Ratings and Reviews by Rovarsson

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Afflicted, by Doug Egan
2 of 2 people found the following review helpful:
Lend me a hand, now won't you?, October 1, 2022
by Rovarsson (Belgium)

The gruesome horrors a sanitary inspector must endure on the job may be exactly what you needed to face what awaits in "Nikolai's Bar & Grill".

The further you penetrate into this foulest of restaurants in what is already the foulest part of town, the more gag-worthy the anti-hygienic offences become. But there's something else lurking... Something older and bloodier...

Afflicted hits the ground running. Immediately the player finds even the simplest of commands (X and NOTE) garner great rewards, in the form of detailed and creative descritions of just how disgusting this restaurant really is. This was so much fun I purposely held off on triggering the second part of the game to open yet another pot of stinking stew or examining another grease stained grill.

The first part of the game is so packed full of hints that the genre-turn in the second part doesn't come as a surprise. This was a great source of anticipatory pleasure for me, as I was imagining the unholy things I would have to do in the endgame.

The player gets a lot of freedom in the endgame (and even before that, if she chooses to leave early). There are multiple endings, good or bad depending on personal taste. I chose to go for a dark-good ending.

The characters don't have much to say, but they are lovingly (ahem) described and play their role well.

Although Afflicted has a small and constrained map, there are a few surprises duriong the exploration. The surroundings are also so full of things to look at that the map feels bigger than its number of rooms.

Apart from some disambiguation issues I found the game to be very nicely implemented, having layers of foulness on top of buckets of gellified grease.

Lots of fun, very well written.

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The Ballroom, by Liza Daly
Rovarsson's Rating:

Guttersnipe: St. Hesper's Asylum for the Criminally Mischievous, by Bitter Karella
2 of 2 people found the following review helpful:
Street Urchin N° 1, September 27, 2022
by Rovarsson (Belgium)

The second game in Bitter Karella's Guttersnipe series:St. Hesper's Asylum for the Criminally Mischievous is unpolished, doesn't recognize nearly enough synonyms, requires using the verb USE (and does so inconsistently), responds with an unhelpful variation on "You can't do that" to almost every failed command and has a general rushed and unfinished feel about it.

It's also a hilarious text-adventure with one of my favourite protagonists of all time (Lil' Raggamuffin, respek 2 ya!) and some seriously good writing.

In structure, it's a puzzlechain where solving A gives you the purple penguin needed to solve B, which in turn gives you the TNT to solve C, which is how you get the oversized soup-ladle to solve... You get the point. None of it is too hard, although it is necessary to explore the surroundings with a keen eye for detail and converse with all of the, hmm, let's say slightly off-kilter inhabitants of the eponymous asylum.

The descriptions of the rooms and the characters in them convey a gloomy weird-but-not-quite-scary atmosphere that reminded me of the movie Corpse Bride.

The introduction and ending are also very well written, serving to shine a spotlight on the main character, and what a character it is!

Ragamuffin spits her boisterous and confident personality off the computer screen in everything she says. It's a joy for the player to see her rock her "ne'er-do-well and proud of it"-attitude all over the place.

Don't play it for the spit and polish. Play it for the splinters in your hands and the fact you'll be laughing them off.

Great fun!

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Past Present, by Jim Nelson
3 of 3 people found the following review helpful:
Entropy of a marriage, September 19, 2022
by Rovarsson (Belgium)

A man enters his house. His ex-house, to be more precise. One more tour through the once-familiar, now-empty rooms. Regrets come alive, memories ask for attention.
A throughway opens to a past where cracks could perhaps still be mended, before it all irrevocably broke apart.

Funny that this is called the “living room,” as it’s now so bereft.

The writing in Past Present emphasizes the lonesomeness of the rooms and contrasts it with the vividness of the memories of times past. Painful memories.
The game is written in the usual second person perspective, but it feels very close to the protagonist's thoughts and feelings. A lot of sadness and anger and self-pity comes through. Fortunately, there are also flashes of dark humour to lighten the mood...

