Reviews by Drew Cook

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The Tempest, by David R. Grigg
5 of 5 people found the following review helpful:
"But this rough magic I here abjure", July 18, 2024
by Drew Cook (Baton Rouge, Louisiana)
Related reviews: games seeking reviews

1992's "The Tempest" by David R. Grigg, which should not be mistaken for Graham Nelson's adaptation, is an unkind game that modern players will struggle to complete. However, this review, as part of my "games seeking reviews" series, is intended to celebrate and recognize previously undiscussed works. While I will be candid about the shortcomings of "The Tempest," cataloguing them is not my aim either here or generally in the series.

All reviews in my "games seeking reviews" series are inspired by Tabitha's excellent 2024 "Review-a-Thon," which I encourage all readers to investigate for more reviews of hidden IF gems.

Reviewing parser games from the interregnum between the fall of Infocom and the so-called "neo-classical" period that began with the release of Graham Nelson's "Curses" is difficult. I'd characterize many games as boutique titles, works sold by small publishers for a narrowing audience. Quality varied greatly in terms of design and presentation, but works of this period must be recognized as torch-bearers, keeping the medium alive in the face of diminishing sales. In this sense, even works that feel unsatisfying have merit.

"The Tempest" doesn't afford an experience of inhabiting Shakespeare's play. That would require a caliber of writing that would be difficult for anyone, in any medium, to achieve. Nelson's solution was to use Shakespeare's own poetry, which was probably the best approach. Players of Grigg's "The Tempest" will likely feel reminded of, rather than placed in, the play.

Mechanically, the game violates what contemporary players will expect as craft norms. There is a maze with no hints for solving. Exits are often unidentified in room descriptions and are frequently unreciprocated (entering from the east does not guarantee an eastward return). Weight limits come up more than once. There is almost always one or more unimplemented nouns in a room. Synonyms are few.

There are multiple timers, including a strictly limited light source.

I think persons interested in the history of interactive fiction might appreciate how rewarding it was to find an AGT decompiler, run it in DOSBox (Windows 11 would not execute it), and sift through the text in order to find a way through the maze. I think some of us live for this kind of thing! Doing so also gave me insight into how AGT games are organized, something I had no concept of.

I was only able to find one review of "The Tempest," and it was understandably negative. Since the reviewer likely paid money for it, he had a right to expect more than I might. There is no walkthrough for "The Tempest" at CASA, which often has materials for games not covered here at IFDB. It is obscure, unnoticed, and probably unloved.

[An aside: "The Tempest" was an entrant in the 1992 Softworks AGT competition, a contest organized over Compuserve for games written with the Aventure Game Toolkit, a shareware product for authoring parser games. It, along with other "honorable mentions," was part of a post-competition five-disk, seventeen-game collection that was sold by mail for thirty dollars. The collection included source code, which presumably provided a 1993 reviewer with solutions to some more vexing problems. For more information, the announcement for the competition's results can be read here.]

Still, I wish to praise the outlandish, outsized ambition of this work. It is not likely that audiences were clamoring for a "Tempest" game. As I have already indicated, hoping to do Shakespeare justice seems an incredibly difficult task. This is the kind of big, swing-for-the-fences project that is the opposite of safe, that loves great art, and must be, in its way, the product of fearlessness. I praise the impulse that inspired it and the conviction that it must have required. Even though the work is not successful, it indicates a certainty that IF can be art.

All this in a day when the jury was still out regarding that and many other questions! While I cannot recommend playing "The Tempest" for fun, it deserves credit for believing in (and investing in) the artistic merits of interactive fiction.

Tools used: I used AGTDec, which I retrieved from the programming/agt directory at the Interactive Fiction Archive. Since Windows 11 wouldn't run it, I relied on DOSBox. It created two very readable text dumps.

