(based on the IFComp 2024 version)
Stuffed peppers! Garlic broccoli! Balsamic roasted veggies!
The main objective of this game felt like a nice hot plate of comfort food to me. Cooking. Fussing over recipe-books, matching entrée to main course to side dish. Going to the market on a tight budget and somehow finding everything I need for that one course I had in mind but wasn’t sure I’d be able to buy all the ingredients for.
The frame-story and the mildly fantastic setting add lots of flavour and variety, with good-natured acquantances to make, fragments of the setting’s history to discover, spontaneous acts of good will to help villagers in need to fill out the world and your protagonist’s place in it.
I found that Eikas kept a good balance between allowing the player time to explore the village and the valley, and dropping enough reminders to add a little pressure to shop for groceries, plan your menu with care, and prepare the Great Hall for the evening of the feast.
My main naggle is that I couldn’t switch or add ingredients to the predetermined recipes. Adding a handfull of lemon basil to a deluxe kedgeree will bring out a freshness and aromatic quality that parsley alone would not, for example…
Very fun exploration/resource-management hybrid.
(based on the IFComp 2024 version)
You’re in your grandfather’s library, looking to bring his studies into the arcane to an end, and carry out the implied task that reveals itself through the research.
When entering the library, I had expected it to be the starting point of an oldschool quest to the Illuvian Empire. It soon became clear that, aside from a few short magic-teleportations, the bulk of the game is the library.
Instead of grand halls, twisty little passages and ever-winding corridors to navigate, you must make your way through the shelves and heaps and stacks of books and tomes. Instead of using a compass-rose to traverse a map, you must sift through layers of implementation during your search for the necessary bits of information and, to prepare you for what may come, for sources of magic to enhance your powers and protection.
This design makes Forbidden Lore a bit of a textual hidden-object game. Most libraries in IF-games have a few books mentioned by title, signalling that those are the important ones. Here, the books named in the first layer of description, upon X BOOKS, comprise but a small fragment of the total of books you need. You’ll need to examine separate sections of shelves, individual thematic categories in the bookcases, parts of parts of parts of the library.
There’s at least one game-critical non-book object in the room that is hidden in a similar manner. I only stumbled across it buried in an object-description while fastidiously examining all the nouns. ((Spoiler - click to show)The armchair is standing on a rug.)
Now, I enjoyed this. Digging through layers of description and finding new books to read, and then trying to infer what to do with the information I learned was fun for me. However, I would have liked it if the nouns were a bit more distinguishable: in place of expecting the player to X BOOKS ON DESK, it would have been easier to find the right command if, instead of another pile of books, there had been only rolls of parchment on the desk, enabling X ROLLS.
The few trips outside the library are welcome intermezzos, they open up the space of the game and cut through the catacomb-like feel of that single book-filled room. The final such outside trip leads to the endgame, and it was there that I felt let down.
The player’s expected to enter a bunch of commands that were not foreshadowed enough or introduced in some sort of training-wheel circumstances. After checking the walkthrough, I did think : “Oh, yes, that was mentioned in one of those tomes I ploughed through in the beginning.” The amount of references and information in the books makes it difficult for that one particular piece of knowledge to stick though, especially without a chance to practice beforehand.
I also noticed more disambiguation failures (“Did you mean the (Spoiler - click to show)shrine or the (Spoiler - click to show)druidic shrine?”) in the endgame, which makes me suspect this game was finished while Mr D.E. Adline was looking over the author’s shoulder.
I really liked the detailed library search, the hints and glimpses of ancient history, exotic cultures, powerful spells in the myriad of tomes. Player-friendliness could be improved by clearing up unintuitive commands and more obviously distinguishable nouns.
Good game.
(review based on the IFComp 2024 version)
A murder-investigation within the confines of a polar research station. Which provides one of the most convincing in-game reasons as to why the investigator is just a regular guy I’ve read so far. The complete opposite of the strained Miss Marple situation.
Searching the crime scene (or the rest of the station) for physical evidence is but a minor aspect of the investigation, and when it does happen it seems more triggered by the game-state than by the player’s systematic exploration. The most important tool in your investigation by far is the questioning of your cohabitants in the research center.
Despite being centered on interrogation and conversation, Winter-Over did not succeed in convincing me of the “reality” of the characters. I kept having the image that they were actors dutifully reciting their scripted lines, but without passion for or connection to the part or to the other characters.
Finding out when to go where to find a specific person to talk to or ask help from requires a lot of walking around the station, in the hope of bumping into someone you haven’t met yet. Each such meeting is added to your (very handy!) notebook so you gradually compile a schedule for each NPC. I found this tedious at times, and I kept wishing one of the crew would have stuck a note on the fridge with a complete roster for me to find.
The notebook is a great feature, serving not only to compile a table of when to find who where, but also as a checklist of characters and their alibis and statements. It provides a simple way to compare their words against other clues you’ve already gathered, and it helps to keep track of your immediate subgoals.
Tempo picks up as events are triggered in the station out of the player’s control, heightening the tension. It’s through these events that the claustrophobic and anxiety-inducing feeling of being locked in a small container with a killer on the loose is really emphasised.