Although Past Present has a very small map, I loved the use of space. The feeling of spatial exploration from "normal" text-adventures is replaced by an exploration of the mind and memories of the protagonist. Even with only six rooms, there is much to discover in the responses to objects and details in those rooms.

The central mechanic of the game, moving from present to past and back to make things better, suits the exploration of memories very well. The player gets to unravel the protagonist's backstory and think about what would be a better outcome.

The medium of IF is used brilliantly in this game for the exploration of memories. However, that othere staple of IF, puzzles, is hard to get balanced in a deeply psychological/emotional game like Past Present.
Most of the puzzles do try to flow with the story, but where the game shines in the free exploration of the memories, they often seem like obstacles. Because text-games are supposed to have puzzles...

While the ending is totally appropriate and keeping in tone with the rest of the story, I wish it were drawn out in a gradual revelation rather than the abrupt cut-off it is.

Treat this game gently, read every description carefully and let the words go to your heart.

This is a deeply touching piece, inviting the player to think deeper about what is, what could have been, and one's perception of what should have been.

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Uncle Mortimer's Secret, by Jim MacBrayne
Rovarsson's Rating:

Piracy 2.0, by Sean Huxter
2 of 2 people found the following review helpful:
Lots of fun despite a lack of "Arrr!", August 7, 2022
by Rovarsson (Belgium)

The shame! The humiliation!
Tasked with escorting an infamous Space Pirate captain to justice, you now find yourself locked in the brig of your own vessel. The pirate crew intercepted your ship.
Oh, how to redeem yourself?

Breaking out of this cell would be a good start...

After doing just that in a very text-adventurely way, Piracy 2.0 opens up wide, both in terms of map-directions as in terms of options of which puzzle to tackle first.
It immediately becomes clear that this is a game above all else. There is a framing story about pirates, and there are discrete puzzles to solve, but this game managed to tickle my SuperMario-nerve more than any other IF I have played. After a few tentative tries, I was not playing to defeat the pirates anymore. I wasn't even trying to solve puzzles for their own sake anymore. All that mattered was finding a succesful sequence of steps to navigate all these obstacles in a row for a victorious runthrough.

Pirate mooks jump up at random and shoot at you. If you get hit (randomly decided I think) you get wounded. You can get wounded a limited number of times (10, I think) and then you die.
Fortunately, if you jump against the right blocks in the ceiling, a heart pops out that heals you... Kidding, but there are objects to restore health in the game.

Exploring and mapping the spaceship takes time and restarts. So does experimenting and understanding what all the consoles and machines are for.
When you have done this preparatory work, it's up to your brain to link up smaller plans into a big-picture attempt at victory.

Crucial in this will be a console where you can give commands directly to the ship. Options include flooding the cargo bays or beaming up Yoshi with the transporter beam...

Once you confirm one of these options, a countdown starts. From then on, you have only so many turns to make your final and decisive moves.
If you have done your preparation right, maybe you will return to your superior officers and your family as an honoured hero. Of course, if you botched it you will float namelessly into the depths of space.

I have replayed this game more times than I have any other piece of IF, precisely because it hits the same buttons as a hard level in Mario Bros. The downside is that I couldn't care less about the backstory or the subtlety of writing. I was playing the system, not the surface-story. The first few times you start up Mario, you might notice the pretty green pyramids in the background. After a few failed runthroughs, you don't notice such superficialities any more.

Surprisingly addictive gameplay for an IF piece.

Oh, I missed swinging on ropes with a knife between my teeth and a good round of swashbuckling under the Jolly Roger. I thought those were mandatory in a game with pirates.

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Things that Happened in Houghtonbridge, by Dee Cooke
3 of 3 people found the following review helpful:
You were supposed to be studying for your finals..., July 25, 2022
by Rovarsson (Belgium)

...but apparently your aunt Beverly has gone missing. (She was always a bit weird that way...)
And your sister Emily has been in a foul mood the last few days too. (Even more than usual.)

