The first half of the manual for The Hound of Shadow which I found online is about a rather complex-looking character-creating process, where you can choose your character's main occupation (occult researcher, anthropologist, ...) and also distribute points over different skills (fencing, climbing, linguistics,...)
In the DOS version I downloaded from IFDB there was no sign of this process. I was dumped in medias res as Edward the anthropologist. Now, this didn't matter to me all that much, I just accepted the character as it was like I would in another adventure.
Starting to play The Hound of Shadow took some getting used to. It is certainly no text-adventure as I know it. There were no object puzzles or locked door puzzles. Rather than searching the map for treasure while overcoming obstacles, you are here to solve a mystery. Actually, the game is not so much an adventure-game as it is a guided semi-interactive horror story.
Following the clues from the story and the nudges from your friend John, you have to talk to the right people and ask the right questions, look up important topics in the British Museum library and write letters to people who might help you. The limited or guided interactivity helps with the immersion in the story. If you read/play the game on these terms, it's a very good story with a suspenseful, slowly unfolding Lovecraftian horror plot.
Unfortunately, the game does not deliver on one of its promises in the manual. It prides itself on a sophisticated natural language conversation system. No need to ASK or TELL JOHN ABOUT xxx, nor SAY TO JOHN, xxx. The game should understand simple statements and questions in plain English. It does not. It seems that its conversation system works by keyword recognition, meaning that over half of what I typed was not understood and a big number of questions got irrelevant responses. ASK/TELL would have been better. Menu-based conversations would have been even better.
The game recognizes a very welcome GO TO-command, and you can WAIT UNTIL NOON if you have an appointment with someone. This helps with the flow of the story.
In the endgame there is an actual IF-puzzle to solve, and a rather good one at that ((Spoiler - click to show)making a homunculus). (I later learned that there are 2 possible endgames. I did not play the other one.)
As an immersive guided horror story, The Hound of Shadow is well worth reading. I do suggest relying heavily on a walkthrough, or at least have the manual with the list of necessary verbs nearby. The top notch writing and slow opening-up of the plot do not go well with search-the-word frustration.
The raw material is definitely there for a great game/story, but it takes some effort on the reader's part to get to it.
After a few false starts I have finished the most-impressive World.
Before we turn our attention to the awesomeness of the game, there are a few negatives I should get off my chest:
(I played the DOS version 107)
- It is extremely easy to cut off certain paths of exploration, which means losing points, or to put the game in an unwinnable "walking dead"-state altogether. (On the plus side, you can literally walk around while dead in this game. The game tells you that although you cannot act on your surroundings anymore, you are welcome to keep on exploring if you choose to do so. No practical reason, just... fun?)
-The parser is very picky about what commands it accepts. There are no synonyms for objects, so you are condemned to type "knapsack" over and over. Luckily, "knapsack" is a funny word. The parser does not understand X, so you must LOOK AT or EXAMINE.
-I found four game-crashing bugs, all when pushing buttons. For those who do not enjoy this and would like to know which buttons not to press, open the spoiler: (Spoiler - click to show) Do not push the round button in the control room. (Well, I later learned from the walkthrough that this button makes a nearby star go nova, obliterating everything around it, including you. So maybe it obliterates your gamefile too...) Also do not push any of the buttons in the metal room except the white one.
All the important buttons work though, so this does not stop you from completing the game. (It might make some points unattainable though, but I didn't really care.)
-The version I played has only one save-slot. Once saved, you cannot go back to an earlier point in your playthrough. (DOS version 106 has multiple slots, but they behaved funny. Plus that version was in ugly bright blue instead of the soothing white on matte-black of version 107.)
There. Now that we have that out of the way, let's dive into the sheer awesomeness of World!
This is a huge and diverse and immersive piece of interactive fiction.
After noticing that surface scanners were hindered by a strange forcefield, a landing party was sent down to a mysterious planet and crashed. While the engineers work on getting the dropship operational again, you are appointed planet-explorer on a search for resources that might help them get the job done. After walking some distance from the crash site, you notice that you are caught behind a forcefield not unlike the one the mothership detected from orbit. No way back, so you press on forward. Looking down from the top of a ridge, you see a breathtaking view of various terraformed areas, all with their own vegetation and, perhaps, other life-forms. Just the job for your inner adventurer!
