Reviews by Rovarsson

View this member's profile

Show ratings only | both reviews and ratings
View this member's reviews by tag: Adventure Alaric Blackmoon Comedy Escape Fantasy Heist History Horror Mythology Puzzler SF Slice of Life Surreal Western
Previous | 31–40 of 319 | Next | Show All


Imprimatura, by Elizabeth Ballou
Paints and remembrances., October 20, 2024
by Rovarsson (Belgium)

(based on the IFComp 2024 version)


An artist’s spirit is present in their work, be it a sparkling glow or a faint after-image. When offered the chance to gather seven paintings to remember your loved one by, you must choose thoughtfully, tenderly, attentive of those moods and feelings you want to keep closest to your heart.

Thoughtful and tender is also how I would characterise the delicate writing in this piece. This being a text-game, each painting is a carefully crafted paragraph evoking colours and shapes, images and sensations, helped along by suggestive sounds and contemplative background music.

The memories associated with your chosen paintings, just as empathically written, come together in a somewhat coherent but necessarily fragmented picture of the beloved artist’s personality and history.

Both paintings and memories are gathered in two separate windows where you can revisit them together to more easily discern the common themes or the hooked barbs that stand out.

Despite being emotionally drawn to this piece, there were a few aspects that grated and disrupted the smoothness of my engagement.
-The order in which the paintings are presented to you is randomised to such an extent that it happened multiple times that I saw the same one twice in a row, which significantly diminished the impact of the described images.
-The memories attached to the paintings are sometimes proffered as the direct inspiration for that specific work. I don’t claim to understand how a painter’s inspiration works, but the link between a specific memory of an event and the painting that supposedly flowed from that event felt strained to me at times.

In the concluding sequence, you are given the chance to finish a work that your loved one lightly sketched on the canvas. This is done by adjusting several features of a actual visual image of a painting. I was excited by this opportunity to try my hand at giving creative input and steering the artwork with the impression of my chosen loved one’s spirit still fresh in my mind as guidance.

However, the flat and bland computer-rendering of what should be a heartfelt handcrafted painting made me wish deeply that the author of Imprimatura had opted to just describe this final painting in the same sensitive and eloquent manner as the previous works of art in the game. The words of the writer struck much more closely to my heart, elicited much more honestly felt emotions in me, than the dull and texture-less picture my choices produced on the computer screen.

What should have been a cathartic and freeing experience of closure turned out to be an emotionally drained excercise in Paint™-for-beginners.

Very impressive, deeply felt, visually evocative and imaginative writing. Seriously flawed and disillusioning in the design and execution of its conclusion.

You can log in to rate this review, mute this user, or add a comment.

Hildy, by J. Michael
4 of 4 people found the following review helpful:
Hildegund's shopping mall explosition., October 20, 2024
by Rovarsson (Belgium)

(based on the IFComp 2024 version)


----<nagging voice>“This game is way too big for IFComp. How can I be expected to play even half of the list if people dump these kinds of behemoths in there?!”</nagging voice>----

I’m very grateful some authors make these big games and enter them in the Comp. It’s a brave gamble, because we are obliged to determine our scores after an alloted maximum of two hours, and big games often take their time to draw the players deeper and deeper into focused engagement with the world of the game, the style of puzzles, the mood of the map.

I haven’t finished Hildy in the two hours of sessions I’ve spent in it so far. I don’t expect to finish it in another two or even four hours. I will play it until the end, even if this means nibbling some time away from other entries. Because playing IF is ultimately about enjoying the game in front of you, and I can hardly imagine a game further down the list will be so right up my alley as this one.

Many of you will already know what this means: a big parser with a sprawling map to explore and draw, a variety of not-too-hard but slightly twisted puzzles, moody and evocative images in the descriptions, solid writing with a generous sprinkling of humour.

Since I haven’t solved the entire game yet, I will look back to the very start of my experience and show you my reaction after a mere 45 minutes of play. This is the (lightly edited) PM I sent to the author to share how impressed I was after playing the intro and getting to know the protagonist:

A protagonist with a name (“Hildegund”) that sounds like a character from Wagner’s Ring der Nibelungen, but who acts more like 'Lil Ragamuffin from @bitterkarella’s Guttersnipe series of games. Fantastic!