With these small crumbs of information, Things that Happened in Houghtonbridge starts off as a mystery investigation. During the first few parts, more and more bits of information are revealed, drawing the player deeper and deeper into the suspense. There are hints of family relations grown crooked and darker events in the family's history.

These small but gradually accumulating clues led me to believe the game was about finding and revealing a foul skeleton in the family closet. My expectations were pointing me toward an unsettling but altogether realistic mystery-drama.
However, the way the story was heightening the tension, together with the overall mood of the writing, began to make me suspect that I was in for a twist to another much more cliché genre in Interactive Fiction: the malevolent-entity-trying-to-break-through horror subgenre. Indeed, when I found and read some missing papers, this is what I wrote in my notes: "Yep, there's a monstrous entity involved."

After some adjustments to my perspective as player, settling into the new context, I found that the game more than redeemed itself for what I had perceived as somewhat of a letdown.
The family-drama angle is never completely abandoned, it becomes accompanied by another intertwined supernatural plotline.

Working up to the climax of the game, there is a sequence set in a farmer's field that lifts up the entire game and decisively shows this is not a DIY-L.Craft out of the same old mould. More in line with the scarier bits of Alice in Wonderland, this sequence is desorienting, mesmerizing, and filled with strange out-of-place landmarks and personages.

It is also here that the previously rather calm tempo of the story picks up and leads into a breathless finale.

The writing in Things that Happened in Houghtonbridge is very strong, from the shorter, dry and to-the-point descriptions of the early game to the long fastpaced paragraphs that make up the endgame.

It is therefore all the more grating to see the mechanical object-, exit-, and character-listing clash with the descriptive text.
Sometimes it thoroughly breaks the mood, when the description of the antagonist's location is preceded by "You can also see ..." and "From here, you can go to the west."
In at least one location, the automatic listing spoils a surprise by mentioning an exit that the protagonist (or the player, for that matter) should not know about.

I found the characters to be a bit of a mixed batch.
The protagonist's parents are so underimplemented as to come across almost pathologically cold and distanced given the circumstances. When their daughter enters the living room after being out searching for the mother's sister, they don't even acknowledge her arrival, instead keeping their noses buried in their books until you talk to them.
The PC Olivia, her sister Emily, and her best friend Brianna on the other hand are much more accomplished characters, with their own thoughts, habits and passions.
Lastly, even though we only know her through her diary and through other character's remarks about her for most of the game, aunt Beverly shines most of all. Precisely because of the gaps in my image of her she was the most evocative and engaging.

While I generally liked the setup of the puzzles (standard adventure fare, entertaining but not original), I found that the game often robbed me of the satisfaction of actually solving them on my own.
Because of the menu-based conversation system, any clues that might come up in exploration or other conversations are rendered moot. The option to ask the right character about the relevant topic just shows up in the talk-to menu anyway.
Similarly, when you encounter a puzzle which requires a code or a number, it's enough that the protagonist has seen the clue. The game then remembers it and uses it automatically when needed. This means that the player is not required to do any brainwork or remembering.

The writing of Things that Happened in Houghtonbridge can be engrossing, so much so that one might ignore the graphics above the text. I must urge every player to look up there frequently. The subtly changing pictures add a lot to the atmospheric experience of the game.

Great story, thrilling build-up of tension and an exquisite dreamlike sequence in the field.
Uneven characters, unbalanced puzzles.

I enjoyed playing Things that Happened in Houghtonbridge a lot.

(This review is for the ParserComp version.)

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Aisle, by Sam Barlow
Rovarsson's Rating:

Sunday Afternoon, by Christopher Huang (as Virgil Hilts)
1 of 1 people found the following review helpful:
Escape from death-by-boredom, June 27, 2022
by Rovarsson (Belgium)

Your devout and upstanding uncle and aunt probably have nothing but the best intentions for a young boy like you, but being cooped up reading a sermon while the sun is shining and the birds are whistling is hellworthy torture.

How to get out from under your aunt's watchful eyes to enjoy what's left of this wonderful afternoon?

