Ratings and Reviews by Drew Cook

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The Prisoner, by Stephen Preston
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Computerfriend, by Kit Riemer
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A Paradox Between Worlds, by Autumn Chen
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New Year's Eve, 2019, by Autumn Chen
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Pageant, by Autumn Chen
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Cragne Manor, by Ryan Veeder, Jenni Polodna et al.
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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 18, 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.

* This review was last edited on May 26, 2025
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Wishbringer, by Brian Moriarty
3 of 3 people found the following review helpful:
Everybody Loves Wishbringer, July 12, 2023*
by Drew Cook (Baton Rouge, Louisiana)

That isn't true, of course.

There is no such thing that "everybody" loves, unless it is a good night's sleep. Still, Wishbringer is emblematic of the shifting critical fortunes of Infocom games over the years. If we consider this site's aggregation alongside Victor Gijsbers's top 50 polls, we might guess that only a handful of Infocom's games retain the stature that they enjoyed, say, twenty-five years ago. At last polling (2019), those most-loved games include Spellbreaker, Wishbringer, Zork I, A Mind Forever Voyaging, Suspended, Hitchhiker's Guide to the Galaxy, and Trinity. The mix has shifted slightly in each successive poll, but Wishbringer has remained a constant. The aggregation tells an entirely different story: Planetfall, as only one example, is on the front page of IFDB games listed by rating!

Why Wishbringer? Much comes down to the talents of Brian Moriarty, who makes his stunning debut with this "Introductory" game for all audiences. The prose is descriptive and charming, and a "double world" of light and dark fills exploration with feelings of recognition and wonder. Its good-natured humor lacks the snark of so many Infocom games, and the experience is better for it.

The feelies and packaging only enhance the fairy-tale ambiance of the game and include a glow-in-the-dark "wishing stone" and an illustrated "Legend of Wishbringer" story. The story is darker than one might expect, but the quality of the content is excellent.

Regarding gameplay, I have "good news and bad news." The good news is that Wishbringer features multiple solutions to puzzles, which widens its audience and essentially offers multiple difficulties. This is an innovative approach that I'm not sure Infocom replicated elsewhere. (Spoiler - click to show)I wouldn't count Zork III's "hello sailor" solution, since that's more of an easter egg. If you can think of other cases, please mention them in a comment!

The bad news, at least for me as a little boy, is this: making wishes is the "easy" mode and awards no points. As a kid with a game called "Wishbringer" and a glowing wishing stone, I wanted to make wishes. I also wanted a high score. I cannot fault any child, young or old, for feeling disappointed.

I should recognize that this is still an Infocom game from the 1980's, which means that some of it will seem quite unfriendly to contemporary players, despite obvious efforts to make itself accessible to audiences of its time. In particular, one can make the game unwinnable early on without knowing. Wishbringer also punishes the player for (Spoiler - click to show)not drawing a map in a specific place, and it feels quite jarring in a game so friendly.

Still, these are all faults that Wishbringer manages to transcend. Don't let the "Introductory" designation fool you. This game is incredibly charming, very well written, and, whatever its failings might be, quite innovative in terms of its approach to difficulty. Highly, highly, highly recommended.

* This review was last edited on May 26, 2025
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Suspect, by Dave Lebling
3 of 3 people found the following review helpful:
Caught in the Machinery, May 31, 2023*
by Drew Cook (Baton Rouge, Louisiana)

Suspect is the third and last of what I consider Infocom's "quantum detective" games. "Quantum," because the game world is in an indeterminate state. There are events and people moving and acting on a schedule, and it is not possible to know what is happening in a specific location at a given time without going there. While there, the player cannot know what is happening everywhere else. While we are with Colonel Mustard in the Conservatory, we may not know where Miss Scarlet is.

The first of those "quantum" games was Deadline. It was technically innovative and was, narratively, a satisfying locked door mystery. However, the nature of the indeterminate map made for a very complex geography, with time as an added dimension. Author Marc Blank mitigated these complexities with a reasonably-sized map and only a handful of suspects.

Even with these concessions, Deadline is considered hard-as-nails, and I can't imagine anyone saying, "I'd like another Deadline, only with more people, more traffic, and even a few more rooms." I've always assumed that Lebling fell in love with solving the technical problems posed by Suspect, ultimately losing sight of what might or might not constitute an enjoyable game experience. Those of us with interest in programming or even writing in general can probably relate. To Lebling's credit, Suspect is very impressive technically. I would say that, at the close of 1984, it was Infocom's most impressive technical achievement, unseating the previous, 18-month titleholder, Suspended.

In Suspect, the protagonist is, in fact, the primary suspect of a murder committed at a high society Halloween Ball. There are fun period details: a band plays "Karma Chameleon." The costumes are a nice touch and serve the greater purposes of gameplay and atmosphere.

Unfortunately, the complexity of the case will probably discourage many players. Several Infocom fans (myself included) name Suspect as one of the rare games that we either quit or else made an early beeline for hints. I personally could forgive this, but I can't look past the ommision of one of Deadline's defining charms: few of the characters have much, if anything, to say. While Deadline was incredibly generous with text responses, Suspect, having hit its 128K ceiling, is downright miserly. Sometimes, a character really ought to have a response to this or that thing, but all we get is a stock answer. It's jarring and frustrating. This happens, rather hilariously, with regard to the details of the murder, which really ought to be on everyone's mind.

There is presently only one review (besides mine) of this game here at IFDB, which I interpret as a lack of both contemporary interest and sentimental attachment. I personally cannot recommend it to anyone who does not have some sort of historical interest in either Infocom or the mystery genre. Still, technical competence or even brilliance is a redeeming factor. For this, I almost rated Suspect three stars, but it doesn't quite get there.

In just under a year, the best game of Lebling's career (and one of Infocom's best), Spellbreaker, would make for an incredible comeback story.

* This review was last edited on April 13, 2025
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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, May 7, 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.

* This review was last edited on April 13, 2025
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