I’ve played the intro (bathing and getting dressed after ), and I already know I’m going to love every bit of this game.

In that short opening sequence of tasks, Hildy has earned my complete and utter trust. I’ll go wherever this game takes me, die a hundred times and still happily restore to do it all over again.

Funny and compelling writing, captivating PC-personality. And pruning all the boring bits out of the magic system while giving perfectly appropriate in-game justifications to succeed in maintaining the direct link to the Enchanter-universe: brilliant!

Rovarsson

After 75 more minutes of playtime, I stand with everything I wrote in this first enthusiastic impression. If anything, it’s getting even better.

Hildy is classic text-adventure material, happy to stand on the shoulders of giants, but not so intimidated by the Imps that it shies away from stretching the mould and putting its own stamp of creative ownership down.

Great game.

Edit:

A HOLLOW VOICE BOOMS OUT: “I just finished it. The endgame’s fantastic!”

You can log in to rate this review, mute this user, or add a comment.

Eikas, by Lauren O'Donoghue
1 of 1 people found the following review helpful:
Yummy management, October 20, 2024
by Rovarsson (Belgium)

(based on the IFComp 2024 version)


Stuffed peppers! Garlic broccoli! Balsamic roasted veggies!

The main objective of this game felt like a nice hot plate of comfort food to me. Cooking. Fussing over recipe-books, matching entrée to main course to side dish. Going to the market on a tight budget and somehow finding everything I need for that one course I had in mind but wasn’t sure I’d be able to buy all the ingredients for.

The frame-story and the mildly fantastic setting add lots of flavour and variety, with good-natured acquantances to make, fragments of the setting’s history to discover, spontaneous acts of good will to help villagers in need to fill out the world and your protagonist’s place in it.

I found that Eikas kept a good balance between allowing the player time to explore the village and the valley, and dropping enough reminders to add a little pressure to shop for groceries, plan your menu with care, and prepare the Great Hall for the evening of the feast.

My main naggle is that I couldn’t switch or add ingredients to the predetermined recipes. Adding a handfull of lemon basil to a deluxe kedgeree will bring out a freshness and aromatic quality that parsley alone would not, for example…

Very fun exploration/resource-management hybrid.

You can log in to rate this review, mute this user, or add a comment.

Forbidden Lore, by Alex Crossley
A cornucopia of scrolls and tomes., October 20, 2024
by Rovarsson (Belgium)

(based on the IFComp 2024 version)

You’re in your grandfather’s library, looking to bring his studies into the arcane to an end, and carry out the implied task that reveals itself through the research.

When entering the library, I had expected it to be the starting point of an oldschool quest to the Illuvian Empire. It soon became clear that, aside from a few short magic-teleportations, the bulk of the game is the library.

Instead of grand halls, twisty little passages and ever-winding corridors to navigate, you must make your way through the shelves and heaps and stacks of books and tomes. Instead of using a compass-rose to traverse a map, you must sift through layers of implementation during your search for the necessary bits of information and, to prepare you for what may come, for sources of magic to enhance your powers and protection.

This design makes Forbidden Lore a bit of a textual hidden-object game. Most libraries in IF-games have a few books mentioned by title, signalling that those are the important ones. Here, the books named in the first layer of description, upon X BOOKS, comprise but a small fragment of the total of books you need. You’ll need to examine separate sections of shelves, individual thematic categories in the bookcases, parts of parts of parts of the library.
There’s at least one game-critical non-book object in the room that is hidden in a similar manner. I only stumbled across it buried in an object-description while fastidiously examining all the nouns. ((Spoiler - click to show)The armchair is standing on a rug.)

Now, I enjoyed this. Digging through layers of description and finding new books to read, and then trying to infer what to do with the information I learned was fun for me. However, I would have liked it if the nouns were a bit more distinguishable: in place of expecting the player to X BOOKS ON DESK, it would have been easier to find the right command if, instead of another pile of books, there had been only rolls of parchment on the desk, enabling X ROLLS.

The few trips outside the library are welcome intermezzos, they open up the space of the game and cut through the catacomb-like feel of that single book-filled room. The final such outside trip leads to the endgame, and it was there that I felt let down.