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Naughty in the library, by HHRichards
4 of 4 people found the following review helpful:
Games Seeking Reviews: #2 in a series, May 30, 2024
by Drew Cook (Baton Rouge, Louisiana)
Related reviews: games seeking reviews

I thought I might enjoy reviewing as-yet unreviewed games. It's hard to get one's game reviewed outside of a competition or jam context, if the news page on IFDB is any indicator. If you are familiar with my writing style, then you might reasonably expect this review to mostly consist of deadpan snark, but that isn't what this series of reviews is about. Here, I'd like to draw attention to previously undiscussed IF in a welcoming way.

I discovered this game, a free demo for H. H. Richards's "Lewd Mod," via Tabitha's "Games Seeking Reviews" poll.

Let's get this out of the way first: "Naughty in the Library" has implied nudity, at least one colorful slang term for female anatomy, and a lot of sexual innuendo. If you are troubled by that sort of thing, then skip this game. This game - this demo, at least - doesn't offer much beyond that. There are no rewards for pushing through that content; that content is the game.

How is that content? For starters, the artwork is highly stylized. The woman featured, Ellie B, has white teeth, red lips, arched eyebrows... and no eyes. Some thoughtful critic might make a lot of that aesthetic choice. Does it mean something? Is it a depersonalization? The effect is striking and seems to be a consistent feature of women's faces in H. H. Richards's work, as the women on their itch.io page all lack eyes. I do not know if the overall effect is erotic, but I did find these portrayals memorable. For what it's worth, Richards's depictions of cats have no eyes, either.

So far as the dialogue that links these images of Ellie in a narrative thread: I feel the demo suffers, in that we - an undefined self-insert - already seem to know her. That being so, we never get to know her. I wasn't sure what I might and might not suggest to her, in terms of her bra, her shoes, or what have you. I felt rather disconnected from our exchange. Was the protagonist being weird or pushy? It didn't seem so in-game, as Ellie seemed very open to their suggestions, but I never really found the dialogue options very relatable.

The full game might fare better due to better contextualization. For instance, in that work, you are a content moderator for a social media site. So there is more of a "game" there, potentially, than there is here.

TL;DR: A short, dramatized text chat in which the player talks to a woman named "Ellie" and asks for her to send erotic selfies to them.
+ The style of the art is distinctive. So distinctive, in fact, that it invites interpretation.
+ The interface is very polished.
+ Even if the demo lacks important context, potential buyers can get a feel for the presentation, art style, and messaging interface.

- The gameplay in this demo feels almost beside the point. Ellie seemed very happy to send pictures. It isn't clear if the full game involves challenge of any kind.
- This content is not for everyone, so potential players should pay attention to content advisories.
- The main game seems to have context and gameplay that is not contained in the demo, which makes it hard to say if the paid experience would be worthwhile.

Additional thoughts: the artwork does not aggressively reinforce unrealistic beauty standards, which I appreciate. The exchange with Ellie doesn't seem inherently exploitational, and there is no apparent power dynamic at work. While this demo is not necessarily my thing, it seems to be honest about what it is and has, I am sure, an audience.

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Kiss of Beth, by Charm Cochran
4 of 4 people found the following review helpful:
The Trouble With Beth, May 25, 2024
by Drew Cook (Baton Rouge, Louisiana)
Related reviews: games seeking reviews

As a bit of background: I discovered this game via Tabitha's "Games Seeking Reviews" poll. I'm grateful for this initiative!

"Kiss of Beth" is a short horror story in Twine. There are optional conversation nodes and at least one momentous choice. Navigation is easy, and the interface and prose work together effectively. The beginning is gently ominous, dramatizing a chat with an acquaintance who has come to take the protagonist's roommate, Beth, on a date. While I won't give anything away, I'll say that the pace at which details unfold is well-calibrated, and I was eager to discover the true nature of this encounter.

There is also an interesting meta-comment about "good" endings, which left me with a few satisfying thoughts to mull over afterward.

TL:DR:
A short, 15-minute twine experience with a nice bit of initially understated horror. More than worth the time.

