...then how will the Aardvark learn to swim?"
A small taste of the sometimes absurd sense of humour that pervades Augmented Fourth
King Goosen of Papoosen did not enjoy your rendering of "Ode to a Duck". Consequently, you and your trusty trumpet are thrown down the pit, where you discover a community of sorts living at the bottom of the volcano.
Determined to make it back top-side, you must now overcome the obstacles that stand between you and the closed off ladder to the castle. You have your wits and your magically enhanced trumpet.
Instead of memorizing magic scrolls, in Augmented Fourth you must obtain and learn music sheets. Each of the melodies has its own effect on your surroundings and as such functions as a wizard's spell. This magic system is worked out in detail. If you play a particular ditty in a location that is not the intended puzzle-room, the surroundings will still react, sometimes hilariously. The actual effects of the spells are mostly natural phenomena (rain, gravity, ducks...), so it is not too difficult to judge which spell/song to play to solve a particular puzzle.
The game keeps a nice balance between magical solutions and more prosaic adventuring puzzles. Along with summoning ducks through trumpet-playing, you will also need to do the usual bit of exploring of the cave and manipulating of the objects.
The cave under the volcano has a splendid map. The adventure starts off in the center of the volcano, also the central hub of the area. All directions save one are open for exploration from the beginning, and multiple puzzles are accessible from the start. Almost without noticing though, you will have less and less options to pursue, effectively pushing you to the bottleneck in the northern quadrant. From there on out, the game shifts gears and the story gets on fast-moving railroad tracks to the hilarious finale.
A finale that is foreshadowed throughout the game in small amusing intermezzos narrating what is happening with the King up top, who is spiraling down to ever more insanely funny despotic madness.
Modern IF is often lauded for the way the puzzles are seamlessly integrated into the story. Augmented Fourth turns this on its head: the story is woven seamlessly around the puzzles, which are without a doubt the real reason of existence for this game. In many of those puzzles, well-known adventuring tropes are averted, subverted, completely avoided or twisted in a knot. Breaking down the player's expectations often leads to fantastically comic situations, when a certain build-up of tension is suddenly relieved in an unforeseen direction.
There are also a number of playthings that are just that: items to play around with. They're not even red herrings (of which there are also a fair number...), just opportunities to idly while away the time. In the same vein, there are a number of books that provide hints; they mostly provide page after page of completely unnecessary sillines.
A very silly, moderately difficult and very smoothly playing puzzle-romp.
It all begins with a rather awkward protagonist to control: a pig (which can alledgedly sniff out wizards...) Since pigs walk on four feet and have no opposable thumbs, a lot of commands are thrown out the window by nature of the PC. And although pigs are known to be very clever animals by those who study them (pigycists?), this particular pig does seem to rise even above normal intelligence levels of other members of the species Sus scrofa. For one thing, it can read...
Seeing that this smart pig is somewhat limited in the handiness department, it must find other ways to further its goals. Cue NPCs. By virtue of an excellent grasp of human psychology, our protagonist-pig can manipulate the other characters into following it around and it nudges them to interact with objects or other characters through very deliberately SNIFFing of pieces of the surroundings. Different characters will act upon this sniffing in different ways, according to their nature.
One of the pig's major ways to solve puzzles is therefore to choose the right NPC to come along and do the hands-on work. Instead of switching between PCs with their special abilities, here our pig-protagonist has to switch between NPC accomplices. The way this is handled in-game is both elegant and hilarious.
The puzzles flow seamlessly from the story and the setting. Some of them are pig-adjusted variations on standard adventure-fare, while others are truly surprising and original.
The writing is fresh and crisp, with a truly great comedic touch. There is lots of physical slapstick comedy, but at least as much of the humour comes from the pig's observations of the humans. Our pig always keeps a certain distance and so can easily see through the notions about identity the NPCs have about themselves.
Through these observations and the development of the story, what started as a laugh-out-loud comedy evolves into a character-driven drama by the finale. The Aesop that becomes clear near the end could have been cliché and heavy-handed, but the lightness and subtlety of the writing lifts it far above a finger-waving moral-of-the-story.
