Reviews by Rovarsson

View this member's profile

Show ratings only | both reviews and ratings
View this member's reviews by tag: Adventure Alaric Blackmoon Comedy Escape Fantasy Heist History Horror Mythology Puzzler SF Slice of Life Surreal Western
Previous | 11–20 of 291 | Next | Show All


Les lettres du Docteur Jeangille, by manonamora
4 of 4 people found the following review helpful:
Epistolary Mystery, March 27, 2024
by Rovarsson (Belgium)

Feeling angry, hurt, betrayed, le Docteur must leave for the countryside, banished from the educated and cultured social circles of the city. Fortunately, a sophisticated high-class Lady comes to live in the village shortly after, providing at least some measure of worldly and literary conversation.

Through a series of letters to the lover left in the city, we learn about the goings-on in the peasant town, the background of this high-class Lady, and the events leading to le Docteur's banishment.

The story plays in the past, perhaps 3 centuries ago. It’s an impressive tour de force on the part of the author to write the letters so consistently in the voice and style of a cultured person from that age, distinguished yet emotional, full of purplish expressions without dropping out of character.

The epistolary form the author has chosen lends itself perfectly to a gradual build-up of the mystery at the heart of the story. The letters are one-sided, we only ever see the perspective of le Docteur. They start off as an account of a lover’s yearning, a lament over the circumstances of their parting. Slowly, the focus shifts to the letter-writer’s new living circumstances: the village of Meaux with its peasants and farmers, its livestock and farmlands. Throughout the most part of the narrative, le Docteur is preoccupied with securing the attention of the lover left behind, recounting amusing or strange events in the village and avowing undying love and desire.

Underneath this light and gossipy tone, the reader gleans more and more threatening fragments of an unfolding mystery, while the protagonist remains oblivious of the possibility of this looming danger. The distance of the reader to the events described in the letters leaves room to see correlations that remain invisible for the letter-writer, who is too close to see the bigger picture. Of course, from an out-of-game perspective, it’s also the case that the reader is capable of expecting a turn of circumstances that is impossible to prepare for from within the story-viewpoint.

Le Docteur's letters speak of intense emotions of love and longing towards the left-behind lover, and the reader is an engaged, empathetic witness, often even flinching at jealous words of accusation or egocentric and manipulatively twisting arguments. Until the very end, the love story remains the main focus, the mystery serving to heighten the tension without ever taking control of the narrative.

Very tense and touching. Among the best I’ve read.

You can log in to rate this review, mute this user, or add a comment.

La Fabrique des Princes, by No Game Without Stakes
"Hominem unius libri timeo.", March 27, 2024*
by Rovarsson (Belgium)

The product of the Prince-factory, your education is almost complete. In these final hours before being sent off to the Kingdom that awaits you, you must prepare yourself for a Joust of Rhetoric against one of your fellow/adversary Princes.

To this end, you must explore the Factory, proving your knowledge of the Book of Princes to gain coins of merit. These can be exchanged for coins of gold to buy equipment.
On the surface, this seems like basic RPG-gameplay. Level up you armour and weaponry, or rather, in the context of this setting, your luxury attire and your rhetorical techniques, until you feel strong enough to face your opponent and hopefully prevail and attain your Kingdom.

However…

The setting of La Fabrique des Princes, this vast complex of corridors and halls, where the walls have faces and voices speak enigmatic words, is too intruiging to just traverse in a simple goal-oriented fashion. A menacing feeling of deception soon grabs the player’s attention, inviting to search deeper…

Although the map is small, a mere 15 rooms, it gives the impression of a much larger edifice, isolated from normal time and space. I would have loved to search this place in parser-style, but I must admit that being denied the option of closely examining the many puzzling features of the rooms and hallways adds to the feeling of uncertainty and puzzlement.
There is a region of the map which is normally off-limits to the Princes, but is opened up for you on this special occasion. It would have added to the atmosphere of secrecy and hidden meanings if it were indeed off-limits, and some kind of subterfuge was necessary to access it, instead of just being given a key.

The use of timed text put me off a bit. I didn’t feel it added anything of worth to the piece. Fortunately the timed passages are short, so annoyance is kept to a minimum.

Discovering more of the Factory’s history and purpose, and meeting the “marginal” characters at the edge of the map was well worth the time spent pursuing “side”-quests. A story about how stopping and thinking is more valuable than blindly chasing a predetermined and ill-understood objective.

A thoughtful and thought-provoking piece.

* This review was last edited on March 25, 2025
You can log in to rate this review, mute this user, or add a comment.

Excuse Me, Do You Have The Time?, by Jean Childs
3 of 3 people found the following review helpful:
Guided tour through time, February 10, 2024
by Rovarsson (Belgium)

Picture this:
You and your friends are taking a stroll through the woods when you suddenly come upon a dilapidated house with a big warning sign on it. What do you do?
--------------------------------------------------------------------------------------------------------------
\>N
Front of House
The dilapidated building turns out to be a neglected old house. Surely
nobody lives here? To the north is a large door with a sign on it. To the
west a small path leads around the side of the house. The main path is to the
south.

\>READ SIGN
The sign says:

MAD SCIENTIST
NO TRESPASSING
GO AWAY

--------------------------------------------------------------------------------------------------------------

Exactly! You go around to the side of the house and break into the basement. After such a monumental display of <strike>stupidity</strike>Adventure Spirit tm, everything that happens now is completely deserved.

What happens is that you are appointed guinea-pig "volunteers" for the Mad Scientist's forays into time-traveling. Travel to five places and times in history and bring back five symbolic items.

Excuse Me, Do You Have The Time? has a bit of a moodswing issue. It has difficulty deciding whether to emphasise the gameplay or the immersive experience of the surroundings, and decides to do both. The varying depth of descriptions and the care with which they were crafted are good examples of this.
-Many times an EXAMINE-command is met with a dry default "You can't see that,"-response. At least as often the game says "The pink handkerchief is not important."
-Something similar holds for directional commands. The normal default "You can't go that way,"-response is present for obviously closed directions (a room with only one doorway), but in some locations the author breaks the fourth wall and explains to the player directly why a certain direction is closed off (instead of blocking the way with an appropriate in-game command).

