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Grooverland, by Mathbrush
6 of 6 people found the following review helpful:
ParserComp 2021: Grooverland, August 2, 2021*
Related reviews: ParserComp 2021

“We also, I say, ought to copy these bees, and sift whatever we have gathered from a varied course of reading, for such things are better preserved if they are kept separate; then, by applying the supervising care with which our nature has endowed us,— in other words, our natural gifts,— we should so blend those several flavors into one delicious compound that, even though it betrays its origin, yet it nevertheless is clearly a different thing from that whence it came.” – Seneca the Younger, Epistula LXXXIV.

Passion is the rain that has kept this garden flourishing. Interactive fiction could have long since desiccated, forgotten save for a footnote, a subject suitable only for archaeology, and yet we live in the midst of its glistening fruits, a victorious riot of life and color that seems to defy the surrounding desert: whether the Promethean fire of Inform 7, in which this work is written, or the tireless work of volunteers who have kept competitions like ParserComp alive, in which this work was submitted, the story of interactive fiction dramatizes the quest of an ever fluctuating community to preserve from the entropies and centrifugies of a chaotic digital age this delicate and beautiful artform we love.

One of the most human and touching contributions to this quest is Brian Rushton’s ongoing project to meticulously document his devoted and meandering journey through huge swathes of interactive fiction past and present. IFDB currently has nearly 9300 reviews; 2244 of them were written by Rushton. No matter how far afield you wander on IFDB, stumbling upon games by obscurity long since swallowed, you will still see a flicker of life, a fingerprint of a wanderer before you: Rushton’s careful, thoughtful, and gently curious review. Isn’t it poignant for a game released decades ago on a platform no more to an audience no more by an author no more to have its spirit captured in conversations afresh, stirred by the industrious Mathbrush, who, like a guide through a ruin, points out to you each artifact and how it worked, what it meant?

A curious evolution of this pursuit is the way in which Rushton has allowed his love for the medium to guide his own creations into a surprising but satisfying metafictional bent. Whether it is last year’s The Magpie Takes the Train or this game, Grooverland, we find his works increasingly incorporating love for the medium into their own warp and weft (warp especially, in the case of Grooverland). In this melange of Chandler Groover’s vivid fantasias, Rushton places us in a Groover-themed park that grows increasingly sinister as the night deepens. His games have been transformed into amusement rides that terrify and, if necessary, delight. We have an Eat Me cake, a Midnight. Swordfight. laserfight, a Three-Card Trick three-card trick, and, of course, our trusty pal Toby from Toby’s Nose. These attractions invite the player to dwell not just in the particulars of each reference but in the lushly bleakly ludic mood that pervades the entire paresthesia symphony. We’re forced to consider the invisible sinews that tie these games together into a cohesive whole, a play of light and shadow that grows increasingly fraught until we no longer seem to be playing.

The shifting amalgamation of locations and play patterns can loom overwhelming, but Rushton introduces a clarity of purpose in the orderliness and smoothness of the design that makes the dizzying delightful. The map is laid out on a central road, which keeps us oriented through the park and allows us to switch through multiple attractions with ease, as many puzzles require. A plethora of neatly sorted hints keeps us from getting lost (except on the occasion it tells you to get lost). An exhausting amount of polish eases the player through the entire experience and makes exploring and dallying enjoyable. Rushton clearly has spent a lot of time and energy to make this game shimmer.

That sheen proves rather necessary through some steep puzzles. The Midnight Laserfight sequence was deeply confusing, with so much to track, so little of it explained, quite a bit of clutter, and a throughline that would terrify Euclid. While I understood after the fact what I had been doing, I confess I had to cheat a little off Mike Russo’s transcript (you should read his transcripts by the way, he’s got a wonderful dry wit), since the hints here got locked up. Some of the puzzles require you to go through multiple locations to succeed or require you to have sought out and noticed objects you might not have noticed, so the nudging about when to keep trying versus when you need to be doing something else entirely was very much appreciated.