Truly one of the greatest games I have ever played.
Conveniently for the author of The Plant, his protagonist's car breaks down right in front of a sketchy detour leading to a mysterious plant off the main road. Equally convenient is the fact the boss of said protagonist is very eager to explore said plant...
While the circumstances leading up to the start of the game are a bit convoluted, once the story starts, I got drawn in fast and deep. The main reason for this is the excellent writing and pacing. The player's curiosity is piqued along with the PC's, and the boss's nudging adds some extra motivation to find a way into this mysterious facility.
The puzzles provide good pacing to the story, forcing the player to slow down and take note of what is happening. A good deal of actions trigger cutscenes, giving movement to the game/story, instead of being a static stage with the PC walking around it.
I did not encounter one bug, and only one puzzle that could be a bit more player-friendly in design ((Spoiler - click to show)When moving atop the glass ceiling, you have to LOOK each time you stop to see the particulars of your surroundings). Everything else is smooth, well clued (that doesn't mean easy...) and executed perfectly. The technical skill shown in the design of this game makes sure the player trusts that even though she is stuck, there is a way to win the game, and that it makes sense. (Lord of the IF-realm knows I've played games not so trustworthy...)
I'm still of two minds regarding the finale. It seemed like a profound breach of tone, but on the other hand, I did burst out laughing.
Very good original puzzles, extremely good pacing. Maybe a tad impersonal. Recommended.
As I was reading the lengthy and funny prologue to Dr. Dumont's P.A.R.T.I. I was quickly drawn into the backstory to this game. Allthough it's a fairly traditional comic/surreal puzzle romp, the fact that the weirdness is explained in-game put the entire experience in a whole other light.
Our protagonist is an accidental guinea pig trying out the newest particle accelerator in the university lab. The A.I. controlling this advanced particle detection machine needs genuine creative input from a human mind to teach it how and where to look for the elusive particle X. In order to get this input, the computer generates a metaphorical world in which the human subject must solve puzzles for the computer to learn from.
With this in the back of my mind, there were many instances where I could relate the superficial silliness of the puzzles and their solutions to my limited layman's knowledge of actual scientifically demonstrated properties of the subatomic world. ((Spoiler - click to show)the golfball, the bubble wand,...)
It's certainly a welcome change from getting lost in a magical realm as an explanation for unbridled silliness. When push comes to shove, that is exactly what this physics-themed adventure is: a stack of bizarre, weird and silly circumstances with their own internal consistence, strung together for the player to test her wits against.
After a bit of just wandering around enjoying the views, I did have some trouble to find an appropriate starting point to the game proper. The map has a spoked hub-structure with each spoke open to exploration from the moment you find the central hub. I assumed that each spoke would be its own self-contained puzzle area, independent of the others until I had gathered everything needed for the endgame. I found out this was a wrong assumption after bashing my head against a timed puzzle in the first spoke I tried. It turns out that although the spokes are freely accessible from the get go, they have to be entered and solved in a particular order to solve the game, each game area building on objects or clues you got in the previous one.
Once this was clear however, I had a very enjoyable time finding my way through the many locations. The puzzles were just right for my skill- and knowledge-level. Most are common sense physics/mechanics puzzles with enough of a twist to keep them from being overly obvious. There is also a tip of the hat to a quite common link between quantum physics and Zen meditation (nature of reality stuff...) that appears in many layman's books about particle physics. Suffice it to say that you have to MEDITATE ON some topics to get the insight needed to find the solution to a puzzle.
The writing is consistently funny, the humour ranging from slapstick to surreal, interspersed with small in-jokes for the subatomically in-the-know. A lot of the comedy comes from the descriptions, behaviour and conversations of the NPCs, who all seem to be the same guy in various transparent disguises.
Gameplay-wise, Dr. Dumont's P.A.R.T.I. is very much a classic puzzle-heavy text adventure. The quirky humour and the quantum-physics background does set it apart from others of its kind.
Not too hard, lots of laughs, lots of fun. Chucklingly recommended.
