’s writing. Eager to share the wonders of this world, be they light or dark. From the cosy cabin to the oppressive vine-tangled forest, from the stately Opera House to the cute girl in the window, the joy of inviting the reader into this world sparkles on the screen.
You have been flying through the western forest as dawn begins to extend its frilly tendrils across the sky, and warm late-summer winds filter through your feathers. Streaks of green and yellow paint the landscape with fresh vibrancy.
Sometimes it’s a bit too enthousiastic, to the point of near-selfcombustion:
“The mammoth governmental building looms ahead, its single golden clocktower eye and teeth-like arches looking more bestial than ever.”
A simple but delicately drawn map with just enough twists and turns in the path to feel organic guides you through the forest to the city of Gennemont, where the nub of the adventure lies.
One particular puzzle-and-narrative sequence here is so heartwarming I’d have gladly played the game for the joy of it alone. ((Spoiler - click to show)The girl in the window's love-letter.)
Being aimed at beginners, the puzzles are quite simple. Most hinge on winning the trust of a human. The wing-and-beak gesturing CAW-ing conversations this entails are rich, the characters are people in their own right, and it gave a a real sense of connection to bond with them on a deeper level than just carrying out their associated fetch-quest.
During these conversations, and through the limited memories and understanding Fran has of the goings-on in the wider world, we learn of the broader circumstances in which the story plays. A war is going on between the powerful factions of the setting, and it reaches down to influence even the lives of Fran and the other characters.
The entire tale is enlightened but not overshadowed by moody grey-blue pixel graphics, emphasising the atmosphere of the text-descriptions.
At the end, the author hearkens back to an early meeting in an almost fairy-tale fashion, bringing the story around to a satisfying close.
I came across a few bugs and sent reports of them to the author. I’m confident those will be squashed in a following update. Nothing that should hinder the enjoyment, perhaps even providing an extra laugh or two.
A very warm and inviting game.
*HONK*HONK*HONK*
Nevermind that blaring alarm. Just a final dusting of the Director's door sign and she'll make her way outside to the Plaza in your own good time, thank you very much.
Oliva Mirram is a cleaning maid in the Lab. And now it appears she took a little too much time to respond to the evacuation alarm. Best to sneak out before anyone notices, especially the scientists responsible for the alarm...
There is a lot to like about Nothing Could be Further From the Truth. There's also a lot to complain about. Since I don't like doing the latter, and also since this review is based on the 2023 Spring Thing comp-version, I'll just briefly list the negatives here. I can still reference them as needed in the rest of the review.
-Inconsistent directions: I have absolutely nothing against an idiosyncratic directional system. Do make it consistent though.
-Synonyms, or the lack thereof. In a tense situation, I like many words to be recognised for the same object.
-Alternate commands, or the lack thereof: A bunch of solutions rely on precise input, where I would have liked the game to respond to more ways to phrase the same command.
-Unhelpful and actively misleading responses, or the abundance thereof: I skimmed accross the surface of a solution without grasping it on multiple occasions because of this.
Particularly the latter two can make progress difficult. There are hints available, but I found that persistence and patience work just as well.
So, a few naggles up front.
But man this is my jam!
A long and engaging parser puzzler set against a dystopian SF backdrop.
-->Writing:
Big, eloquent text dumps for introduction, cutscenes and outro. The author chooses to emphasise the "writing" part of a text game with verbose and detailed initial room descriptions. These make for very evocative first impressions of the various locations, although they could be trimmed down to more utilitarian length when the player types LOOK or enters the same room a second time.
The tone of the game is hard to place. It's a mixture of the commonplace cruelty, humiliation and snitch-encouraging culture of an authoritarian state, and scenes of relieving, even cathartic humour. I was particularly impressied by the juxtaposition of the horrible treatment(Spoiler - click to show) of citizens who broke the rigid rules in some low-level way in one corner of the Plaza, and the slapstick demolition of a vendor's stall in the opposite corner.
During the game, tension rises with the stakes of the puzzles increasing, both for the protagonist personally as for her fellow citizens.
The first acquaintance with the protagonist was very impressive. She made a well-rounded and realised impression, with references to her hopes and dreams and fears. She even comes accross as somewhat naive and innocent while at the same time being purposeful and strong-willed. The layering of these personality traits made her feel believable in the context of the setting.
As the game progresses however, I felt Oliva Mirram's character flattening out. The puzzles took center-stage and Oliva's personality was overshadowed. She became more and more a vessel for my commands instead of her own person where I could look over her shoulder.
-->Puzzles:
The majority of the puzzles are traditional adventure fare. Manipulating machinery, finding ways to unblock passages,... Many are of a larger scope than usual though, requiring the player to connect pieces of information found in different locations and in different times during the exploration of the map.
I found all of them very strong conceptually. A big part of my playtime was devoted to not-playing while letting the importance and connections of items simmer in the back of my brain.
The game also uses distractions and diversions very effectively to send the player looking in the wrong direction. On several occasions, I realised after taking a break that I had been trying to solve a puzzle with the wrong object or in the wrong order. The feeling of this realisation clicking into place in my head was great, the main reason why I love puzzle games.
Unfortunately, the inadequate implementation of alternate commands and helpful responses to failed commands introduces an extra layer of confusion that interferes with the intentional complexity. It makes it hard to differentiate between legitimate false leads or red herrings on the one hand, which I deem crucial to the compelling experience Nothing Could be Further From the Truth offers, and clumsy unintended responses or oversights that obscure the game proper with clutter.
The game is quite harsh and unforgiving when it comes to killing of the PC when using a wrong approach to solving a puzzle. Expect many premature endings with well-written humorous death-scenes, and a lot of try-die-repeat. I like this, but it's probably good to know beforehand to anyone wanting to tackle this game.
-->Map:
As an avid map-maker, I enjoyed drawing the Lab and its surroundings. I also saw deeper meaning in the map organisation. The setting of a Science Laboratory Complex in an authoritarian society was reflected in the organised and orderly layout of the facility, while the underground crawlspaces on the fringes of the map were associated with the more chaotic rebel elements.
The author assures me that there will be a post-comp version which will be more polished.
In the meanwhile, Nothing Could be Further From the Truth struck me as a diamond in the rough. Wholeheartedly recommended.
Impressionistic prose bordering on poetry. Sensuous associations brought on by a gently touching finger. Images of kissing lips and dripping blood.
Footnotes. A second voice. Harsher, more direct. Longing too, silent confessions of love and yearning. Tenderness in the face of fate's inevitability.
The gun or the knife?
But beauty prevails. Beauty offset by pain and secrets. Still, beauty. Enhanced by the acceptance of the ugly things. The things unspoken yet known.
The silver lining of the shining blade-edge.