Sunday Afternoon is a very small game if measured by its map. Five rooms total. Two of those rooms however are so chockful of things to examine that they count double at the very least. A lot of souvenirs and books and bric-a-brac, all with a history.

This ties in to the kind of puzzles in the game. Rather than manipulating some machinery, you have to deal with the people keeping you indoors, and the objects in the rooms hold the key. Finding your uncle and aunt's weak spots, their buttons if you will, requires careful attention to their reactions in conversation and a certain knowledge of their habits and character.

While it is (in theory) entirely possible to finish the game successfully in a flawless runthrough, it's actually recommended that you do a fair amount of flailing around and trying unsuccessful actions multiple times. In a framing story flash-forward reminiscent of Spider & Web, the hapless player will discover a bitterweet justification for the unrealistical behaviour that is typical of the protagonist in a text adventure. It's worth taking a moment to let the circumstances of this framing story sink in. Think about what it means for the actual game/story you're playing/reading.

A very clever small escape game with unexpected depth.

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L: A Mathemagical Adventure, by members of the Association of Teachers of Mathematics co-ordinated by Richard Phillips, and including Derek Ball, Tony Corbett, David Rooke, Heather Scott, Alan Shaw, Margaret Stevens, Ruth Townsend, Jo Waddingham, Roger Waddingham, John Warwick, Alan Wigley, John Wood, and David Wooldridge.
2 of 2 people found the following review helpful:
Perfect form., June 25, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler

[I played on the BeebEm emulator]

In the early 1980s BBC Micro computers were getting widely distributed in English schools. A group of members of the Association of Teachers of Mathematics (cool acronym -> ATOM) decided to use the Micro and its ability to play text games as a teaching tool.

While they were at it, they also managed to create a fantastic text-adventure.

The intro swoops you from a soothing pastoral outdoors scene (lying in the grass under a tree, your sister reading a book, birds chittering in the sun... my imagination may be filling in some details) to the halls and corridors of a puzzle-palace.

L: A Mathemagical Adventure came out in 1984. It has a two-word parser that sometimes left me scratching my head, figuring out how to phrase a command. Nothing that kept me for too long though. There is no VERBOSE option, so when you re-enter a room you need to LOOK if you've forgotten where the exits were. And forget about EXAMINE. What's in the room description is all you're going to get.

Despite these limitations, the setting and the writing do not feel sparse at all. Upon first entering a room, you are treated to a clear and sometimes elaborate description that paints an evocative atmosphere of a now-dark abandoned palace.

Abandoned? Not completely.

A Drogon Robot Guard appears! These adversaries come at you at random intervals and try to imprison you. Defeating them is one of the simpler puzzles of the game, but I urge you to at least let them take you to the cell once. Escaping is fun!

Spread across the map, there are a number of NPCs. These are of the cardboard cutout variety, but they are introduced in vivid descriptions. Some need your help, some offer to help you. Invariably, you will need to solve a math-related problem to obtain the clues or objects they have to offer.

As should be clear from the title and the creators, the puzzles are all in some way related to mathematics. There are a lot of different approaches though. There is code-breaking, geometrical puzzling, logical reasoning and some straightforward calculation. In many puzzles, your imagination is supported by colourful visual representations.
I found all the puzzles fair and solvable. I did however sneak a peek at Wikipedia for some of the mathematical terminology I did not know. (Perfect squares and cubes.)

L: A Mathemagical Adventure is a great game for the avid map maker that I am. Despite being a mathematics-inspired game, the map is anything but orderly or symmetrical. Upstairs, downstairs, indoors and outdoors, tunnels looping back, a small maze and an octogonal room with exits on all sides. I had a lot of fun with my coloured markers.

There is some kind of plot going on about rescuing a girl who knows the weaknesses of the Drogon Overlords. Even if you save the girl from captivity though, this plot is never quite resolved. Maybe ATOM wanted to leave room for a sequel? But the plot is not what drives this game. It's all about nifty puzzles and great atmosphere.

A real treat!

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