A little boy is sad but hopeful. He’s programming a game about an adventure by the lake behind the house. Maybe it’ll be a bit clumsy, but it’s heartfelt and exciting. It’s a present for his little sister. They’ll play together when she gets home from the hospital. She cut off all her favourite doll’s hair, but she’ll be home for her birthday. And then they’ll play his game together.
A teenage boy is sad and angry. He hacks into his old hobby game. He pours his grief and rage into it. Their father left you know. And she didn’t come home to play his game. He kills his enemy. He stores away his memories, safe to vaporise or keep according to his wish.
An adult man is sad and desperate. He found his old game in a forgotten box. It won’t work on his computer, really, an acquaintance plays it for him while they’re talking through the screen. He doesn’t know this guy that well, he chose him quite at random, really. Just someone who could get the game to work and be there while the man remembered. And oh! how did that angry stuff get in, I was a teen, I think I don’t remember… It was long ago…
His daughter’s here, he says: “Dear daughter, tell me please, it was so long ago, does it still matter now? Ancient history, it is, surely it can’t matter now?”
His own denial answers the question.
And we, dear players, who are we? Are we young hopeful Eddie, rushing to the lake? Then we must be angry Ed as well, taking vengeance on the lake, in the little way he can. Drowning and saving his memories at the bottom of the lake, as best he can.
Are we listening to adult Edward, as he comments on his game? His old and ancient game with his old and ancient pain and joy and loss?
Can we sit then with old Edward, while he asks: “It’s all so very long ago, does it still matter?” And we pat his shoulder and assure him: “No, no, it’s ancient history, how could it still matter.” We can sit there with Edward, both knowing that it does.
Sunday afternoon. Lie back in the sofa, get your book and a cup of tea. Aahhh…
----tingaling----tingaling----
Or take a call from your mom who’s desperate because she can’t get her printer to spit out her oh-so-important presentation.
Fix Your Mom’s Printer is short, but it offers a wide range of choices and pathways. Most of your mom’s speech offers three possible replies from you, roughly in the categories Insensitive Jerk, Angelically Helpful, Unwelcome (but often funny) Snark, Uninterested Okay-Mom.
I played through on both extremes (Jerk and Angel) once. As was to be expected, limiting myself to the one category of answers quickly became mechanical, the conversation unrealistic. But I wanted to see the sure paths to the Win and Lose states of the game.
When following the guaranteed winning path, it became obvious that fixing the printer was a case of game-imposed lawnmowering. And also that fixing the printer wasn’t the point.
For my earnest playthrough, I adopted a more natural, organic mindset. I tried to be helpful while lightly showing my annoyance at being disturbed on a sunday by occasionally giving in to the urge to reply in a sarcastic or jokey manner. (“Har-dee-har,” is mom’s irritated answer.)
Approaching the game this way opened up a whole breadth of underlying, never quite explicitated family issues. The relationship between mom and dad, your own relationship with your dad, unresolved tension between your sister and you,…
Fixing a recalcitrant piece of technology together with your mom becomes a way to work towards a better understanding of each other, an honest attempt to (re)connect.
A short piece with surprising depth.
MWAHUAHAHAAA !!!
----bzbzZzoOooOoomm----krkrRrkzZziiing-KRAK----
It’s alive! Aliv-… Well,… I saw its pinky twitch. And it sneezed.
Darn! How does that Frankenstein fellow do it? This is the umpteenth attempt where you sewed sinew to muscle, connected the nosebone to the buttbone, rewired the freshest, least mushy brain you could dig up… Still nothing. The jigsaw-corpse on the slab before you remains dead meat.
But you are no mere Mad Scientist! You can draw inspiration from other sources of dark knowledge. The arcane arts of Magick & Summoning are at your fingertips… Hmm… It seems your fingertips are also a bit rusty. Now how did that Faustus fellow do it?
Nevermind. Just get a magicky Grimoire from Ye Olde Disappearing Magick Trinket Shoppe and follow the instructions.