There are multiple locations such as this ridge in the game: on a hilltop or a rocky spire you can see the landscape around and below you. I love this in games. It gives you an exhilarating sense of spaciousness, and it hints at where to go and what you might find there.
From this view it is immediately obvious that this is a large and sprawling game-world. The geographical zones are neatly separated from each other, suggesting that the puzzles will also be contained within their own zones (they are, for the most part). In such a big game, there is no need to camouflage the boundaries of the map. For one, it is large enough as it is without giving the impression that it goes on even further. Secondly, the boundaries flow naturally from the whole concept of having terraformed areas. Anything beyond it is obviously inaccessible because it won't support life.
While the different areas have rather complicated maps with many paths and roads crossing and going over and under each other, the geographical zones are only connected by a few access points, providing clear limits to the puzzle-area you are in.
Puzzlewise, there are two sorts of puzzles in the game that serve different purposes.
-Maybe a bit disrespectfully, I would call the first variety "looting-puzzles". You have to locate important objects, be it for the repairs of the dropship or for the scientific mission your ship was on in the first place. Or because they are worth a lot of money...
These tasks consist of visiting locations, finding and getting objects, using objects in sometimes surprising ways and taking pictures of interesting things you come across. These are mostly limited to the geographical zone you happen to be in.
-The second kind of puzzles revolve around understanding the bigger picture. You'll want to figure out who the builders of this place are, what their intentions are. Also, you need to explore this entire map to find a way to get off this planet.
These puzzles require more technical/engineering skills, finding and combining objects from all over the map. You will also need some leaps of knowledge and insight to reason a few moves ahead and see why you are doing what you are doing. (Solving puzzle X will hopefully get me the information I need to overcome obstacle Y which in turn will tell me what the *snorf* I should do with object Z I've been carrying around since move 9.)
A little reminder: any objects (except one) you use for the puzzles are one-use-only. No take-backsies, no stash somewhere, no market, no helpful NPCs. If you give the peanuts to the elephant, you will have none for the monkey. (There are no elephants, monkeys or peanuts mentioned in this game btw...)
The majority of puzzles is fair and logical. Once you know the properties of the objects and machines and plants and... you encounter, the solutions are difficult but straightforward. (No magical thinking or huge lateral leaps.)
But... To understand the properties of the aformentioned objects, machines, plants,... you will have to experiment. And carelessly experimenting with single-use-only objects leads to...? Walking-dead-syndrome, that's right. So save everytime you think there might possibly be a slim chance of losing an object and only then carry out your experiment. Frustrating? I wouldn't call it that. I'd say it's rather suspenseful.
Since this is a game from 1988, of course there have to be some objects hidden in the most arbitrary places, far from the puzzle they help solve. Are you an explorer or what?
With all these puzzles, it is helpful to keep in mind that this whole world must have been terraformed and built by some intelligent beings. This implies intentionality in how your surroundings work. Things are so-and-so for a reason. (I really like how the author has brought in an extra layer of purposefulness this way, by incorporating in-game creators of your surroundings.)
Now, on to the characters:
-You are an essentialy traitless adventurer. I like that in this sort of game because I can feel directly connected to the adventure. It's me who is exploring this strange world, without having to think about the psychological backstory of my character.
-The NPCs, if you can even call them that, are completely unresponsive (except they kill you when you disturb their hockey game, in one case...). They do have a lot of character though. They clearly have their own objectives and priorities (like hockey, in one case).
-And then there's the robot. The endearing, helpful and a bit sad robot. Pity I couldn't do anything with him except boss him around. I like the robot.
(quick clarification on the syntax of how to boss the robot around: TELL ROBOT, GO NORTH)
The writing overall is good. It serves its purpose without drawing too much attention to itself. Some of the more elaborate descriptions (when you encounter a particularly important species or event) might be a little overdone, but I didn't mind.
The tone of the parser's responses is weirdly mixed: Most of the time it's neutral, as in "You can't go there." Sometimes it's snarky: "Ridiculous." And sometimes it just has to insist it's just a line of computer-generated text in a computer-game: "That word is utterly beyond my limited vocabulary."
Once you have an inkling of what this world you're exploring really is and what steps you have to take to move forward, the suspense takes over and the game drives itself forward, carrying you along with it. That is good writing.
My strongest feeling of this game is one of wonderment. Like watching a long drawn out fireworks show in slow motion: a series of ooh's and aah's with each new discovery. You should really play it.