The player’s expected to enter a bunch of commands that were not foreshadowed enough or introduced in some sort of training-wheel circumstances. After checking the walkthrough, I did think : “Oh, yes, that was mentioned in one of those tomes I ploughed through in the beginning.” The amount of references and information in the books makes it difficult for that one particular piece of knowledge to stick though, especially without a chance to practice beforehand.

I also noticed more disambiguation failures (“Did you mean the (Spoiler - click to show)shrine or the (Spoiler - click to show)druidic shrine?”) in the endgame, which makes me suspect this game was finished while Mr D.E. Adline was looking over the author’s shoulder.

I really liked the detailed library search, the hints and glimpses of ancient history, exotic cultures, powerful spells in the myriad of tomes. Player-friendliness could be improved by clearing up unintuitive commands and more obviously distinguishable nouns.

Good game.

You can log in to rate this review, mute this user, or add a comment.

198BREW, by H. M. Faust (aka DWaM)
1 of 1 people found the following review helpful:
Caffeine and other dietary habits..., October 20, 2024
by Rovarsson (Belgium)

(review based on the IFComp 2024 version)

Disorienting.
Discomforting.

Strange…

198BREW drops the player in a nearly incomprehensible setting. Just familiar enough to wander around and explore. Hints of backstory, glimpses of history, fragments of memories,… paint an icy, fractured picture of a World, a Church, a Queen, and of some of the unfortunate people inhabiting the City.

The writing is splendid. Descriptions feel alien while still evoking detailed-yet-disturbed images, the sequence of events and actions draws the player along with urgency, without ever gaining clear motive. There’s an interesting juxtaposition of the large-scale prologue with the practicality of the apparent game-objective in the opening scene, especially since that down-to-earth practical objective is twisted and spun and distorted during the game that follows.

I loved this, but precisely because I can see the potential, I also grew frustrated. While the descriptions are very impressive on the surface, it takes but a minor scratching to see that the implementation is sorely lacking in depth. Many nouns are not recognised. characters who seem interesting turn out to be cardboard figures with only one conversation-trigger, commands that flow naturally from the setting are dismissed by a default rejection-response, plausible alternate courses of action () are not accounted for,…

This game excels as a mood-piece, it has provided images that I will probably see in my dreams, it suffused me with an undefinable feeling of strangeness. However, to become the truly masterful IF-piece it carries the kernel of, more polishing and shaving is needed.

You can log in to rate this review, mute this user, or add a comment.

Winter-Over, by Emery Joyce and N. Cormier
3 of 3 people found the following review helpful:
Ice-cold Murder, October 20, 2024
by Rovarsson (Belgium)

(review based on the IFComp 2024 version)

A murder-investigation within the confines of a polar research station. Which provides one of the most convincing in-game reasons as to why the investigator is just a regular guy I’ve read so far. The complete opposite of the strained Miss Marple situation.

Searching the crime scene (or the rest of the station) for physical evidence is but a minor aspect of the investigation, and when it does happen it seems more triggered by the game-state than by the player’s systematic exploration. The most important tool in your investigation by far is the questioning of your cohabitants in the research center.

Despite being centered on interrogation and conversation, Winter-Over did not succeed in convincing me of the “reality” of the characters. I kept having the image that they were actors dutifully reciting their scripted lines, but without passion for or connection to the part or to the other characters.

Finding out when to go where to find a specific person to talk to or ask help from requires a lot of walking around the station, in the hope of bumping into someone you haven’t met yet. Each such meeting is added to your (very handy!) notebook so you gradually compile a schedule for each NPC. I found this tedious at times, and I kept wishing one of the crew would have stuck a note on the fridge with a complete roster for me to find.

The notebook is a great feature, serving not only to compile a table of when to find who where, but also as a checklist of characters and their alibis and statements. It provides a simple way to compare their words against other clues you’ve already gathered, and it helps to keep track of your immediate subgoals.

Tempo picks up as events are triggered in the station out of the player’s control, heightening the tension. It’s through these events that the claustrophobic and anxiety-inducing feeling of being locked in a small container with a killer on the loose is really emphasised.

