The past ten days I have been playing Gateway. The moment I heard the electronic music and saw the first screen of the introduction, I was whisked back to the early '90s. I felt the same anticipation as when I had just put a new cartridge in my Nintendo-console and watched the pictures with the background story. Good stuff. Of course, Gateway is a text adventure, and I don't remember playing any of those on my SNES.
This is the first graphic/text game I have completed. The intro-pictures were great. Very beautiful pixel art. But this wouldn't be the first piece of art/craft/entertainment to blow the player/spectator/beholder's mind with an intense blast to the senses and emotions to cover up mediocre content. I was still apprehensive about if and how both inputs, picture and text, would work together in my mind.
Pretty good, it turns out. The default setting is an impossibly cluttered screen with a little picture in the top right, a little text window bottom right, and a list of every possible verb and every possible noun on the left half of the screen. Apparently, you could play this game like a point'n'clickety robot by mindlessly clicking every possible verb-noun combination.
But,...you have options. There is also the hardcore text-only option, for those who dislike pretty pictures and still think Bob Dylan should never have picked up an electric guitar.
Me, I settled on the half'n'half option: pictures and windrose on top, screenwide text below. Very handy. The pictures really add to the sparse descriptions, the compass shows exits at a single glance. What I especially liked was that clicking the pictures doubles as an X-command. So I could enter a new location and just click around instead of typing X everything. I noticed a few objects this way that I had overlooked in the text. Also, when thoroughly exploring a location or when trying out my entire inventory on a puzzle, I find myself hitting L or I every five or six turns. Here, I could just replace the picture with the room description or my inventory list. I used this a lot.
As I said, the pictures add a lot to the sparse descriptions. And the help is more than welcome. The writing isn't bad, but I wouldn't say it's got any real literary qualities, like some other games that excel in two-sentence gems to grasp the feel of a room (Metamorphoses comes to mind...). But this criticism is about the small-scale writing. Gateway does excel at the big-picture writing: plot, pacing, overall structure...
In Chapter One, you have won the lottery and go to an enormous space station built by an ancient alien civilization, the Heechee. There, you will be trained as a pilot and get the chance to go find alien artefacts all over the galaxy. You will be payed a handsome sum for everything you bring back. The puzzles here are good, nothing too hard. They are important in setting you up for some harder puzzles in the later portions of the game. You can actually solve all of the puzzles on the space station on your very first evening there. Should you not do so, then know that at some point in the game you will have to re-explore the entire station. My biggest gripe about this first chapter is that it feels too small. You are supposedly on a huge alien satellite, but the writing does not succeed in bringing across that feeling. This is not about the number of accessible rooms, but about the very confined boundaries of the playing area. It would have helped to hint at other areas of this great space station while prohibiting the PC from ever entering there. (Turbolifts that go higher than the accessible three decks to regions where the PC does not have clearance come to mind.)
The boundaries of the storyworld on the other hand are very wide. There are some devices in the game that give you the news from earth, tell you about the history of the station, and even show personal messages from other prospectors (looking for a drinking companion or a date...). This makes you feel in touch with a much bigger society.
Also in this chapter you go on the first few missions to other planets. Nothing noteworthy though, just a teeny tiny taste of what's to come.
What does come next in Chapter Two is amazing. You visit four alien worlds to carry out a very specific mission. Each of these worlds is one single puzzle, contained within a handful of locations. Two puzzles in particular ((Spoiler - click to show)the spider-anemones-octopus-snake sequence on planet 2 and the Sasquatch on planet 3) were beautiful in their logic and simplicity.
Each of these worlds is also a magnificent new ecosystem, making one wonder about what the rest of the planet would look like. Here, the small size of the map does not impinge on the feeling of a bigger world at all.