It had been a long time since I ventured into Hecate, the land of Alaric Blackmoon. I was immediately drawn back in. I love the high-on-questing/low-on-magic surroundings. Alaric is a down-to-earth veteran who got appointed Duke for saving Hecate in the first game, Axe of Kolt. Since then he has been roaming the lands to help his people where he can.
In The Lost Children the children of Hecate are being kidnapped by the trolls, who are normally friendly commercial partners. Might there be some magical coercion behind their changed behavior?
The story of The Lost Children is standard but great fun. Alaric goes on a straightforward, unironic quest to save the missing children, solving problems and puzzles on his way. The first area, west of the Fireheart Mountains, involves two fetch-quests. One is particularly weird/hilarious. The mother of one of the missing children has information Alaric needs, but she demands that he fix her leaking roof first. The fact that she's an Elf who knows through a psychic connection that her son is alive and well might help explain her warped priorities, but still...
The puzzles here range from the very simple find-object-use-object kind to more elaborate obstacles where our hero must obtain the right information first and go through a multi-step plan to get what he needs.
It is during one of these fetch-quests that the player encounters a magnificent puzzle where they have to take stock of their inventory, the geography of multiple locations and make a mental leap that would come natural for a playing child. The moment it clicks is fantastic. ((Spoiler - click to show)Skipping into the cave across the cove.
The area east of the mountains offers a whole other set of obstacles. Here Alaric comes face to face with the trolls and must find ways to deceive, kill or in some other way go around them. There is certainly some learn-by-dying involved in the endgame, where the player has to figure out which steps to take and then restore and execute those steps in as few moves as possible, or else be caught by trolls or pulverized by wizard-fire. In a game as proudly oldschool as this one, I had not one bit of a problem with that.
The problems with <iThe Lost Children> mostly lie in a lack of gatekeeping between the two areas. It is exceedingly easy to move through the tunnels under the Fireheart Mountains to the valley of the trolls from which there is no return, and only then notice that you lack a necessary object to kill the ogre.
Indeed, there are many, many ways to get the game into walking-dead terrain. Too many. That's a shame, because the good oldschool features (I learned to like a well-thought-through try-die-repeat puzzle) of the game threaten to be buried under the frustration that comes with too many restores and lack of clues and guidance.
I enjoyed playing through this game with a massive amount of hints and explicit help. Without that, I would recommend playing another Alaric Blackmoon-game like Die Feuerfaust instead.
First off: Some Space is beautiful. There are background images of stars and nebulas while you play, and a soothing soundtrack.
I quite liked the lettering, but I do think it might be hard for people with certain eye-problems to notice the clickable words.
Playing the game left me with a split experience.
The main body of the game is about your PC who has moved to the Koilan planet for a new job. Unfortunately, the Koilan have a very vague and roundabout way of communicating. Everything they say is interpreted by you as one or other code, even with the universal translation goo you drink at the beginning of the game.
I thought the code puzzles were cool in the way that ten-year-olds playing spies think secret messages are cool. (This is a good thing. I liked playing spies as a ten-year-old. Still do.) I can't elaborate, just be ready to look up resources (very simple recources) out-of-game/on the net.
Throughout the game, you keep getting hints that something's wrong on the home-front. It's a vague but effective method of characterization that the PC keeps ignoring certain messages, without the player having any choice in the matter.
After happily breaking different codes and translating secret messages, the game suddenly changes tone. Very soon after, it comes to a screeching halt, leaving the player wondering about the small but intense bits of backstory that were just revealed.
I really don't know. I liked a lot about this game, but it didn't feel like an integrated whole.
*You'll get it when you play it.
A big review for a big game.
Finding Martin is an extremely big and extremely difficult game. I would not have been able to finish it without external hints and peeking at the walkthrough.
However, it’s also a very long, complicated and well-conceived story that ties together the lives and fates of many characters. It was a great experience to see this play out over the course of many playsessions.
The intro is somewhat hurried. It pays little attention to character exposition or context, instead just telling you the bare minimum of information. A former college mate, Martin, has disappeared. His sister calls you up and persuades you to help find him. That’s it. No big emotional reminders of what close friends you were or what splendid memories you share.