Tadaa! Easy-peasy.
It’s just… Now you’ve got the Devil Itself here in your lab, and you haven’t figured out beforehand how to get It to do what you want…
Dr Ludwig and the Devil is funny. (The name “Dr Ludwig” is enough to make the corners of my mouth twitch.)
It’s framed as a recounting of events told by Dr Ludwig himself, some time after the fact. As such, the writing is infused with the hyperbole and delusional grandeur one can safely expect from a maniacal science-necromancer. The room descriptions are neutral enough not to get in the way of a proper reconnaisance. Once we have the Dr describing his own actions though, his twisted personality shines through.
>TAKE MIRROR
The mirror was mine! All mine!
Every description of an action is filtered through the Dr’s diabolical mind and comes out sounding, well, a tad on the obsessive side…
The biggest source of humour though are the characters. Dr Ludwig himself of course, whom we get to know through his recounting of the dark occurences of that night.
Hans (I think), the somewhat dim-witted president of the town’s Society for Pitchforks and Torches, is lovably stupid and friendly to all. He’s also vehemently opposed to the nightly digging up of corpses, for some reason…
The elusive shopkeeper of Ye Olde Disappearing Shoppe has a dry wit and a hint of sarcasm in her voice. She’s not so amused by all the work involved with packing up her goods and disappearing behind customers’ backs.
And then there is the star of the piece, the Devil Itself. Condescending remarks and deadpan snarks aplenty, it’s great fun to break down Its feelings of superiority by showing It exactly who Summoned who.
The customised responses hold a small treasure of winks at the fourth wall and clever jabs at IF-conventions. I derived many a chuckle from this. It also brings me to my next point:
Dr Ludwig and the Devil is polished. Like granny’s silverware when the Mayor comes to dinner. It sparkles like it’s been endlessly rubbed with pulverised brimstone and demon-dragon spit.
Failed commands, unrecognised topics, an accidental press of the “Enter”-key on a blank prompt,… They’ve all been re-imagined within the narrative frame of the Dr telling the story. Even meta-commands are part of this:
>RESTORE
Now where was I?
----[player looks up previous save]----
Right, there I was.
… as if Dr Ludwig had simply paused to drink a sip of water.
Of course, humour and polish quickly lose their strength without a good foundation. Not to worry, because…
Dr Ludwig and the Devil is solid. I encountered no bugs to break the spell. Scenery, object-handling, conversations are all deeply implemented. To aid the player in finding her way through the widely varied dialogues there is a list of general topics as well as a list of topics specific to each character. Besides that, you’re free to try and chat about anything else that crosses your mind. (Try it.)
Puzzles range from straightforward to hard and frustrating-in-a-good-way, without any guess-the-verb or syntax issues to stand between the player and her intentions and so obfuscating the correct path to the solutions.
The game is gratifying in its structure: just as I was starting to feel claustrophobic, being holed up in the cellar with the Devil, the world opened up and allowed me to take a walk outside to look for treasure. (I use the term “treasure” in the loosest of meanings.) Returning to the basement with all the requisite articles, with my plan fully formed, and going through the necessary steps toward the ultimate objective was very satisfying.
…
And then the game threw a curveball and expected me to solve the hardest puzzle of all to truly triumph over the demonic presence in my cellar before I could reap the rewards of my hard work. A brilliant puzzle, requiring the player to fully understand the possibilities ànd limitations of having the Devil Itself under her command.
Dr Ludwig and the Devil is very good.
A white gallery room. A Francis Bacon triptych. You, empty-handed, wearing only a linen robe. Another room, and yet another. Three triptychs hang before you.
You can enter the art, yes. Please do. Have a closer look.
Talk to the paint-imprisoned pain, the monster and the lover. Talk to the Fury and George Dyer. Poor George, bruised, dead.
See what mirrors the Creator makes. What tortured creatures he chooses to reflect his image.
The mouth, the bruise, the death.
Come see… Make your acquaintance with Francis Bacon, painter, tormented heart.