Of course, just when you think you have completed your four-part mission, it turns out there is a fifth obstacle to be overcome. The three related problems in Chapter Three hearken back to your trainee days when you had just arrived at the space station. If you payed attention at the beginning of the game, you should grasp the principles of the solutions immediately, if not the practical execution. The idea behind these final puzzles is a classic and very well played SciFi trope. Unfortunately, one of the puzzles also involves "Paradise as seen through the eyes of a hormone-overdosed, raised-on-misogynistic-movies fifteen-year-old boy". No matter how good you may find the puzzle, this part is bad. Really bad.
That's really a shame, and the fact that it comes right before the end of the game doesn't help. For me at least, it tainted the final WIN-sensation.
If I excise that bit from my memories with my imaginary memory-scalpel though, I'm left with the experience of an overwhelmingly good game. Very entertaining, very emotionally engaging at times ((Spoiler - click to show)the Sasquatch again). It may be linear, "on rails" as they say, but it's one heck of a rollercoaster ride.
Must play, if you can stomach that bit-that-will-not-be-mentioned-again.
Finally, I'd like to come back to my favorite puzzle of Gateway.
I have read several reviews and interviews where Emily Short talks about the complicity of the player in commanding the PC, especially when immoral actions are needed to advance the game. She comments that through the years, it has become more of an emotional burden for her to just do whatever it takes as an adventurer to get the proverbial Magic Crystal.
In my years as an adventurer, I have happily stolen stuff, sedated and drugged NPCs, broken all kinds of furniture or laws. I have even killed a good number of guards that happened to be in my way. All without a moral hiccup.
When I first came across (Spoiler - click to show)the Sasquatch however, I found myself very emotionally involved. From the start, I hoped I wouldn't have to harm it. In the end, I did have to treat it in a way that I wasn't comfortable with (although it was not unbearable), and it was a very powerful experience to find myself caring so much about what would happen to this creature. This is where IF done right can truly shine, through shared responsibility between the player and the character.
(Actually, come to think of it, something similar happened when I played LASH, but that game had a twisted player/PC relation at its core that was aimed at just this strange complicity. Gateway is a more traditional adventure in this respect.)
A classic well worth playing (again).
I stand in awe. This game is so good...
Top fighter pilot during the past war, you now find yourself accompanying the Ambassador on a tourist trip to a place he slashed into submission from orbit just twenty years ago, while you were down there on a mission of your own. A heavy storm forces you to push him into his spaceship to take him to safety, leaving you alone and stranded on the surface with your storm-damaged plane. You might be able to fix it should you find your multi-purpose tool that you lent to the Ambassador. Maybe he dropped it somewhere during his escape?
As you search the area, you get re-acquanted with the strange towers that stand on the points of a great triangular field, and the massive Ziggurat that stands in the middle. Soon, driven by memories and an only half-understood inner urge, you find yourself unraveling the mysteries of these perplexing structures.
Inevitable takes place on a smallish map, readily memorized and easily accesible. You can oversee much of the area from several locations, making it feel bigger while at the same time tying it together into one big site. The descriptions are evocative while not overloading your brain with too much information.
Actually, the writing overall is extremely good. When exploring the different towers and examining scenery and objects, the text is efficient and to the point, almost cold in places. However, entering certain locations or finding certain objects brings back memories of your last time here, memories you would have rather forgotten. When remembering these, the writing becomes softer, even hesitant.
At its core, Inevitable is a puzzle game. It is actually one big puzzle with tightly interconnected sub-puzzles. Once you understand the overarching problem, the nature of the towers and the Ziggurat, the function of the sub-puzzles becomes clear. (Not their solutions however...) In this way, instead of other IF-games, Inevitable reminded me most of two point-and-click games I bashed my head against in the early 2000s: Chasm and Archipelago. (Ring a bell, anyone?)
The solutions to the obstacles are all logical, which does not make them any easier. I certainly needed some nudges along the way. (Thanks!)
The coding and implementation is top notch. Wrong attempts get helpful replies. You can GO TO locations if you don't want to traverse the entire map. The game starts in Default mode, but you can type EASIER or HARDER at the start of the game, depending on how masochistic you are.
