Wolfsmoon is a chilling text adventure with graphics that unquestionably add to the pleasure of playing.
You play as an unnamed explorer who takes it upon him/herself to investigate a series of gruesome killings around a small farmtown. While looking around the town I found it honestly scary, thanks to small details like a family sitting safely inside their home while I was alone on the dark town square, a crooked scarecrow on the outskirts of the village and the ever-present pale moon hanging in the sky.
There are a few great puzzles here. All of them involve but two or three steps, but they are very clever, giving me a real "Aha"-feeling when I solved them.
The map of the town is altogether small, but it feels very naturally diverse, with wheat fields and hills surrounding the town. The graphics here do a lot to make the area feel bigger, more open than its number of locations. White, gray, black and blue, with a hint of red here and there, they add immensely to the oppressive atmosphere. The moonlit clouds almost take on a physical weight pressing down upon you.
After solving the cleverly bottlenecked puzzles outside, you gain entrance to the lone mansion in the fields. Here, for me at least, the feel of the game shifted from a creepy suspense-thriller to a more brainy escape-quest. You must examine all the rooms closely to gradually find your way into the master bedroom. This involves an obscurely clued combination lock puzzle that would have made me give up, were it not for an explicit solution I asked and received. (Thanks!) (btw: if you get stuck on the same puzzle -you'll know it when you see it- you can ask on intfiction.org, or just PM me.)
The final confrontation wraps things up nicely with a not-so-twisty twist.
It is clear from the writing that the author is not a native english speaker. Most of the time this is not a problem. In some places it's actually beneficial, with an uncommon twist of words that helps the game's atmosphere. In one place it was confusing, but a closer look at the graphics soon solved that. (Spoiler - click to show)The author uses "alcove", which I envision as a recess or crawlspace in a wall. It was used in the game to mean a smaller indentation or hollow in a surface. To be fair to the author, in several online dictionaries "alcove" is indeed listed as a synonym for "indentation".
The word that pops into my head when describing Wolfsmoon is "tight". The map is small yet full of atmosphere and things to explore. The number of verbs needed is limited but doesn't feel restrictive. The descriptions are efficiently terse and they are beautifully supported by wonderful pixel art.
Play this in a dark room on a moonlit night. Shivers!
The WadeWars III: Askin was published as a DOS game in 1993. The author dug it up in 2000 and transferred it to Inform. Verbatim, as far as I can tell. What a missed opportunity to give it a thorough work-over.
Your weird science minded recluse of an uncle has gone missing so you go and search his appartment. There you find a mysterious machine with a big red button. Now, what do you do when you encounter Big Red Buttons on mysterious machines? Push them, right! I'd probably push the button even in real life... (People have warned me against this though...)
Pushing the button transports you to a mirrored, dungeonlike version of your uncle's apartment. After a few turns, you are transported back to the normal world. When you are standing in a particular room when this switchback happens, you end up in an altogether strange land, where the search for your uncle continues.
Now, the author has set us up in a quite well written (if you can stand the grating sensation of typos) fantasy land with an intriguing and promising puzzle-mechanism: a parallel mirror-map where East and West are switched and altered for a few turns. (Heck, it could make for an interesting maze-puzzle, where you alternate between realities to navigate.) Unfortunately, instead of being the basis for different puzzles, this mechanism is hardly used in the game.
Implementation is very shallow, there are lots of empty locations, the writing is of differing quality (plus typos).
One part of the game does shine: the way to the Cloud Palace where you encounter the Laws. Quite a vivid impression.
Disappointing.
Because, strangely, there is no inn in this otherwise standard Fantasy adventure.
I say standard, but it's actually a very good game.
After a lengthy but very funny introductory scene where you, the smith's apprentice, are appointed "volunteer" by the villagers to kill the dragon and get its treasures (the town has a bit of a tax-problem), you find yourself in a traditional Fantasy land. After talking to all the villagers and starting to explore a bit, you remember that aside from funny narrators, hidden treasure and a wizard in his tower, old-school Fantasy adventures also tend to be Big and Difficult.
-Setting: The entire map (minus a handful of hidden locations) is accessible from the get-go. The game thus has a great sense of spaciousness. The boundaries of the playable area are also very naturally worked into the narrative. There are mountain ranges with their peaks stretching out as far as you can see, grassplains too big to cross where you see the next town shimmering against the horizon, the ocean shore where you can just see the barbaric islands through the mist...
There are many, many locations. It helps a lot that they are geographically ordered. From the central village, you can choose to go to the river/swamp region, the forest or the rocky hills. The wizard's tower lies on its own mountain peak.
Some of these locations are truly beautiful: a hidden lake seen from a cliff above, a lone giant tree in the forest, the tower seen from a hill top far away...
The openness of the game world does mean that it can be hard to find that next loose thread while puzzle-solving, meaning that you will see some of the locations so many times that you don't care about that wonderfully described scenery anymore.