Mourn with us, perform with us.
And ask yourself while asking them: What is this deep within us all?
(This review is based on the IFComp version of the game.)
Have a rummage through the fridge and get a can of something from the pantry. Half an hour later, serve a bowl of something delicious. I love creative cooking!
A bit of creativity is needed here to cook your festive midsummer dinner. After looking around the house and checking the pantry, you realise some ingredients are missing.
Well, the missing ingredients, and by extension the whole game, are an excuse to get the player out the door and exploring the town. Creative Cooking is the author’s way of giving us a glimpse into the imagination he poured into his ongoing WIP. The ABOUT text advises the player to type HELP in every location, not for any hints, but for more background information on the world the author is building, of which this town, Leroz, is a small part.
The quest for the ingredients and the puzzles to get them are close to irrelevant to the experience. So is the actual “creative cooking” from the title, apart from a bunch of ending paragraphs about cooking. As a game, even as an attempt at a realised interactive setting, Creative Cooking fails. Its surroundings, scenery and details are severely underimplemented, there are no alternate commands for necessary actions, almost anything that falls outside the scope of the walkthrough is denied.
As a tantalising sneak-peek at what the author is working on though, I found the flaws and the author comments in the HELP-section made the work feel like an unfinished archeological artefact which I could try to investigate and decipher.
The most intriguing to me was perhaps the collection of books in the home library, the third location I visited. Their content hints at a world where there is a mixture of wisdom and intuitive magic at work, harnessed and studied and analysed in a scholarly manner.
One of the books also drops a clue that this fantasy world, Railei, is a far-away planet somehow connected to our own. Apparently a Raileian seer-prophet has witnessed a world of technology instead of magic, a great distance from Railei both in space and time.
An interesting glimpse into the world the author is building.
(This review is based on the IFComp version of the game.)
I already liked the sound of this title before I knew what it meant. It has an inviting ring to it. Then I looked up “barcarolle” and found it’s a Venetian gondoliers’ folk song. That got me interested even more. A bit more searching learned that the “yellow” refers to an Italian murder/horror/mystery film and literature genre, named after the distinctive yellow (“giallo”) covers of the pulp novels that started the style.
An actress travels to Venice to star in a Giallo film. On her first night, she barely escapes a murder attempt. During filming the next day, a similar attack happens.
Barcarolle in Yellow is set up as an interactive movie script, blurring the lines between what is the scripted movie world and what is the in-game real world. Failed commands are met with an angry director’s voice telling you to focus on the part, descriptions of the player character’s actions make reference to an unseen audience, people around you are viewed as through a camera lens,…
Eva, the PC, is filming in Venice, so we also follow her during her acting work, and have to enter the commands according to the prewritten script she has to follow, adding another layer of confusion as to which world we’re engaging with.
As I noticed in the author’s work 1958: Dancing with Fear, IF is a genre that lends itself very well to a cinematic scripted style, allowing the player to direct the main character and decide on the action. Here, in Barcarolle in Yellow it seems that a perfect opportunity presents itself for a suspenseful murder mystery. The story is divided in scenes and acts, each with its own pace, atmosphere and tension. We can almost see the camera cut from one location to the other in the transition between scenes.
The writing is good, with a nice balance between attention to the surroundings (or the set…), and the events happening to our main character Eva Chantry. I like the use of space, with part of Venice condensed down to a handful of locations without feeling cramped.
I love the idea of the game.
But, however much I want to, I do not like this game as it is entered in the Comp. Perhaps aiming for next year’s Spring Thing would have offered the author more time to make it as good as it can be.
A game that’s modeled after a suspenseful film should move. Half the time I spent with Barcarolle has been struggling with the parser and unclear directions.
A game that depends on smoothly following the course of action, dragging the player along with the action and putting her on the corner of her seat with tension needs a generous, forgiving parser.
Synonyms for all the nouns should be abundant, every action should have half a dozen alternate commands, the player should be able to trust that her intuitive commands will be recognised and have immediate consequences that hasten the story forward.
