It had been a long time since I seriously played IF. The King of Shreds and Patches pulled me back in.
Right from the back cover description, I got a tingling feeling in my brain about this game. A Lovecraftian horror set in the historical London of Shakespeare. Uhm,... Yes please.
The player is invited to empathize with the protagonist in a simple but very effective way: neither has the abilities needed to bring the story to a good end. So they have to be learned and practiced. The first few times you try a certain action, you have a rather high chance of failure. The more you perform it, the more proficient you get at it. Nice.
This learning curve also shows in the guidance of the player in solving puzzles: use a certain simple way to get an object in the intro, then complicate things in the middle game.
Two other puzzles are long but completely logical mechanical puzzles. These were great, as puzzles. I loved tinkering and fiddling with the objects needed. However, one of them in particular completely breaks the immersion in the character. (Spoiler - click to show)You are a printer of pamphlets, yet you somehow have to learn how to operate your own press...
One puzzle is frustrating as heck. I could not get my visual cortex to envisage the situation. I even thought it might have been better to implement this puzzle or sequence as a graphic mini-game. ((Spoiler - click to show)yes, the rowing boat)
Storywise, TKoSaP is very engaging. It's long and sprawling, with a good division into chapters that have to be handled in order. Two seemingly separate story-arcs meet eventually. Allthough you can see this coming, it is still very satisfying. That means good writing.
The adventure takes place in historical London, and the author has gone all out with this. There is an illustrated map of the city, the descriptions of background noise and activity puts you right in that time, and of course there are the characters you meet.
All of the NPCs that are of any importance are extremely well fleshed out, with many topics to discuss. Some have different opinions or viewpoints on one topic, filling in the backstory tremendously.
One of the non-player-characters is William Shakespeare. Nuff said.
The suspense leading up to the finale is long drawn out, as it should in a Lovecraftian tale. Books of lore, tales of myth, whispers and rumours,... it's all there, getting you to the very edge of your chair.
And then there is a very good and also very Lovecraftian finale.
(Spoiler - click to show)Of course, the story ends up shooting itself in the foot with a classic Lovecraftian backfire. Showing the tentacled monstrosity from the deep makes it laughable. But that's also part of the genre.
Die Feuerfaust is the third installment in the Alaric Blackmoon-series by Larry Horsfield. Having played and tested the previous two, I knew pretty much what I was in for, and looking forward to it.
I was not disappointed. Unapologetic (have I used this word in an Alaric-review before? I just might have...) oldschool adventuring, big and varied settings, some use of magic, some killing of foes, and at least one very elaborate, well thought out puzzle (Have you ever tried any horseriding? Wait til you try riding a wild Zampf).
Also: some lack in depth of implementation and interactivity in the large and sprawling settings, as is to be expected in the oldschool tradition.
A classic storyline drives the game forward: Whereas Alaric was a run-down mercenary going on a quest that lead him to glory in Axe of Kolt, in this game Alaric is stranded after a shipwreck and has lost all his belongings. He must work his way through various obstacles and tasks toward his final goal, recovering the famed Fist of Fire.
Nothing new, but tried and trusted adventure fare.
Many NPCs, most still smelling of the cardboard they were cut out of, some more fleshed out. All do what they're supposed to do in a text-adventure such as this: drive the action forward with clues and gifts.
Many, many puzzles, most quite straightforward and not too big. And as mentioned, a great Zampftaming sequence to sink your Hero-teeth into.
All in all, the best of the three I have played so far. The evolution begun in Spectre of Castle Coris continues: tighter gameplay, clearer subgoals so less wandering about, more engaging story.
Not must, but certainly should-play.
A new version of the game will be appearing soon.
I must confess to a serious character flaw, a deeply rooted chasm that runs through the heart of my being. It is a source of frustration and temptation, it leads me to reach above my abilities and cheat to grasp above my reach. It is the following:
I suck at puzzles and I love puzzle-games.
I had previously banged my head against the front door of Christminster University. I gave up each time. This time I gave in to temptation and sinned. I consulted a walkthrough. And I have no remorse.
I loved this game. The puzzles after that fiendish first one were milder to me (I cheated a few times more though), and stubborn exploring got me further and further in the game, and also in the story.
The progression of the story is great. You get the chance to get to know your character and one NPC in particular, a marvellous professor with whom you get to spend a good amount of time. The clock on the tower announces your progression through the puzzles as you get nearer to the endgame. That detail works as a brilliant way to heighten the tension, it lets you know each time you've gotten closer to... what?
The puzzles are hard, but the reward you get is great. You can explore more and more hidden parts of the old building, and the atmosphere is gripping.
A really really good game.
The second Alaric Blackmoon game. It's a large oldschool quest to save a village from a spectre that's killing and abducting people.
Right from the start it got my attention because of the mystery aspect. Who or what is this Spectre? Finding this out is essential to vanquishing it in the end.
I like my fantasy oldschool, straightforward and unapologetic. Here the mystery adds to the fun. Good puzzles, a great sense of space once you enter the castle grounds. Linear, but I don't mind that in this sort of game. Some great, vividly written scenes.
The author made a design choice that may be offputting to some: until you enter the castle, you must send the ghost away with a prayer every 20 turns or so. To me, this added to the presence of the Spectre, to others, this will get dull.
This game's good for a week, maybe two of ghosthunting and castlesearching fun. Well worth playing.
This is cliché fantasy galore and it's great!
Step one: set expectations to sorcerers, dwarves, a magic axe and all that.