In fact, this detachement in the beginning of the game is one of the first points of criticism in Adam Cadre’s and Janice Eisen’s podcast about Finding Martin. And I have to agree with them… to a point. Were one to come to Finding Martin empty-slated as it were, it would be very hard to muster the determination to wade through that much pointless puzzles without any in-game motivation. Having read reviews and forum-posts about the game though, as I expect almost any player attempting it now would do, I anticipated this. I was prepared and actually looking forward to these puzzles-for-puzzles’-sake.
And I have to say, it is very much worth it when the story starts unfolding to have bit your teeth hard into these unmotivated puzzles. They turn out to have meaning after all.
Technically, Finding Martin is a monster-achievement. The room descriptions follow the many and varied changes in game-state almost seamlessly. There are some points where a repeated description of a device in motion hints at the cogwheels of the game straining ((Spoiler - click to show)the Fuzzy Room in action), but I believe eliminating this would have been very difficult to program.
There is another point of criticism I’d like to bring up: the huge amount of micro-management. There are a few puzzles where you have to sit in front of a desk or a piano and where you have to explicitly SIT and STAND UP every time. There is also the main puzzle/clue mechanism of the game that requires you PUT X IN POCKET every time. Well, okay, I guess… But then you put on a jacket and get disambiguation prompts the whole time. (“The trouser pocket or the jacket pocket?”.) Maybe there could have been a designated pocket for this object? I’m sure I could have shaven a few hundred moves off the +5OOO I took to finish the game.
Ah well, technicalities…
The map is actually not so big. There is Martin’s house, which comprises the main game-area. This area contains a number of hidden passages that expand the map, but not by that much. Then there are quite a number of small submaps to journey to that are easily explored. Together they give a feeling of possibility, of a wider space than is actually in the game.
Part One
You begin by exploring Martin’s house. I got the impression that a mad genius had been in charge of installing the domotics technology and went all out. “Hmmm, what if I tied opening the oven to the turtle drawing its head into its shell?” (Not a real example, but close enough.)
There are hidden or unknown mechanisms and controls everywhere. An enormous number of the objects you come across come with a puzzle. This amount of puzzles also means that by the time you’ve gone through the house once, you’ve been bombarded with a veritable barrage of clues. Very hard to keep track of.
Luckily, there are some things to help the player. For one, the writing. It is clear, descriptive and detailed, with just enough flair as to not become dry.
Then, there are two in-game hint/clue systems. Unfortunately, one of them (the one that tells you how to do things) takes some intricate puzzle-solving all by itself to activate. The other one tells you what to look for next. It hangs just outside the front door.
By meticulously following these clues and experimenting with everything, the player finds more and more ways to open doors and make seemingly trivial things happen ((Spoiler - click to show)running a bath for instance…). This gradually shrinks down the pile of clues to a more manageable size, making it easier to plan ahead.
Also, I found that after a while, my brain adapted to the bizarre-yet-consistent logic of the game. I came to expect certain kinds of solutions to work.
Part Two
In the second part you find a device for travelling that is reminiscent of a certain doctor’s means of transportation. This allows you to leave the house and pick up objects necessary for solving puzzles in the house (by solving more puzzles of course).
During these travels, the backstory finally starts opening up. By listening to old cassettes and through the cunning use of your sense of smell, you learn more about Martin and his family. In the rest of the game you will get to see how their lives and yours entwine to make a possible future.
You also meet the first people. NPCs in Finding Martin are very unresponsive. But they do have a lot to say and do without you having to ask them to. In a bunch of pleasant cut-scenes you will meet half a dozen or so people that will aid you on your quest. They also provide welcome paragraphs of rest and exposition to ease your by-now-overheating brain.
The puzzles in this part are easier, most of all because you have clearer sub-goals and a clearer course of action. This is also a part where you get to experiment and train with the training wheels still on. You are gently prohibited from going on a trip if you don’t have a necessary object. Not so in the last part of the game!