Some of the puzzles were really clever, like when you have to play the creaky house like an instrument, but some of the puzzles did feel a bit perfunctory. I felt the menagerie puzzle, where you just wander around, read signs, then crunch some numbers, to be a little unengaging, especially when you have such theatrical creatures all around you. Like the skull scraper, about whom the menagerie keeper jokes, “He likes to get in your head. Don’t let him.”, is a very evocative element, but you don’t really engage with it, you just look at a sign that plainly informs you what kind of food you should give him. How much more fun this puzzle would have been if these animals were as interactive as the petting zoo animals from across the way!

A lot of the writing can feel equally perfunctory. When we ask Dad about the pipe, we get this sentence: "Sorry, Lily, it’s sad the pipe is clogged and we can’t see the rest of the park.” That’s pretty much equivalent with “I don’t have anything to say about that.” Similarly, when we ask Wade about David, “He just points to David, who’s right in front of you.” While that is nice state tracking, nevertheless it feels like a missed opportunity. Given the nightmare jollies that Groover’s oeuvre oozes, the fact that so many characters seem muted and mechanical creates a disjunction that flattens the experience. I get that the sheer amount of dialogue written into this game makes it impossible for every line to zing, but I think the lack of technicolor pizzazz is the vital element that keeps this game from truly accomplishing its ambiance.

That’s not to say that Rushton doesn’t pepper the game with some great quotes. I particularly enjoyed the silly but sinister response when you ask the jelly man about himself: “Jelly is my name and jelly are my ways.” This quick quip belies so much depth that makes this incidental character rivetingly enigmatic. There’s also a fun subtheme about Lily taking a lot of silly classes: when we try to burn something, “You promised your competitive barbecue coach that you wouldn’t burn things outside of competition.”; when we try to attack a character, “Your karate instructor made you promise to try to find a peaceful solution before attempting violence.”; and, the funniest of the lot, when we try to take something from a character, “You promised your pickpocketing teacher that you would only steal in class, and mom’s present list seems to belong to Mom.” We also get some great descriptive lines, as when we get lost in the corn maze: “You travel for what feels like minutes, but the sun is already setting. Then the moon rises, streaks across the sky, and sets again. The sun comes up again, then down, over and over. But it isn’t the same sun. It has grown fat and swollen, ready to burst. The moon crumbles. The stars fade. You close your eyes and run until you find yourself at the demon again. Such is fate.” There’s something so enchantingly weird and hallucinatory about this paragraph, yet it also manages to come across as exhausted, drained of all color. That’s a difficult combination to achieve, but Rushton does it here masterfully. Finally, there’s this line when we enter the creaky house, which makes great use of surprise italics, then pairs it with a punchy understatement: “You can hear something howling outside. It might be the wind.”

When the game comes together in an otherworldly climax, the intensity of its atmosphere pressurizes with an emotional punch, as Lily must sacrifice the last remaining vestiges of her family in order to try and preserve something, anything, from the imminent collapse into pure paradoxical nonness. One by one, Lily’s sister’s bracelet, her mother’s present list, signs of the love in which she was once immersed, are devoured by the dream, and we instead must confront the violent denouement of our inability to hold on. While I would have appreciated a bit more emotive verve in this last section, Rushton does a good job handling the underlying philosophical stakes, and, while not eliding it entirely, he does evade some of the more boring Manichean tropes the game threatens by adding nuance to the roles of the Mirrored Queen and Scarlet Empress. Moreover, I appreciated that this central conundrum pertains to the rest of the game, that we feel that their battle is actually present in each turn we’ve taken along the way.

If Grooverland is a game that is simultaneously ambitious and perfunctory, then it is in keeping with the conflictions innate to such a work, so animated by the drive of passion as it careens through the frictions of creation. Beneath the writing, the puzzles, the polish, we get a sense of Rushton as both charmingly starryeyed and inordinately weary. Perhaps, in that, he captures here the very dichotomy that underpins so much of interactive fiction’s history: dreams of enchantment underpinned by the exhaustive labor necessary to keep the spirit alive as everything threatens to fracture forever.