--------------------------------------------------------------------------------------------------------------

>Cross-roads
You are at a road junction. Roads lead north, south, east and west. The
road to the west leads away from the village. This would have been indicated
on a signpost but all signposts have been removed for the duration of the war
as a security measure.

\>W
It's obvious that there must be a road leading out of the village but, as I
didn't want to have to include the entire north of England in this game, you
can't go that way.

--------------------------------------------------------------------------------------------------------------

The sparse default responses and the jokingly breaking of the fourth wall create an atmosphere of puzzle-priority. You have a setting and a flimsy frame-story, now get on with the obstacles the author has put in your path.
However, this stands in strong contrast to the care that went into the historical details of the setting. Examining a rock might tell you that it's not important, or even that it's not even there, but examining a frescoe will give you a detailed description of the depiction, along with the mythological context. All while the frescoe is no more important than the rock.
While I appreciated this amount of attention to detail a lot, the contrast between the sparsely described "normal" game world and the enthusiasm in the description of these choice objects gave me the feeling I was being taken on a guided tour, where the tour-guide decides for you where to look.

The unevenness of the depth of description and implementation, apart from causing an imbalance in the feel of the world, also has a very strong impact on the perception of puzzles and potential solutions.
The heavy descriptive emphasis on certain details focuses the player's attention on them. To remain with the frescoe-example, I tried finding deeper symbolic/metaphoric meaning in the picture, I counted recurring elements in search of a hidden code, I tried to push eyes and stars to see if there was some secret machinery hidden underneath... I must say I found it a bit disappointing when I realised that the lovingly described artwork was an elaborate bit of worldbuilding, and that a simple down-to-earth LOOK BEHIND ELEPHANT would produce more tangible results.
I wouldn't really call the decorative descriptions "red herrings", I got used to them as historical information rather than puzzle-related clues quickly. They might throw off the player's focus the first few times, but the game is consistent in its style of puzzles, it won't suddenly change tack and expect you to deduce an obscure code from a background painting.

The collection of puzzles on offer in Excuse Me, Do You Have The Time is challenging but solvable, if you meticulously search every time-zone. Objects found in one time-zone may be needed to solve a puzzle in another, so there will be some going back-and-forth between areas. Using the items in the corrects way sometimes requires clever leap of imagination, an understanding of the culture of the specific time-zone you're in.
Besides the puzzles themselves, there are stumbling blocks in the way that are more a consequence of the game structure and some design decisions.
--The distance between a puzzle and the objects needed to solve it and/or the clues needed to understand it is sometimes very large. This makes it difficult in some cases to see the connection which would be obvious if clue, item, and puzzle were in the same few locations.
For each area, a clue in form of a cryptic poem is hidden somewhere in the game. I found some of these to be helpful in understanding the bigger objective of each zone, others not so much. I think it really comes down to how your brain works if you understand which information to derive from these poems.
--There are one-way dead-ends in some of the time-zones, meaning that if you didn't find all the important objects on your exploration, you can't go back to have another look. It's a good idea to put a checkpoint-save at the start of every area (while you're still in the time-machine!)
--There's a limit on how many things you can carry with you, even with the added space in a handy rucksack, and there's no way of knowing which objects will be needed when first entering a new time-zone. Also, there are a lot of red-herring items, objects you pick up or are given in the course of the game which may give a nice impression of the time and place you're in, but which serve no practical use.
As a result, you'll be doing a fair amount of selecting items you might need from your collection, and even then you'll be doing some high-level inventory juggling.

Fortunately, you're not alone.

Aside from acting as an extension of your inventory capacity, your three loyal companions (Tom, Dick, and Harry. Really.) have other uses as well. Their remarks on your performance and banter among themselves serves as a bit of comic relief. Sadly, their pool of utterances from which the game randomly picks each turn is rather shallow. I quickly zoned out and ignored them. Your friends' help is needed to solve some of the puzzles, in situations where you yourself are found lacking. Lastly, they form a three-level hint system. I used this a lot, especially Tom's vague nudges, but they're of no great help when you're well and truly stuck. Their hints will edify you on how to tackle a problem, but they will not enlighten you on the sometimes harder task of finding the right object. You're still left to search the entire map on your own if you haven't found the item the first time through. This leaves you vulnerable to Zombification.

A lot of other NPCs inhabit the areas you visit. The majority of them don't understand a word you say. Being from a different country in the distant past will have that effect. The few that are open to some form of limited communication are there for puzzle-progress only.

Excuse Me, Do You Have The Time?'s structure of interdependent time-zones opens up many opportunities for interesting associative breakthroughs in solving its puzzles, but it's also very cruel. The anxiety of having missed something stopped me from fully enjoying the setting.

Good puzzler.

You can log in to rate this review, mute this user, or add a comment.

Jinxter, by Georgina Sinclair, Michael Bywater
4 of 4 people found the following review helpful:
Lucky Charm, January 30, 2024*
by Rovarsson (Belgium)

If you play this game without slavishly following the walkthrough to the smallest detail, you will ragequit when the endgame throws you out right before the final 6 or 7 moves.

I did.

Many puzzles in Jinxter have a straightforward adventure-game solution. This solution has potentially life-threatening side-effects. You don't actually die though, but it takes a little bit off your luck-stat. Which you need. Which I didn't know. Which I only found out when I was thrown out of the endgame because I was low on Luck.

Restoring won't help this late in the game, the only way to experience the endgame and the good conclusion of the story is restarting and finding out the intermediate steps of caution in every solution.

>"Somehow, you don't feel quite as lucky as you did."

If you read the above line, it's time to restore and tackle that last puzzle again. Carefully...

------------------------------------------------------------------------------------------

Now, do play Jinxter! It's fun!

No, really, it is.