The mental state/condition the game takes its name from, the “winter-over”, is similar to cabin fever, or perhaps “winter-over” is the specific term for exactly this condition as experienced on an isolated polar station. In the game, it’s a possible explanation for the killer’s violent behaviour. It’s also set up as a narrative device for casting doubts on the sanity of the player character, raising suspicions in the player’s mind that the PC may be a wholly unreliable narrator. This didn’t work too well for me; apart from some descriptions where the protagonist explicitly questions his (I pictured the PC as male) own mind, I found no reason to distrust the protagonist’s account of events.

I enjoyed working through the mystery, but my experience was more that of a distanced observer than a fully engaged participant.

You can log in to rate this review, mute this user, or add a comment.

Bad Beer, by Vivienne Dunstan
Stinky Ferret !, October 20, 2024
by Rovarsson (Belgium)

(review based on the IFComp 2024 version)


Your local publican Jack is desperate. The beer tastes awful, but there’s no sign of contamination or pipe problems. And the bar-ladies say they’ve noticed other strange things also. Up to you to get to the bottom of this foul beer situation.

Viv Dunstan’s previous games Border Reivers and Napier’s Cache (which I both loved) had a strong historical angle. Bad Beer gently softens this influence, it plays more with a sense of awareness of past times. The setting, a centuries-old English pub, reminded me of the feeling I get in castle ruins or old churches, or other places with a lot of historical background. It seems as if time itself is thin, echoing with past events. Very effective mood-building.

There is one central problem to be solved (calling it a puzzle would not be accurate). More than as a challenge to the player, it serves as a nudge for the reader to engage with the focal point of the game (as I experienced it) that with past, present and future so intimately connected, little confluences of events can lead to large and unfortunate consequences, and reverberate through time.

Bad Beer is a small, touching story that had me musing on time and ripples for a good while.

You can log in to rate this review, mute this user, or add a comment.

Once and Future, by G. Kevin Wilson
1 of 1 people found the following review helpful:
Excalibur in Avalon, March 29, 2024*
by Rovarsson (Belgium)

---------------------------------------------------------------------------

"She is not any common earth
Water or wood or air,
But Merlin's Isle of Gramarye
Where you and I will fare."

[T.H. White, The Once and Future King]

---------------------------------------------------------------------------
---------------------------------------------------------------------------


>\>LISTEN
You hear the hiss of the kerosene lamp and the quiet chatter of your friends.

Frank Leandro and his fellow soldiers are playing cards in their barracks, winding down from a day patrolling the Vietnam jungle.

>The pale lamp casts dark shadows across the room and onto your faces, even as this war does the same to your souls.

After saving his friends from a surprise attack in a particularly heroic (and lethal) manner, Frank is intercepted in the afterlife by King Arthur and sent to Avalon. Unimaginable dangers threaten the world, and to ward them off, a Quest on this dream-like isle must first be undertaken...

---------------------------------------------------------------------------


Thus, right after the brutal prologue of Once and Future, you are transported from the realities of the Vietnam War to an idyllic fantasy-setting. This contrast is repeated further in the game, and it's what gives it its own personal feel.
Fantasy adventures, no matter how serious the threat, always retain an escapist feeling of relief to me. The distance in time and space and plane of existence of the imaginary world lessens the urgency of the need to act. Sure, there may be an Evil Warlock threatening to lay waste to the Land, but in the meanwhile I'm strolling through the forests and mountains, gawking at the wondrous sights, secure and far away from the real world.
Once and Future shatters this escapist solace on multiple occasions. These intermezzos not only impress upon the player the immediacy of the horrors of war, they also serve to load the larger fantasy-side of the story with a more weighty significance.

Having pointed this out, I hasten to add that, in itself, the Isle of Avalon is indeed all one could wish for in a fantasy game. Forests, lakes, and mountains, with mythological references and fanciful creatures, diverse areas with their own moods, from oppressive to playful, blinding fog-filled vales to far-reaching mountaintop views.
Unfortunately though, the entire island is mapped onto a rectangular grid of NESW-connections. The artificiality of this layout, which was emphasised by drawing my map by hand, clashes painfully with the unpredictability I associate with exploring the wilderness.

