Ratings and Reviews by forgepoet

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Shower Sim, by chrisamaphone
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Lore: A Tale of a Sword and Those Who Wielded It, by T. Y. Vaught
Better Towards the End, March 23, 2014

While I did finish this, it took me three tries to get to an end, mainly because some of the initial segments are not very interesting or written very well (mainly too much telling, not enough showing). The first segment, in particular, could use a heavy rewrite -- it's not nearly as effective as some of the later pieces and that's a shame, because a lot of readers are going to quit after the first couple of pages and miss out on some of the more polished and fun segments later on.

Your choices affect the end of each vignette as well as the ultimate ending in a solid and clever design that works very well with the central conceit. However, there are too many segments per playthrough, and it detracts from the overall impact of the piece. No matter how cute or well-done a segment is, if it doesn't advance the overarching story (or give us a sense of the world), it's just filler. A couple of these might work for pacing, but as it is, I'm not sure I'm up to getting through all of that text again for a second playthrough. If I were editing this, I'd suggest picking one or two at random from the non-crucial segments to intersperse instead of showing all of them.

Another problem is that the overarching story isn't touched on often enough in the early game to make it feel relevant when it arrives; I know my choices affect the end segment and the ending, and how they do, but I have very little context for the end segment or how things came to suddenly be in a far worse position than they were in the previous segment. I mean, I can make some guesses, since it's not completely out of left field, but it felt very unconnected. Even a bit more foreshadowing in some of the less plot-centric segments would have helped.

Ultimately, if you can get through the first few segments, there are some interesting characters here and some interesting situations. Unfortunately, they're buried pretty late in the game.

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Snow, by Erica.Szalkowski

2 of 2 people found the following review helpful:
Disappointingly Uneven, March 22, 2014

This isn't really a mystery; if anything, it's a thriller.

It needs to be edited, and strongly, and probably twice. It's reasonably coherent and there are some effective moments, but there's too much wheel spinning, especially at the beginning, and the whole piece is uneven in tone and pacing. There are a few typos, misused phrases, and the occasional missed word or incomplete sentence. Dialogue is punctuated erratically. And there's a lot of cruft that could be edited out to make a tighter, more effective piece.

The mystery elements are disappointing, and there's no real sense of suspense. (Spoiler - click to show)In fact, should you happen to choose the right scenes in the right order, you'll quickly be given the answers, but you'll only receive credit for them in the end if you continue choosing correctly all the way through. Is there anything less compelling than a mystery where the characters figure out the villain halfway through and turn out to be right?

I know this review sounds pretty harsh, but these are all things the author could fix, if not in this game, in the next. I see a lot of potential here, if things were just edited more ruthlessly. And I'll definitely check out her next work.

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Alice Falling, by Matthias Conrady

2 of 2 people found the following review helpful:
Too Many Effects Overwhelm The Text, March 11, 2014

It seems to be a fairly straightforward rendition of a specific scene from Alice in Wonderland, but I only made it ten or so clicks in. Enough to know I dislike the way this was handled intensely.

What I liked about the original scene, the graceful descent in a sort of dreamlike, accepting fog, is completely missing here, obliterated by the flashing, sliding, blinking, and fading of text effects gone haywire. To be honest, I became afraid that my next click would take me to a screamer or something similar and I lost my nerve to continue.

Perhaps if taken at a slower pace, the effects wouldn't be so overwhelming, but it's interactive fiction. It's necessary to take into account that some readers will read more quickly than others (especially when you're adapting a well-known work). I don't usually appreciate speed limits, but in this case, I think they would have improved the experience.

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Debt, by Tony Perriello
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Threnody, by John "Doppler" Schiff

3 of 3 people found the following review helpful:
Would Be the Perfect Introductory Game, Except..., March 7, 2014

This was so good, but it could have been so much better if the bugs were fixed.

There's humor that's genuinely funny, a companion who is as charming as the story, and a sense of meaningful purpose; there's a reason you're here and it makes sense why you continue. The puzzles are nicely introductory and ramp up in difficulty towards the end, but never become too hard (except maybe a couple of the optional ones) or illogical. The perfect game to introduce a fantasy reader to IF, until it just sort of fell apart for a while in the mid-game.

Things like one NPC's dialogue somehow getting stuck to another NPC (especially disconcerting since they are of different genders). An NPC still wandering around after being freed. A red herring item that, when acted on, turned into an item I'd already dealt with. And a couple of times the disambiguation messaging gave away information that I really shouldn't have had (and I was allowed to act on that information to interact with an item I hadn't found yet). Glaring stuff.

Yet none of that could hide the obvious love the author had for the world and the characters (despite some gentle fun poked at fantasy tropes). For one thing, it's refreshing (and happens far too infrequently in IF) to play a character who is competent and assertive and whose main flaw appears to be overconfidence. And, for a welcome change, who isn't an assistant or apprentice or slave or lowly peasant.