+ The visual and auditory presentation is more interesting than it first appears, evoking specific vibes from classic adventure games.
+ A bite-sized snack; both endings can be explored in a short amount of time. It's like a good short story.
+ Satisfyingly unpleasant.

- No notes! This kind of short, focused Twine experience is my jam.

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Ballyhoo, by Jeff O'Neill
3 of 3 people found the following review helpful:
The Circus That Nostalgia Forgot, November 9, 2023
by Drew Cook (Baton Rouge, Louisiana)
Related reviews: infocom

For lack of a better term, let us borrow one from renaissance studies: Ballyhoo is what I would call a "problem" game. At times it is darkly funny. Elsewhere, it is just dark. Glum, even. The protagonist doesn't want to help people, it seems, they want to be recognized for helping people. Some of its jokes don't land; not gracefully, anyway. The mid-late 1980s was a different, edgier time, and Ballyhoo is a product of it. The puzzles sometimes feel unmotivated or nonsensical. Often the idea seems simply for the player to mess around with everything until something good happens.

I'm not alone in saying and thinking such things. Reception of Ballyhoo has remained stably ambivalent these many years since its release in 1985. It's a lukewarm outlier in an incredibly hot streak, even by Infocom standards. Consider this chronological order of parser game releases:

- Wishbringer
- A Mind Forever Voyaging
- Spellbreaker
- Ballyhoo
- Trinity

One of these games is clearly not like the others, but does that make it bad? From a textual point of view, I would say that Ballyhoo is quite good, actually. Jeffrey O'Neill is a gifted prose stylist: wry, playful, unagressively self-referential. He understands the conventions of the form and engages with them in novel and interesting ways. This is a text that has literary ambitions, yet never taps your shoulder to see if you noticed them. A Mind Forever Voyaging and, to a greater extent Trinity, really can't help themselves in this regard, with their quotations and press releases. As clumsy as Ballyhoo can be, it often seems efortlessly (or at least casually) literary in a way that I appreciate. This is a text, firmly rooted in pulpy crime fiction, that never seems to need to announce itself.

The story, such as it is, involves a kidnapped girl, a greedy businessman, and angry clowns.

Despite some messiness, there are some fine technical and craft moments to be found. There is, perhaps, the most interesting framing for a time travel puzzle that I have ever seen. There is a wickedly funny puzzle-joke about public radio.

Importantly, Ballyhoo runs on a subjective clock. Time only advances in-game when certain actions or story beats have completed. Previous Infocom mystery games ran on an objective clock. With an objective clock, time advanced with each user action, and the world responded in kind. At this late date, the objective clock is largely absent from interactive fiction. The subjective clock, on the other hand, is a staple not only in IF but in many game genres. Whatever one makes of O'Neill as an author, this contribution has become so common that few ever recall that, like everything else, someone had to do it first.

Will you like playing Ballyhoo? Circus settings, especially ones with this level of prose quality, are incredibly rare in the commercial era. In that sense, it offers a lot in terms of novelty and variety. The writing, as I've already said, is very good, and stylistically unique among all other Infocom games. The puzzles are mixed, though some strong, innovative ones are to be found. Finally, the feelies are excellent, with more great writing by O'Neill and evocative illustrations that summon an ambiance of faded nostalgia.

Ballyhoo is not going to be the game that changes your mind about Infocom, but it is a must play for fans and parser history buffs. The Invisiclues are available, and, as always, I encourage their use should the puzzles lose their glamour.

A final note: Ballyhoo was also history-making in that it was the first Infocom game in which a protagonist could be a woman explicitly rather than implicitly. That is, players have often tried to see themselves in Infocom protagonists, but it was usually unclear what Infocom's intentions were with regard to protagonist identities. Sometimes, it was hard to tell whether a character was inclusive or merely vague. Ballyhoo gives the player a clear, unambiguous choice with regard to gender.

Sadly, O'Neill didn't do anything very interesting with the choice, but the moment remains one for the history books.