For ages, Aquitania has been under the protection of an enchanted bracelet which grants above-average luck to its inhabitants. Recently, the power of the bracelet has diminished by the theft of several of its dangly charms. An opportunity for the Head Green Witch Jannedor to enlarge her influence on the land of Aquitania.
Your quest is clear. You must find the missing charms, restore the bracelet's enchantment, confront Jannedor!

Wait... Who is this "You"?
It appears that our savior of the land is actually a random hapless passer-by, designated by Fate (and a rather befuddled Guardian) to take on this land-savioring task.
Perhaps Magnetic Scrolls earlier works provide a clue to who You is...
-There's no mention of gills and fins, so it's not the dimension-portal jumping goldfish-detective from Fish.
-No exceptional catburglary skills, probably not the thief from Guild of Thieves either.
Nope. Seems like You is just an ordinary adventure person without any distinguishing traits.

The world that unfolds for You to explore is large and varied. It all starts out in the mundane comfy familiarity of You's own home, and it goes progressively more into fairy-talish territory with each new area.
(Ahem... When I said mundane, I should point out that's a rather relative term. The street in right out the front door is a literal Neverending Lane, and your furniture becomes, well, animated from time to time, presumably caused by the uncontrolled leakage of Luck.)
When I glance at my pen-and-paper map, the general shape is a narrow connecting line with bulges that represent multi-location puzzle areas. Four large areas are connected by some sort of vehicle ride (with attached puzzle). Apart from the connection between areas 1 and 2, these are one-way only. I love vehicular travel in adventures. It draws open the map and gives an impression of real long travel, as opposed to traversing unrealistically long distances on foot.
At least one sneakily hidden passage requires some weakly clued detection work, but the area it leads to is more than worth it.

Jaunty and exuberant writing pulls You into the cheerful atmosphere of the game-world; vibrant location descriptions are supported by beautiful pictures that are helpful in constructing a clear mental image of You's surroundings.

>Spring

>This cool spring, surrounded on all sides but the west by steep banks, bubbles up from underground. It looks entirely artless and natural, belying the fact that Xam's crazed gardener constructed it by means of an intricate system of dams and hydraulics, initially flooding half the neighbourhood and leading to a series of acrimonious lawsuits lasting several years.

At other times, it's more restrained, slipping in a drily humorous response to an EXAMINE-command.

>The telephone is a telephone, just like a red one, except it is green.

Speaking of the EXAMINE-command... There is none. Everything is done with LOOK (fortunately its abbreviation L is accepted). It took some conscious effort to redirect my fingers' deeply engrained automation from X [object] to L [object], but the adjustment wasn't too big.
On the whole, the parser is perfectly adequate. It recognises complex commands (DROP ALL EXCEPT) and multiple-action commands (SMELL DEAD FLY THEN LICK IT). It is however somewhat too fine-grained, making the PC feel like a toddler who has to be pointed to all the discrete components of a seemingly simple action. Until you get used to holding the PC's hand, this leads to a lot of "With what?" and "To whom" responses where a modern parser would deduce these things without problem.
---->Short aside as to why I'm mentioning this: Jinxter was published in 1987, when these finer points of parsing were not by any means to be taken for granted (still aren't, actually, when you look beyond the strongest of modern parsers). Boasting about parser-strength was a real promotional tool, and players then would not have found these "shortcomings" to be disruptive.

To be sure, I never encountered an instance where parser inadequacy hindered the solving of a puzzle. The puzzles were more than enough of a challenge all by themselves.
The first area is gentle enough, the puzzles are easily recognisable and the limited amount of items in You's inventory makes it rather straightforward to come up with the correct solution. (Look out for that additional Luck-complication though!)
The later areas, however, are much harder, especially the midgame. A bunch of interdependent locations necessitate running from one part of the area to the other to find the right item to use on a distant puzzle, there's an unknown order to the obstacles that needs to be figured out in order to make real progress, and the puzzles are just harder.
Add to this a further complication: the "carry-all" You picked up early in the game turns out not to be a carry-all at all. It's handy to keep all You's stuff together, but each item still fills up your inventory, whether it's inside the container or not. The inventory-limit is generous, but in a game like this it's hard to predict if you're going to need those nailclippers a second time or not. It never certain when it's safe to discard an object, so You ends up carrying every carryable article around. This becomes a problem when one of the one-way passages prohibits the transporting of the carry-much and forces You to choose which items to bring.
The majority of puzzles are clever and fun to hypothesise about. Some are very elegant and surprising, with a solution so simple that it's not obvious at all. Others are obscure, underclued to the point of unfairness, requiring many attempts and possibly a few RESTOREs.
---->Be sure to put a checkpoint-save at the beginning of each new area. Allthough it's impossible to die in Jinxter, it's exceedingly easy to wind up Zombified. I also encountered a bug that would have made the game unwinnable had I not been able to restore to my checkpoint. ((Spoiler - click to show)The Bartender gets fussy when you give him the wrong coin. He gives you a glass of beer that you cannot interact with.)

There are many NPCs to interact with. They're of the thick cardboard type, but the cardboard is painted in bright colours and cartoonish features. They're fun to mess with a bit, amusing caricatures, but don't expect any depth of conversation. Their main purpose is to serve as obstacles, to be fooled, distracted, mislead in the search for the missing charms.
There's also a weird Guardian (the one who appointed You as the right person to undertake this quest in the first place) soaring around who will regularly appear out of nowhere. It's worth asking him about the problem at hand, but don't count on a helpful answer. He might point You in the right direction, but it's just as possible he'll be too confused to help in any way, or too busy with finding the nearest whatever-it-is that he's after this time. In short, you shouldn't rely on the Guardian as an in-game hint system to help you find the charms.

Collecting the charms grants access to the magic powers they possess. Each charm encapsulates a single spell. These work as simple and straightforward manipulations of the surroundings, nothing too complicated, but a nice extra toolbox to consider when pondering a puzzle. And of course they're a lot of fun when thrown around randomly at innocent, unsuspecting things or people in your immediate vicinity...

