This morning's groundbreaking transfer-experiment has failed. Maybe the Machine was miscalibrated, despite all the checks and double-checks. It worked on mice and reptiles, why did it fail with the first human subject?
Transfer is a mystery/detective game that plays in the aftermath of this failed experiment. Instead of providing a clear objective, the game relies on a few more subtle clues to grasp the player's curiosity. Two NPCs act a bit strange. It's left to the player to unravel the thread and find out what's behind all this.
A secret experiment needs a secret location. In this instance, a mostly underground scientific research base on a far-off island. This makes for a small and compact utilitarian map. Labs, sleeping quarters, common eating hall.
However, it's remarkable how much adventurous exploration can be crammed in such a restricted space.
Partly this is due to a few blocked-off passages that draw the player toward opening up these undiscovered spaces. When they do open up, they don't disappoint...
Another big part of the richness of the game comes from the behaviour of the NPCs. They all have their own agendas, and their walking to-and-fro helps bring the research base to life. You need to learn about their work and their routines to figure out how they might be involved in the greater mystery.
Giving the NPCs a measure of personal agency may enhance the lifelike feeling of the facility, but it also creates expectations the game cannot fulfill. It feels grating to break into off-limits areas while someone is standing right there, or showing someone their stolen stuff without it provoking any reaction. Playing Transfer with a straight face sometimes requires wearing quite stretchy suspenders of disbelief.
During the game, there is a lot of plain old exploring and searching and puzzling going on, but all the main plot advances rely on using the Machine. This main puzzle/solution mechanic is implemented in surprising ways. In the first parts of the game, this makes for original and well-thought-through puzzles. By the end however, there is a series of Machine-manipulations that inadvertently lean towards the comical rather than the suspenseful. It's still a good puzzle sequence, but its tone would perhaps fit better with a fantasy-comedy than a science-mystery.
Solving puzzles and finding secrets advances the plot point by point. At the beginning of the new “chapter”, as well as in the introductory sequence, the writing shines. The room descriptions are clear and effective at conveying everythin the player needs while still adding to the atmosphere. It’s in the intermezzos however, in the overheard whispers and in the sudden actions of the NPCs in between acts that the narrative tension and tempo are best brought forward. The quality of the writing was certainly good enough to let me glance over some of the more improbable bits of the story.
The ending may feel disappointingly unrealistic to some. I for one really enjoyed the Poirotesque dénouement where the mystery's solution is summarized and elaborated upon by the villain with all the characters in the room. A fitting moment of closure for a puzzling game.
Heartily recommended whodunwhat and whoiswho against a scientific backdrop.
Opening up The White Bull, I was immediately drawn into the setting by a short musical score that helped set the mood. Important turning points in the story are similarly backed by an atmospheric musical piece.
A very promising intro: your girlfriend, a student of archaeology, wants to test her hypothesis that Minos' Labyrinth is not on Kreta, but on another small island in the Aegean Sea. Funded by her rich best friend, she has set up a private mini-expedition to investigate.
The White Bull is firmly divided in two parts: free exploration first, then a linear end-rush.
The first part has everything I adore in text-adventures. A large map which rewards careful exploration with wide vistas and seaviews. A diverse set of locations (beach, village, scrubby forest, rocky ridge,...) that still feel connected and natural. A few historical flashbacks/hallucinations to more clearly paint the context. And a few easy puzzles ((Spoiler - click to show)except DRINK FROM POOL to summon the Naiad; that was really underclued that give the player an early sense of accomplishment.
The objective in this part is gathering all the equipment needed for the next part. There is ample time to poke in all the nooks and crannies, get to know your fellow amateur archaeologists and enjoy bathing in the mythological atmosphere.
Having found all the requisite pieces of equipment triggers nightfall, the abduction of one of your friends and the switch to the second part (cue music).
Here you must enter the famed Labyrinth in search of your friend and rescue her. This part is mostly a linear series of one-room puzzles where you need the objects and the knowledge you gained from your previous exploration of the island. There is some truly exquisite and evocative writing here. Several rooms left a lasting visual impression with me. ((Spoiler - click to show)Ikaros Bound and Weeping.)
Despite all these great points, I found The White Bull to be disappointing. Partly, this is because my expectations were perhaps raised too high by the archaeology theme (Ancient Greek Mythology. Lemme at it...) and the game didn't quite deliver.