What lifts Inevitable head-and-shoulders above other hard and smart and clever puzzlers is the dramatic backstory revealed in the memories. I felt strongly sympathetic towards the protagonist (I imagine it to be a woman, although the game doesn't say either way.) when she was reliving the final moments of the war through short but heartwrenching flashes of memory.
Extremely good game.
After lying through your teeth about your lockpicking skills (which are non-existent), you were allowed into the Thieves' Guild. However, instead off stealing old ladies handbags, you are sent to a mysterious island, a letter from the Guild Master with your objective in your pocket.
Isle of the Cult starts out very laid-back and lighthearted. So much so that when a) the letter with your goal on it turns out to be illegibly smudged by seawater, and b) the fishing boat that dropped you off sails away with your burglar's gear still in it, you decide to just wing it without any equipment.
So you set off to explore the island and you soon come across remnants of an old civilization: an abandoned village and two temples on a hill. The ex-inhabitants of the village probably said to each other: "Hey, if ever a lone adventurer comes this way, we might as well make them feel welcome!", and left a few easy obstacles in the way. "The way" being a straight north-south avenue with buildings to the sides.
Things change when you get to the southern part of the island. Here, narrow paths wind through the jungle to isolated locations, ravines and streams block your path. In the center of the jungle a great fog-tipped mountain looms. There are harder puzzles you must solve to get to locked off areas of the map. Not harder as in complicated, but cunningly deceiving, making you look one way while the solution is right under your nose. Quite exhilarating to solve these, really. A few red herrings are thrown in for good measure, and these add to the overall abandoned island-feel.
The writing in Isle of the Cult is not remarkable but it is efficient and to the point. Storywise there is hardly any story or plot to speak of. This is an oldschool puzzle adventure. But it is an excuisitely polished one. The author has thought of many unnecessary or "wrong" actions and has provided appropriate, helpful or funny responses. Your movements are described tersely, reminding you that you are crossing jungle-terrain, not just going E or N on a grid.
A smooth and sometimes misleading adventure. Nothing groundbreaking, but very well made. A joy to play.
Wow! That was really really really cool!
The year is 1347 AD. You, a renowned scholar and theologian, have been summoned by King and Pope. There has been a tragic fire in the library of the great abbey at Montglane. The fleeing monks have rescued as much of the treasures as they could, but the location of certain ancient relics has been forgotten through the centuries. You are to retrieve them for the greater glory of King and Church.
The Abbey of Montglane is a 1988 DOS text-adventure. It is by far the oldest IF I have finished. (Edit: I see that the date on the IFDB page is 1993. I could have sworn I saw 1988 somewhere.)
Because of the limited implementation of objects and scenery, I had to switch my adventuring style from obsessively examining everything named in the descriptions to a more general exploring of the game-space. On my first evening, I spent more than two hours drawing a map of the abbey, and I hadn't even found the passage into the catacombs by then.
This game is awe-inspiring in its handling of space. The map is very large, and a huge chunk of it is open to exploration from the get-go. However, it is structured according to the layout of a historical abbey, a large rectangle contained within the outer walls. Most of the locations are next to one of the main paths, with enough of them to the side or in between to break the symmetry and give the map a more natural feel.
A medieval abbey was for the most part a self-sustaining entity, so the locations are very diverse. Next to the church and the monk's dormitories, there is a herb and vegetable garden, a bakery, a pigsty (with barrels for collecting the blood of a butchered pig!), a meditative fountain grove,... An impressive bell-tower looks out over it all.
The orderly structure of this above-ground map contrasts with the nooks and crannies and twisty passages of the underground catacombs. (No maze.) Mapping fun guaranteed!
The intro I have summarized above promises good writing, and the game delivers... for the most part. The descriptions are sparse, efficient and more verbose when needed. But: the juvenile 1980s text-adventure humour that pops up here and there broke the atmosphere enough for me to take away a star from my rating.