I started this review with a warning about the unfairness of the endgame, or, more precisely, about the necessity to do everything just right during the entire game to even be admitted to the endgame. And I did not restart and replay to enter the final few commands that separated me from the conclusion of the story. Nevertheless, I found Jinxter to be an engaging and entertaining exerience. Just watch your step and leave your temper at the entrance.

* This review was last edited on January 31, 2024
You can log in to rate this review, mute this user, or add a comment.

Varicella, by Adam Cadre
3 of 3 people found the following review helpful:
Il Reggente., January 24, 2024
by Rovarsson (Belgium)

How Unseemly!
-------------

The King is dead! All hail the Ki... well, seeing that Prince Charles is a five-year-old nasty specimen of royalty who has barely outgrown his toddler nappies, that should be "All hail Primo Varicella, Regent of Piedmont!"
Once you've managed to outmaneuver your rivals to the Regency in the maze of backstabbery and treasonous wit that lies before you at this time, that is...

Several times during my earliest forays into Interactive Fiction, 20-odd years ago, I started playing Adam Cadre's Varicella and quickly bounced off it. My expectations then were firmly geared towards long linear quest-adventures, and this game's time-limit and simultaneous sub-puzzles stumped me. I never got much further than trying to kick one of the guards in the nads when he wouldn't stand aside. (A swift death was my reward.)
In the past years, I have played and enjoyed a bunch of optimisation games, and delving into the historic vaults of IF had exposed me to many Cruel games with numerous try-die-repeat puzzles. With the added wisdom and experience so accumulated, I felt ready to once again tackle this highly acclaimed Classic of the Renaissance with an openness of mind and the patience to appreciate it on its own terms.

>"Photopia has made more of a mark, I suppose, but Photopia is a short story; Varicella is a world. There are so many things to see and do…"
--Adam Cadre on Varicella--

A very true assessment. What the author doesn't mention is that no single playthrough will ever contain even half the content this game has to offer. Merely to gather the absolute minimum of information necessary to solve the game requires multiple focused playthroughs. Finding out about the other conversation topics, item descriptions, hidden nooks kept me happily engaged for a good while after I had solved the central puzzle.

Varicella is amazing.


----------------------------------------------------------------------------------------

----Rise Of Primo Varicella; A Truthful Account Of Our Behind-the-Scenes Assistance To One Palace Minister In His Ruthless Ascent to Power----
----------------------------------------------------------------------------------------

--> I. In which We Acquaint Ourselves With The Pallazo del Piemonte:

As a first move, we slide our pocket pocket watch into our breastpocket, we won't be needing it anytime soon. Let death come as it wills. (In other words, do not pay notice to the advancing clock in the status bar.) In these first few visits to the Palace, our primary focus shall be on the basics of this imaginary world: the Map! Exits and entrances, locked doors and other puzzles, the locations of items to pick up and NPCs to chat up.
The Palace on each level is built according to an almost completely symmetrical floor plan. This arrangement will be most convenient later on, when time is of the essence. For now, we might as well draw our map and note and label the offices of our rivals for future reference.
Pairing the practical to the pleasant, our tour allows us to take in the halls, rooms, and corridors of the Palace, all described from Primo's point of view.

>\>LOOK

Your Quarters

You may have been relegated to the top of this tower, but that hasn't impeded you from imbuing your quarters with an excellence that not even a team of interior decorators flown in from Kyoto could achieve. Only someone with your finely-honed sensibilities could have taken this amount of space and kept it from seeming appallingly cramped. Though the panoramic windows to the north and west do their part in opening up the room, you still have to give most of the credit to yourself.

His attention to the smallest details of ornamentation reveals an inordinate fondness for luxury and style, this seeming to be his greatest priority in life, apart from his unquenchable thirst for power.

--> II. In Which The Gap Between Primo Varicella's Knowledge And Our Own Is Bridged, And Our Shared Understanding Is Broadened:

Having lived here for years, Primo has been involved in the palatial scheming and plotting for a long time before we made our entrance. It's essential for the player's understanding of what's going on to absorb all the information at hand to catch up with him.
Both the explicit asides in and the implicit hints at palatial power-dynamics between the lines of the room descriptions have already given us a view of the treacherous web of ambitons we'll need to navigate. A good way to get more insight is Primo's own record of his rivals and potential allies. (He has a nifty gizmo...)

This leads us straight to the next step: seeking out the other palace residents. Each and every one of them has their own flavour of wretchedness. Be it raw lust for power coupled with the guileful cunning needed to reach and hold a position in the Palace, the powerless misery of being a mere plaything in the machinations of the Court, or the distanced watchfulness of one awaiting the developments before choosing sides, all the players on this stage are deeply disturbing.
For at least one of them, the ordeals that life amidst these scheming villains have pushed her firmly beyond the reach of reason:

>\>ASK CHARLOTTE ABOUT ME
"i see a little varicella of a man," Princess Charlotte replies. "scaramouche! scaramouche! will you do the grim fandango? i think you will!"


Primo, with all his cynical scheming, is not by far the worst of the lot.

Gaining access to the personal quarters of the other palace inhabitants confronts us with the first few obstacles. Easy and straightforward as they may be, they provide the necessary first steps toward the cogs and wheels we'll need to set in motion. Careful navigation of the conversations and attentive investigation of their rooms will reveal secrets and weaknesses to be exploited later on. The items available in the private rooms point us toward potential ways to eliminate our rivals.

--> III. In Which Fragments of the Scheme are Discovered and Executed:

The accessible rooms and halls of the Palazzo di Piemonte fully investigated, the other denizens interrogated in as far as they would let us, important-seeming items in our inventory, the mind reeling with possible scenarios... It's time to finally act upon the hunches and what-ifs that were triggered by our exploration.

