Ratings and Reviews by Rovarsson

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Machine of Death, by Hulk Handsome
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Horse Master, by Tom McHenry
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Once and Future, by G. Kevin Wilson

1 of 1 people found the following review helpful:
Excalibur in Avalon, March 30, 2024
by Rovarsson (Belgium)

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"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]

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>\>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...

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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.

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>\>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.

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>\>
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.

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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.

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Les lettres du Docteur Jeangille, by manonamora

2 of 2 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.

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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.

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Poetic Justice, by Onno Brouwer
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Good Bones: A Haunted Housewarming, by Leon Lin
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Roadwarden, by Moral Anxiety Studio
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Excuse Me, Do You Have The Time?, by Jean Childs

3 of 3 people found the following review helpful:
Guided tour through time, February 10, 2024
by Rovarsson (Belgium)

Picture this:
You and your friends are taking a stroll through the woods when you suddenly come upon a dilapidated house with a big warning sign on it. What do you do?
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\>N
Front of House
The dilapidated building turns out to be a neglected old house. Surely
nobody lives here? To the north is a large door with a sign on it. To the
west a small path leads around the side of the house. The main path is to the
south.

\>READ SIGN
The sign says:

MAD SCIENTIST
NO TRESPASSING
GO AWAY

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Exactly! You go around to the side of the house and break into the basement. After such a monumental display of <strike>stupidity</strike>Adventure Spirit tm, everything that happens now is completely deserved.

What happens is that you are appointed guinea-pig "volunteers" for the Mad Scientist's forays into time-traveling. Travel to five places and times in history and bring back five symbolic items.

Excuse Me, Do You Have The Time? has a bit of a moodswing issue. It has difficulty deciding whether to emphasise the gameplay or the immersive experience of the surroundings, and decides to do both. The varying depth of descriptions and the care with which they were crafted are good examples of this.
-Many times an EXAMINE-command is met with a dry default "You can't see that,"-response. At least as often the game says "The pink handkerchief is not important."
-Something similar holds for directional commands. The normal default "You can't go that way,"-response is present for obviously closed directions (a room with only one doorway), but in some locations the author breaks the fourth wall and explains to the player directly why a certain direction is closed off (instead of blocking the way with an appropriate in-game command).

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>Cross-roads
You are at a road junction. Roads lead north, south, east and west. The
road to the west leads away from the village. This would have been indicated
on a signpost but all signposts have been removed for the duration of the war
as a security measure.

\>W
It's obvious that there must be a road leading out of the village but, as I
didn't want to have to include the entire north of England in this game, you
can't go that way.

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The sparse default responses and the jokingly breaking of the fourth wall create an atmosphere of puzzle-priority. You have a setting and a flimsy frame-story, now get on with the obstacles the author has put in your path.
However, this stands in strong contrast to the care that went into the historical details of the setting. Examining a rock might tell you that it's not important, or even that it's not even there, but examining a frescoe will give you a detailed description of the depiction, along with the mythological context. All while the frescoe is no more important than the rock.
While I appreciated this amount of attention to detail a lot, the contrast between the sparsely described "normal" game world and the enthusiasm in the description of these choice objects gave me the feeling I was being taken on a guided tour, where the tour-guide decides for you where to look.

The unevenness of the depth of description and implementation, apart from causing an imbalance in the feel of the world, also has a very strong impact on the perception of puzzles and potential solutions.
The heavy descriptive emphasis on certain details focuses the player's attention on them. To remain with the frescoe-example, I tried finding deeper symbolic/metaphoric meaning in the picture, I counted recurring elements in search of a hidden code, I tried to push eyes and stars to see if there was some secret machinery hidden underneath... I must say I found it a bit disappointing when I realised that the lovingly described artwork was an elaborate bit of worldbuilding, and that a simple down-to-earth LOOK BEHIND ELEPHANT would produce more tangible results.
I wouldn't really call the decorative descriptions "red herrings", I got used to them as historical information rather than puzzle-related clues quickly. They might throw off the player's focus the first few times, but the game is consistent in its style of puzzles, it won't suddenly change tack and expect you to deduce an obscure code from a background painting.

The collection of puzzles on offer in Excuse Me, Do You Have The Time is challenging but solvable, if you meticulously search every time-zone. Objects found in one time-zone may be needed to solve a puzzle in another, so there will be some going back-and-forth between areas. Using the items in the corrects way sometimes requires clever leap of imagination, an understanding of the culture of the specific time-zone you're in.
Besides the puzzles themselves, there are stumbling blocks in the way that are more a consequence of the game structure and some design decisions.
--The distance between a puzzle and the objects needed to solve it and/or the clues needed to understand it is sometimes very large. This makes it difficult in some cases to see the connection which would be obvious if clue, item, and puzzle were in the same few locations.
For each area, a clue in form of a cryptic poem is hidden somewhere in the game. I found some of these to be helpful in understanding the bigger objective of each zone, others not so much. I think it really comes down to how your brain works if you understand which information to derive from these poems.
--There are one-way dead-ends in some of the time-zones, meaning that if you didn't find all the important objects on your exploration, you can't go back to have another look. It's a good idea to put a checkpoint-save at the start of every area (while you're still in the time-machine!)
--There's a limit on how many things you can carry with you, even with the added space in a handy rucksack, and there's no way of knowing which objects will be needed when first entering a new time-zone. Also, there are a lot of red-herring items, objects you pick up or are given in the course of the game which may give a nice impression of the time and place you're in, but which serve no practical use.
As a result, you'll be doing a fair amount of selecting items you might need from your collection, and even then you'll be doing some high-level inventory juggling.

Fortunately, you're not alone.

Aside from acting as an extension of your inventory capacity, your three loyal companions (Tom, Dick, and Harry. Really.) have other uses as well. Their remarks on your performance and banter among themselves serves as a bit of comic relief. Sadly, their pool of utterances from which the game randomly picks each turn is rather shallow. I quickly zoned out and ignored them. Your friends' help is needed to solve some of the puzzles, in situations where you yourself are found lacking. Lastly, they form a three-level hint system. I used this a lot, especially Tom's vague nudges, but they're of no great help when you're well and truly stuck. Their hints will edify you on how to tackle a problem, but they will not enlighten you on the sometimes harder task of finding the right object. You're still left to search the entire map on your own if you haven't found the item the first time through. This leaves you vulnerable to Zombification.

A lot of other NPCs inhabit the areas you visit. The majority of them don't understand a word you say. Being from a different country in the distant past will have that effect. The few that are open to some form of limited communication are there for puzzle-progress only.

Excuse Me, Do You Have The Time?'s structure of interdependent time-zones opens up many opportunities for interesting associative breakthroughs in solving its puzzles, but it's also very cruel. The anxiety of having missed something stopped me from fully enjoying the setting.

Good puzzler.

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my heart, bared., by Sophia de Augustine
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