Solving the puzzles is mostly a matter of exploring thoroughly, taking the (surprisingly few) objects you find with you and remembering written clues until you need them. The best puzzle of the game is wildly unfair to modern standards, but it works and it is great and funny. Well worth solving without cheating.. (Spoiler - click to show)Learn by dying... A lot.
The Abbey of Montglane is a tremendous work of interactive fiction.
Highly recommended.
Wolfsmoon is a chilling text adventure with graphics that unquestionably add to the pleasure of playing.
You play as an unnamed explorer who takes it upon him/herself to investigate a series of gruesome killings around a small farmtown. While looking around the town I found it honestly scary, thanks to small details like a family sitting safely inside their home while I was alone on the dark town square, a crooked scarecrow on the outskirts of the village and the ever-present pale moon hanging in the sky.
There are a few great puzzles here. All of them involve but two or three steps, but they are very clever, giving me a real "Aha"-feeling when I solved them.
The map of the town is altogether small, but it feels very naturally diverse, with wheat fields and hills surrounding the town. The graphics here do a lot to make the area feel bigger, more open than its number of locations. White, gray, black and blue, with a hint of red here and there, they add immensely to the oppressive atmosphere. The moonlit clouds almost take on a physical weight pressing down upon you.
After solving the cleverly bottlenecked puzzles outside, you gain entrance to the lone mansion in the fields. Here, for me at least, the feel of the game shifted from a creepy suspense-thriller to a more brainy escape-quest. You must examine all the rooms closely to gradually find your way into the master bedroom. This involves an obscurely clued combination lock puzzle that would have made me give up, were it not for an explicit solution I asked and received. (Thanks!) (btw: if you get stuck on the same puzzle -you'll know it when you see it- you can ask on intfiction.org, or just PM me.)
The final confrontation wraps things up nicely with a not-so-twisty twist.
It is clear from the writing that the author is not a native english speaker. Most of the time this is not a problem. In some places it's actually beneficial, with an uncommon twist of words that helps the game's atmosphere. In one place it was confusing, but a closer look at the graphics soon solved that. (Spoiler - click to show)The author uses "alcove", which I envision as a recess or crawlspace in a wall. It was used in the game to mean a smaller indentation or hollow in a surface. To be fair to the author, in several online dictionaries "alcove" is indeed listed as a synonym for "indentation".
The word that pops into my head when describing Wolfsmoon is "tight". The map is small yet full of atmosphere and things to explore. The number of verbs needed is limited but doesn't feel restrictive. The descriptions are efficiently terse and they are beautifully supported by wonderful pixel art.
Play this in a dark room on a moonlit night. Shivers!
The WadeWars III: Askin was published as a DOS game in 1993. The author dug it up in 2000 and transferred it to Inform. Verbatim, as far as I can tell. What a missed opportunity to give it a thorough work-over.
Your weird science minded recluse of an uncle has gone missing so you go and search his appartment. There you find a mysterious machine with a big red button. Now, what do you do when you encounter Big Red Buttons on mysterious machines? Push them, right! I'd probably push the button even in real life... (People have warned me against this though...)
Pushing the button transports you to a mirrored, dungeonlike version of your uncle's apartment. After a few turns, you are transported back to the normal world. When you are standing in a particular room when this switchback happens, you end up in an altogether strange land, where the search for your uncle continues.
Now, the author has set us up in a quite well written (if you can stand the grating sensation of typos) fantasy land with an intriguing and promising puzzle-mechanism: a parallel mirror-map where East and West are switched and altered for a few turns. (Heck, it could make for an interesting maze-puzzle, where you alternate between realities to navigate.) Unfortunately, instead of being the basis for different puzzles, this mechanism is hardly used in the game.
Implementation is very shallow, there are lots of empty locations, the writing is of differing quality (plus typos).
One part of the game does shine: the way to the Cloud Palace where you encounter the Laws. Quite a vivid impression.
Disappointing.
Because, strangely, there is no inn in this otherwise standard Fantasy adventure.