In any case, there are enough historically notable features to make Ballyhoo worth one's time, and, thanks to O'Neill's prose, there is a great deal more than that.

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Deadline, by Marc Blank
5 of 5 people found the following review helpful:
An innovative and fascinating game, November 7, 2023
by Drew Cook (Baton Rouge, Louisiana)
Related reviews: infocom

I'm trying to work my way through the Infocom catalog, posting my thoughts on a gaming forum all the while.

Deadline was, in its day, a technical marvel. Nothing in Zork I or II could have prepared players for its intricate machinery. The suspects roam the map, living out their respective days, and these people can actually talk about more than one thing! They sometimes alter their schedules based on what the player does. The protagonist can catch them lying by confronting with evidence. They can be tailed or hidden from. You can even send items to a crime lab for analysis. Deadline is, in other words, a game where you get to do cool detective stuff.

The mystery itself is of the locked door kind, a type familiar to anyone who has read a bit of genre fiction. It is rewarding to unravel, too. There are multiple people deserving of the player's suspicion, and multiple playthroughs will likely be required before the player can focus on the killer.

It makes for a type of "groundhog day" effect; the player will have to spend time learning the characters' schedules and narrowing the investigation.

I have heard others say that Deadline is unfair, though I didn't find it so. Much will depend upon the player's actions when discovering a specific clue. Some find the appropriate action unmotivated, while others had no such problems. I have seen competent and experienced players stand on both sides of the fence, so your own experience of Deadline's fairness will likely be idiosyncratic.

It was one of the first Infocom games I played as a boy, but I never solved it then. That would come years later, taking me two years. It was a game I put down and later returned to, again and again. I usually thought of new things to try while in the shower or driving. It's that kind of experience.

Deadline is the first game of its kind. Other games labelled as mysteries really weren't. Not like this.

I don't think that awarding a rating to Deadline would be very productive. It is a foundational work in terms of both story and programming. I'll start rating games with Starcross if/when I get there.

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Suspended, by Michael Berlyn
5 of 5 people found the following review helpful:
A Tale of Six Rather Unoptimized Robots, September 17, 2023
by Drew Cook (Baton Rouge, Louisiana)
Related reviews: infocom

Of all of Infocom's folio release titles, Suspended is the least-reviewed and second least-rated here at IFDB. I have seen it referred to as a "management and optimization" game, and I think the intended meaning is that Suspended is not "real" IF.

I don't agree.

This is because most of Infocom's early games have major management components. In Planetfall, consider the juggling required to get all potentially useful items from one complex to another. If you don't think these matters are serious in Planetfall, try carrying a ladder someplace while hungry or tired. Zork II likely requires at least two playthroughs: one where you learn what to do, and one where you do it before your lamp runs out. To solve Deadline, you will likely plan and then follow a strict schedule, making sure to be in exactly the right places at exactly the right time.

Suspended is different in that it is open about its management components. Quite open. In fact, the folio's manual dedicates real estate to "strategic planning." I appreciate it when a game lets me know what I am in for, provided it can deliver in an interesting way.

Speaking of the folio, I believe Suspended is the game that suffers the most in its transition from folio to grey box. The folio's featureless, white face, masking a terrified visage crowned with electrical leads, is instantly compelling. While Infocom would never really embrace graphics, they certainly seem to realize how effectively the right visuals can induce potent emotional responses. The folio manual is better, too, and I encourage new players to retrieve all package materials from the Museum of Computer Adventure Game History before starting.

In Suspended, you play a cryogenically frozen person that must, should an emergency occur, be roused from slumber. Awake as you suddenly are, it is your task to stabilize the "Filtering Computers" responsible for controlling weather, food production, and mass transportation for the entire planet of Contra. Casualties mount by the minute, and should you take too long, you will be killed and replaced by a clone.

