You are quite the sophisticated art-thief, choosing to perform your particular art as stylishly as possible.
You also can't stand being talked down to by snobbish Upper Class-Ladies.
So you decide to stick it to Lady Satterthwaite, robbing her of not one but three family heirlooms without a trace of your stealthy little self.
Lady Thalia and the Seraskier Sapphires is a delightfully funny heist-game. I very much enjoyed finding out what angle to use in my conversations with the different characters to get information or favours.
In fact, these conversation-puzzles make up the most part of the obstacles. You can get quite a good feel for the kind of person you're talking to from their response to your first question, so you can tweak your approach accordingly.
I especially enjoyed talking to your Scotland Yard-nemesis. There is a real chemistry between the protagonist and the detective trying to catch her.
There is also some traditional code-breaking involved, but I believe you could circumvent that by making different choices.
The writing in Lady Thalia really sparkles. It's fast-paced, funny and engaging, with just a sprinkle of backstory involved.
As I said: Delightful!
Wintervale starts off as a run-of-the mill story about a fantasy town. This introduction was nicely done, with a history of how the town got its name and a list of the different fantasy races living together in Wintervale, listing their strengths. Apparently, the town is special for having all these races living together, as they are mistrusting towards each other in the neighbouring lands. Unfortunately, this information is of no consequence to the rest of the story.
The innkeeper of the town goes down to his drinking hall to investigate after he was rudely awakened by riotous noises in the streets. During this first investigation he is killed, only to re-awaken on the same day.
From here, the circumstances of the innkeeper's investigations turn darker and more confusing. Through multiple re-awakenings, the player must guide him on a search for what exactly is happening.
The game is written with a lot of enthousiasm, and I felt this pull me along while playing. I was gripped by the mystery of the broken glass in the tavern and the riot outside.
I must add however that the sense of mystery was helped (?) along by the unclear writing. The game is riddled with awkward turns of phrase that present your surroundings as more obscure than the author probably intended.
There are also many misspellings ("environment" is consistently spelled "enviornment" for example). The game definitely needs another round of proofreading by players fluent in English.
I liked Wintervale a lot, but perhaps more for the promise it shows than for the story it is in this iteration...
Twenty two good men died in the mine after an earthquake. To add insult to injury, some hoodlums take control of the town and deny the families their grief-benefits, robbing them of even the possibility to pay for a church-sevice or a proper burial.
As the son of one of the miners, you gather a group of young kids to stand up to the thieves.
At first, Copper Canyon reminded me of the Peter Pan-movie Hook. A bunch of kids resorting to tricks and mischief to shame the bad guys into drooping off. The story evolves into something much darker and more serious however. This transition was gradual enough to be believable, there was no sudden jerk in the story. This is mainly due to the excellent prologue reverberating through the story.
Having played through only once, I don't know how much the choices in Copper Canyon change the course of the main story. They certainly do offer the player an opportunity to flesh out the protagonist, to fill in his character by exploring what he does in certain situations.
Although I think this piece could do with some more characterization, and some more exploration of the effects of the deaths of the miners on the rest of the town's population, I really liked it.
A good read.
Baggage is set in a very evocative symbolic setting. You're on an endless gravel road going nowhere. Your only chances of getting somewhere lie behind two impenetrable hedges.
You must dig deep within yourself to make for yourself the tools you need.
This vignette tries to relate to the player the hard and painful work it takes to open a path out of depression or emotional blockage. It gets a lot of things right; the need to hold some cherished beliefs to the light and see them for what they really are, to leave behind painful yet known -and therefore twistedly comfortable- convictions and memories.
The way to deal with these, to mould them into something helpful instead of restrictive is a bit easy. I would have liked to see some more of what a person need to do and what needs to happen to a person to climb out of the darkness, instead of presenting it as a "simple" decision. However, this small story does present the necessary steps one has to take, albeit somewhat on the theoretical level.
The contrast between the player character and the traveller (the only NPC) gives a bittersweet taste to the endgame.
A sincere and thoughtful piece, worth thinking and feeling about after you finish.
This was FUN!
There's really nothing to the "game"-part of this game, but my-oh-my the fun there is to be had by trying to do all the things you can think of in this limited setting.
Actually, this entire game is one big list of AMUSING.
Really, play it. Ten minutes of laughing, out loud or otherwise.
You're a big trucker with a soft spot for the waitress in a rundown truckstop. You'll have to prove to her you can safely take her accross the mountains to take her away.
Looking for ways to accomplish this, you meet a bunch of colourful characters, each with their weaknesses you can exploit to get a step further to your goal. (I was intrigued by Ranbir the shop owner.)
This could have been a fun comedy game, were it not that it's badly executed.
There are a bunch of typos and missing spaces, not enough synonyms, and often there is a blank line missing above the parser prompt, gluing the response to the previous command onto the next command line.
The game suffers from shoddy implementation. OPEN DOOR gets a response that refers to an obstacle that you just got rid of for example.