I also do think that there are several more objective criticisms.
The characters are underdeveloped. They remain hollow and flat. I had a hard time telling their voices apart. What depth the author tries to give them is through telling the player that they may have unseen qualities, without ever showing this in their actions or dialogue.
There is one brilliant puzzle in the Labyrinth-run ((Spoiler - click to show)The Cavern of Catwalks). The others are mostly straightforward applications of the objects you found in the first part. I felt almost as if I had been searching the island for a collection of coloured keys to unlock a series of coloured doors in the Labyrinth.
Disappointing puzzles and characters.
But also: very strong atmosphere and tension. Adventurous exploration of a great map. An interesting potpourri of Greek myths.
And some memorably vivid, evocative location descriptions.
Alone...
Alone in the deepest, most serious meaning of the word.
Before you a blackness the stars do not penetrate. Around you a galaxy collapsing under its own weight. Behind you an all-consuming, fast-expanding sphere of heat and radiation.
The remains of your exploded home are all that is following you. The supernova is gaining on you.
Andromeda: Apocalypse opens after the catastrophe on your homeworld that was the end of Andromeda: Awakening. There is a certain calm in the desperate knowledge that all is lost, there is no need to frantically try to prove your point to those who need to know. In fact, during this game's reminiscences, it is called into question if anyone even wanted to know...
The map of Apocalypse is very satisfying to explore. A giant derelict alien ship, battered by time, meteors and who knows what else provides the perfect mix of ordered hallways and corridors on the one hand, and clogged, torn, or plain ripped apart tubes and plates on the other. Chaos and recognizable structure in the right proportions.
There are puzzles, and a few of them made me stop and think and check my notes. However, the rhythm of the game thrives on thorough but speedy exploration, on getting pást the obstacles, not snagged up mulling about them.
While staying true to the "catacombs-and-puzzles"-structure of the first game, thematically this game offers more room to philosophical ruminations. In between the explore/action sequences, there are intermezzos of a dreamlike or hallucinatory quality where the protagonist discusses the meaning and importance of being human in contrast to the vastness of time and space. That sounds bloated and arrogant when I inadequately summarize it like this. In-game though, it works. Mostly because these discussions take place in a friendly and familiar setting with the protagonist and his uncle bouncing thoughts and feelings off one another.
By the halfway point of the game, you will meet an NPC whose nature and knowledge will bring this emphasis on the short and limited versus the vast and ungraspable even more to the foreground.
By the endgame, I felt a bit sad for this friendly NPC.
Many intruiging questions and themes touched upon in a setting that could not be more appropriate.
Very good.
In olden times, shrouded from memory by the mists of time, darkness had fallen over the Land of IF. There was bitter strife amongst the ranks of Text Adventurers. One powerful faction looked down with disdain upon the ancient traditions of Knightly Quests and Magick Incantations. One archetype above all others was the target of their loathing: the once Noble and Fearsome Dragon.
These Renewers of IF landed blow after blow on the olden ways, diverting attention and admiration towards their newfangled, even experimental games. So harsh was the barrage that Dragons and their traditions were left behind, all but cleft in twain.
One determined Author stood steadfast against this brutish barbarity that guised itself as "Modern IF". He set out on a Quest to restore the Dragons' honour and created Yes, Another Game With A Dragon.
To fend off all criticism of being a dated cliché, the game employs the gleaming blade of superb literary quality, as evidenced in this extract:
> "The shelves are well stocked with an assortment of dried herbs and pickled embryos."
Or this shining pearl of evocative conciseness:
> "The oily swamp farts wetly."
Within the confines of a compact map, the different locations are coherent yet richly varied. An open woodland with a well in the clearing, a mighty oak and an abondoned monastery, bordered by fields of grain and green pastures. A deep gorge with an impassable river, blocked by a monstrous guard.
There is a deceptive atmosphere of carefree sunny summer over these lands, for there are dangers and discombobulating obstacles in our hero's way. For most of these puzzling circumstances, he will have to sort out the workings of a convenient Magick Machine.
Our hero, by the way, is of the rather hapless sort. He is drawn away from his habituary daytime occupation as the town drunk by the promise of richess in the form of half the king's land and happiness in the form of the princess' hand in marriage. These prizes will be his, if he can be the one to rescue said princess from the cluthes of..., yes,... The Dragon!
