Founder's Mercy is very unclear about its backstory, but there are some hints to be gleaned from a Holy Book left on an altar, some personal memories of the protagonist upon entering locations and examining the surroundings.
You're on a generation ship sent out to the Lagrange 5 parking spot trailing earth in its orbit. (For those interested: Lagrange points are fascinating. The next huge space telescope will also be parked on one of them.) Your ancestors hoped to bring a civilization to fruition on this ship according to their godly laws. It didn't turn out that way and now you're the last one left.
Food and water are getting scarce and the life support machinery is slowly breaking down. Plus, you're yearning for human contact.
Founder's Mercy takes place on a very small map. Too small perhaps to give an accurate impression of the game world. It's only when you have the opportunity to look at the entire ship from a vantage point that you get an impression of how enormous it is.
Since you're on a wheel-shaped spaceship, directions are not the default N,E,S,W, but rather SpinWard, AntiSpinWard, Starboard and Port. This doesn't lead to any confusion however. The map is small, almost straight and circular. You can find whichever location you need by going SpinWard the required number of turns.
Like the backstory, the surroundings are not given a lot of attention. It's clear that the game wants to focus your attention on the puzzles.
The obstacles are quite easy to overcome. There was one that took a little bit of thinking around the corner, but it's mostly find-object-use-object stuff.
A nice and short diversion.
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.
Whom the Telling Changed is a different kind of IF. I was enthralled by this story within a story on multiple levels.
Superficially, this piece is a retelling of the story of the Cedar Forest and the demon Humbaba from the Gilgamesj epic. An interesting tale on its own, and also of great historical worth, it being the oldest recorded epic poem known in literature.
The setting is that of a non-descript tribal shepherding and farming community somewhere in the Fertile Crescent, some 3500 years ago. A group of newcomers have arrived, and the tribe is stricken with fear. There are also those who are curious to learn, and see these newcomers as an opportunity. You play the role of one of them, standing up to your war-hungry rival Sihan.
The epic poems that survived share a great relatability, centering on the great human questions of life and how to respond to them. It is here that Whom the Telling Changed places its interactivity. While the Storyteller relates the story of Gilgamesj and his friend Enkidu, you are allowed to comment and interject, hoping that your questions and suggestions will lead the emphasis of the story in your preffered direction and so sway the people to your point of view.
I imagine this sort of discussion over the meaning of old and well-known stories during a ritual telling around the fire may have been very important in the decision-making of pre-literate peoples. We still see this in debating the "true" meaning of religious and ideological texts.
Indeed, this is the wisdom the Storyteller imparts: Stories are not true or untrue. They convey meaning to the listener who makes them so...
The game-aspect of the story lies in traversing the pre-existing (and perhaps known to the reader) story in ways that emphasise the peaceful or curious sides of our human nature, as opposed to the violent or fearful ones.
Or not. The player is free to explore all the different directions the story may take, thereby sending the attention of the tribe and the relation with the rival Sihan in different directions.
Apart from some standard parser commands which are generally not needed, the player is offered a range of topics to choose from in the form of highlighted words in the text. There is also the opportunity to PRAISE or MOCK other speakers, to get the tribe on your side. Be careful, this may backfire.
I found there was a very believable and focusing contrast between the strict ceremonial protocol of the Telling and the freedom to interject at almost any time during the story. The game refuses all commands that would take the protagonist out of the frame of the Storytelling, most times responding with a valid in-game reason. On the other hand, there is a combinatorial explosion of choices that can lead you through the main story in many different ways, evoking different reactions from the tribe along the way.
The writing is exquisite throughout. The author has adopted the style of the epic oral poem, with repetitions and formulas, but he has also adapted this into readable and playable written IF-prose.
A story to play and replay, and, for me at least, a reason to expand my knowledge of the source material.
Very interesting, very impressive.
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.
An oath sworn in anger and grief leaves two men immortal, bound in their fate until one succeeds in killing the other.