Each of Primo's rivals has their own puzzle-chain, their own sequence of steps toward their elimination. Because life in the Palace moves along at its own pace, and our adversaries are busily deploying their own sets of perfidious tactics, many of our actions are time-dependent.
A number of obstacles require intimate knowledge about the other residents gained in previous conversations to goad them in our desired direction. Other hurdles are of a more physical or technical nature, where we manipulate nature instead of people.
The main objective here is to find the way to take out each of Primo's rivals separately, without worrying yet about the others during one particular tour.

--> IV. In Which I Piece together Primo's Plan:

Alas! I failed at this final task. I had figured out the movements and weaknesses of Primo's rivals, and for each of them I found a way to exploit this knowledge against them. The distinct sequences for eliminating each of the other power-hungry wolves were clear to me, without even once peeking behind the curtains.

++++
Speaking of peeking behind curtains, we're treated to a nice reference to the Bard if we do precisely that:

>LOOK BEHIND TAPESTRY
The tapestry is flush against the wall, with nothing behind it but cool marble. You were expecting Polonius?
---Adam Cadre, Varicella---
--------------------------------------------------/
QUEEN
"What wilt thou do? Thou wilt not murder me?
Help, ho!"
POLONIUS (behind the arras)
"What ho! Help!"
HAMLET
"How now, a rat? Dead for a ducat, dead."
----He kills Polonius by thrusting a rapier
through the arras.----
---William Shakespeare, Hamlet---
--------------------------------------------------/
++++

Despite repeated attempts, I never succeeded at ordering the moves in these discrete seqences into an effective interlocking whole. After getting rid of the majority of opponents, there always remained at least one foe that I had not dealt with soon enough.
It's not enough to execute the separate sub-schemes one after the other, no matter in which order. Primo needs to think many moves ahead and slide the distinct plans together to have a chance of defeating the large-scale puzzle. Acquiring items and solving preparatory puzzles for a later adversary must be taken care of while still dealing with the present opponent, so that the whole of the masterplan is as time-efficient as possible.
When I felt utterly defeated and finally looked at a step-by-step walkthrough, the ultimate all-encompassing sequence of moves presented itself as a magnificent complex web, dealing with every circumstance and threat in an interwoven simultaneous master scheme.

Following the walkthrough and seeing events unroll showed me a vision of an inescapable, interlocking, overarching solution which has an almost mathematical beauty.

--> V. In Which Primo Varicella Prevails:

At the end of this horrible tale, Primo stand atop a heap of corpses, rewarded with the Regence of Piedmont. With the child Prince Charles under his protection and authority, his dream of power is fulfilled.

>"Yet it cannot be called talent to slay fellow-citizens, to deceive friends,
to be without faith, without mercy, without religion; such methods may
gain empire, but not glory. Still, if the courage of Primo Varicella in
entering into and extricating himself from dangers be considered,
together with his greatness of mind in enduring and overcoming
hardships, it cannot be seen why he should be esteemed less than the
most notable captain.

--Nicoló Macchiavelli, Il Principe; Chapter VIII: Of Those Who By Their Crimes Come To Be Princes.-- ("Agathocles" changed to "Primo Varicella)

The short epilogue concludes the story of Regent Primo Varicella in a fitting manner. It left me staring unseeing into the distance, pondering the fate of my luxury-loving, power-lusting companion whom I, contrary to my wishes, had grown somewhat fond of.


Varicella is among the very best IF has to offer. Magnificent.

You can log in to rate this review, mute this user, or add a comment.

Tookie's Song, by Jessica Knoch
1 of 1 people found the following review helpful:
Cats & Dogs, January 16, 2024
by Rovarsson (Belgium)

Alien Cat Beings from Extra-Terrestrial Outer Space have dognapped your dearest Tookie! And they have a remarkable propensity for subjecting dog-rescuing humans (point in case: you) to riddles, math problems, and other tests of wit.

Tookie's Song starts off with a brilliant first puzzle. (Spoiler - click to show)A simple and elegant bit of misdirection. Most of the other puzzles are more standard adventure fare, several having alternate solutions, and some requiring a bit of thinking around the corner. An algebra calculation can be solved independently by the player, but in-game resources are available to make the calculation for you. There's a riddle, but its solution is so obviously clued that those who don't know it can easily deduce the answer so it doesn't lead to an annoying out-of-game web-search.

A mostly symmetrical hub-and-spokes map offers four areas of puzzle solving. They're not completely self-contained, so if an obstacle stumps you, just explore a bit more and the answer will be obvious when you find the requisite item. The descriptions of the rooms are short but evocative, appealing to different senses.
The seasonal theme of the spokes seems to be completely arbitrary, but it lends atmosphere and a bit more depth to the different puzzle-areas.
The implementation is on the shallow side, but everything important is well-described. Trying to manipulate irrelevant objects quickly sets the player straight with a funny slap on the wrist.

The cat-aliens you meet have distinct personalities. Especially Gus the Bartending Cat is a pleasure to chat with for a while. And when you have to bend your personal ethics a bit to get past an NPC, it helps if he’s clearly described as a smug bastard (in this instance: Eddie).

The writing is snappy, funny, upbeat. I often got a smile out of some entertaining turn of phrase or an amusing remark by one of the cats.

A fun bit of entertainment, good for an hour or so of lighthearted puzzle-solving. I liked it.

You can log in to rate this review, mute this user, or add a comment.

The Adventures of Maddog Williams in the Dungeons of Duridian, by Darren Albertson
2 of 2 people found the following review helpful:
Antiquarian saves world., January 15, 2024
by Rovarsson (Belgium)

Decades ago, the benevolent and righteous King Serak was corrupted by the foul influences of the Demon Lord Malthazar. Knights and Mages from across the land united to form the White Army. Led by the brave Lord Thaylor, they defeated the dark forces in a great battle. The once-good King Serak was incarcerated in a magical prison beyond space and time.

Recently, the Evil of Serak is rising once again. Escaped from his magical bounds, he has taken the now elderly Lord Thaylor and his daughter Leoria in captivity and threatens to overtake the fair lands of Malinor. This time, the grave task of saving the world falls upon Maddog Williams. An antiquarian. Alone. (Perhaps the knights and mages were on a tea-break?)