That's how the great Sherlock Holmes impatiently welcomes you back to London when you restore a saved game. This and other dry or witty remarks make sure that you never forget Holmes' presence, even though it is you, Watson, who is in the driving seat in this investigation.
Sherlock - The Riddle of the Crown Jewels is a fantastic Infocom mystery. In the beginning of the game Holmes senses that his adversary is very cunning and has studied his, Holmes', methods. Therefore, he puts you, Watson, in the lead. With the great detective breathing down your neck and occasionally making snarky remarks, the two of you explore London in search of clues as to whom might have stolen the Crown Jewels from the Tower of London.
The setting, London in the late 19th century, is magnificently rendered. Foggy streets, dim sunshine if there is any, grand and imposing buildings,... But also a busy market square, avenues full of tourists,... The author uses the fog and the busy streets to make the game world seem much larger than the part of the city that is actually accessible, giving a great sense of freedom to the player. You can roam the streets and go sightseeing as you please...
Were it not for the fact that you are on the clock. You have but two days to solve the theft, or the disappearance of the Crown Jewels will become known to the public and all faith in the monarchy will crumble (yaay!). Being on a timer, together with some well-placed twists in the story gives the story its drive. It creates the tension that makes this a good mystery. However, the trade-off between telling a straightforward story with its natural tension-arc on the one hand, and allowing the player lots of freedom to explore the map and solve the puzzles in his own order on the other hand does get in the way sometimes. If you misunderstand a clue (as I did), then the tension falls flat until you stumble upon the answer. Felt kinda like pushing the motorcar until the engine fired again.
For the most part, the puzzles are fair. Do remember that you are Holmes' assistant in this game, so don't just gather clues but think about them and put them together. In the words of that other famed detective: "You must excercise zee grey cells." I thought one puzzle was underclued, and it being dependent on the time of day, it took me a lot of time to complete.
The NPCs are very well characterized, even though they do not have all that much to say. In a few strokes and a few remarks, the character is there with you.
The descriptions are very strong, bringing the locations to life when you first enter them. The city of London's atmosphere in the fog permeates the game, adding to the tension of your search. The suspense of the overarching story suffers somewhat from the trade-off I mentioned before, but once you get near the endgame and the pieces fall together, the game picks up speed again.
A truly great adventure, a joy to play.
What a fun and engaging game to spend an afternoon with!
The aptly named Spaceship features you as the captain of said spaceship. Your entire crew is on leave and you are enjoying a nice nap when suddenly disaster strikes. A meteor impact!
Now you're all alone on a depressurized and oxygenless spacecraft, left to your wits and some mighty fine McGyvering-skills to get yourself and your ship out of this pickle.
Despite the lifethreatening situation and the oxygen in your hastily donned spacesuit slowly decreasing (the oxygen-meter serves as a very effective timer), Spaceship is consistently funny. Consider this response when you examine your quarters: "Above [the desk] is a porthole, with a stunning view of bugger all." The tension created by this contrast between the emergency of the situation and the humorous narration is just right.
The ship is littered with objects, so you'll quickly have a heap of stuff in your inventory, most of which you will never need. Luckily, the puzzles are well clued and there are some alternative solutions, so juggling the inventory items never becomes a real problem. Actually, I found that some puzzles were overclued, diminishing the whole "alone and left to your wits"-feel of the empty spaceship. The obstacles all have logical solutions, some with a lot of intermediate steps. However, if you cram your inventory with everything you can take on your first exploratory tour of the ship, you should always have everything needed for the puzzle at hand.
A few of the obvious paths to rescue turn out to be red herrings, but they are great puzzles in themselves and they add to your score. So instead of being frustrating or disappointing, they just mean more fun!
I encountered a few unobtrusive bugs (and a huge one that was actually meant to be in the game...), but overall Spaceship played very smoothly, no small feat when you take into account that this game was written by a large group of authors. Kudos for keeping the atmosphere and quality so consistent throughout the game!
To the authors, I'd recommend one last round of editing and testing (cranking the handholding down just a notch in some places, (Spoiler - click to show)Particularly in the Infirmary.).
To anyone else, I heartily recommend playing this game!
I have officially finished my first Infocom game!