-Puzzles: The puzzles in The Windhall Chronicles are a mixed batch.
The three parts of the Wizardry-test are great. They are followed by a logic puzzle that I took out my chess pawns for and had a lot of fun solving. Most puzzle fans will probably have seen it in some form before though. There's a fetch-quest for the wood-elf that I found very enjoyable, and then there's the Mire Cat's riddle.
Then there are some puzzles that make sense,...in hindsight. The kind where you couldn't possibly tell what other function an object might have. Or where the sequence of actions is underclued.
One or two puzzles just make you go "Huh?" after finally checking the walkthrough.
It's a shame that the final puzzle, the dragon-fight, is completely clear and obvious (which I find a good thing for a final puzzle),but not described clearly enough to solve it while staying in the flow and thrill of the endgame.
-NPCs: To solve the puzzles, there are many characters that will help you. That is, if you help them first of course... This leads to some interesting fetch-quests and some funny conversations. It also adds to the feel of the game that all the characters have different opinions of one another, giving you a glimpse of the town's social dynamics.
Very important here is that all the characters (you/the protagonist included) have sleep cycles. Wildly differing sleep cycles... Your dwarven master gets up at 5:30 while the lazy alchemist doesn't wake up before 10:30 am. Some crucial information has to be got from an insomniac knight who doesn't show himself until after dark... Sometimes you can be forced to WAIT twenty turns because the character you have business with is still asleep. (Knocking on their door doesn't help...)
On the other hand, it is very rewarding to plan out your actions so that you can solve a puzzle and give the result to a character just as they get up. Therefore, I strongly recommend copying the sleep times from the walkthrough. They are all listed at the top of the page.
-Writing: The writing is good, sometimes very good. I only found a handful of typos, which is not a lot in a game this size. Some location descriptions are simply beautiful, but the prose does turn a bit purple after you solve some key puzzles. Also, both the intro and the epilogue are very wordy. Well written, but wordy.
The writing is also truly funny at times. Can't say much without giving the away the jokes but: (Spoiler - click to show)the shed falling apart when you turn the long-sought-after key...
So:
-The sense of space, Fantasy feel, natural borders and wonderful surroundings make this gameworld a joy to explore.
-The lack of pacing/bottlenecks, the sleep cycles and the undercluedness of some puzzles can lead to pointless wandering.
All in all, I was absorbed in this game for a week, often pondering puzzles in bed and coming up with new things to try.
Strongly recommended.
(If you enjoy this kind of text adventure, be sure to check out Larry Horsfield's Alaric Blackmoon-series)
Well, this was straight up my alley. Squarely in my comfortzone. Apparently I feel comfortable exploring the dimly lit streets of a gloomy abandoned city... (huh, what does this say about me, I guess...)
And exploring you must do. Since Nightfall is basically puzzleless, it's all about looking around and solving the Big Puzzle: Who is She?
While you search around the big, big map, some locations will trigger memories, which can be RECAPped to get a picture of this mysterious person you've actually half-known most of your life. Glimpses into her inner life, helping to make sense of what's happening this night.
The author has included some helpful commands to help navigate and keep your place in the story. (GO TO, REMEMBER, THINK). These are a great help, especially since the PC has a lot more knowledge of the geography than the player, and because it's easy to be unsure about what to do next in such a big city full of possibilities.
Writing and implementation are very good, good enough to have you wandering around Xing everything and forget about the time.
Yes, time matters in this game. You have to find her in a certain amount of time or ... Actually I don't know. I found her by 01.37am. I have no idea how much more time the game goes on for. (You can check the time limit in the help menu at the beginning of the game if you want.)
Depending on the route you took through the city, the locations and objects you examined, you get a different ending. (I got a "losing" one I think, but I liked it nonetheless.)
A game with great atmosphere, it deserves to be played/read attentively, best of all in one or two long stretches.
Playing Sunset over Savannah is a marvelous experience.
It is a story about personal growth and difficult emotional decisions in a magic-realist setting. The protagonist goes through a sequence of changing emotions about his life and himself that reverberated strongly with me. The setting reflects that. It is an everyday beach location, a pavilion by the seashore, that is suffused with wonderment about small beauties. At defining points in the story, the magic breaks through in illusions or visions whose reality is up to the reader to interpret.
Hard as it may be, the writing succeeds flawlessly in capturing that feeling of wonder in the real. There are carefully crafted short descriptions of the beauty of beach, sun, sea... Responses to actions are clear and to the point.
Following important emotional breakthroughs the author goes all out in dreamlike prose, that fits with the moment in the story.
All through the game there is a fun, friendly humor, making the player feel at home in this world.
Of course, a bug at the wrong moment would kill the fragile atmosphere of a game like this quite swiftly. Fortunately, Sunset over Savannah is very much up to the challenge of sustaining this wondrous experience. I found one tiny bug and less than a handfull of typos. Things like sand, water and ropetying are well handled, as are swimming and diving. The little details like a small crab scuttling around in the sand or the pressure of a wave crashing above while diving add immensely to the immersion. There are also tons of meaningful responses to completely unnecessary commands, which makes it a joy to just play in the sand.