And last but not least, you get to re-explore your surroundings with a cool new gadget! It will change the way you view the world.
Part Three
And now we come to the third part. A long, dense and insanely difficult buildup to the finale.
Through a series of time-travel trips you have to resolve a number of paradoxes in the desired timeline to make it reality. You will need to coöperate with your past self to set up the necessary conditions for the following time trips, plant objects for your future self to solve puzzles and eventually make the intended future a reality instead of a mere possibility.
Finding Martin’s world and logic are bizarre, unintuitive and twisted. However, there is a strong consistency throughout the game. An unseen interlocking machinery is at work underneath the surface and gives the piece its coherence in tone and style. There is method to the madness, it’s just nigh impossible to grasp it.
Therefore I was disappointed to see the coherence crumble in this part as the game descended into gratuitous zaniness (Spoiler - click to show)(Peter Pan and Captain Hook show up…
It’s only one scene during one overseas trip, but it did break the atmosphere for me.
But soon the game shook off this temporary lapse and continued to a truly satisfying finale. It was a joy to see all those carefully laid out pieces come together, tying together timelines as well as the lives of the characters I had come to care about. The road was long and hard, but the reward is very much worth it.
Highly recommended game!
The Lost Islands of Alabaz is a fun and energetic travel-adventure. It's aimed at children and has the feel of the "boy's adventures"-books I used to eat up by the dozens as a child. (For all I knew then, girls had books about knitting and princes. Except for my cool girlfriends, who also read the boy's books... Sign of the times...?)
At the beginning of the story, you get to choose a name for your protagonist, which was a great draw-in for my son. We decided on his own name. After that, he let me do all the hard work and asked about status-reports on his quest each evening.
There is a detailed tutorial in the game in the form of Trig, your best friend NPC. He breaks the fourth wall to tell the player directly what to TYPE. Children playing their first IF might not notice, but for a veteran with several dozen games under my belt, having read numerous threads and essays about Player-PC-Narrator-Parser-relations this made me feel unbalanced at first. I concluded that the aforementioned essays were taking things much too seriously...)
One morning, you, a young knight, are called by the king to go on a quest. The ten islands of the kingdom have been separated by a cursed mist for dozens of years now and there is no sign that it will lift of its own accord. The people are suffering under the lack of trade, food and communication with friends and relatives.
The king gives you one magic pearl to guide you through the mist to one island. From there, you're on your own. Find the cause of the curse and lift it, and find your way back home.
Not the most innovative of premises, but an engaging one. I did feel an obligation to fulfill this quest for the good of all the island-dwellers of Alabaz. (And to my son...)
The premise of the ten islands makes for a great sense of space. You're a seafaring adventurer exploring the unknown!
The islands themselves all have small maps (five locations or less, except for the mazy one...) At first, I thought the author was using a Gateway-like technique, each island a self-contained puzzle-space in the bigger whole. The first islands of The Lost Islands of Alabaz are like this. The more islands you have encountered and explored though, the more it becomes necessary to revisit previous islands, making for a web of relations between the islands that has to be kept in mind.
The puzzles themselves are easy to medium difficulty.Most of them are simple fetch-quests and/or straightforward use-appropriate-object-here obstacles. To get them right however, the player needs to pay close attention to the information he's given in conversations and in the out-of-game Almanac.
That's right! With your download, you get an Almanac about the islands and how they were before the mist. It's a nice 15-minute read, almost like an historical tourist-brochure. Embedded of course are many clues on how to solve the problems in the game.
Actually, the Almanac is just one of three hint-systems for the game. You also carry a journal, in which your progress is recorded along with reminders of puzzles you have yet to solve. And there is Trig. You can ask Trig about all the puzzles, repeatedly. He will start with giving you a nudge toward the first step of the solution, and give more explicit guidance after that.
There are a whole bunch of NPCs to whom you can talk. I found them to be well-characterized with a few strokes of the pen. They talk about many things, and to avoid confusion the author puts suggested topics that pertain directly to the puzzles between parentheses. All conversations use the syntax TALK ABOUT, although you can use ASK ABOUT too. I didn't find any differences.