The multiple career paths are neat; the core game doesn't change much but all the important things (and a lot of the puzzle solutions) reflect your choice. And Threnody is a fine companion who makes the journey worthwhile and amusing; with her commentary, my choices felt much more meaningful than they would have otherwise. She's the heart of the game and elevates it from a mild dungeon crawl to an adventure. And I loved the little touches, like when my character got a bruised foot, the game occasionally remarked on it.

I liked that the puzzles could generally be solved (Spoiler - click to show)using items present in the room or a nearby one, with some exceptions. This felt very novice friendly, with the exception of a puzzle that I thought was a bit unfair; a required item is passed to inventory silently after a very specific dialogue choice and all other options are ignored with inscrutable messaging ((Spoiler - click to show)you cannot mix a potion in the old wine bottle, the hat, or the bucket, only in the flask you're given if you (Spoiler - click to show)"ask the librarian about worms").

I guess it's probably much too late to ask the author to fix the flaws in the mid-game, but I still wish he would! I would like to recommend this to someone who hasn't played much IF and who I know would love the story and Threnody, but I think the bugs would just be far too confusing to a new player. As it is, I can still say it's a good game, but keep the walkthrough handy to help if you think you've run into a game stopping bug.

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Moonmist, by Stu Galley, Jim Lawrence

2 of 2 people found the following review helpful:
Not Much of a Mystery, But Fun, March 7, 2014

I really wanted to like this game. The set-up is breezy and to the point, hitting a lot of the high points you'd expect in a certain type of mystery (I love it when a game straight out tells me I'm good-looking, brilliant, rich, and have good taste in clothes).

The problem, for this mystery buff, is that the actual mystery wasn't much of one. This is actually a treasure hunt where collecting all the treasures ("evidence") earns you the ending. The motives and their reveals just aren't tied that well into the environment or the story (on my first play through, the first evidence I found was a signed notebook detailing the villain's plans), which is understandable given the multiple potential story lines, but really took away from the game itself.

There's also no emotional involvement from the protagonist; when you unmask the killer, you're given the opportunity to read some of the why as an author's afterword, but it's sketchy and leaves out little things like "what happens to the person I just arrested" and "how does the protagonist feel about this". Even endings where the hero could be expected to have emotional involvement never discuss it or the ramifications of the hero's success.

I think, in large part, that the professionalism and just plain inviting writing -- these are authors who know their stuff -- really set up narrative expectations that that games of that era weren't usually designed to meet. It's not fair to ding a game based on my expectations, but damn, this was fun and could have been so much more so if there had just been a little more story and a little more resolution.

The puzzles unfold easily and smoothly, with most being clued so boldly even I couldn't miss them. I did find it a little tedious to wander around the castle looking for rooms that fit the clues. I'll admit it; I'm spoiled by modern convenience and whenever I get a "go to" command I use it excessively and often have no mental layout of the game. I liked that if I ran into someone along the way the command would stop so I could chat with them.

As a treasure hunt, and as a bit of history, and even as a fun game for someone who isn't expecting much of a mystery (or who is new to the IF format), this is one to play. Just be aware that you'll have to fill in the blanks on the emotional aspects yourself.

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Blackwood Manor, by Craig Dutton
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Black Coats, by Apocalyptic23
forgepoet's Rating:

Blood on the Heather, by Tia Orisney
Not Too Campy, Just a Bit Crazy, March 6, 2014

When I see "ridiculous" attached to a blurb, I usually translate it as "half-baked" or "I hope you think dumb equals funny". In this case, that'd be unfair.

This is a fun excursion into vampire flicks by way of a grown-up CYOA. It has a rampaging steamroller of a plot (and two separate but intersecting paths through the story) that makes reasonable sense if you don't stare at it too long and keeps things moving at a good clip. Which is good, because I didn't really care much about the characters, even the imperiled ones (which was everyone), mainly because the author did a bit too much telling instead of showing a lot of the stuff that was deemed unnecessary to moving the plot forward.

The tone is uneven, especially along the less violent path; it stays mostly around Buffy the Vampire Slayer but occasionally wanders over to early Laurell K. Hamilton. I think it'd be best described as "breezy". There are a few points where the author leaves a necessary sentence out and it takes a few paragraphs to figure out what's going on, but if you just watch the fun butt-kicking you shouldn't mind too much.

Don't get me wrong, there's a fun game under here. The structure is surprisingly elegant; if you choose the more exciting initial option, you get the more intense path, for example. The human characters are neatly aligned with the classic fighter, mage, and rogue (with the heroine as the rogue) and many of the choices presented give you a solid sense of this, and present a plausible conflict in the heroine's personality as well.

Ultimately, this would have been more fun if it were either a bit more ruthless or a bit more campy, and if the author had hit a few more of the expected genre points. But not at all a bad way to spend an hour, and definitely worth playing through both major paths (one is harder hitting than the other but they're both fun).

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