One of them is Kasil, a merciless warlord who led his men on gruesome slaughter-rallies through England in the early fourteenth century. The other is you. You saw your village butchered at the hands of Kasil's men and your sister raped and murdered by the man himself. At the end of an undecided duel, you swear that you will either kill him, or die by his hand while trying. And so the curse takes hold...
First, let's get this out of the way: Yes, this setup is very reminiscent of the <Highlander-movies. It's too good a story to dismiss it as derivative or even plagiarizing though. I categorize it as "an original story in the Highlander-universe", even though the particulars of the spell/curse are somewhat different.
I was very impressed with the structure of this story. Augustine begins with an action-packed prologue where the player learns the backstory of both characters and their bond of fate.
The contrast with the start of the story proper, where you are a bored office clerk in the city of Augustine could not have been greater. Looking for a way to spend the evening, you buy a ticket for a ghost-story tour. It's during these stories that the player learns that the PC is indeed the same centuries-old warrior from the prologue. Although it could be a bit more refined, the author still makes good use of the PC knowing more than the player.
Through flashbacks brought on by the different stories, the player gradually traverses important events of the protagonist's life, coming to know and understand him better. Eventually, this leads us to the expected final showdown at the end of a second and rather more eventful story-tour.
An enthralling story to be sure, but very flawed in execution I am sad to say. When going over my notes for this review, I was reminded of my comments on Jack Toresal and The Secret Letter. A great adventure story, but not an adventure game. Apart from some fightscenes where you can THRUST and PARRY, there is hardly any exploring and no puzzle-solving whatsoever. Exploring the story would count as adventuring for me, were it not that the game is so railroaded that there might as well have been a next page-link at the bottom of the paragraph instead of a parser-prompt.
Indeed, I would have enjoyed this story more as an ink-and-paper macabre horror fiction piece as were popular in the second half of the eightteenth century.
Add to this a very annoying lack of synonyms (>THRUST AT KALIS. You would have to unsheath your sword before you do that. >UNSHEATH SWORD. I do not know the verb "unsheath". Aaargh!) and an all too generous sprinkling of misspellings.
Summary: very good story, badly executed as interactive fiction. Read it, but don't expect to play it.
Entering into the world of Andromeda Awakening the player's freedom is purposefully overridden by the urgency of the protagonist's mission. This did not feel like railroading by the author, it genuinely felt like the commands that did not move toward the PC's goal entered into his mind as distractions and were then ignored. This was really helpful in alligning my focus with the protagonist's.
Yes, that road into the city looks inviting, but there are more pressing matters to attend to first. These secret documents must be brought to the attention of the Council first.
It's only when a literal trainwreck spoils the protagonist's goal that protagonist and player are set free in a hellish undergound area, left on the edge of a magma-filled chasm. Every few turns short bits of text remind you that the earth is still settling in the aftermath of the earthquake that demolished the train tracks.
Exploring the map is a great joy. There are not that many locations, but the many hidden passages and the sudden open halls make the game feel very spacious. There is a great balance between the rocky, rubble-filled natural caves and the human(?)-made constructions under the half-molten icy planet crust.
Yes, the half-molten ice crust. The worldbuilding in Andromeda Awakening is sketchy but very evocative. To pull you even deeper into this strange planet's geography and history you are provided with a handheld computer to LOOK UP details about many of the strange devices and constructions you encounter.
The story hints at a much greater and older world than you can experience within the boundaries of this game alone. There are ancient devices, a secret scientific research facility, hints of a thousand-year-old civilisation that came before... The writing succeeds very well at painting a big, almost overwhelming picture.
It does lack clarity in the descriptions of the immediate surroundings. I believe this is partly a conscious decision to make the player experience the same confusion as the protagonist when first seeing these otherworldly sights. Indeed, if you LOOK again, many times the room-description is more condensed and it becomes easier to select the nouns that are actually important to the game.