The Lost Islands of Alabaz plays very smoothly. There are many synonyms for nouns and verbs. The descriptions change in tune with the actions you perform on other islands, there are nice responses to "failed" attempts. The player can feel at ease that the game will not misbehave.
This game turned out to be a lot longer than I expected from the first play-session where I breezed through the first two islands. I spent a few evenings on this quest for the hidden magic pearls. Very enjoyable evenings.
Light adventurous fun. Go play.
Oh, as an extra incentive: You can compete in the Zeppelipede-racing Derby on the Island of RazzMaTazz! Yes, you can. In fact, you must!
When I entered the first room in The Adventurers' Museum, I almost breathed a sigh of relief. It was a breath of fresh air to learn that the quest at hand was to retrieve all the exhibits that were stolen from the museum by a thievish imp. Through the actions of my anonymous adventurer, I was going to help restore the historical artefacts of the Necromancer-wars to their rightful place, for the good of future generations of schoolchildren and curious adults. My sociopathic and cleptomaniac tendencies would serve a greater cause.
I'm only half joking here. Although the gameplay of The Adventurers' Museum is the same as any old puzzle-&-looting romp, the task given to me by the old and wize curator of the museum had more importance, more weight than just treasure-taking to kill the Big Bad Bully at the end.
In his review for Baf's Guide, David Welbourn says: "Want to play Zork I again for the nostalgia value, but you've already played that one so many times that it's no longer a challenge? Try The Adventurers' Museum."
I haven't played Zork yet, but I have read enough to know that if you are eaten by a Growl in the dark and if your treasure gets randomly stolen by a thieving imp, I might as well view this game as a rehearsal for when I do tackle Zork.
The technical side of this adventure is more than adequate. There are many synonyms for verbs and nouns. Trying "wrong" things usually gives a response either why you can't do that or just lets you do them and see the funny consequences of your actions (plus it moves the game into unwinnable territory, but hey, save/restore right?)
There are several really oldschool features to this game, but it's as if the author put them in out of respect for past tradition rather than to make gameplay harder.
There's a limited lantern, but there's also an unlimited light source lying right on your path. Your hero gets thirsty, but a river runs right through the cave. You feel hungry, but the curator gave you elvish waybread on your third turn into the game. The imp keeps stealing your stuff, but you can get him off your scent quite easily.
The only thing left that can be annoying to (modern) players is the inventory-juggling, but all that does is make you take a trip back to the museum now and then.
It's probably best to put any frustrations aside and do a few exploratory runthroughs of the cave without worrying about unwinnability or the order of puzzles, just until you get a feel for the place.
Coming back to the Zork-comparison: I have also read enough that I think The Adventurers' Museum really has a special mood of its own. There is a very consistent, almost friendly fairytale-fantasy atmosphere throughout the entire game (except that one room...).
I found the layout and the feel of the map to be brilliant. The cramped cave-crawling of the cave entrance soon gives way to grand vistas of splendid underground halls, a fluorescent flower garden and subterranean pools. A nice big part of the map is accessible from the start, and already in this part the gamespace is layered in three dimensions, with sidepaths leading up and over other areas. Sometimes you get treated to an eagle-eye view of a lower area.
Puzzlewise, there is a wide variety. There's attentive exploring and spelunking, some references to pop-culture, clever time/turn counting,... And yes, sometimes violence is the answer.
Some solutions do require a completely (to me) unmotivated action, and at least one object has a use that was completely unhinted. A bit of let's-try-every-verb and see what happens. That was less fun...
The pacing of the game can be a bit tedious at first. Once you have explored the accessible map though, a nice interaction between puzzles solved, museum-objects in your inventory and bottlenecks opening sets a cascade in motion where you find tunnel after cavern after hall with treasure in rapid succession. Very rewarding.
Conversations are not implemented at all, so you only get to know the few NPCs by their actions and what they choose to say to you. I did find the old curator endearing. (And a bit intimidating. How can he get from his office to the top of the museum stairs to block your way so fast!?)