The protagonist never leaves the cryochamber. Instead, they interface with six robots that both act and perceive on the player's behalf, and these robots constantly feed the player information. Each has different sensory abilities, so they have different names and descriptions for objects they encounter. Their descriptions of rooms differ as well. In the first playthrough it would be wise to send every robot to every room, just to see what all of them say. I really enjoyed this dimension of the game; it is a bit like the parable of the blind men and the elephant. The game world is small, but you get to see it six different ways.

I have also seen it said that there isn't a story here. I believe the documents included create a strong sense of place which is reinforced by certain observable events. I also think Suspended is the only Infocom game with what I would call enduring narrative propulsion. Starcross begins with a clear sense of forward movement, but once you reach a certain point there are no time constraints. In Suspended, you have to deal with the evolving situation effectively or you will die. You have to do so by immediately mitigating problems while developing a permanent solution. The urgency never lets up. The plot, modest as it is, remains, er... suspenseful due to constraints, temporal and otherwise.

Just as in other early Infocom games, multiple playthroughs are likely needed before solving Suspended. There are traditional puzzles to solve--some of them quite challenging. I remember my satisfaction upon completing Suspended for the first time, only to discover that I had allowed so many casualties that the populace wanted to burn me at the stake! After a few more tries I was able to get the best possible score. That time, only 12,000 people died. Getting the best score was unusually satisfying, even compared with other Infocom titles.

I have seen at least one critic attempt to psychoanalyze the sort of person who likes Suspended. I don't think that's necessary, but I will say that not everyone will care for it. I believe players open to multiple playthroughs will enjoy it the most. Trying to get everything right the first time will lead only to frustration. The sort of person who would enjoy making a map from complex data (Suspended actually comes with a map, but it doesn't say what is in each room) and interpreting non-visual descriptions of places and things will probably enjoy mastering Suspended. Players who dislike learning from failure or using knowledge gained from previous playthroughs probably should give it a miss.

Suspended's gameplay scenario is one that only interactive fiction could handle well, given that most video games rely exclusively on visual and auditory stimuli. Sight and hearing are the least-utilized senses in Suspended.

It's worth noting that Suspended is Mike Berlyn's first Infocom game, and I believe Marc Blank recruited him for his writing chops. I suppose some might find it ironic that Suspended is so narratively non-traditional, but I think that perspective sells IF short. Surely we all realize now that IF is a much bigger tent than we may have assumed way back when, no matter which robot is in the room.

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Spellbreaker, by Dave Lebling
3 of 3 people found the following review helpful:
Sticks the Landing, August 24, 2023
by Drew Cook (Baton Rouge, Louisiana)
Related reviews: infocom

I suppose many people think excellence is a zero sum game. It sometimes seems that one must pick between Trinity and A Mind Forever Voyaging. They cannot both be transcendent, some must believe. Only one game can rest at the tip of Infocom's spear. It's common - expected, perhaps - to see someone enter a conversation about A Mind Forever Voyaging only to say "I like Trinity better." The opposite is true, as well. One of these games must soar at the expense of the other, these exchanges seem to prove.

Such partisans do not realize the full complexity of their situation, as there is, in fact, a third game worthy of consideration: Dave Lebling's Spellbreaker. It seems that it has escaped the notice of star-givers and list-makers for most of the past four decades, though its critical fortunes have changed over the past few years. In 2019, it made its first appearance on an Interactive Fiction Top 50 of All Time poll with a placing of 36.

Spellbreaker is the sixth and final game in Infocom's two consecutive trilogies taking place in their famed Zork setting. This world, alternately whimsical and dark, finally makes good on its many promises throughout the series. What has it been promising? Change. This concluding episode delivers in what seems a final and irrevocable way. Spellbreaker's conclusion feels rewarding and philosophically complex. It is the narrative equivalent of a shower, then dinner, after a long hike on a warm day.