The other part of the unclear descriptions however is due to the fact that the author is not entirely fluent in English. There are many grating sentences that are hard to parse, and many words that seemed to be picked from a dictionary of synonyms without the necessary feel for nuances in meaning.
As a result of this, I found one of the central puzzles ((Spoiler - click to show)copying the cylinder-pattern onto the soap) very hard to visualize. Because of this, I couldn't figure out what commands to direct at which objects, even though I did feel I knew what had to be done (a look at the walkthrough confirmed this).
Despite this, Andromeda Awakening is impressive in its wide, possibly universe-spanning scope. It can be read as an open-ended story in itself, but I am very curious to see where the author takes it in the sequel.
When a science fiction story makes you think of how the movie Prometheus attempted to tie the Human/Alien mythos together, that says a lot about how ambitious it is. Andromeda Awakening fulfills enough of that ambition to be a great, if not fantastic, scifi-game.
Yes. That's just one of the great things about Ballyhoo: you get to learn circus-lingo.
After overhearing the circus boss talking to an obviously incompetent private detective about the disappearance of his daughter, you decide to do some investigating yourself. No other motivation than your protagonist's whim. Works for me...
So you start the game and soon find that...
Ballyhoo is pure puzzle and comedy gold.
The comedy comes from many different sources.
There is the persistent atmosphere of a somewhat run-down circus. There are mislaid props and animal odours and filthy rags for banners. One of the trailers is off kilter, an old and warped attraction front serves as part of the fence, one of the lions is skinny and shaggy... This atmosphere doesn't get depressing because it's offset by detailed and colourful descriptions.
The prose is really good. The room and action descriptions are clear but also playful, and there are some hilarious cutscenes (I include deathscenes in the "hilarious cutscene"-category...) A lot of the comedy comes from the protagonist winding up in awkward situations and uncomfortable circumstances ((Spoiler - click to show)trying to navigate a tightrope 20 feet up in the air, finding your way through the crowd searching for your cotton-candy). Many times I laughed at the almost slapstick shenanigans needed to complete one or other task.
During your investigation, you'll meet many outlandish characters. When you (the player) stop and think about it, these NPCs are no more interactive or conversational than a cardboard cutout, but they are so well drawn that their stand-offish behavior and reluctance to answer your questions seems perfectly natural in-game. And they are marvelous just as they are. A collection of wonderful circus-artistes to gawk at.
Other funny features were the many, many instances of wordplay and punnery in the responses to "wrong" commands. My favorite was GET OUT OF LINE when exiting the line in front of a food stand ((Spoiler - click to show)the game describes your character raving and ranting and jumping up and down in anger, i.e. behaving "out of line"...)
As I said above, the puzzles in Ballyhoo are really top shelf. Beautifully hinted and clued. Very rewarding, in the searching for clues as well as in the discoveries after solving them.
When I came across a puzzle, I always could picture a vague general plan to tackle it. And it always turned out that I had missed a necessary step or forgot to bring an important object, throwing me off-balance again. Wonderful! And it always made sense in hindsight.
A small criticism: although I loved solving the puzzles for their own sake, and a joy to solve they were, I rarely had any idea why I was jumping through these hoops.
Of course I'm going to try to get in the lion's cage if I find out it's locked. Why? Because I'm playing an Infocom game. Apart from that, there is little to no motivation in-game to do the weird things that you do. Not even the occasional "You think you see a silvery glint behind the grating"...
This is in keeping with the characterization of the PC. Sure, the game-world is a late 1800s circus setting, but if you look at the bare bones of Ballyhoo, you're still a nameless cleptomaniac adventurer solving puzzles because they're there. There are a lot of instances where you find the solution before you see the puzzle. So you wind up taking everything with you "just in case". To be clear, I don't mind that. I actually like it. Just pointing out that we're not far removed from ZORK-gameplay.
There is however a bigger and more compelling story woven around the puzzle-solving hoop-jumping. This becomes evident int the finale. Excellent building of tension, beautifully tying together the narrative strands (in a hilariously off-kilter way, but hey...). The player's expectations are abruptly shaken a few times before finally solving the bigger puzzle that is the disappearance of the boss's daughter.