And I liked it a lot. Wishbringer brought me a lot of moments of joy and laughter. Once you complete the introductory task, it seems the game-world turns dark and sinister. Once the boot patrol turns up though, it turns out to be whimsical and funny. The little town of Festeron (Witchville in the dark) is full of surprises, secret passages and absurd characters. When I found my way to Misty Island I laughed out loud. Phineas and Ferb is one of my favorite cartoons, and here I saw an island full of Agent Ps...
The puzzles are fun and on the easy side. I would recommend that you look at the official feelies and the original game-booklet before playing though. (Widespread on the web.)
Then why only three stars? Because it's possible to make the game unwinnable when you are at the doorstep of victory by not reading a certain note before it becomes forever inaccesible to you. And because the Magick Stone that this game is supposedly about is hidden without clues, like an inside joke from the makers. And because things like that are extra frustrating in an easy-going whimsical adventure such as this one.
But do play it. It's fun.
Delusions was one of the very first IF-games I played when I first discovered the medium. The puzzles were way over my head back then, but I found the setting and the slowly unfolding plot fascinating. Except exploring rooms and examining objects, I used a walkthrough for the entire game, knowing I would once try again.
And now I have come back to it. Where before I would have given Delusions five stars for its story alone, now I have more experience with IF and I might offer a more nuanced opinion. I will have to be quite vague in this review to not spoil the overall story.
The story remains fantastic. It is a reworking of a tried-and-true science fiction trope, very well told and paced. Each of the three parts of the game sees the plot of self-discovery open up some more to its inevitable conclusion. Story-wise, there are many similarities to Babel. The way the player discovers the story through puzzles is different however.
The puzzles are very reminiscent of some mini-games in Gateway. You have to build a good understanding of your surroundings and the available objects to figure out a sequence of actions that brings about the desired effect. This will undoubtedly take some experimenting, failing and retrying. You can of course rely on saved games for this, but the game always brings you back to a fixed starting point to begin anew. (In the middle game at least. The endgame is not so friendly.) It is vital to play through the introductory puzzle attentively, because it is an easier version of the puzzle in the middlegame.
For the map-drawers and world-explorers there is not so much here. However, the setting is exquisitely suited to the plot, it adds to the trapped feeling and the big puzzle is designed to fit snugly in these few rooms.
Unfortunately, being more experienced I could also recognize more flaws. The unfolding of the plot relies on examining the same objects multiple times over the course of the game, to see how they change, or, more accurately, how your perception of them changes. Sometimes an object gives a default "not interesting"-response while you should still examine it later. One crucial action demands a non-intuitive (to me) command, making it a very frustrating guess-the-verb problem: (Spoiler - click to show)TAKE object WITH TONGS does not work, you have to PUT object IN TONGS. I also found a game-breaking bug: (Spoiler - click to show)do not SET WATCH TO [time]. It breaks of the playing session immediately. Just SET WATCH wil do nicely.
So, I am not so awestruck as the first time I played through Delusions, but it is still a very clever and well-written game. Highly recommended.
He's got a bad case of the hay fevers! Can't even look at stuff without his eyes watering.
Yes, the protagonist of Birmingham IV has a chronic eye-disorder. Every single time he examines something: "Predictably, the Phil's eyes water." His other problem is that throughout the game, he is consistently called "The Phil". I have no problem with third person narrative. It establishes a different kind of player-PC relationship that helps define the feel of a game. However, here it sounds more like the protagonist is a rambling braggart with delusions of grandeur narrating his own exploits. (This is probably not the case, but I found it fun to imagine my PC going about his explorations while describing his every move.)
This rambling-about-his-own-exploits protagonist is actually perfectly in line with my biggest gripe about the game: What the FULLGRU am I doing here?!
Apparently The Phil has woken up in a fantasy-dreamland (trolls & dwarves elves & all). He starts wandering around poking everything he comes across and taking whatever he sees. Out of pure curiosity he seeks out puzzles to solve but it is never clear what his goal actually is. Halfway through the game, a proper endgoal crystallizes: clear up the mess he has caused by thoughtlessly (some might say ruthlessly) tackling obstacles for no apparent reason.
The land the Phil is roaming is nicely described. There are (on my map) five distinct regions that all lie along a long E-W road. So that's good for visualizing the geography. Unfortunately, due to an inventory limit and some less-than-practical puzzle layout (1980s oldschool style and all that...) you will travel this road until you can dream it and then some more.