I say standard, but it's actually a very good game.
After a lengthy but very funny introductory scene where you, the smith's apprentice, are appointed "volunteer" by the villagers to kill the dragon and get its treasures (the town has a bit of a tax-problem), you find yourself in a traditional Fantasy land. After talking to all the villagers and starting to explore a bit, you remember that aside from funny narrators, hidden treasure and a wizard in his tower, old-school Fantasy adventures also tend to be Big and Difficult.
-Setting: The entire map (minus a handful of hidden locations) is accessible from the get-go. The game thus has a great sense of spaciousness. The boundaries of the playable area are also very naturally worked into the narrative. There are mountain ranges with their peaks stretching out as far as you can see, grassplains too big to cross where you see the next town shimmering against the horizon, the ocean shore where you can just see the barbaric islands through the mist...
There are many, many locations. It helps a lot that they are geographically ordered. From the central village, you can choose to go to the river/swamp region, the forest or the rocky hills. The wizard's tower lies on its own mountain peak.
Some of these locations are truly beautiful: a hidden lake seen from a cliff above, a lone giant tree in the forest, the tower seen from a hill top far away...
The openness of the game world does mean that it can be hard to find that next loose thread while puzzle-solving, meaning that you will see some of the locations so many times that you don't care about that wonderfully described scenery anymore.
-Puzzles: The puzzles in The Windhall Chronicles are a mixed batch.
The three parts of the Wizardry-test are great. They are followed by a logic puzzle that I took out my chess pawns for and had a lot of fun solving. Most puzzle fans will probably have seen it in some form before though. There's a fetch-quest for the wood-elf that I found very enjoyable, and then there's the Mire Cat's riddle.
Then there are some puzzles that make sense,...in hindsight. The kind where you couldn't possibly tell what other function an object might have. Or where the sequence of actions is underclued.
One or two puzzles just make you go "Huh?" after finally checking the walkthrough.
It's a shame that the final puzzle, the dragon-fight, is completely clear and obvious (which I find a good thing for a final puzzle),but not described clearly enough to solve it while staying in the flow and thrill of the endgame.
-NPCs: To solve the puzzles, there are many characters that will help you. That is, if you help them first of course... This leads to some interesting fetch-quests and some funny conversations. It also adds to the feel of the game that all the characters have different opinions of one another, giving you a glimpse of the town's social dynamics.
Very important here is that all the characters (you/the protagonist included) have sleep cycles. Wildly differing sleep cycles... Your dwarven master gets up at 5:30 while the lazy alchemist doesn't wake up before 10:30 am. Some crucial information has to be got from an insomniac knight who doesn't show himself until after dark... Sometimes you can be forced to WAIT twenty turns because the character you have business with is still asleep. (Knocking on their door doesn't help...)
On the other hand, it is very rewarding to plan out your actions so that you can solve a puzzle and give the result to a character just as they get up. Therefore, I strongly recommend copying the sleep times from the walkthrough. They are all listed at the top of the page.
-Writing: The writing is good, sometimes very good. I only found a handful of typos, which is not a lot in a game this size. Some location descriptions are simply beautiful, but the prose does turn a bit purple after you solve some key puzzles. Also, both the intro and the epilogue are very wordy. Well written, but wordy.
The writing is also truly funny at times. Can't say much without giving the away the jokes but: (Spoiler - click to show)the shed falling apart when you turn the long-sought-after key...
So:
-The sense of space, Fantasy feel, natural borders and wonderful surroundings make this gameworld a joy to explore.
-The lack of pacing/bottlenecks, the sleep cycles and the undercluedness of some puzzles can lead to pointless wandering.
All in all, I was absorbed in this game for a week, often pondering puzzles in bed and coming up with new things to try.
Strongly recommended.
(If you enjoy this kind of text adventure, be sure to check out Larry Horsfield's Alaric Blackmoon-series)
Well, this was straight up my alley. Squarely in my comfortzone. Apparently I feel comfortable exploring the dimly lit streets of a gloomy abandoned city... (huh, what does this say about me, I guess...)