Really, play Ballyhoo. It's a hoot.
Really. If there was a blockbuster version of this game starring a young Harrison Ford (or even Nicholas Cage, I've often thought the National Treasure movies were text-adventures in disguise.), I'd be standing in line to get tickets.
Run-down scientist with a time machine! A sinister femme fatale for a nemesis! Aliens mingling in human affairs! World War II!
One of those movies where you get a huge box of popcorn (I don't eat popcorn, but you get the image), set your brain to receive-only mode and just munch away. That could be a great cinematographic experience.
Unfortunately, the only way to get a tiny inkling of this experience in the game Time; All Things Come To An End is to have the walkthrough open and just hammer away at the keyboard.
It does a lot of things right though.
First, there's a ridiculously, comically easy intro-sequence. Really, you are fired when your timetraveling prototype device doesn't work, even after years and years of work. The stacks of notes are on your desk to prove it. And then, oops: (Spoiler - click to show)turns out you forgot to charge the batteries...
So after sorting that out, you decide to give your machine a spin. Whoosh! You are stranded in the future where you stumble upon some sinister conspiracy. With his dying breath, a vaguely familiar man asks for your assistance. Coincidentally, it soon turns out that gettting to the bottom of this conspiracy is also the way to get back to your own timeline.
In a big part of Time; All Things Come To An End, you are being chased by the bad guys. Even in the parts where you are not actively pursued, your nemesis (a delightfully sinister femme fatale) is around somewhere, ready to pounce if you should make a wrong move.
In keeping with this chase-theme, the game plays out on a series of small maps. Your objective is twofold: get the objects or information you need, and escape your pursuers to advance to the next map. This should aid in keeping the game tempo up. There are different modes of transportation between maps, giving a feeling of adventure and real action.
The writing in Time; All Things Come To An End is mostly good. Nice descriptions, well-written (if hardly interactive) dialogue, great cut-scenes (and death-scenes). The author does seem to be under the impression there is some sort of prize to be won for "Most uses of the word 'Evil' in a work of Interactive Fiction." I also think the author got tired near the end. The writing drops noticeably in quality, stock-phrases and clichés start popping up more.
All this could (should) make for a fast-paced chase-game where you feel your pursuers breathe down your neck while you try to figure out each area's puzzle and get to safety in the nick of time.
Alas! Time; All Things Come To An End falls flat in this respect. It fails to tie all the good things together in a fluid, fast-moving game-experience.
Some of you may remember a certain groundbreaking game from the late nineties where you had to move through a very specific sequence of moves to advance. (Spoiler - click to show)Spider and Web. If you deviated too much from this sequence, you failed. But! This particular game was framed in such a way that failing and retrying became an integral part of the experience, adding to the tension and the immersion. It also had the mechanics to back up this fail-and-retry design.
Time; All Things Come To An End is not far removed in time from this game. Here too, the player has to correctly execute a sequence of commands in the right order and , more importantly, in a limited number of turns. However, the only way to eventually get it right is to create tons and tons of save-files and restoring many, many times. These are out-of-game actions, leading to completely non-immersive learn-by-dying gameplay. It would not have been a great leap to add some sort of in-game mechanism to bring the PC back to the start of a challenge, given that the timetravel-premise is already in place.
Lack of time/turns is not the only reason why the player should have numerous save-files on hand. It is exceedingly easy to put the game in an unwinnable state without noticing it until one or more chapters later. Failing to pick up an object, or worse, leaving a seemingly unimportant object behind after a spot of inventory-juggling (yes, there's an inventory limit, at least in the first part of the game) wíll leave you at a dead end many moves later.