Instead, half my commands were met with that angry director’s voice yelling at me “No, no, focus on this scene, don’t start dissociating again!”. And that’s a great story-appropriate customisation of the default rejection response! But not when the game recognises so few of the player’s commands that it comes up again and again.
I really liked Dancing with Fear. I have good memories of its main character Salomé. I’m starting to like Eva too, this game’s main character. It would be a pity to keep playing while frustrated at the implementation, and missing a great story with a great character unfold.
I’d love to play Barcarolle in Yellow again once it’s gone through at least one more thorough round of testing and editing. The way it is now, it doesn’t do its protagonist honour.
It’s been a long day, but you might as well assemble this last little table. Even though you don’t remember picking it from the racks of a certain furniture store that will not be mentioned by name…
All this DIY furniture has funny names, and this particular table is called “Dölmen”. Hmmm… It looks a bit like a one too. Upon looking a bit closer, you’re sucked in and transported to…
The protagonist has no idea yet, but the player has read the intro. The Old Norse Gods want to return, and they found the ritualistic nature of kneeling down in the living room, slavishly following instructions from a poorly printed booklet to map quite organically onto religious service to Them. In short, each desk or cabinet strengthens them and widens the archway into our universe.
Fortunately, in a way that reminds me of Pratchett’s Colour of Magic, the universe has a strong sense of self-preservation. Why that means exactly you must be the saviour of reality, no one knows. Maybe you’re an offshoot of an ancient royal bloodline or something. Anyway, save the world!
By assembling and disassembling furniture.
Apart from a few problems finding the appropriate verb caused by the fact that for much of the time you’re reading the instruction booklets backwards, meaning that you need the antonyms of the verbs used in the instructions, the (dis)assembly work went smoothly. (Not even one missing screw. Assembly does not follow the realistic simulationist path here.)
Actually, the booklets almost serve as a magic tome would in a fantasy game. A series of incantations that, when properly intoned, change the physical reality around you.
The real puzzles therefore are where to find the booklets, and where to practice the magic contained therein. One of these had me perplexed for a good time ((Spoiler - click to show)bringing the wardrobe to the lamp, instead of the other way round.)
The map is small but very effective. I loved the (Spoiler - click to show)"twisty little passages" in the description of the showroom.
After a spectacular large-scale endgame puzzle, it was unclear to me how to actually WIN the game. There are two options (I stumbled into one before I had a chance to try the other, which was a good/bad thing, depending on personal priorities.) One of them wins by (Spoiler - click to show)getting the hell out of there and letting the store burn. The other loses by (Spoiler - click to show)trying to do the heroic thing and confronting the Old Gods in their Cairn. Being a hero isn’t always the right thing, ask Susan Sto-Lat.
I was hungry for some backstory on the Old God’s cultists, maybe in a sort of “Meanwhile…” non-interactive intermezzos?
Good fun game, some tricky puzzles. Big show piece of a final disassembly!
(Review based on the IFComp version of the game.)
Without reading the blurb, I had expectations of a SF or fantasy work in which Lunium could be the setting’s rare unobtainium used for magical potions or as fuel for FTL-travel. Perhaps it would be mined on a distant moon of an uninhabited planet, or it could only be activated when mixed with dewdrops under the light of the moon.
Not so. Lunium is a combination detective mystery/escape room game. You wake up in a securely locked room, chained to the wall. Your memories are vague and confused, your vision blurred. You must have been drugged…
No points for originality, but it is a solid opening, a staple of IF.
You do remember, aided by the first few objects you find, that you are a detective on the verge of solving a series of horrible murders. Now you must get out and stop the murderer.
Searching the surroundings yields keys and combinations. Unlocking drawers and safes yields clues. Investigating, analysing, combining those clues yields information about witnesses and suspects. This information can then be used to start the cycle anew.