The puzzles you encounter range from "Great!" ((Spoiler - click to show)laying out breadcrumbs for the puddytat...) to "Huh?" ((Spoiler - click to show)lighting the lamp...) to "Jeeves! Get-me-my-walkthrough!" ((Spoiler - click to show)a not-cool-not-clever maze that is only justified because everybody knows that Elves are obnoxious tricksters seeking to confobble people at every turn.)
The writing is good. I really enjoyed the descriptions of the Elven Mound and the Plains by the River. There is a lot of humour in the responses too, and there are tons of unnecessary but funny stuff to try (including dying in many ways) (Oh, that reminds me... About those puzzles: Learn by dying. A lot.)
But despite the funny and overall good writing, the lack of an overarching goal or quest made it all feel a bit too light and unimportant to me.
So: a nice big game, lots of laughs without any (heart)strings attached.
Worth playing.
First of all: A Beauty Cold and Austere is extremely well coded and implemented. Every action I tried that had even the slightest relevance to the problem at hand was understood. The parser understands tons of synonyms and guesses accurately what you want to do from differently formulated commands. This is a joy in every adventure, but it is doubly so in a game like this. There is a lot of precise fiddling of switches and turning of dials here, and any less near-perfect implementation would have made this a hell of frustration.
The puzzles here are logic and fair (duh). The author has put in a lot of effort to guide the player to understanding why the solutions work. I daresay that I have learned a (vague) thing or two about calculus.
The game truly shines in its visualization of abstract mathematical concepts and problems. An algebra problem made concrete with balancing scales is something one could find in an oldschool text adventure. Making an infinite converging series tangible or visible is harder. And programming, nay, creating a working machine in the game that lets you manipulate such series at will is just a heavenly present to any IF-tinkerer.
The writing is very good. Well-described locations, the occasional joke (well, a bit more than occasional, but it stays within bounds...), good NPCs. On the larger scale, it's harder to say:
Like The Chinese Room, a game that explores some basic concepts of philosophy, A Beauty Cold and Austere explores many mathematical concepts. And, like The Chinese Room, A Beauty Cold and Austere does not have much of a story beyond that.
It makes up for this though. Instead of a story-structure, we get an ever-widening understanding of mathematical concepts and how they are linked to eachother. And this widening understanding is beautifully reflected in the way the gamespace evolves. The map itself expands and deepens with your mathematical discoveries (or inventions, depending on your philosophical standpoint). You also have the backbone of math's history and many of the great minds in it to give the game a recognizable structure.
I like this game a lot.
My first IF in French. (I'm not counting Les Heures du Vent because it was unfinished and I quit.) I can read French quite well, but it took some time (and some help from online dictionaries) to figure out the commands.
Catapole is very, very well written. You play as a chimneysweep in a huge underground complex, where workers live and work their entire lives to support the wealthy who still live on the surface. This underground atmosphere, the stillness of the air, the soot,... is made tangible by the writing. It is also reflected by the PC, with his mood, his views on life underground. Not really unhappy, but aware that there is much of the world that lies beyond his grasp.
Because of this surrender to the status quo, he becomes the target of a murder attempt by revolutionaries who want to shake the public into a revolt against their living conditions. Up to you, the player, to find the way to survive this attempt and choose a way of life for your PC.
These are deep themes, thought-provoking and worth contemplating. Unfortunately, the game does not do them justice.
However well-written, Catapole is too short to get in-charachter, too on-rails to understand the life underground, too confined to get a grasp of the relation of your PC to his world and to the people he lives with.
The same is true for the motives and the actions of the revolutionaries.
There's just not enough immersion in the grand overarching story to understand the main character and to make a valid choice at the end.
Still, Catapole is well worth a playthrough for the exquisite writing, and to let yourself wonder about the options.
I really liked the premise of this game: a young Storyteller asked by the local mage to find an especially evocative children's storybook.
I had wandered around the entire accessible map, enjoying the superb location descriptions. Maybe French is a better language for poetic ways of saying how a town square surrounded with linden-trees looks like? (Yes, the game is in French.) After a while though, I started noticing a particularly large amount of objects where the response to X was "You see nothing special about..." (translated of course.)
A better look at the title page and info showed that this is "un aventure en devenir." "An adventure in progress" that is. So I stopped. This version is from 2007, so I doubt the finished story will ever be published. Too bad, the descriptions are really good.
(I do keep wondering how this piece got 1st place in FrenchComp. Maybe because it's probably possible to play to the end, just very underimplemented?)