The game does partly redeem itself in later stages. The Isle of Avalon is a sort of "overworld", reminiscent of the Sundial Zone in Trinity. While the objectives of the several subquests are to be found here, obtaining the information and objects to even begin contemplating their solutions requires travelling to other realms, which do have somewhat more adventurous geographies.

---------------------------------------------------------------------------

>\>LOOK

---Old Woman's Laboratory

Strange brews burble and froth in cauldrons scattered around this room. Ancient alchemical devices are intermixed with more modern chemistry equipment. The shelves are stocked with bottles of all sorts and sizes. A podium fills one corner of the room. To the east is a formidable looking door.


Location descriptions are ebullient and evocative. On several occasions after reading a paragraph, I found myself closing my eyes to paint the room in my mind. Many memorable images and colourful impressions found their way to my imagination while I was going over my progress in the game during those not-quite-dreaming moments right I fell asleep.

>---Fantastic butterflies laze their wobbly paths through the air with tiny artworks on their wings. One flits past your face and you are left with a brief flash of the Mona Lisa, while another lands on a flower, giving you a clear view of Whistler's Mother

Every once in a while, a cut-scene or conversation dumps a page or two of continuous text. I found these interesting and entertaining each time, a welcome pause from my investigations and a chance to savour the writing without plans for my next commands taking up space in my head.

While these descriptions are a joy to read and visualise, that joy is layered and muddied. There is always a menacing undercurrent of dread, caused by the player's memories of the harsh and gruesome war-scenes.

---------------------------------------------------------------------------

>\>
You freeze for a second, startled by a sudden noise.

I love how even an absent-minded stray press of the ENTER-button without typing a command first is incorporated into the flow of the story. As this example shows, the implementation is mostly deep and detailed. SMELL and LISTEN almost always give location-specific responses, and XYZZY is approriately dark and gloomy.
More importantly, there is an abundance of synonyms and alternate commands, and many failed attempts at a puzzle-solution do give a veiled explanation of why it didn't work, nudging the player's problem-solving faculties along.

Most puzzles and obstacles, especially those involving object-manipulation or the timely application of magic, flow naturally from the setting, their solutions intuitive from within the perspective of knightly tales and Arthurian Legend.
There are also several logic-problems, one of which became a bit of a tedious excercise because of the length of the chain even after I had deduced the basic mechanism.

The most difficult are the puzzles where assistance or information from NPCs is required. The ASK/TELL-mechanics (without TOPICS) are not up to the task of ensuring the player happens upon the correct conversation branch with the right NPC, which left me flailing in the dark quite a few times.

And while I'm on the subject of talking to NPCs, here's an excerpt of my notes scribbled furiously while in the middle of an important conversation with Merlin:

>Damned conversation bug!
Each topic triggers twice, and a dismissive response is slapped onto that for good measure. And some other stuff. Depending on the question, the character I'm asking , and the precise dismissive response, I've smacked into a list of no less than four "Dingledoofus doesn't have anything to say about that," in a single reply to ASK DINGLEDOOFUS ABOUT TINGALING.
Then I go exploring a breathtaking new part of the map, everything is interesting and moody and intruiging... I forget all about my conversational annoyances...
"Oh, here's Donglebupkis! I'll ask Donglebupkis about the Tingaling."
And then Donglebupkis does have important things to say about Tingaling, but still her response is followed by "Donglebupkis grunts dismissively."
Bang! Right back to gritting my teeth.

But as play went on, and as I grew accustomed to this idiosyncracy of the conversation system, my annoyance subsided to the point where I just skipped over the redundant final dismissive response to my questions altogether.

---------------------------------------------------------------------------
From what I've read about Once and Future before I started playing, this game was made over several years, all the while debated and eagerly awaited by the community.
Although I think it largely succeeds at fulfilling its ambitious potential, here and there it feels like the author overreached a tad. Or, by the end of the development period of years, the final push was a bit too hasty, leaving some burrs and sand where it should have been smoothed out.

An engaging puzzle-heavy Arthurian story, with added gravitas through its references to the real-world Vietnam War.


Very, very good.

* This review was last edited on March 30, 2024
You can log in to rate this review, mute this user, or add a comment.