And exploring you must do. Since Nightfall is basically puzzleless, it's all about looking around and solving the Big Puzzle: Who is She?
While you search around the big, big map, some locations will trigger memories, which can be RECAPped to get a picture of this mysterious person you've actually half-known most of your life. Glimpses into her inner life, helping to make sense of what's happening this night.
The author has included some helpful commands to help navigate and keep your place in the story. (GO TO, REMEMBER, THINK). These are a great help, especially since the PC has a lot more knowledge of the geography than the player, and because it's easy to be unsure about what to do next in such a big city full of possibilities.
Writing and implementation are very good, good enough to have you wandering around Xing everything and forget about the time.
Yes, time matters in this game. You have to find her in a certain amount of time or ... Actually I don't know. I found her by 01.37am. I have no idea how much more time the game goes on for. (You can check the time limit in the help menu at the beginning of the game if you want.)
Depending on the route you took through the city, the locations and objects you examined, you get a different ending. (I got a "losing" one I think, but I liked it nonetheless.)
A game with great atmosphere, it deserves to be played/read attentively, best of all in one or two long stretches.
Playing Sunset over Savannah is a marvelous experience.
It is a story about personal growth and difficult emotional decisions in a magic-realist setting. The protagonist goes through a sequence of changing emotions about his life and himself that reverberated strongly with me. The setting reflects that. It is an everyday beach location, a pavilion by the seashore, that is suffused with wonderment about small beauties. At defining points in the story, the magic breaks through in illusions or visions whose reality is up to the reader to interpret.
Hard as it may be, the writing succeeds flawlessly in capturing that feeling of wonder in the real. There are carefully crafted short descriptions of the beauty of beach, sun, sea... Responses to actions are clear and to the point.
Following important emotional breakthroughs the author goes all out in dreamlike prose, that fits with the moment in the story.
All through the game there is a fun, friendly humor, making the player feel at home in this world.
Of course, a bug at the wrong moment would kill the fragile atmosphere of a game like this quite swiftly. Fortunately, Sunset over Savannah is very much up to the challenge of sustaining this wondrous experience. I found one tiny bug and less than a handfull of typos. Things like sand, water and ropetying are well handled, as are swimming and diving. The little details like a small crab scuttling around in the sand or the pressure of a wave crashing above while diving add immensely to the immersion. There are also tons of meaningful responses to completely unnecessary commands, which makes it a joy to just play in the sand.
The puzzles our protagonist has to solve to get a grip on his own emotions and resolve are hard. Really hard. (To me, that is. I'm not that proficient in that department.) It was particularly difficult to find that first loose thread to get the ball rolling, and even then, the ball got stuck more than a few times. This is no punishment however, having such a beautiful place to wander around in. It pays to think about all the properties of the inventory-objects, all the possible functions they could have.
There is a good help system with vague-to-explicit hints per puzzle, but once you've explored all locations thoroughly, all you should maybe need are one or two nudges.
A lesser game would have a serious problem with integrating so many hard puzzles into a story that depends on depth of emotion and fragile wonderment. It would be hard to maintain the willing suspension of disbelief on the player's part.
Not Sunset over Savannah. The characterization of the protagonist and his mental state are strong enough to maintain the illusion and the immersion.
A beautiful, beautiful game.
This, ladies and gentlemen, is good work!
"Fragile Shells" is an excellently made text escape game. It consists of a series of interconnected puzzles, all of them solvable by using logic, common sense and a ready knowledge of basic physics.
Maybe too easy for some, but I found that the layering of one puzzle onto another, linking their solutions together into one clear chain from the givens to the conclusion was very satisfying indeed.
Just about every command I tried had a meaningful response, a very friendly game indeed.
Add to this an exciting backstory remembered in bits and pieces by the protagonist to frame it, and you get a short and delightful IF-gem.