The Adventures of Maddog Williams in the Dungeons of Duridian is a curiously malformed chimera of a game, with elements of various styles of gameplay illfittingly wrought together. Nonetheless, it manages to rise above the awkward joining of its components to form an altogether enjoyable piece of IF.

At heart, Maddog is a traditional parser-based graphical fantasy adventure. In a pseudo-medieval setting with castles and dragons and magic, the player needs to guide the protagonist through a series of puzzles and obstacles to defeat Evil and save the land.
For the most part, the puzzles are straightforward and well clued, unlocking doors and secret passages with a variety of key-objects, figuring out when to use the magical properties of an item. It's a bit dissapointing that although Maddog Williams is introduced in the prologue as an antiquarian and a tinkerer (the opening scene shows his alarm clock to be a watersprinkling Rube Goldberg contraption), neither of these specialities play much of a role in the problems he faces during his quest.
The parser is of in-between quality, adequate and up to the task. It does allow for complex multi-word commands, but in practice it gets easily confused by anything more complicated than LOOK UNDER. Unless there is a clear goal for a complex command, it's best to stick with simple two-word instructions. LOOK and LOOK [object] need to be typed in full since L and X are not provided. INVENTORY, some other game functions and all meta-commands are handled through the F-keys, which took some serious getting used to.

The fantasy setting and Maddog's actions within it are conveyed in a gently mocking tongue-in-cheek tone, poking fun at the tropes of the genre without slipping into outright parody.
The locations are rendered in simple but pretty pixelated graphics, and the pictures are supported with lush descriptions in the text descriptions.
The writing as a whole seems to strive for a mixture of funny entertainment and heroic gravity. Its success at this is uneven, often it comes across as overwrought, but even then it's a joy to see the effort that went into the elaborate cutscenes and conversations.
Many futile actions and failed attempts are accounted for and met with a funny custom response, rewarding the player's playfulness at poking around the surroundings.
According to the Merlin-lookalike who welcomes you to the game, the player takes the role of Maddog's counsel and advisor. In this setup, "You" should refer to the player directly. Throughout the game however, the narrator is often inconsistent about this, sometimes using "You" in the plural for the duo of Maddog and the player-as-advisor, sometimes reverting to the usual 2nd tense adventure narration where player and PC are conflated into one agent, sometimes narrating events from Maddog's 1st person viewpoint, sometimes having Maddog speak to the player/advisor directly. Rather than being confusing or annoying, this adds to the loose and casual atmosphere of the game.
The overall pacing of Maddog's quest towards the inevitable castle dungeons at the end is pleasantly varied. Obstacle-heavy areas where the tension runs high alternate with more relaxed village-exploration with the obligatory visit to the local pub.


Exploration of the world of The Adventures of Maddog Williams in the Dungeons of Duridian is done by (here comes the first awkward hybrid-element...) walking around with the arrow keys. Typing N/E/S/W is not understood by the parser, the entire world must be traversed by wandering from location to location at a leisurely pace. Contrary to parser-players' expectations that everything in sight should be immediately accesible for taking or manipulating, it's necessary to stroll around inside the rooms too, otherwise PULL LEVER will be met with a dry "I'm not close enough."
This unfamiliar way of moving around was actually very cool. Not only does it give a very tactile connection to the game world, it also opens up a nice tactic to respond to tense real-time threats: you can pre-load a command into the parser and fire it by pressing the enter-key at the appropriate time.
Of course this means some exploratory self-sacrifice beforehand to identify said real-time threats. As a rule, Maddog in its entirety is not averse to unavoidable PC deaths. Sacrificing our curious antiquarian's life is on several occasions necessary to gain indispensable information toward puzzle-solutions later in the game.

On top of the keyboard-movement, Maddog's Adventures are further "actionised" by awkwardly grafting multiple gameplay elements from other gaming genres onto the main adventure trunk.
-On a regular basis, Maddog comes upon an enemy who must by defeated in a fight. This requires the player to press the F1 key to enter combat-mode, whereupon our protagonist and his foe square off toe-to-toe in a 2D fencing match which amounts to stepping back-and-forth along a line, taking turns bashing each other's head in until someone's life points are drained. (Play in EASY-mode and you'll be fine.)
-At a crucial point in Maddog's quest, he'll call the help of a friendly Dragon to cross the mountains to the Evil Castle. On the way there, they must engage in some 2D arcade-style dragon dogfighting, blasting unpredictably appearing hostile dragons out of the air. Lightning reflexes, furious button-mashing, and a good amount of swearing are prerequisites to complete this stage, especially for the player accustomed to the tranquil tempo of parser turns.
-Once inside the dungeons, it must have seemed like a good idea to mix things up a bit by incorporating a platfroming room as an obstacle. Jumping (SHIFT-key) from pillar to pillar (in something resembling 3D this time) with, ahem, less-than-accurate movement control is, ahem, challenging...

Although the jumping and fencing and shooting are clumsy and frustrating, I found these things ultimately charming. They never take too long, and mashing my way through these sequences felt a bit like a throwback to the NES-console days of yore.

I've used the words "clumsy" and "awkward", and I stand by my assessment of The Adventures of Maddog Williams in the Dungeons of Duridian as a somewhat illfitting and malformed chimera. Nevertheless, I immensely enjoyed the hours I spent playing the game. Highly recommended for those who wouldn't mind a bit of a disruption of their normal parser-gameplay expectations.

You can log in to rate this review, mute this user, or add a comment.

16 Ways to Kill a Vampire at McDonalds, by Abigail Corfman
3 of 3 people found the following review helpful:
Curly fries on fangs., January 6, 2024
by Rovarsson (Belgium)

Seriously?

Your first night off in like, forever, one of the few times you have enough change in your pockets to treat yourself to some comfort grease-food, perhaps washing down this fight with Luke, taking time to chat a bit with the nice waitress, and there's one of those bloodsucking hypermosquitoes at McDonalds?