Now, after getting savvy to this and accepting that this is just how the game works, I managed to make quite a bit of progress on my own. Playing through a chapter to get the lay of the land and figuring out the death-points, then restoring and doing it right got me a good way into the game. But then the puzzles got in the way. And not in a good way. Many puzzles are extremely obscure, very underclued and with no obvious motivation for the necessary actions. Several times, the key to the solution lay in a location that was wholly unmentioned in any description.
Needless to say that after a few hours of this (this game is big, 2500 moves easy), my motivation waned and I started resorting to the walkthrough more and more.
And here I have to refer back to the beginning of this review: I want to see this movie! The story is great in a suspension-of-disbelief-turned-up-to-eleven kind of way. There are cool twists and turns, great locations in time and space, a real sense of mystery...
It's just not that easily playable as an adventure game.
Despite that, I had a lot of fun, and I recommend playing through it anyhow.
Your love is gone. Dead. You wish to see her once more. Maybe even stay with her in the dark... Or say your goodbyes and live...
Eleanor is a very deep atmospheric game-experience. The sound effects immediately drew me into the dark immaterial realm where you are searching for Eleanor. Examining parts of your surroundings often brings up a pop-up window with an evocative drawing or a few paragraphs of text. These are meant to be associative asides, no background story will be spelled out in concrete flashbacks.
The setting is extremely sparse. I pictured myself/the protagonist floating in some intangible black void, with only a few recognizable props. Interacting with your surroundings happens on a dreamlike symbolic level. You trigger memories and sensations within you which make obstacles dissolve and doors open.
The Spring Thing competition version is sadly riddled with misspellings and linguistic errors. I trust most of these will have been corrected in an upcoming postcomp update.
Apart from that, it is clear that English is not the author's native tongue. This is not necessarily a bad thing. It often makes for an unfamiliar turn of phrase that emphasizes the distanced and estranged impression the game makes.
Eleanor is made harder than it has to be by its very idiosyncratic parser messages. The responses to certain commands often do not make clear whether an action is not appropriate in the current circumstances, or is simply not implemented.
That being said, Eleanor is also made hard (and rightly so) by being exactly what it wants to be: a dreamlike journey through an intangible underworld where touching and looking are actions of the mind or even of the soul; where normal physical interaction cannot take place.
It is up to the player to enter into this state of mind. Snippets of text and song lyrics that I had dismissed as atmospheric background are indispensable clues here. You must react to the voices you hear, the images that are formed in your mind's eye. They are not mere spooky mood-setters.
It is also very important that the player use the HELP-command as a real in-game command. It does not call up help from a distinct impersonal help-file, rather it implores Eleanor or an unseen narrator to aid the searching player/protagonist. The responses to HELP are often as evocative as those to LOOK or TOUCH.
I really hope the post-comp version does away with the unintended impenetrability, and leaves the intended opaqueness as an eerie, disconcerting puzzle for the player.
Hopefully, you will never know. Instead, you run indoors and slam the door behind you.
So, you made your way into Dr.Hugo's (yes, doctor hugo in a hugo game called "the hugo clock"...) research facility. Now for the final part of your assignment. Close the portal.
The way The Hugo Clock drops you in the middle of the story adds a meta-puzzle to the conventional puzzles of the game. Why are you here, who is Dr. Hugo, what were you running from at the start of the game?
Frequent intermezzos with two men, one calm and composed, one frantically pacing, enhance the mystery. The men are talking about your progress, doubting if you will be able to finish the task. (These intermezzos are printed in dark red, adding to the sinister atmosphere of these little exchanges.)
The research facility of Dr. Hugo is small but well described,with a definite creepy atmosphere. There is an exhibition of bizarre artefacts and a room full of contorted skeletons of unknown animals. The main puzzle consists of finding out how to operate a strange machine in the lab. Most of the steps needed are traditional adventure fare, finding and deciphering clues and operating the machine accordingly. There is one delightful (and sad) puzzle which requires you to manipulate a cleaner-automaton into handling part of the preparations for you.
How you execute the machine-operating sequence will determine your fate, and perhaps that of the world...
Short. Not too hard, not too easy. Great fun!