Step two: don your Hero-attire and rush in!
Step three: be stopped in your tracks by this or that puzzle that is cleverer than you thought, wander through a forest searching for poultry, witness a demonic sacrifice...
It's good fun and the Hero of the day should count his blessings that you're the one guiding him because there's a few hard and complex puzzles. (Heroes aren't all that bright in the noggin, you know).
It's also fantastically long. This is one to sink your teeth into. Clear an hour a day in your schedule for a month to play this. You might get to the end by then.
AoK does show its age: some non-interactive forest-locations all alike, lots of death, some learn by trial-and-death, timed sequences. I didn't mind any of that because: fun!
In the end, it's a great straightforward fantasy romp that had me tied to the screen for some weeks.
A Should-Play!
"The Lost Labyrinth of Lazaitch" is a type of game I miss in newer IF. It's an oldschool fantasy text adventure. Period.
No deep metaphors for our pressing modern times, no personal symbolism about overcoming your deepest fear, no soul-searching tale about spiritual enlightenment.
You are Alaric, a Hero. Somewhere to the East is a Magic Book of great importance. Obstacles and enemies are between you and said book. Overcome them and get the Book. Period.
Aaah, good times!
Be sure to bring your brain, because we all know Heroes need all the help they can get in that department, especially with puzzles like in LLL. Not too hard, but enough to get you scratching your head.
This way, they are both funny and engaging, not frustrating. Just remember the 3 IF commandments: Read, Explore, Examine.
Also bring your imagination, because on your way you will see beautiful and horrifying sights. May you be the first to live and tell the world about the troll-bowl or the Red Tower.
Full disclosure: I playtested this game.
Aotearoa has an extremely cool premise: An excursion to a Maori island where Dinos still live. Two things that are smack-dab in the middle of my interest zone.
Unfortunately, my piping hot enthusiasm soon went to lukewarm appreciation. Yes, it's fun to name your dino-friends. The puzzles are good. The game has a great children's adventure story on an unknown island. The confrontation with the poachers is exciting.
A good game, a nice diversion for an hour or so, but not so memorable.
That being said, a ten-year-old me would have given this game a raving review, replayed it to give the dinos all different names, pulled out the books to look up Maori culture (which the now-me should do too!), and would have had dreams about this adventure for at least a week.
Given the target audience, I think ten-year-old me's opinion has more weight, so I'll push my rating up a star.
Play it with a kid, if one of those is available.
(Well, it actually plays out as much around the city as in it, but I have my reasons...)
First things first: It has a cannon! -Hmm?.. Yes, I'll wait...
Now, Risorgimento Represso is a very good puzzler. Because the main puzzles center around the same theme, completing the first (silly) task before you is one big trial run to prepare you for what's to come. It gets you comfortable with the feel and humorous tone of the game. It also teaches you what details to look for and trains you in the specific puzzle-solving mindset you need for the game.
All the puzzles are well thought-out and in-game logical; on top of that, you might pop an eyeball or two laughing while solving them.
Storywise, Risorgimento makes fantastic use of the Wizard's Apprentice-trope. The whole concept gets the player and the PC on a shared learning curve, facing the same obstacles, and scratching their heads at the same times. I found this really heightened my involvement with my character and with the story.
There's a great build-up of tension, from playful exploration and experimentation to seriously hard thinking about how to save your Master. That's a good learning curve ànd a good immersion curve for you!
So, go shoot that cannon, those of you who haven't done so already; and don't smell the paint thinner, it's bad for you.
First off, some tech-stuff: This game is, hands-down, the most deeply implemented piece of Interactive Fiction I have ever played or heard of. Along with that, it also provides an amazing freedom of experimentation. This is no sandbox, this is dune after dune.
The puzzles are,partly because of the aforementioned freedom, not hard. They are sensible and great fun. Choose your own logical approach and try it. Many different solutions will work, and those that don't will not work for a reason. Very rewarding.
The story is very much for the player to fill in. Lady Short gives you the backbone elements of a story of personal growth and inner realization, up to you to interpret it. The many different endings also give you many possible interpretations.
The writing is crisp and clear, giving Metamorphoses that dreamlike quality. The descriptions are detailed enough to be practical, without excess decoration. Exactly because of the sparse descriptions, the imagination has ample room to dream up it's own version of your surroundings.
Maybe the biggest puzzle here is the quest for completeness.A reverse read-the-author's-mind problem. When playing (and replaying) ask yourself, "What has Emily Short NOT thought of?"
Very, very good game.
Babel. What a game. During my first tentative journeys into IF-land, I stumbled across this deep, dark psychological horrorstory. I recently replayed it and it's still as haunting as it was then.
Do not riff on Babel for using the amnesia-trope. I have seldom seen it used so effectively as a source of suspense in IF. No lazy author here, but a tried and true storytelling technique that takes the reader down into the deep with it. Think Dr. Jeckyl.
Early modern IF that it is, Babel sometimes relies heavily on non-interactive scenes to make sure the player sees the whole story. I don't mind this one bit, I am as much a reader as a player, but I know this bothers some people.
The story is great, albeit not very original in this genre. Well told, well paced. The surroundings are fantastic, I thought. Varied enough to avoid feeling buried in a tunnel, without losing the thrill of the dungeon-feel.
The puzzles are not so hard, as long as you are patient enough to stick to The Adventurers Code: Read! Explore! Examine!
All in all, a true classic of the modern age.