I had been putting of playing Savoir Faire because it is a) an old school puzzle hunt which b) depends on magic. Two things I do not particularly enjoy when playing IF.
However, after succesfully completing the puzzly Theatre with very few hints, I decided to take on Emily Short's challenge. It was great!
The reason I dislike most magic is that it feels superficial. A bunch of floaty blabla about "words of power" that somehow control the essence of things doesn't appeal to me.
In Savoir Faire, most of the puzzles depend on the Lavori d'Aracne, a magic system that lets the practitioner LINK objects. That way there is at least a hint of a physical connection between the objects and the practitioner of magic. These links also depend on a material likeness of the objects, so the magic system feels more like the use of an extra property of nature than a violation of it.
At the start of the game, your PC is almost too obnoxious to even be an anti-hero. Coming to the house you grew up in to ask for money to help with gambling debts, finding that your adoptive father and sister are not there while you expected them to be, and then going on to loot the place? Not very nice, to put it mildly. Through the snippets of backstory you find through memory and exploration though, he is somewhat redeemed (somewhat, that is.)
The setting, the mansion of the count who took in the PC, makes quite an impression through the near-perfect prose of Emily Short. Descriptions are terse, only the bare necessities there, with an ever so delicate sprinkling of detail. Examining further however opens up layers of feeling and meaning about the rooms and furniture, so that the player is drawn into this world. Extremely well done!
Because of the use of magic, I tagged this game "fantasy", but it's actually more an alternate history, where the old France is precisely the same as it was, with the addition of this extra set of natural laws, i.e. the Lavori d'Aracne.
Hard puzzles, but all of them logical; many alternative solutions (except one I found so obvious that I was disappointed not to have it work: (Spoiler - click to show)To uncork a bottle you link the cork to your sword and then draw the sword. To my mind it made much more sense within the magic system to put the sponge in the drain, then link the cork to the sponge and pull out the sponge.)
And even when you're stuck you can relax while playing with the mechanical cooking contraption (which is very reminiscent of the contraptions in Metamorphoses)
Great game!
"The Chinese Room" posed a hard problem to my consciousness: three stars or four?
First off: nits to pick.
-Very annoying typos and misspellings ("er" instead of "her"), the consistent use of quotation marks instead of apostrophes (plover"s eggs).
-Many nouns or synonyms not recognized.
-Shoddy implementation of a cool device (the qualiascope)
-A rather big nit: there is an unmentioned path northwest from the beach.
My consciousness decided on four stars however.
-Although the game has no real story, the diverse puzzles are tightly held together by a very cool and engaging framework, the land of philosophical thought experiments.
-The puzzles are very well thought out, and more often than not very funny.
-Extensive background information, a crash course in the history of philosophy that makes an interested mind look up more on Wikipedia, or, in my case, open up my old copy of Bertrand Russel's "The History of Philosophy."
-The varied locations, landscapes and scenes are very nicely described, painting a picture in the player's head with a few well-chosen sentences.
-Playing illegal logic games with Willard Van Orman Quine (the philosopher with the coolest name ever.)
-An actual intuition pump!
A joy to play.
Not quite IF as I imagine it, but hey, it's text, it's a game (of sorts) and I can assure you it does not take long to get fully immersed in this simulation of a society developing.
It is amazing what sparse text and a few action buttons (with reload-timer) combined with human imagination and empathy will do to suck you into this world, how little of a nudge a brain needs to be there in that other world.
A good story-driven game with easy puzzles and a menu-based conversation system, so nothing gets in the way of defeating the Brainguzzlers and saving your 1950s American Smalltown.
I really liked the game for the first half hour of play. After that the caricature of 1950s scifi horror, and of 1950s American society began to wear me down. I began half expecting The Jetsons coming down in a UFO of their own to drop off the Fonz who would then save the day.
I also doubt that "Jeepers!" would last long as the swearword of choice during an alien attack.