The mental state/condition the game takes its name from, the “winter-over”, is similar to cabin fever, or perhaps “winter-over” is the specific term for exactly this condition as experienced on an isolated polar station. In the game, it’s a possible explanation for the killer’s violent behaviour. It’s also set up as a narrative device for casting doubts on the sanity of the player character, raising suspicions in the player’s mind that the PC may be a wholly unreliable narrator. This didn’t work too well for me; apart from some descriptions where the protagonist explicitly questions his (I pictured the PC as male) own mind, I found no reason to distrust the protagonist’s account of events.
I enjoyed working through the mystery, but my experience was more that of a distanced observer than a fully engaged participant.
(review based on the IFComp 2024 version)
Your local publican Jack is desperate. The beer tastes awful, but there’s no sign of contamination or pipe problems. And the bar-ladies say they’ve noticed other strange things also. Up to you to get to the bottom of this foul beer situation.
Viv Dunstan’s previous games Border Reivers and Napier’s Cache (which I both loved) had a strong historical angle. Bad Beer gently softens this influence, it plays more with a sense of awareness of past times. The setting, a centuries-old English pub, reminded me of the feeling I get in castle ruins or old churches, or other places with a lot of historical background. It seems as if time itself is thin, echoing with past events. Very effective mood-building.
There is one central problem to be solved (calling it a puzzle would not be accurate). More than as a challenge to the player, it serves as a nudge for the reader to engage with the focal point of the game (as I experienced it) that with past, present and future so intimately connected, little confluences of events can lead to large and unfortunate consequences, and reverberate through time.
Bad Beer is a small, touching story that had me musing on time and ripples for a good while.
(review based on the IFComp 2024 version)
Disorienting.
Discomforting.
Strange…
198BREW drops the player in a nearly incomprehensible setting. Just familiar enough to wander around and explore. Hints of backstory, glimpses of history, fragments of memories,… paint an icy, fractured picture of a World, a Church, a Queen, and of some of the unfortunate people inhabiting the City.
The writing is splendid. Descriptions feel alien while still evoking detailed-yet-disturbed images, the sequence of events and actions draws the player along with urgency, without ever gaining clear motive. There’s an interesting juxtaposition of the large-scale prologue with the practicality of the apparent game-objective in the opening scene, especially since that down-to-earth practical objective is twisted and spun and distorted during the game that follows.
I loved this, but precisely because I can see the potential, I also grew frustrated. While the descriptions are very impressive on the surface, it takes but a minor scratching to see that the implementation is sorely lacking in depth. Many nouns are not recognised. characters who seem interesting turn out to be cardboard figures with only one conversation-trigger, commands that flow naturally from the setting are dismissed by a default rejection-response, plausible alternate courses of action () are not accounted for,…
This game excels as a mood-piece, it has provided images that I will probably see in my dreams, it suffused me with an undefinable feeling of strangeness. However, to become the truly masterful IF-piece it carries the kernel of, more polishing and shaving is needed.
Murder most foul! Archie Elliot has been slain, his throat cut in the night. The Warden, the highest authority of law in these parts is called to snuff out the guilty party and apprehend the murderer. He asks you, his clerk and youngest son to do the sniffing.
Members of all the clans involved are gathered in the great hall of the castle. You must ask the right questions to the right people to find out who did the deed and tell your father about it.
During the interrogation section of the game, you can ask each person about several keywords, notably the four clans of the region. From their responses you are able to gather clues as to who is holding something back, who might have a motive and what that motive might be.
This process quickly became a bit mechanical to me. I imagined my character to be a quite young, somewhat timid man, kept under father's thumb while my older brothers are free to build their own life. It was hard to get in charachter though, as I could not greet people, nor could I offer my condolences to the widow and daughter. I had no choice but to barge in with the limited set of questions I had. The fact that "Archie", "murder" and "body" are treated as synonyms was a disappointment, as these topics could elicit very different responses in my imagination. (The living person Archie, the circumstances of the murder and specifics about the wounds respectively.)
However, I found it more engaging as I played on and I got to see the discrepancies between different people's answers and I began to form a hypotheses. A hypotheses that was confirmed by a clue I got about halfway through the game.
After a set number of moves, you are forced to make a decision (or make a wild guess) as to who the murderer was. Depending on your answer, the loose threads are nicely taken care of in an ending of a few paragraphs. (I got a "good" ending. I didn't replay to get a "bad" one.)
I enjoyed this game as a quick diversion, but I enjoyed it even more as a springboard to dive into the history of the feuding clans along the Anglo-Scottish border in the 13th-16th century.
This game provides a good illustration of something I find immensely interesting in human culture and behaviour: the fact that among these antagonistic, often warring clans, there was still a law (Border or March Law) that they mostly respected. (Apparently, if you were raided, it was within your legal right to raid the other party within a period of a few days. But only if you made a lot of noise and were carrying a turf-torch to announce yourself as legal raiders, instead of the sneaky illegal kind...)
Border Reivers could be expanded to make the interrogations more diverse, and maybe to include a bit more clue-finding in the castle. As it is, it's a fun and interesting experience. It got me interested in its subject matter, that's for sure.
Well, this was a very short but very welcome historical experience.
Each scene puts you in a different situation as the servant of mathematician/alchemist Napier. You are his hands and eyes in this easy treasure quest.
The scenes are very well written, letting you feel the atmosphere of the castle, the cave,... The NPCs have distinct characters, adding to the immersion in the story.
All in all, more a series of historical impressions than a full-fledged game, but very enjoyable.
Great side-effect of this game: it sent me on my own treasure hunt to find out more about this John Napier, an intruiging personality in the history of mathematics.