Can't a girl get some well-deserved rest for once?

Halfway through the hour or so I played 16 Ways to Kill a Vampire at McDonalds, an old math joke I heard once resurfaced:

>If an engineer wakes up because the trashcan in her hotel room is burning, she'll get the fire extinguisher and put out the fire, then call the fire brigade.
If it's a chemist, he'll cover the thrashcan with a tight lid, trusting the lack of oxygen will take care of the flames.
A mathematician will scan the room and go back to sleep once she sees the sink, assured that a solution exists.

I felt like the mathematician after a while in 16 Ways. I had successfully killed the vampire in 4 ways ((Spoiler - click to show)UV-light, Plunger Stake, Machine Gun Scripture, Holy Squirt Gun). While I was searching my surroundings and setting up preparations for these four (and a bunch of less prepared other attempts which resulted in death...), I saw many glimpses and clues for a bunch of others ((Spoiler - click to show)I think these would work: Call the Cavalry x 2, Garlic Fries Poison Bait, Holy Bucket Door Gag, Frame the Vampire, Close-up Cross Necklace). After going through the game about a dozen times, I put it aside, content with my four confirmed kills and satisfied that solutions existed for the rest.

After going around a few times, starting anew to get each kill-method set up just right began to get tedious. Exacerbating the situation was the feeling that I was being punished for being playful. I feel this game sorely lack an UNDO-button. A bunch of times I chose an obviously *wrong* option, just to see what would happen. While the resulting death/failure scenes were nice, their entertainment value didn't balance out the chore of restarting, even with the option to skip the intro.

About that: I feel the intro is by far the best part of the game. The narrator's voice, part internal monologue, part half-annoyed explanatory grumbling at the player, is funny and hints at a complex character. Add to this the glimpses of background worldbuilding and the fragments about the PC's relationship with her friends/colleagues and her mother, and the short intro proves to be an impressive and effective piece of writing. It does a lot of heavy lifting, placing just the right images and associations in the player's mind to create the impression of a full, real world and a rounded PC personality.

Fun game, good writing, nice for a quick dip, great for completionists.

You can log in to rate this review, mute this user, or add a comment.

Cannery Vale, by Hanon Ondricek (as Keanhid Connor)
2 of 2 people found the following review helpful:
The Ferris Wheel goes Round and Round..., January 5, 2024
by Rovarsson (Belgium)


=====================

A XYZZY award for Best Setting and several nominations in other categories for an author otherwise unheard of? Intriguing, but in no way unique. Still, worth a bit of sleuthing...
Keanhid Connor... It does have a familiar ring to it, no? Juggling the letters around gives us, among a list of other rather amusing possibilities, none other than Hanon Ondricek! A quick click of the author's name in the end credits confirms this by unscrambling the letters.


1) Structure and relations:

Cannery Vale is an interactive experience consisting of multiple layers of reality. While I was sitting in front of my computer screen actively playing, I was deeply engaged with the twisting and turning story, clicking links and options to see what would be the result.
Most of my time away from the game however was spent thinking about how this thing actually fit together. I found myself analyzing the ins and outs, the different levels of agency, the way the influences of the various real and imaginary characters intersected and clicked into each other. Allow me a moment to try and untangle my thoughts.

-Our clever sleuthing has uncovered that Hanon Ondricek wrote Cannery Vale under the pseudonym of Keanhid Connor. A first obvious, albeit mostly inconsequential, layer of fictionalisation and obfuscation.
-Keanhid Connor (let us assume the reality of this personage, if only for entertainment value) has written the game software. It defines the outer limits of the work. All the different story elements and how they affect each other, the characters, the plot-twists, the overarching structure. The entire collection of potential events lies in wait in this piece of software.
-Inside the IF-piece, we come upon a layer of "Real": A writer (let's call him Inkhorn O.D. Cane) has secluded himself from all distractions in a hotel room. This, he hopes, will help him in finally finishing his novel. This fictional writer introduces characters and landmarks, writes and deletes events, activates possibilities and enforces boundaries for the protagonist to act upon. In general, Inkhorn O.D. Cane tweaks the setting in the hopes of finding a breakthrough to bring his novel to a satisfactory ending.
-Underneath this, we encounter a layer of "Fictional": The novel's main character (One Nick Hardon, if you will) is set loose in the setting created during the most recent writing session, free to poke and flail around. He is not under the conscious control of the writer, who experiences these sequences only through dreams while napping. Often One Nick Hardon escapes or derails the forward progression of the plot to get lost in pointless activities or hurl himself into unforeseen deathtraps. These pointless exploratory shenanigans and dead-ends are necessary feedback for the writer to get a grasp of behaviour and mutual influence of setting and protagonist.
-Finally, of course, we come full circle back to our out-of-game reality: The player (S. Von Rasor, in this instance) sits in front of his computer screen and interacts with the IF-piece. He engages with the game at multiple levels:
a) During the writing stage, he steers Inkhorn O.D. Cane in creating the setting, opening and closing options and pathways to take advantage of inside the world of the novel.
b) During the novel stage, he inhabits One Nick Hardon while exploring the most recent iteration of the setting in detail, looking for ways to get further in the narrative. Much like the protagonist himself, the player is flying blind here, especially for the first half of the game.

Ultimately, the player is looking for a Win-condition.
S. Von Rasor does this by taking control of both the writer's conscious decisions about setting and plot and the subconscious investigation of the consequences of the writer's choices as the protagonist in the dream-sequences. The fact that the two sets of circumstances do not easily flow into one another is exemplified in Inkhorn O.D. Cane's frequent complaints about One Nick Hardon's taking the narrative into his own hands (and dying for the twelfth time...)