* This review was last edited on September 19, 2021
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Daddy's Birthday, by Jonathan8
2 of 2 people found the following review helpful:
ParserComp 2021: Daddy's Birthday, August 2, 2021
Related reviews: ParserComp 2021

Daddy’s Birthday is a pleasant and adorable collaboration between a girl and her father, written to celebrate the eponymous Daddy’s Birthday. You can play through the original story as written by Ruth, but it leads to an UNSUCCESSFUL BIRTHDAY, so you’re encouraged to try again and ascertain where exactly you went wrong and how you can help Daddy avoid his tragic fate.

Our author, who quite possibly has a bright future ahead of her in the medical profession, helpfully clarifies the problem with Daddy’s birthday experience: when he falls from the rocking chair, we’re instructed to DIAGNOSE the problem, consider the symptoms (his head hurts), then issue a prescription (he should put some ice on it). Daddy’s also given some keen advice: in the future, try not to rock in your chair, you’re apparently not very good at it.

Another problem that must be overcome is that Daddy doesn’t seem to be the life of the party, as when his daughters surprise him with a birthday celebration, his first instinct is to WAIT and then SIT ON DECKCHAIR. Poor daughters! Perhaps a good present idea for next year is to get Daddy some coffee. (Speaking of the deckchair, we get a slight issue here, in that the walkthrough doesn’t quite line up with the required play pattern: you need to examine the cake first before Mummy brings in the deckchairs for everyone to sit on.) He also forgets to say thank you to his family after they give him his present! Maybe he really has hurt his head!

The one place I really sympathized with our tragic hero is when Daddy attempted, like Orestes fleeing the Furies, to escape the cruelty of his punishment ineluctable, only to be ever tormented by whispery impulses reminding him that “The urge to rock on the deckchair returns…” No matter how far Daddy fled, even unto the precipice of Mummy’s Bedroom, whoops I mean the Big Bedroom, still he yearned for the solace of finality, for he knew no matter how far he roamed his house wild and confused, still “That urge to rock on the deckchair just won’t go away…” At last, broken before the intractable demand, as even his daughters turned against him and suggested “Daddy, why don’t you sit on the deckchair?”, Daddy decided that you just can’t have your cake and eat it too, that with every gift must come a price, that this tie about his neck, much like the albatross of old, hung upon his neck as the symbol of his struggle, thus in despair he attempted to illustrate his conundrum by cutting a slice of the cake and leaving it uneaten as he surrendered to his deckchair doom, a parable by which his family might perhaps learn from his mistakes, but, the moment the cake was sliced, as if by some strange miracle, deus ex machina, everyone gathered around and ate cake and had a SUCCESSFUL BIRTHDAY. So all’s well that end’s well!

As does this game, which glitters with creativity and humor (such as when we find a banner that reads “Happy Birthday Daddy, 21+ today!”), and I’m sure the opportunity for father and daughter to work together and build on each other’s ideas to bring to life such a lovely and thoughtful game is the best birthday present of all.

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Snowhaven, by Tristin Grizel Dean
3 of 3 people found the following review helpful:
ParserComp 2021: Snowhaven, August 2, 2021
Related reviews: ParserComp 2021

A commonality between the successes of Animal Crossing, Stardew Valley, and Minecraft is that many of us, scattered across continents in thronging cities with a throbbing consciousness bleeding anxieties and responsibilities, desperately long for that quiet industriousness of the countryside, its serene solitude, that silent immersion in nature where simply being seems enough, where all our emotions and thoughts meld into a landscape teeming with its own self sufficient rhythms and vibrancies.

Snowhaven’s stripped down monochrome aesthetic produces this precise feeling, offering us several emotions that we can blend into a connection with the earth: joy, sadness, and terror. As the protagonist goes about harvesting ingredients for a stew, he reminisces about his past, his expected guest, and this tiny patch of earth where his memories reside in rivers, in trees, in boats, in graves. This isn’t just a jaunt through the woods to gather some berries, but a tour through your world, its happiness, its heartbreak. Pixelated scenes guide us through our journey as we constantly travel between seven locations, so that by the end even the player starts to recognize each little nook, what’s hidden in it, and what has happened here. Thus, the multiple playthroughs offered by Snowhaven really accentuates its charm, as we get to work on a new recipe much as the protagonist might, whirling through the seven screens about which we know every little thing, pausing only for a memory.