As with a lot of escape games, the puzzles felt forced. It strains the suspension of disbelief that everything you need to escape the room and solve the crime just happens to be lying around (more or less hidden/locked away) in the very location where you’re imprisoned. In this case though, this is justified in the (rather transparent) twist ending. Still, the ending cannot negate the impression of “Oh! How convenient. I’m finding keys all around.” that I had during the game.
Many puzzles do share a common theme (hinted at in the title) that ties them together and gives a nice sense of consistency. (Except (Spoiler - click to show)the colours on the back of the painting associated with the coins in your pocket. Come on, really?)
The character sketches of the suspects/witnesses were intruiging, but too fragmentary to hold my interest in the end. I would have liked more exposition on the relationships between them, and of the circumstances in which my PC came to interrogate or investigate them. Perhaps in some more elaborate flashbacks?
Lunium is aesthetically pleasing, with beautiful and detailed pictures of the room and the details within it. The option to view and enlarge the items in the inventory is well handled and very player-friendly.
A pretty and puzzly Twine to keep your grey cells pleasantly occupied for about an hour.
(Review based on the IFComp version of the game.)
This title interested me because it brings together two elements that I would not have expected to see connected so closely. An ancient Egyptian god as a Detective.
Since I was a child, I have been fond of mythology. The story of Osiris and Isis always struck me as particularly dark. The victim, murdered for power, brought back to life through love, has lost something in the process and chooses to not return to the light but rule the underworld instead.
In Detective Osiris, you awaken from death in the glade of Thoth. Previously King of Egypt, the ritual performed by your wife Isis has brought you back as a god.
With my expectations formed by my memories of the source material, I was in for a big surprise when I started reading Detective Osiris. The playful tone of the story clashed hard with the sombre atmosphere I had imagined beforehand. A pleasant surprise, I must stress, as the first conversation with Thoth, god of writing and judgement, brought a big smile to my face.
The lightheartedness continues in the meetings with the other gods. Maat, goddess of justice and cosmic order, comes across as an ever-enthusiastic fangirl; Ges, creator of earth and humanity is a stoner who can’t stop bingewatching his favourite show: life on earth.
The investigation becomes a bit more serious once you start interrogating people down on earth, where at least some of them can empathise with the fact that being murdered isn’t fun.
Although the lighthearted tone and the detective-story twist held my attention for a while, the game ultimately couldn’t live up to the quality of its playful tone.
The most impactful choices the player can make are where to go first, the order in which to interrogate witnesses. This would juggle the sequence of the conversations around, and maybe give a different impression depending on the order.
While the witnesses, like the gods, are fun to talk to, the conversations basically become a chore of link-hoovering. There’s a riddle (can’t have an Egyptian story without a riddle now, can we?) and a number-puzzle thrown in, but nothing resembling a real obstacle, be it a puzzle or a difficult choice.
The author did surprise me again with the ending, twisting the source material around once more in a way that I did not see coming. I’m still not sure if I like the direction in which the original story was changed, but points at least for shaking it up.
A fun read to begin, but loses its freshness.
I had a dream: The Doors were performing a sweaty, breathtaking drawn-out version of Riders on the Storm when David Suchet’s finely mustachioed Poirot appeared onstage and pointed accusingly at Jim Morrison. Jim jumped off the stage, right into the arms of the waiting Hastings.
It’s safe to say this title intrigued me, while at the same time expert-fingeredly tickling my funny-bone.
In reality, Death on the Stormrider has more in common with Poirot than with The Doors.
Your brother has found passage on the cargo-airship “Stormrider” for the both of you, provided that you make yourself useful onboard. The ship’s cook is found murdered and your brother is the only one who had the keys to the mess at the time. He’s locked in the brig until the ship boards at the next harbour.
It’s up to you to find evidence of your brother’s innocence.