Needless to say, many others want these prizes for themselves. Many True Heroes (tm) that is. During the game, there are many instances of "A Wild Adventurer Appears!" These lend the normally calm and silent woods the amusing and confusing air of busy playful competition.
The final confrontation in the endgame mirrors a heroic dream our protagonist had in the introductory sequence. But can he twist it round?
It is not often that I, your humble reviewer, make explicit comparisons between games, but in this case a certain family resemblance should be pointed out.
YAGWAD feels and plays like a sibling to Augmented Fourth and Wizard Sniffer, and it may well be a distant cousin to Lost Pig. It shares with these games a playful whimsicalness, while being very robustly implemented and competently crafted under the hood. There is a great attention to atmosphere, tone, the feel of the world and the details of the surroundings.
The joy and amusement of the author shine through this entire adventure.
Yes, Another Game With A Dragon shows conclusively that yes, there is still room for Dragons in the Land of IF. (At least, there was 22 years ago when this game was published.)
Bugs are delicious!
Really!
I’ve tried them and they are!
(mealworm burger and barbecued grasshoppers if you’re curious)
Good Grub is delicious too!
A small choicy snack with an environmental kick and a good sprinkling of peppery jokes. Nice!
In the near future, you are a survivor of the plague. And you have just run out of gas. Fortunately there's a gas station nearby...
Alone takes place on a very compact map. A good handful of locations are accessible. After finding a hidden entrance, the game more than doubles in size, but it retains a closed and claustrophobic feel. This, and the fact that the protagonist is entirely alone make the world seem very small and threatening.
The puzzles are almost all of the lock&key variety. But it goes out of its way to show how much variety there still is in the "simple" lock&key category. Electronic doors open from a distance, opening one door closes another,... The key to one door is even too heavy to handle and must be moved mechanically.
All these are completely logical, but it may take some tinkering to understand the relations between the parts.
I absolutely loved the final puzzle. It is possible to settle for a simpler solution and still get your initial objective (fuel). However, if you are willing to think a few more logical steps further, there is a much more rewarding ending to be found.
The sense of achievement in this harder solution lies mostly in seeing some real character development in the protagonist. It's described in few words, but it is real and touching.
The writing is crisp and clear. Rooms are easily visualized to give a good view of the important bits. With the exception of one small component, it's not about finding the bits by looking under the rug, but about how the bits interact (sometimes from far away). The longer ending paragraphs are a great reward after the concentrated focus on the puzzles.
A very good game. It could have used a bit more dry humor (sorry, in-joke...)
Recommended wholeheartedly!
The intro of Fairest places the player firmly in well known fairy tale territory. You're a prince with two stepbrothers. Now blow on this magic feather and do weird questy things so they don't grab your kingdom out from under your royal arse.
The world in which you are supposed to do the questy things is cleverly put together. The map I drew looks far smaller than how the lands I travelled through felt. A few cutscenes where you run and tumble behind a magically fluttering feather and a strategically well-placed but temporarily cordoned-off bridge give the feeling of a very large space. (Can you guess why the bridge is cordoned-off?)
The questy things themselves come in threes. As such things do in fairy tales...
Three times you are presented with a princely objective, and must overcome obstacles to attain it. The puzzles are not hard. Aside from flailing about a bit trying to guess a character's name (no, not (Spoiler - click to show)Rumplestiltskin, although he does play a part), I managed to get through the game without much trouble.
The mildness of the puzzles left me with more brainspace to admire the narrative itself. As you guide your high and mighty princey-wincey through the story, you encounter a veritable hodge podge of fairy tale ingredients. Sometimes these are drawn pretty reliably from the source material, other times they're just a passing shout out to a well known trope or tale. ((Spoiler - click to show)Like the town of Hamelin. I was a little sad that the piper and the children from that tale were not included....)
Regarding the source material, the author manages to simultaneously go forward and backward in time with her interpretation.
-Although there is no material unsuitable for children in the game, there are however plenty of nudges and winks to the ancient folk tales with their grim horror and cautionary content.
-At the same time, the familiar tropes (gender roles, destiny by birthright) of the genre are questioned, criticized and sometimes outright ridiculed.
The depth of implementation is astonishing, as is the immersive power of this game. Both of these are intimately connected to a very clever layer of meta-story strung through the story. Without elaborating too much, I'll say that it reminded me (almost chillingly so) of a key moment in Michael Ende's The Neverending Story.
An extraordinary feat. Fantastic game.