Unfortunately, only the first two playthroughs are available. The third playthrough, the Sinister version, is, rather evocatively, hidden behind a password, as if there is some terrible secret locked deep in the heart of the game. The game suggests that you can email the author for the code, but I don’t know, something about “email me to get into the secret Sinister part of the game” feels a bit intimidating.

This password protection for the third playthrough adds to Snowhaven’s sense of wobbliness. There’s some clunkiness when it comes to preparing ingredients; the list of commands suggests a HINT command, but it produces the result “This game doesn’t use hint.”; the help menu doesn’t list basically any of the necessary verbs besides the very basics, which seemed like the purpose of the menu; occasionally the game would double back on itself strangely, such as “You take a few carrots out of your store of frozen vegetables. You can’t do that.”, or telling me that “You can’t leave the cabin without soap” while moving me out of my cabin; and, speaking of soap, you’re given a brief quest to find some, so I went searching through the map to figure out where I could acquire soap, like maybe I can use the pine wood producing a good smell or get some mint maybe or even get some animal fat or whatever, only to realize I’m supposed to just type “find soap” in the cabin, which seems a bit like typing “solve puzzle.”

Despite these issues, the game has a charm that delicately threads the needle between its muted aesthetic and its emotive core. The writing helps with this, as each memory seems gently remembered, we get a soft black and white photo feeling of these experiences, and yet, just as the game threatens to be a little blurry and saccharine, it goes for the throat:

“You wish you had buried your wife in perfect condition, so you could imagine her eternally resting as the beautiful woman she was. But it took you days to find her body on the river bank. You have so many questions about those days that can never be answered. You can only hope she is resting peacefully.”

Snowhaven thus tries to capture the ambiguity of nature: we get nature as peaceful and beautiful, wandering through the forest with our dog to harvest some mint, but we also get nature as brutal and survivalistic, with you having to distract a bear so that you can hunt some rabbits, decapitate them, skin them, gut them, and cut them up. Likewise, the characters, without ever needing to speak, are filled with stories that seem to overtake them at every turn. The result of this Janusian uncertainty is that Snowhaven alternates between light and shadow like lying beneath a maple tree as the late autumn light dapples through the leaves.

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Gruesome, by Robin Johnson
4 of 4 people found the following review helpful:
ParserComp 2021: Gruesome, August 2, 2021
Related reviews: ParserComp 2021

Rosencrantz and Guildenstern are eaten by a grue, it seems, in the latest work by Robin Johnson, the author of Dectectiveland (2016), and, it should be noted, Hamlet – The Text Adventure (2003). A homebrewer with a ludic retro edge, Johnson gives us Gruesome, a riposte to Zorkian (and Adventurian and Wumpusian) tropes. In Zork, you are a chaotic plunderer with a wit keen enough to manipulate everything around you until you master the dungeon, though in a sense (literally at the end of Zork) replicating the dungeon as master, becoming its very spirit. No wonder so many Zork players set about creating their own copies! Johnson undermines this acquisitive mania for control by showing that our prospective masters-to-be don’t understand the dungeon (our twisty little passages all alike are actually “a network of sensibly designed access tunnels, all easily navigable.”), don’t respect its inhabitants (our concern that we are likely to be eaten by a grue is countered with a message that appears when the player does try to eat an adventurer: “Please do not perpetuate harmful stereotypes about grues.”), and aren’t adapted to its terrain (the power which the grue uses to outflank and outwit the adventurers is that its eyes are adapted to the darkness and theirs are not). Thus, Gruesome invites us to reverse the perspective on Zork entirely, where a grue, rather than an obstacle programmed as an ad hoc retcon for an implementation issue, is actually the being that facilitates the adventurers’ progression and ensures their safety whilst they roam the dungeon they’re seeking to rob and rule.