As the third game in the Enchanter trilogy, Spellbreaker uses a familiar, well-loved magic system. The player casts spells to solve problems and open new areas to explore, which in turn leads to the discovery of new spells, and so forth. It is an addicting loop. For 1980s games, the Enchanter series is quite deeply and generously implemented. These are, for their days, mechanically generous games. If you haven't played any game in this series, start with the first (Enchanter).

Since this is the third and final game of a trilogy, the protagonist of Spellbreaker is a powerful Enchanter, both in political and magical terms. In fact, they are the most powerful Enchanter to ever live. As the game begins, magic across the kingdom of Quendor (is it a kingdom? There seems to be no king) is failing. Since magic is the center of life in Quendor, this is a dire threat. Food production, economy, even public safety depend upon it. When guidmasters from across the land are transformed into small amphibians by a shadowy figure, the protagonist gives chase.

This pursuit drives the Enchanter through what is arguably Infocom's most complex and varied geography yet. Somehow, miraculously, it is all part of a single, complementary pattern. This world is a marvel of design: surreal, dangerous, and fascinating. Dave Lebling's prose has the density of poetry. This is his finest writing and an underrated competitor to Trinity's excellent prose. The ending, which not only concludes a game or a trilogy but a six-game series, is impeccable: unexpected, ambiguous, thrilling. It seems impossible that anyone could stick such a landing, but Lebling makes it all seem rather effortless.

Why has its recognition been so long in coming? I think it is a harder game than many would like, but players have fortunately grown more comfortable seeking hints. It's art, not an ironman contest. Experience Spellbreaker on your own terms, but please do experience it. The writing alone is worth the trip. For those who enjoy puzzles, though, many brilliant, satisying, and, yes, difficult puzzles await. With only one exception, I found them as rewarding as they were fair. This is a game that filled its Commodore 64-compatible story format to the brim. There is no fat, and there are no misspent words.

One of the greatest works of interactive fiction ever made. I mean this sincerely.

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Planetfall, by Steve Meretzky
6 of 6 people found the following review helpful:
What a Difference a Robot Makes, August 24, 2023
by Drew Cook (Baton Rouge, Louisiana)

If Zork I is Infocom's most iconic title and Trinity its most critically admired, then perhaps Planetfall is the most likely to engender sentimental attachment. Reviews breathlessly enthuse about its supporting character, Floyd, and rightfully so. I am fairly confident that Planetfall is the first bit of electronic entertainment to make people cry (excepting tears of frustration). Nothing can take such an accomplishment from Meretzsky or Planetfall.

It would seem, though, that attitudes toward Planetfall have shifted over the years. It is the second highest-rated Infocom title ranked by IFDB. If I am not mistaken it was, for a time, rated more highly than Trinity. Be that as it may, it has not appeared on a "Top 50 of All Time" list since 2011, while Trinity, Zork, and Wishbringer have endured. Stranger still, the once frequently-dismissed Suspended made the 2019 list. Were I still in graduate school, I would beg a site administrator to expose the raw rating data. When were these ratings for Planetfall entered? What is the historical trend? Since I am no longer in graduate school, we will have to settle for an obvious truth: tastes change, people change.

Then and now, Planetfall has had a lot going for it. You, the protagonist, are living on borrowed time and must (Spoiler - click to show)find a cure for the disease that is killing you. The setup instills Planetfall with something frequently absent from Infocom games: a sense of narrative urgency. As you explore a strangely abandoned alien science outpost, you solve an assortment of well-clued, satisfying puzzles. The gonzo hijinks of your robot companion, somehow, do not negate the empty outpost's ambiance of ominous desolation. The game's final set piece ending is truly exhilarating, Infocom's best so far.