A short but insightful game that must be played several times to fully grasp and appreciate.
Marooned! gives an in-depth psycho-sociological analysis of interaction and communication with an otherworldly alien.
Worth contemplating as a poignant metaphor for interhuman relations, or as a roadmap to the delicacies of international diplomatic negotiations.
The Bones of Rosalinda has a very compelling storyline. The minimally interactive prologue sets the mood, prepares the scene and introduces the characters. The equally minimally interactive epilogue provides very satisfying closure for the story, not only for the protagonist but for the side characters too.
Both are quite long and very well written, giving the player the opportunity to dig in to the story.
In between is, of course, the game. It's up to the player to pick up the introductory setup and carry it through to the finale, jumping through a great deal of hoops large and small while doing so.
The characters in Bones are a joy to get to know. They all have enough detail and glimpses of a backstory so that not one of them feels (or smells) like just having been pressed out of a plastic mold.
I particularly liked Piecrust, a talking mouse with a rather bleak outlook on the world and his future in it, and a distracting enthousiasm for foodstuffs of any kind. The apathetic deadpan delivery of his remarks made me laugh more than once, especially near the beginning of the game.
The elaborate conversations and cutscenes provide the player with background and insights to fully appreciate the characters.
The difficulty of the puzzles was just right for me, once I really got the central gameplay mechanic. It's PC-juggling.The player has to switch player characters with different abilities (and sometimes assemble them...) to solve the problems facing the protagonist.This mechanic is introduced gently and later expanded upon, providing a gentle learning curve.
Besides the PC-juggling there is also inventory-juggling. Lots of it. A shortcut to directly GIVE an object from one PC to the next without first dropping it would be nice. Also, (Spoiler - click to show)the ability to ATTACH limbs straight out of the backpack would come in handy.
Most of the puzzles are variations on the lock-and-key theme. The Bones of Rosalinda shows with gusto that original variations on that theme are still possible. Very satisfying.
I had a blast playing through this game. Highly recommended!
For reasons of social standing and thievery opportunities, Lady Thalia is spending the summer in Paris. And my my, what a coincidence, so is Scotland Yard investigator Margaret Williams (Melpomene/Mel for anyone foolish enough to want to annoy her... like Thalia). Mel is Thalia's nemesis (or the other way around...), in proper Holmes/Moriarty-parlance. But there seems to be something else brooding under the surface too...
These characters had fantastic chemistry between them in Lady Thalia and the Seraskier Sapphires. In Lady Thalia and the Rose of Rocroi this is continued, but the authors take it a step further. In this installment you alternate between the characters. This gives the player the opportunity to see both characters and their relationship through the eyes of the other. Mind you, although the player can guide the interactions between Mel and Thalia through the choice of clicks, she cannot shape the characters' nature. Both Mel and Thalia will stay true to themselves in how they respond to the player choices.
Lady Thalia and the Rose of Rocroi is written in the second person perspective, as is habitual in IF. Often the second person can feel as if a third party is telling the player ("You") what the PC does/sees/feels. A tad distancing.
Here however, the second person leans very much towards the intimacy of the first person point of view. It feels as if there is a very personal inner voice acting as narrator, instead of an external overseer.
The use of language is beautiful. It is unassuming, not drawing too much attention to itself. It is efficient and practical. And there are truly wonderful sentences to be found.
--After your unfortunate experience last night, you have decided to cheer yourself up with an easy theft — stealing a work by a minor painter from a minor museum.
On a larger scale, the writing is also very strong. The game has splendid pacing and rhythm. It somehow made me think of a Nirvana song, with its slow but tense verses (the preparation for the heist) alternated with a fast and frantic chorus (the escape after the heist). I must admit that the degree of franticality in my escapes could have been significantly lower if I had been more careful in the preparatory stages...
This structure does run the risk of feeling artificial and predictable, a framework that the narrative has been made to fit into. Fortunately, the final Act shakes it up somewhat. Also, this is a game, not a novel. Clear level structure helps the player see the objectives of the game.
There is no way to lose in Lady Thalia. There is a scoring system that makes fun of itself, if you care for points and statistics.
Freed from the fear of losing moves, the solutions to the puzzles are wholly a matter of player preference. Subtlety and finesse are more in-character, but violence can surely be the answer (maybe even the funnier answer...)
Go meet Mel and Thalia. You will not regret it.