The gameplay reasserts this opposition by being all about actively protecting the adventurers from themselves and each other. You optimize a path around the maze to ensure that you are always one step ahead of the adventurers as they haphazardly career towards mutual destruction. One is reminded of the soothing effect of conspiracies, which assure us that someone in the shadows is guiding everything, that we’re not all just bumbling aimlessly towards our collective demise. This heroic grue who challenges its representation and who challenges the representations of the adventurers begs the question: can you make a postcolonial Zork? Gruesome feels kind of like Camara Laye’s The Radiance of the King’s subversive inversion of Joseph Conrad’s The Heart of Darkness.

However, despite the highminded themes, for the most part Gruesome is content to play out its concept in silly and lighthearted referential wink winks. The game is packed with references to both 70s/80s text adventures but also a TAKE ALL of nerdy pop culture from yesteryear. Thus, Gruesome’s tone is only sometimes Zork reinvestigated, with the rest of it being broad strokes silliness regarding received narratives, a la Monty Python’s films. For instance, we’re given an orc “wearing a T-shirt that reads “Green & Nerdy” and playing with miniature figures on a game board”, so we get a Weird Al fan playing Dungeons & Dragons, except of course the fantasy dungeon for the people living in the fantasy dungeon is Bosses & Bureaucrats. This inversion between the fantasy and the mundane operates in so much of Gruesome’s logic, yet often the game adopts an eager to please persona that’s ready to whirlwind you through cleverly reimaginative puzzles, so you’re only occasionally asked to do anything other than be amused at how silly this all is. I do think some of the really flippantly gamey elements undermine what Gruesome creates, as when the orc, after you beat her minigame, simply says “Take anything you want as a token of my gratitude.” Great, well I solved The Puzzle NPC, I’ll be taking all your treasure, thanks so much, ta! Isn’t this just Zork again?

Despite its cheery countenance, Gruesome delights in its dizziness, with gameplay that sometimes feels like herding sheep through Omaha Beach. Because the game is time sensitive and wants you to perform things in a specific pattern, I wish Gruesome had provided a bit more feedback about when you had done something worthwhile, especially signalling when waiting for something is worthwhile so that you don’t feel compelled to run off to do something else while a sword charges. Although technically your score ticks up when you Do Things, it doesn’t draw your attention to each addition, and the score in IF is never a particularly reliable marker of progression. An early example: I found the barbarian in the room with the lamp and gave it to him and was immediately beset with several questions. Was I now in an unwinnable state? Had I solved a puzzle? Was my action a completely arbitrary red herring? Surely there’s a more optimizable pattern to discover than just going to a room and applying the noun to the noun? I know this ambiguity thrills other players, but for me it just produces an anxiety that I’m missing something, especially in a game that advertises itself as both nonlinear and requiring replays (hyperventilating my way through flashbacks of Curses!). One thing that confused me when I looked at the walkthrough was that apparently we’re not intended to engage with the knight in our first encounter, despite the fact that we discover him one room south of the dragon, and his description references him being eaten by a dragon. I thought I was like on the dinging edge of the clockwork encountering him there and was bemused as to how I ought to save him from seemingly imminent demise. I’m not entirely sure when or why or how the adventurers move and die, in part because it appears certain elements are randomized.

That randomization speaks to Gruesome’s prevailing sense of mystery. The dungeon you wander feels so simulated and intricate and interconnected that you’re constantly drawn to the unknown factors, a player is stimulated with a constant sense of more lurking behind every object they find. I don’t know how much is actually implemented, but every base interaction feels like it hides several layers of intricacies beneath it. Sometimes you’re waiting for turns on end as the musicbox cranks around you, wondering, what am I missing, what should I be waiting for, what happens when this all perfectly aligns? This is a complex game with a lot of moving parts and a sense of both anxiety and serendipity: in that way, perhaps, for all its Zorkian and Adventurian and Wumpusian flair, it’s most saliently a scion of The Hobbit. Thus, whichever your old school roots, you’re sure to have a topsy turvy romp through nostalgia in the misty yet strangely sweet Gruesome.

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