Les lettres du Docteur Jeangille, by manonamora
4 of 4 people found the following review helpful:
Epistolary Mystery, March 27, 2024
by Rovarsson (Belgium)

Feeling angry, hurt, betrayed, le Docteur must leave for the countryside, banished from the educated and cultured social circles of the city. Fortunately, a sophisticated high-class Lady comes to live in the village shortly after, providing at least some measure of worldly and literary conversation.

Through a series of letters to the lover left in the city, we learn about the goings-on in the peasant town, the background of this high-class Lady, and the events leading to le Docteur's banishment.

The story plays in the past, perhaps 3 centuries ago. It’s an impressive tour de force on the part of the author to write the letters so consistently in the voice and style of a cultured person from that age, distinguished yet emotional, full of purplish expressions without dropping out of character.

The epistolary form the author has chosen lends itself perfectly to a gradual build-up of the mystery at the heart of the story. The letters are one-sided, we only ever see the perspective of le Docteur. They start off as an account of a lover’s yearning, a lament over the circumstances of their parting. Slowly, the focus shifts to the letter-writer’s new living circumstances: the village of Meaux with its peasants and farmers, its livestock and farmlands. Throughout the most part of the narrative, le Docteur is preoccupied with securing the attention of the lover left behind, recounting amusing or strange events in the village and avowing undying love and desire.

Underneath this light and gossipy tone, the reader gleans more and more threatening fragments of an unfolding mystery, while the protagonist remains oblivious of the possibility of this looming danger. The distance of the reader to the events described in the letters leaves room to see correlations that remain invisible for the letter-writer, who is too close to see the bigger picture. Of course, from an out-of-game perspective, it’s also the case that the reader is capable of expecting a turn of circumstances that is impossible to prepare for from within the story-viewpoint.

Le Docteur's letters speak of intense emotions of love and longing towards the left-behind lover, and the reader is an engaged, empathetic witness, often even flinching at jealous words of accusation or egocentric and manipulatively twisting arguments. Until the very end, the love story remains the main focus, the mystery serving to heighten the tension without ever taking control of the narrative.

Very tense and touching. Among the best I’ve read.

You can log in to rate this review, mute this user, or add a comment.

La Fabrique des Princes, by No Game Without Stakes
"Hominem unius libri timeo.", March 27, 2024*
by Rovarsson (Belgium)

The product of the Prince-factory, your education is almost complete. In these final hours before being sent off to the Kingdom that awaits you, you must prepare yourself for a Joust of Rhetoric against one of your fellow/adversary Princes.

To this end, you must explore the Factory, proving your knowledge of the Book of Princes to gain coins of merit. These can be exchanged for coins of gold to buy equipment.
On the surface, this seems like basic RPG-gameplay. Level up you armour and weaponry, or rather, in the context of this setting, your luxury attire and your rhetorical techniques, until you feel strong enough to face your opponent and hopefully prevail and attain your Kingdom.

However…

The setting of La Fabrique des Princes, this vast complex of corridors and halls, where the walls have faces and voices speak enigmatic words, is too intruiging to just traverse in a simple goal-oriented fashion. A menacing feeling of deception soon grabs the player’s attention, inviting to search deeper…

Although the map is small, a mere 15 rooms, it gives the impression of a much larger edifice, isolated from normal time and space. I would have loved to search this place in parser-style, but I must admit that being denied the option of closely examining the many puzzling features of the rooms and hallways adds to the feeling of uncertainty and puzzlement.
There is a region of the map which is normally off-limits to the Princes, but is opened up for you on this special occasion. It would have added to the atmosphere of secrecy and hidden meanings if it were indeed off-limits, and some kind of subterfuge was necessary to access it, instead of just being given a key.

The use of timed text put me off a bit. I didn’t feel it added anything of worth to the piece. Fortunately the timed passages are short, so annoyance is kept to a minimum.

Discovering more of the Factory’s history and purpose, and meeting the “marginal” characters at the edge of the map was well worth the time spent pursuing “side”-quests. A story about how stopping and thinking is more valuable than blindly chasing a predetermined and ill-understood objective.

A thoughtful and thought-provoking piece.

* This review was last edited on March 25, 2025
You can log in to rate this review, mute this user, or add a comment.


Previous | 31–40 of 319 | Next | Show All