Technically, the game is very well put together. The scripted conversations are perfect for an uptempo story like this. Intro, middle and endgame are well paced. I would have liked some more implementation of scenery, but that would have slowed the game down, so it's understandable. What did bug me, and slowed the game down is the lack of synonyms available. A fast-paced story-game like this would have benefited from a wide choice of different names for your items so you didn't have to stop to remember how something was called in the description. I hated that in a scifi setting such as this, "blaster" was not recognized.
Probably best played in one go, straight through to the (slimy) ending.
"You have discovered the secret of the Theatre and have completed the game with a score of fifty out of a possible fifty in one thousand, one hundred and fifty-eight turns."
Yes, and I enjoyed every single one of those turns!
I'm not normally one to test my wits against what is described as a puzzlefest, most of the time enjoying more story-oriented IF. Once in a while though, I like to crack my noggin on some oldschool puzzles. I've given up on "Curses!" thrice already and "Christminster"'s opening scene sent me screaming to my walkthrough.
Theatre was different though. I never got completely lost, always having at least one clear goal. The solutions to the puzzles were always fair, also the ones that I didn't get. The very vague in-game hints were enough for me until very late in the game, and even then the problem was adventurer's fatigue on my part, not having explored thoroughly enough.
The setting and descriptions are creepy enough, but I never felt fear or horror. Instead I was excited and curious the whole time about what would be around the next corner of this sprawling run-down Theatre.
"Theatre" does show its oldschool heritage: a key gratuitously hidden on the opposite side of the map from the door it's supposed to open, picking up everything that's not cemented to the floor to use it in a puzzle far down the road. Apparently ghosts have made a hobby of tearing up diaries and spreading the pages all over the place for no apparent reason...
The backstory was just good enough to be interesting in its own right, but it's not much more than a fragmented Lovecraftian template that supports the dark and damp atmosphere.
The great puzzles mostly revolve around getting to the next part of the map, getting "around the corner" as it were, in varying original ways.
There are glimpses of true genius here, especially one "puzzle that isn't": (Spoiler - click to show)"Tunnels go out in all directions." is not limited to the compass directions. This one had me stumped for a long while, and it was an exhilarating feeling when it finally *clicked*.
A fantastic experience, well recommended!
The overarching theme of "The Orion Agenda" is an exploration of the implications of the Star Trek prime directive (not interfering with the natural evolution of technologically lesser developed cultures). Aah, many an hour have I spent waxing philosophically about this question after a Trek-marathon with friends...
The game is nicely structured: a light and funny bureaucratic puzzle to begin with, a somewhat harder midgame (that makes excellent use of the flashback), and a slight twist in the finale, where you also need to use the insights from the midgame.
NPCs mostly do what they have to, no more, except Rebecca, your partner, whom you can order around a bit. (REBECCA, JUMP)
I know it's not for everyone, but I like me some text dumps. Here, you get a SciCorps manual with your equipment and some screenfulls at the end of the game to summarize the moral dilemma.
A good game worth mulling over a bit after you're done.
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.
This is a great adventure story for 10- to 14-year olds. Heck, it's a great adventure story for all ages. If it were a board game, I'd label it 8-99.
"Jack Toresal and the Secret Letter" is not, however, great IF.
I've seen reviewers that would recommend this game as a good introduction to the medium for newcomers to interactive fiction. I would not. "Jack Toresal" does not give the player that sense of engagement, immersion, agency that is so important in interactive fiction. Even though it is an exciting adventure story, the player does not get to do any adventuring. Examining and searching locations and objects yield well-written descriptions but no discoveries. There are no puzzles to be solved, not even the kind of bigger-picture-understanding that goes with most puzzleless IF.
Starting a new IF-game, I always enjoy that exhilarating feeling of controlling my character in this new world. Here, that feeling quickly wears off to the point that entering commands actually lessens the immersion in the story. It becomes a chore to make Jack do the glaringly obvious when I would have rather just flipped the page of a novel and read on.
That said, the story really is good, and the characters in it are lively, well-written (to the point of caricature, but I don't mind that in this kind of tale) and they have lots to say.
Since the story is the first part of an intended series, it stops with a cliffhanger. If anyone hears the call of the IF-gods to write a sequel, I'd love to read/play it. With a bit more adventuring, that is.