The Adventurers' Museum may not be innovative or especially creative, but I had a great time playing it.
Return to Ditch Day is a puzzling experience par excellence. Challenging brainteasers/-breakers with an engaging storyline.
It starts with a great introduction. An easy puzzle in an atmosphere-rich environment. It's completely linear (apart from some amusing things when you try to resist the railroading), but it's the perfect way to get acquainted with the mood of the game, the sort of puzzles to expect, your own character and, last but not least, your nemesis. (I swear, you'll wish you had a phaser set to "burn to a crisp" after a few turns in his company.)
Some time later, you are sent to CalTech, your alma mater, as a headhunter trying to get a brilliant student to work with your tech-company. And who shows up with exactly the same purpose? You got it. The need for payback on this character in your PC is great enough to spill out of the computer and into your mind. You want to beat this guy as much as your character does. Excellent motivation to tackle this puzzle-romp of a game.
It turns out this brilliant student has turned the tables on you: instead of a normal interview where you ask the questions and set the conditions, you are invited to solve his Ditch Day-stack. He will sign with the man who solves it first. This task will lead you to hilarious situations, complicated puzzles, and a good amount of science and engineering.
Ditch Day is a CalTech tradition where the seniors leave campus and block their rooms with clever puzzles. The challenge is to solve the puzzles and get in the room (where there are treats as a bribe not to trash said room). This means that the gamespace, CalTech Campus, is bustling with activity. There are stacks (i.e. puzzles) everywhere in the dorms, the students are gathering in the hallways and in front of doors trying to solve them. This lively atmosphere gives the game a lot of energy, making you keep wanting to engage with it.
The campus is a big and complicated place so mapping it thoroughly is necessary. (I read in her review that Emily Short did not and made her way through anyway. I'm not Emily Short.) There are no mazes as such, but especially the dorm-area is twisty enough to lose your bearings. I actually started this game about ten years ago, but I quit halfway through because I didn't know where I was half the time. (That bend through the dorm-library is a cruel inside joke of the author, I'm sure of it.)
There are many NPCs. You can only talk to a few of them, but all the others seem like real persons too, concentrating on the stack of their choice or exchanging hints and clues with each other. The ones you can speak to are mostly limited to the problem at hand, giving you objects or clues. The way they act and talk to you is very personal though, giving them each their own identity. (I really liked Erin.) And although your nemesis doesn't answer any questions, he does have a snide comment ready to everything you do around him.
The writing is practical. It focuses on clarity, describing where you are and who/what is there. There is a lot of situational and action-comedy in the game, but this never becomes the main focus.
The writing is also very, very good at controlling the pace and steering the player in the right direction through clues. The size of the map and the sheer amount of puzzles you encounter on your first exploration can be overwhelming. It's important to know and remember that this is actually a very friendly game. It doesn't want to frustrate you (too much) or deliberately mislead you. If you take it slow and do things in the order the clues show you, you'll discover that there is a completely logical sequence of puzzles that build on each other towards the endgame.
But! Beware! There is a storyline that diverges from this main puzzle-sequence. It is not necessary to win the game, but it is for getting full points. It's also a lot of fun. And you get to search the steam tunnels under the university!
And now for the meat and bones of Return to Ditch Day: the puzzles. I surprised myself by not needing to look at the hints except one time, when it was (to me) underclued how to get a student to help me with an object. And I am not a great puzzler. However, I did what I wrote before: slowly going from clue to clue, without letting myself be overwhelmed by sidetracks. (I did save at a certain point, went on an exploration and experimentation rampage through campus and found tons of fun stuff and fruitflies and a solvable computer-code puzzle. After that I just restored and went on my methodical way.)
Many different puzzles, many different strategies. Some require reading and learning. Sometimes you need help from others in a tit-for-tat way. There's a puzzle where you have to manipulate NPCs by learning a bit more about them. There are gadgets and machinery to be played with. And ultimately, there is codecracking. Glorious, in-your-face-nemesis codecracking...
I spent three evenings captivated by Return to Ditch Day. Hours of reading, thinking, laughing. This game is great.