2) Gameplay:

When disregarding the story content and looking at the form of the game, Cannery Vale very much resembles an elaborate puzzlebox where actions on one end have causally related consequences on the other end, sometimes predictable, sometimes unexpected. In fact, I was often reminded of games like Chasm, Archipelago, or Myst. Pulling a lever, pressing a button, entering a combination makes something happen in a distant location, and it's necessary to investigate the game-world to find out exactly what has changed.
Here, the writing stage consists of flipping switches, quite randomly at first, to make things happen in the novel-world. Investigating these changes requires slipping into the novel's protagonist and descending into Inkhorn O.D. Cane's imagination through his dreams.
Interestingly, and in keeping with the writing process, One Nick Hardon's actions in the novel feed back into the conscious mind of the writer, resulting in more switches to flip to tweak the setting in subsequent iterations of the loop.

This last observation is related to another characteristic of the game. It has a similarity to that genre of games where the player controls doppelgänger PCs, or parallel-universe twins, where the actions of one in their domain/time help the other progress. On various levels of reality in Cannery Vale, characters have the power to cooperate with (or work against) eachother/themselves.
-Above, I have described the mutual feedback loop between Inkhorn O.D. Cane and One Nick Hardon, wherein writer and protagonist work together towards further understanding and exploration of the novel's narrative. From another viewpoint one could say that the writer does a bunch of preparation and then trusts his subconscious to bring the story to life and feel out the details, meaning that the writer is cooperating with himself.
-One Nick Hardon works together with other iterations of himself. Some objects or pathways are only accessible with certain narrative passages turned on or off, while later in the story those same passages need to be the other way around. Therefore, the protagonist must explore the world in one loop to acquire a cetain objective, which then is remembered and passed on to his next incarnation in the following loop, even though the passage which made that objective possible has now been closed off.
-S. Von Rasor, too, is cooperating with himself. Through the actions of both incarnations he controls in both layers of the game-reality, and the repetition with variations throughout the writing loop, he aligns Inkhorn O.D. Cane's and One Nick Hardon's choices with his goal: getting further in the game, seeing more of the story, approacing closer and closer to the Win-condition.
-(And let's not forget to tip our hat to Keanhid Connor, who made this all possible with his creation of the universe.)

3) Game/Story:

Despite my abstract comparison to mechanical puzzleboxes, Cannery Vale offers a deeply meaningful narrative experience once you drop down into its world and become involved in the story.

An unnamed man suffering from adventure-induced amnesia (a fact humorously lampshaded by the writer), regains consciousness on a deserted beach. His search for himself leads him to the end of the road, the top of the island. On his way, he must overcome obstacles, convince others to help him, escape dangers. Pretty archetypal, right? Maybe even a bit (IF-)cliché?

Well that's the point. Here lies the brilliance of the layers, the writer/novel framework. The player engages with both the writer-persona and the novel-protagonist to shape this archetypal narrative template into an interesting story full of discrete, personal events.

Once the form of this story starts to come forward, within the boundaries set by Keanhid Connor, it's an exciting, surprising, sometimes scary mystery. Threatening atmosphere lightened by funny and romantic moments, detailed conversations with believable characters, a bunch of rather explicit sex-stuff, a naturally flowing progression of events to their inevitable conclusion.

Inevitable conclusion?

I have to admit, I don't know. It felt like it when I finished, an organic whole with a natural flow.
As I only played through once, though, there are certainly many secrets and pathways I did not see, corners and roads I did not fully explore. That probably means there are many more endings, and certainly more ways to reach an ending, than I experienced.

The ending I did experience was fulfilling, sad, enlightening, thought-provoking. Much like the feedback-centered mechanics of the game, the story twisted back onto itself, spitting me out where I started. Not in any way does this take away from the insight I gained along the way though.

I felt emotionally drained and refilled, newly aware of the circle of losing and loving, having and giving.

Very strong.

You can log in to rate this review, mute this user, or add a comment.

Cactus Blue Motel, by Astrid Dalmady
2 of 2 people found the following review helpful:
Roadtrip Pause, January 2, 2024
by Rovarsson (Belgium)

Exhausted after a long drive through the desert, you and your girlfriends pull up to a dilapidated motel. A good night's sleep will get you ready for the next day of driving and visiting the sights.

But then the neon cactus flower blooms, and the Cactus Blue Motel proves to be very enticing. Maybe you'll prolong your stay. Just for a day or two...

The visual presentation of this game is spot-on. Clean white-on-black text with a clear layout, and the links presented in a neon-blue, like the billboard out front. It keeps the player aware of the closed-off location that is the motel, with nothing but dark desert surrounding it.

When the plot took a turn into supernatural thriller territory, I was unimpressed at first. I liked it, sure, but it was a bit too reminiscent of Stephen KIng's The Shining to get me deeply involved. Creepy motel with a mind of its own doesn't want the characters to leave. Check. Age-old guests and employees assure you that the motel is the best place to be. Check. Mirages of inviting amenities luring the guests to while away their time for just a bit longer. Check.

The tour of the rooms where you meet the other motel-guests was very promising, with a few memorable characters and scenes. The conversations did get a bit repetitive over time, and I found it hard to distinguish between personalities when their answers to questions about themselves and the motel were so much alike.

The unlocking of a previously inaccesible room provides some much-needed forward tempo, when a talking Jackalope (yes, a talking Jackalope,) asks your help with his investigations into the nature of the motel. It turns out he's sending you on a series of undisguised fetch-quests. I like fetch-quests, but when solving them amounts to a sequence of overclued clicks, my sense of urgency and agency is quite diminished.

Fortunately, Cactus Blue Motel is saved by its heartfelt and (for me) relatable finale. Wrestling free of the Peter Pan fase, refusing to keep clinging to childhood certainties, facing the adult world with all its complexities, dangers, and scary opportunities can be a painful process. The metaphor of steeling your will to escape from the soothing motel (or refusing to, and staying behind...) landed true with me. It helped me remember the 20yo kid I once was, and helped me assure him that it turned out not so bad after all.

You can log in to rate this review, mute this user, or add a comment.


Previous | 11–20 of 291 | Next | Show All