Notes:
-The first chapter does not suffer from any of the criticism above. It's a good and funny self-contained exploration puzzle.
-I found an extremely annoying bug that would have made me QUIT if this weren't such an easy game:(Spoiler - click to show)The game won't let you out of the library without the secret letter. The letter is in the chandelier. So if you enter the library without having lowered the chandelier from the room above, you're stuck.
Anyways: good story, bad IF.
It had been a long time since I seriously played IF. The King of Shreds and Patches pulled me back in.
Right from the back cover description, I got a tingling feeling in my brain about this game. A Lovecraftian horror set in the historical London of Shakespeare. Uhm,... Yes please.
The player is invited to empathize with the protagonist in a simple but very effective way: neither has the abilities needed to bring the story to a good end. So they have to be learned and practiced. The first few times you try a certain action, you have a rather high chance of failure. The more you perform it, the more proficient you get at it. Nice.
This learning curve also shows in the guidance of the player in solving puzzles: use a certain simple way to get an object in the intro, then complicate things in the middle game.
Two other puzzles are long but completely logical mechanical puzzles. These were great, as puzzles. I loved tinkering and fiddling with the objects needed. However, one of them in particular completely breaks the immersion in the character. (Spoiler - click to show)You are a printer of pamphlets, yet you somehow have to learn how to operate your own press...
One puzzle is frustrating as heck. I could not get my visual cortex to envisage the situation. I even thought it might have been better to implement this puzzle or sequence as a graphic mini-game. ((Spoiler - click to show)yes, the rowing boat)
Storywise, TKoSaP is very engaging. It's long and sprawling, with a good division into chapters that have to be handled in order. Two seemingly separate story-arcs meet eventually. Allthough you can see this coming, it is still very satisfying. That means good writing.
The adventure takes place in historical London, and the author has gone all out with this. There is an illustrated map of the city, the descriptions of background noise and activity puts you right in that time, and of course there are the characters you meet.
All of the NPCs that are of any importance are extremely well fleshed out, with many topics to discuss. Some have different opinions or viewpoints on one topic, filling in the backstory tremendously.
One of the non-player-characters is William Shakespeare. Nuff said.
The suspense leading up to the finale is long drawn out, as it should in a Lovecraftian tale. Books of lore, tales of myth, whispers and rumours,... it's all there, getting you to the very edge of your chair.
And then there is a very good and also very Lovecraftian finale.
(Spoiler - click to show)Of course, the story ends up shooting itself in the foot with a classic Lovecraftian backfire. Showing the tentacled monstrosity from the deep makes it laughable. But that's also part of the genre.
Die Feuerfaust is the third installment in the Alaric Blackmoon-series by Larry Horsfield. Having played and tested the previous two, I knew pretty much what I was in for, and looking forward to it.
I was not disappointed. Unapologetic (have I used this word in an Alaric-review before? I just might have...) oldschool adventuring, big and varied settings, some use of magic, some killing of foes, and at least one very elaborate, well thought out puzzle (Have you ever tried any horseriding? Wait til you try riding a wild Zampf).
Also: some lack in depth of implementation and interactivity in the large and sprawling settings, as is to be expected in the oldschool tradition.
A classic storyline drives the game forward: Whereas Alaric was a run-down mercenary going on a quest that lead him to glory in Axe of Kolt, in this game Alaric is stranded after a shipwreck and has lost all his belongings. He must work his way through various obstacles and tasks toward his final goal, recovering the famed Fist of Fire.
Nothing new, but tried and trusted adventure fare.
Many NPCs, most still smelling of the cardboard they were cut out of, some more fleshed out. All do what they're supposed to do in a text-adventure such as this: drive the action forward with clues and gifts.
Many, many puzzles, most quite straightforward and not too big. And as mentioned, a great Zampftaming sequence to sink your Hero-teeth into.
All in all, the best of the three I have played so far. The evolution begun in Spectre of Castle Coris continues: tighter gameplay, clearer subgoals so less wandering about, more engaging story.
Not must, but certainly should-play.
A new version of the game will be appearing soon.