And I cringed when I saw this:
(In Convenience Store)
>BUY SODA
"Nothing is on sale."
Not only is it an unforgivable oversight not to implement BUY in a store, the author also managed to use the wrong expression.
[Edit: the expression "on sale" has different meanings in American and British English. Only in American English does it mean "being sold at a lower than usual price". I was wrong, the author was right to use "Nothing is on sale." in this way. Since this was the most grating flaw I experienced, I upped my rating by one]
Two or three more sendbacks to the testers and a lot of attention to detail could make this game a fun little comedy. As it is now however, the lack of careful finish got in the way of my enjoyment.
I look forward to a post-comp release of Mean Mother Trucker, where I might dive right into the comedy.
A sick goblin, bleeding from his eyes, is brought into the clinic and dies on the operating table, right before the eyes of Marid, a young doctor in training.
This is how The Weight of a Soul throws you in the middle of the action from the very first scene. Although there are some resting points in the rest of the game, they are few. Most of it is fast, moving from gruesome discovery to action sequence to an impressive and morally challenging finale.
The goblin's death is only the first in a row. Marid is sent out to investigate the cause of the disease and maybe find a way to stop it from spreading. It is the beginning of a journey that will take her deep into the bowels of the Channelworks District.
Into the bowels indeed. The great waterworks installation known as the Hydra Aquifera looms over the district and dominates the gameworld, both above and below ground. Its pipes, channels and canals run everywhere. The city's descriptions conjure up images of bodily fluids, purulent boils and Galenic humours. The city has been laid open on a dissection table with its innards bare.
The writing in The Weight of a Soul is excellent. In most locations, it follows a very standard IF-structure, with a short descriptive paragraph for each location, followed by a list of exits and of notable features. The images in those descriptive paragraphs are however of a rarely seen evocativeness:
---"The suspended mansion echoes with a grandiose hollowness."---
There are tense action-scenes, something hard to pull off in IF. Here they are well guided without sacrificing all interactivity.
The overall story arc was mostly satisfying. It's a great adventure story; I was happy to let myself be swept along. As a mystery however, it did not work so well for me. I was surprised at the scale of the villain's evil plan, but the basic plot, the nature of the disease and the identity of the villain were all clear very soon.
Fast-paced as it is, the game eschews traditional puzzles in favour of story-bound obstacles, conversations and examinations (of the city and of bodies alike).
It rewards the exploration with pieces of character backstory, long and well-written cutscenes and insightful dreams.
During the story, there are many conversations. These are handled with choice-menus. The choices of what you say do not alter the path of the story for the most part, but they do serve as an excellent device for the player to colour in the character of the protagonist in her own mind. The NPCs are many, and they have much to talk about. (I personally found Webster the bouncer a fascinating man.)
Throughout the game, I kept noticing the ambiguous player perspective. Although the story is written in the traditional second tense, I experienced it as somewhere between second and third tense. Whereas I normally use "I" or sometimes "you" to refer to my player character in my notes, here I used "Marid" and "she" almost every time. This testifies to how much I read this game as a book. I must note that this didn't take away from my involvement with the story.
The Weight of a Soul is a great technical achievement. The depth and smoothness of implementation are astonishing in places, so well done that they become almost invisible to the player. In one scene, there are multiple dead bodies in the same room while Marid examines them one by one. The game effortlessly tracks which body she is working on, avoiding many, many disambiguation issues with a graceful ease that must have been a pain in the unmentionables to program.
The polish on the player-help features is so bright it's almost blinding. A beautiful map, a nudge-to-explicit hint menu, a list of the characters Marid has met and the locations she has visited. On top of that there's a journal that keeps track of Marid's discoveries and her current objectives. More than enough reasons to feel safe as a player and trust the game.
When I started playing IF, I always had a strong feeling of excitement when opening a new game. The experience of being there, embodying a character in a strange world and determining her actions was my main attraction to IF. In The Weight of a Soul it is exactly this feeling that serves as the basis of the interactivity of the game. Rather than levering up the sofa to find a bolt to screw into a machine, the interactivity here comes from being a collaborator of the protagonist, looking through her eyes and helping her decide. I found this extremely engaging and immersive.
In the finale, you, the player, must really decide which path Marid will take in a grey moral area. Very satisfying.
This all takes place in a beautifully crafted grimy and gritty fictional world. The phrase alchemy-punk came to mind...
The Weight of a Soul is an extraordinary IF-story.
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 width of the map and the depth of implementation are awe-inspiring.
Only War relies on the strengths of the parser-IF medium to produce an experience that no other medium, no matter how strong its graphics interface or how numerous its pages of static text, could deliver.
The old-school adage holds strong with this epic work: the best graphic engine is the human imagination!
This game also has a masterful technical ace up its sleeve in the handling of containers and contents.
Revealing too much would spoil the surprise and the imaginative journey for other players. Suffice it to say that I was baffled when I found out how deep this game actually went.
[Edit: This is a 2021 April Fools' Day joke-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!