Everything works so well that a player may not even notice how hard Planetfall works to--for lack of a better phrase--jerk them around. The inventory management implementation is rather extreme, even for Infocom. The game world is liberally populated with red herrings to clog up your limited carrying capacity. When you pick up one too many items, you drop not only the item you were attempting to carry but also drop another random item from your inventory. A long train ride separates two large areas--if you don't bring the correct items to the train you may as well restore your game. And you won't bring the right items. Really. You find a key and lock combination (Spoiler - click to show)that work far away from your current location. After you lug yourself, saddled as you are with food, sleep, and disease timers, across the entire game world (truly! end-to-end), you will discover that the combination is completely worthless. Elsewhere, It is likely that you will find yourself hungry and tired while carrying a large ladder--having dropped your food to free up carrying capacity--down a very long hallway. Planetfall is also the first Infocom game to incorporate sleep and hunger timers.

That this mix still succeeds says a lot about the creative powers of Steve Meretzsky. What other game could require the management and planning of Suspended without the satisfactions of a management and planning game, and yet enjoy the love of so many people? What is Planetfall's secret? It can't be the ending, (Spoiler - click to show)which stretches credibility so far that one of the "Eaten by a Grue" podcasters thought that it was a dying hallucination of the kind found in "An Occurrence at Owl Creek Bridge." The secret is Floyd; what a difference a robot makes! His implementation is incredibly shallow--you can't ask him about anything and you can only get him to do a few things, and yet it really does feel as though he is your friend. He is the Eliza of computer game sidekicks. People who have written about IF academically tend to be interested in Floyd, and why wouldn't they be?

For its ability to rouse actual tears, Planetfall qualifies as too big to judge. Thus, I assign no rating to it. Even if, decades ago, you--tired, hungry, and sick--left the laser at the far end of the train tracks, you must still admit that (Spoiler - click to show)the scene outside the Bio Lab got to you.

Worth a look, if only to know what everybody else is talking about. Or was talking about. For many, it will be worth more than a look.

Edit: I should mention that I encountered a nasty problem with release 39. Dropped items did not appear in room descriptions. I'm not sure what triggered it, but I recommend playing another version.

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The Hitchhiker's Guide to the Galaxy, by Douglas Adams and Steve Meretzky
5 of 5 people found the following review helpful:
Funny, Hard, Canonical, July 26, 2023
by Drew Cook (Baton Rouge, Louisiana)

Just this morning, I witnessed two online conversants discuss the "overrated" nature of The Hitchhiker's Guide to the Galaxy. Typically, I interpret the term "overrated" as an oblique yet economical way of saying "most people like this more than I do."

Still, since it was Infocom's second best-selling game after Zork I, it could be both overrated and quite good all at the same time. For those who have never heard of this game, it is based on approximately half of the beloved Douglas Adams novel of the same name. While I think it is a commonly-held belief that Steve Meretzky performed most of the technical development while Adams was responsible for the text (and was a co-designer of puzzles, perhaps), most researchers today know better. In fact, we generally accept that the game is almost entirely Meretzky's design, barring the source text (all Adams, obviously) and some significant consultations.

Like all of Meretzky's Infocom games (we can debate Zork Zero some other time), it's a worthwhile play for anyone interested in 1980s interactive fiction. His humorous prose blends perfectly with parts written by Adams (whether original or taken from the novel). This is a very funny game as a result, and I would say the laughs alone are worth the price of admission.

However, from a historical perspective, there are interesting formal innovations that truly set it apart, content aside. First, it includes several metatextual features that playfully subvert what we then expected out of a narrator-player relationship. Additionally, it was Infocom's first modular design, featuring multiple, small maps and more than one playable character. These features would have felt quite new and exciting back in 1984, even if they were overshadowed by the game's signature elements: Douglas Adams as author, humor, and possibly unreasonable puzzle design.

What of puzzles? The Hitchhiker's Guide to the Galaxy is surprisingly difficult for a "Standard" difficulty game. In fact, the conventional wisdom is that it is "Standard" only because "Advanced" or "Expert" would have discouraged sales. I personally think it's harder than Starcross, that other difficult science fiction game. Players can easily lock themselves out of victory. In all honesty, they probably will. These conditions can feel quite cheap, as one can reach the penultimate move of the game, only to discover the impossibility of the situation.