Since your brother’s locked up for murder, you yourself are eyed with some suspicion. Nevertheless, you remain free to roam most parts of the ship. A number of passageways and rooms are off-limits, and you are severely limited in what you are allowed to carry around with you. (Or so the game keeps insisting. You are limited to items small enough that they could conceivably be concealed in your hand or clothing. However, given the amount of small stuff I was carrying by the end of the game, I suspect there’s a limitless hammerspace somewhere under your character’s suspenders of disbelief…)
The ship left the harbour in a hurry , running on a skeleton crew (which was also the reason for your hasty recruitment). Even then, with the cramped spaces between the cargo and the crew all having their own rounds and routines, having to do several duties at once, it’s hard to conduct a thorough investigation.
You do need to get into the off-limits spaces and carry around pieces of evidence, so you have to find ways to get past and around blocked off entrances and working crewmembers unnoticed.
The objective of the game is finding evidence. The core of the gameplay is hide-and-seek. Get to know the crew’s routines, find hiding spots on their routes or hidden passages around their locations. Time your actions so you can slip through the gaps between the other crew members. It gets even more complicated and exciting once you try to manipulate the others’ circulations through the ship to create your own opportunities for espionage and investigation…
The many independently moving NPCs, the different consequences of open/closed containers, the machinery of the ship having sometimes far-off effects,… These things are dependent on a great number of moving cogs and chains and toggles under the hood. I found some hiccups, but mostly the gears interlocked as needed and turned smoothly. The bugs I did encounter were minor, and the suspense of the game was good enough that I could overlook them.
This gameplay of hide-and-seek had the effect that the considerable suspense I felt was aimed at my own (the player’s) success, rather than being directed at the protagonist’s troubles or the fate of his brother. While sneaking around, I felt tension about finding a hiding place in time. I wasn’t very concerned about or emotionally engaged with the characters though.
The mechanics of the gameplay have their consequences for the writing too. It’s important that the player has a good idea where the NPCs are relative to the PC’s location at all times to be able to avoid them or hide in time. In the desfriptions, the bottom few lines are reserved for a list of distinctive footsteps the PC can hear. A single line of text has information about which character’s steps they are, how far that character is away, and which direction the character is going.
“Just forward, you can hear sharp, measured footsteps approaching.”
These lines are actually very well-written, condensing a lot of information into smooth prose. They are repetitive though, and when there are several characters within earshot, there are also several lines of this in the location descriptions. For a while, this can be a bit annoying. Soon however, my brain just started glancing over this text while filtering out the necessary information.
For an unavoidable trade-off between pleasant prose and indispensable game information, I think this solution found a good balance.
I absolutely loved finding my way around Death on the Stormrider's map. The (beautifully drawn) map in the feelies already gives an impression of how much rooms have to be crammed in a small space on an airship. It was only by exploring the decks myself during play, drawing the map room by room, with all the barriers and hindrances in full effect, that I became aware of the whole complexity of the game world.
The author employs a simple yet effective tactic for avoiding conversations with the other people on the ship: they speak another language and can’t understand you. Also, they’re busy working and wave you away if you interrupt them. Talking to them is not necessary to get a good impression of their character though. Everyone has distinct mannerisms (evident in the way they walk), their attitude toward you is quite obvious through a mixture of body-language and unintelligible-but-clear-in-context speech.
For each character, the X command also prints a beautiful drawing, which together with the text-description gives a good picture of their personality.
All these drawings, with the accompanying text, can be reviewed at leisure in the wonderful tablet you find in the very first room of the game. It serves as a notebook for clues, a reminder of tasks to do and places to visit, and a recapitulation of your investigation so far and the people you encountered.
Great addition, and well worth taking a number of turns near the end of the game to look back over all you’ve learned.
The endings (yes, there’s more than one!) felt a bit luck-of-the-draw to me. It’s not clear (ar least not to me) what the consequences were of showing this or that piece of evidence to one of the various crew members. Their behaviour toward the PC, dismissive, neutral, or halfway friendly, didn’t offer enough (any) clues as to how they would react to my revealing of the evidence.
An exciting investigation, with some unexpected complications and a bunch of different endings, depending on how meticulous your search is. Good game!