The puzzles our protagonist has to solve to get a grip on his own emotions and resolve are hard. Really hard. (To me, that is. I'm not that proficient in that department.) It was particularly difficult to find that first loose thread to get the ball rolling, and even then, the ball got stuck more than a few times. This is no punishment however, having such a beautiful place to wander around in. It pays to think about all the properties of the inventory-objects, all the possible functions they could have.
There is a good help system with vague-to-explicit hints per puzzle, but once you've explored all locations thoroughly, all you should maybe need are one or two nudges.
A lesser game would have a serious problem with integrating so many hard puzzles into a story that depends on depth of emotion and fragile wonderment. It would be hard to maintain the willing suspension of disbelief on the player's part.
Not Sunset over Savannah. The characterization of the protagonist and his mental state are strong enough to maintain the illusion and the immersion.
A beautiful, beautiful game.
This, ladies and gentlemen, is good work!
"Fragile Shells" is an excellently made text escape game. It consists of a series of interconnected puzzles, all of them solvable by using logic, common sense and a ready knowledge of basic physics.
Maybe too easy for some, but I found that the layering of one puzzle onto another, linking their solutions together into one clear chain from the givens to the conclusion was very satisfying indeed.
Just about every command I tried had a meaningful response, a very friendly game indeed.
Add to this an exciting backstory remembered in bits and pieces by the protagonist to frame it, and you get a short and delightful IF-gem.
Edit: It has been brought to my attention that what I called "retro-gameplay feel" is actual sparsity due to the limitations of the Commodore 64 on which Hibernated 1 was originally written. I therefore added a star for "tight programming in small nooks and crannies".
More in the comments.
"Hibernated 1" is a pretty straightforward sci-fi game with cool electronic engineering puzzles and an abandoned alien ship to spend a few cool hours as a space heroine.
That is, it could be, were it not that the game overdoes its retro-gameplay feel by quite a lot of notches for my tastes.
Although the basic descriptions are good, sometimes even great, implementation of scenery is almost non-existent, making it hard to get a feel for the spaceship you're investigating. Even more frustrating, implementation for needed objects is also very minimalist, leading to exchanges such as this:
> X SLAB
It is what it is. A closer examination does not reveal any new insights.
Is the glass slab lying on the floor or standing upright? Is it the size of my head or taller than me? Is it clear and transparent or milky and opaque? These "new insights" might give an inkling as to how to use this thing.
Oh, talking about that verb: due to the two-word parser, you need to USE objects. In the right place, and , very importantly, at the right time. If you do not, the response is unforgiving.
>USE PARTS
That is not an option.
Even though you really do need to use those parts in that location, only there is something else that has to be done elsewhere in the ship first. So, no helpful responses to tell you you're on the right track.
Well, since you're carrying around IO, a semi-sentient robotic tamagotchi to assist you, you'd think that helpful feedback would be provided by simply:
>TALK IO
but unfortunately, 99% of the time you get:
That is not an option.
Because of all this, it is clear at every moment that you are not a female spacecaptain uncovering the secret of a lost alien spacecraft. You are you, sitting at your computer taking a stab at the right sequence of commands to type to make something happen to the gamestate.
That being said, once you've come to that agreement with the game and with yourself, "Hibernated 1" is a fine "logic-in-the-dark" puzzle. Just don't expect too much back from it, like feedback and stuff...
I played The Dreamhold in tutorial-mode. The tutorial voice was really well done, providing not only a basic introduction to IF but also guidance to certain puzzles and avenues of possibilities deep into the game proper. It never gets too intrusive.
There is an immense castle/dungeon to explore, with quite a complex layout. I like making my own maps, so this was a fun excercise on its own. You start off in a recognizable, habitable few rooms, and the further you venture from that center, the more varied and fantastic the locations get. There are a few vantage points up above. The wide sunlit vistas from these are a nice contrast to the dark feeling in the rest of the castle.
The puzzles in tutorial-mode are well-clued and solvable without hints, provided that you are well and truly engaged in solving this game. Especially near the end it is neccesary to understand what you have learned during your journey, instead of just having gone through the motions.
The sunlit vistas I mentioned are welcome sources of light and space in this game. I would have welcomed just a sprinkling of comic relief or self-deprecating humor from the PC to break the sad-and-gloom atmosphere a bit more. After some time searching the halls and domes the air in the castle starts weighing on the player's mind.
The implementation goes very deep, for scenery-objects as well as for "wrong" commands. Most things the player tries are recognized and their impossibility or impracticality explained, instead of getting a standard sarcastic snarl.
Fun, big, entertaining. Three stars for now, maybe more when I replay in expert-mode.
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.