Ratings and Reviews by Rovarsson

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Roofed, by Jim Munroe
6 of 6 people found the following review helpful:
Spizz., January 8, 2023
by Rovarsson (Belgium)

You love your big brother Anton very much. Wouldn't know where you'd be, how you'd survive without him. That said, Anton's not exactly the sharpest knife in the drawer. Closer to a spoon, to be honest.

Just now, he turned away from the handleless rooftop door that he was supposed to hold open while you were working. It clicked shut, leaving the two of you stranded on top of the building with no way to get down again.

I booted up this game without reading a blurb or a review beforehand. From the intro, I gathered that Toph (the PC) and Anton were a pair of chimneysweeping brothers, or maybe smalltime burglars with a hide-out on the roof. Until I reached the end of the starting room description and it turned out we were gathering spider silk. Or "spizz" as Anton calls it, however nastily suggestive that may sound...

This is just the first of many small and subtle but very intruiging bits of worldbuilding you'll find while searching the abandoned rooftop for a way down. They come together very effectively to paint a fragmented yet evocative post-apocalyptic picture of the near future, one that I would love to explore in a bigger game.

Roofed is a very small game, six locations in total and maybe 45 minutes of (slow and attentive) playing time. It feels like a small slice-of-life in the daily goings-on of the two brothers, and it makes me very curious about how they spend the rest of their time. There are hints about a rivalling gang, about their boss who buys the spider silk, about the completely organic architecture in the newer parts of town, and of course about the spiders who left their threads to be harvested...

The puzzles are simple but clever. Even though there are very little resources to be found on the rooftop and the objective seems straightforward, it takes a decent amount of experimenting and getting to know the surroundings to successfully find an escape. Of course your trusted big brother is there to spring to your muscular help should you require it...

The relationship between the brothers is endearing and lifelike. Each stands by the other's side and helps out with the skills nature has given him, be it brains or brawn. Helping them escape their predicament and seeing them walk off toward new adventures, little Toph atop Anton's broad shoulders made me smile.

Good game.

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Old Jim's Convenience Store, by Anssi Räisänen
2 of 2 people found the following review helpful:
A hatch? How quaint., January 7, 2023
by Rovarsson (Belgium)

Magnificent!
Terrible!
Fabulous!
Abysmal!

It's a real pity that there aren't any good superlatives to descrive something that is really good at being plain good.

Old Jim's Convenience Store (see, the plainness begins with the title already...) assumes nothing, seeks no higher glory, has no ambitions I could discern apart from providing an pleasant semi-adventurous hour or so. It does so by means of an easy but rewarding treasure hunt in an underground tunnel/cave.

You see? It's the exemplification of adventure tropes. It's a cliché boiled down, condensed to its purest essence. Except that it's set in a convenience store instead of a spooky manor.

I had a lot of fun playing through this. There is comfort in re-exploring well known ground. There is pleasure in seeing the familiar treated with loving craft.

I'll settle for "Brilliantly Average!"

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Fish!, by John Molloy, Pete Kemp, Phil South, Rob Steggles
2 of 2 people found the following review helpful:
Plastic Castle in my Bowl, January 6, 2023
by Rovarsson (Belgium)

Someone over at Magnetic Scrolls must have though "Hey, if we can get the players on board with the most ridiculous premise right at the start of our new game, we can do pretty much everything we want to them once they're along for the ride."

So they did.

It's only through the mastery of text adventures that Magnetic Scrolls has that this doesn't dive off the deep end into utter baffling zaniness. Even then, Fish! cuts it really close.

Two things hold it together:

--The skill of balancing puzzles on the brink of logic. Oftentimes, I found myself doing stuff because that's what you do in an adventure. Only afterwards did the results fall into place and did things make sense. I blamed this on lack of clueing or lazy storytelling at first. I have to admit that at least part of the gaps were caused by my frequent use of the walkthrough. When played on its own terms, Fish! sends you back to your fishbowl upon failure (or just plain kills you later in the game). This means that before you solve a given chapter, you will experience it many times in different sequences.
Even then though, some of the jumps, hoops and timeloops the game expected me to not only find but also exploit in the right order were a bit too much of the try-die-repeat variety. ((Spoiler - click to show)How on earth one is to know when to go to the disco?)
At its best however, Fish! offers some long-term puzzles where it is a great pleasure to see the vague goal you saw from afar finally come into focus and click.

-- The skill of letting the story cover any holes. A mystery story with dimension hopping fish is bound to have lots of loose threads. Those are features, not bugs! Now, I don't want to accuse Magnetic Scrolls of doing this on purpose... much. Fish! is an immersive action-mystery. The dimensional loops give it a thought-provoking SF feel. The writers throw in their best goofball-comedy talents. It's really a very entertaining ride.
If a few clues and some plotlines got obfuscated for the sake of fun, oh well...

The PC in Fish! is sent to different areas by means of warps. Each area does not just contain a puzzle, it is a puzzle. You need to find the sequence to get to the proper ending, otherwise you are sent back, killed off, or zombified. Especially after the first three preparatory levels, thing get serious. There are explicit and implicit timers (you were told that you have a meeting at ten, but (Spoiler - click to show)no one said when and why they stopped selling plankton sachets in the restaurant...).

I found this incredibly difficult without the walkthrough, but, as I said, relying on the walkthrough too much will make you miss a lot of the story.

And actually, aside from all the frustration this game will surely cause you, the mystery-goofball-SF story is a big laugh I wouldn't want to have missed.

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The Usher Foundation I: The Dark, by Apollosboy
Rovarsson's Rating:

Counterfeit Monkey, by Emily Short
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Pick Up the Phone Booth and Aisle, by David Dyte, Steve Bernard, Dan Shiovitz, Iain Merrick, Liza Daly, John Cater, Ola Sverre Bauge, J. Robinson Wheeler, Jon Blask, Dan Schmidt, Stephen Granade, Rob Noyes, and Emily Short
Rovarsson's Rating:

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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Your Death, in Four Acts, by Amanda Walker
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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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The Good Ghost, by Sarah Willson, Kirk Damato
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