What is comparable? The "flouresce" spell in Zork II, perhaps.

The Invisiclues are readily available online. Do yourself a favor and keep them close at hand. They are at least fun to read, written as they were by Steve Meretzky himself. If you are only interested in puzzles, or somehow dislike Adams or Meretzky, give this a pass. Otherwise, this is a very innovative game with Meretzky's best writing to-date. Highly recommended for players interested in 80s IF, Infocom, or the evolution of IF narrative stuctures. Alternately, just use the hints and laugh your way through.

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A Mind Forever Voyaging, by Steve Meretzky
4 of 4 people found the following review helpful:
Greetings from the Near Future, July 19, 2023
by Drew Cook (Baton Rouge, Louisiana)

There's a rather famous quote about the Velvet Underground's first album. It comes from an LA Times interview with Brian Eno:

“I was talking to Lou Reed the other day, and he said that the first Velvet Underground record sold only 30,000 copies in its first five years. Yet, that was an enormously important record for so many people. I think everyone who bought one of those 30,000 copies started a band!"

In 1985, Steve Meretzky was hardly a Lou Reed. He was probably one of the better-known game developers in America, thanks to the success of The Hitchhiker's Guide to the Galaxy. Infocom, for its part, was hardly Verve Records. They had published some of the most successful microcomputer games ever made, and were making a play for big, corporate software dollars.

And yet, for all of Infocom's lavish production and post-production resources, A Mind Forever Voyaging has the aspirational earnestness of a small art film. According to Jimmy Maher, people around the office referred to it as "Steve Meretzky's Interiors," an unflattering comparison to Woody Allen's 1978 film of the same name. In fairness to Meretzky's contemporaries, amused bafflement is a possible reaction to something that one has never seen, anticipated, or imagined.

I could go on like this for hours. In fact, I already have elsewhere. So let's let this review be a review. In A Mind Forever Voyaging, the player guides an artificial intelligence, Perry Simm, though various iterations of a simulated future. The point of the simulation is to evaluate the effects of a sweeping legislative package usually referred to as "The Plan." The author of said plan is "Richard Ryder," and he and his policies are meant to remind us of Ronald Reagan.

The gameplay here is radically different from what one would have been used to in 1985. Perry must observe and record events and conditions that the game considers significant in terms of enriching or expanding the simulation. The AI is expanding its data set, in other words, while we guide Perry through daily life in Rockvil, Dakota. What is popular entertainment like, for instance, across the decades following the implementation of The Plan? How does the Simm family - Perry, Jill, and little Mitchell - get on? How are things at Perry's favorite Chinese restaurant?

Contemporary reviewers sometimes gloss over these innovations, missing the significance of centering human experiences and relationships in interactive narratives in 1985. Perhaps it is because we see these things everywhere nowadays. It can be easy to miss the influence of A Mind Forever Voyaging because it is everywhere. It can be hard to find an absence from which we can begin, from which we can detect its presence.

It has problems as a video game, and some of those problems are serious. It is not always clear what data is and is not useful for Perry, which can lead to feelings of being stuck. There is a climactic puzzle that has no relationship to the gameplay in the rest of the game. A game should train the player for its endgame, which A Mind Forever Voyaging fails to do.

I encourage contemporary players to refer to the Invisiclues - written by Meretzky himself - when stuck. If you don't understand a word or phrase in a Shakespeare play, do you look it up? The language of 1980s interactive fiction can seem equally arcane. Sometimes, these old games can feel mechanically obsolete. Which is fine! We have resources to help us through them as needed.

Some critics have invested significant ink in characterizing the model of AI in AMFV as unrealistic or incredible, as if A Mind Forever Voyaging was ever meant to be about computers. Despite appearances, it is about human beings. Humans wielding power, humans making art, humans forging friendships and families. Humans getting old together, humans insisting - rather shockingly in this context - that care, thoughtfulness, and imagination are essential to well-lived lives.

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