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Bureau of Strange Happenings

by Phil Riley profile

(based on 9 ratings)
3 reviews11 members have played this game. It's on 3 wishlists.

About the Story

What secrets are concealed in the depths of a crumbling strip mall in the suburbs of Washington, D.C.? How is one supposed to open a desk drawer when the key is locked inside? Are there really such things as lizard people? And what is the mysterious message on the thumb drive found in an ancient root cellar in upstate New York? Join Agent Larch Faraji as they unearth the answers to these questions and more!

BOSH includes:

* A fun help feature for beginners

* Extensive contextual hints

* A Zarfian Forgiveness rating of "merciful"

* Only one use of the word "reification", which most players won't even see, we swear.

Awards

Ratings and Reviews

5 star:
(1)
4 star:
(5)
3 star:
(3)
2 star:
(0)
1 star:
(0)
Average Rating: based on 9 ratings
Number of Reviews Written by IFDB Members: 3
2 of 2 people found the following review helpful:
The old hyperdimensional-portal-in-the-laundromat trick!, October 16, 2024
Related reviews: IFComp 2024

You are government agent Larch Faraji (they/them) of the Bureau of Strange Happenings, tasked with investigating aliens, ghosts, and other potentially paranormal goings-on and keeping the citizens of the United States safe from all manner of horrible things. And you'll get to that just as soon as you can answer your phone. You see, budget cuts have forced the Bureau out of its nice, cushy Washington DC headquarters into a hastily-converted department store on the edge of a swamp in Maryland. And the Bureau's new secretary has managed to lock your new phone inside your new desk, and the hex key has fallen down an air vent, and your boss is more interested in sixteenth-century alchemists than here-and-now logistics, and…

Structure-wise, this is an Inform parser game with some interesting quirks (the narration is entirely third-person, for example, and room headings are integrated into the descriptions), which is structured as a bureaucratic farce that quickly turns into lighthearted occult-horror pastiche. I'm pretty sure at least parts of it are riffing on The X-Files, which unfortunately I've never seen. It wears its colors on its sleeve, starting out with a very solid bout of participatory comedy—where the jokes are funnier because the game is making you an active part of them instead of just telling them to you—involving trying to answer that damn phone, which quickly leads you into a tunnel to four-dimensional hyperspace in order to access the abandoned laundromat next door.

It's a long game; I barely finished within the two hours allotted, with ample use of the built-in adaptive hints and David Welbourn's excellent walkthrough. And overall, I very much enjoyed it! My big complaint is that it's a game with a lot of potential, and I wish it had gotten more polish to let that potential show through.

For example, there were some truly excellent puzzles hampered by (in my opinion) just a little bit too much obscurity. I loved the puzzle involving a strange way of encoding numbers on a map (well, "map"), for example, and would have loved to solve it entirely myself, but the fact that the key clue says "love is all you need" instead of "you need to get to zero" (relying on the player's knowledge of tennis scoring, and—more importantly—the player connecting this clue to tennis in the first place) sent me to the hints. An important widget is hidden behind a tapestry, but there's no cue that you need to MOVE TAPESTRY to find it, and variants like TAKE TAPESTRY have (custom!) messages saying it shouldn't be moved.

The polish gets thinner and thinner as the game approaches its end, until when you finally have the vitally-important screwdriver to retrieve the vitally-important hex key, this happens:

> \> unscrew vent
> It is fixed in place.
>
> A phone is ringing somewhere to the west.
>
> \> open vent
> Faraji unscrews the four screws and removes the vent cover. They take the hex wrench from inside and put the cover back on.
>
> A phone is ringing somewhere to the west.

And with one particular hidden easter egg (which I won't spoil here), I'd figured out exactly what had to be done, but wasn't able to make the parser accept it until I resorted to emailing the author for help with the syntax.

I enjoyed this game a lot, and I think it's solidly done, with a great tone and very enjoyable puzzles. I just wish it had been given more time for testing and polishing, to keep little obstacles like this from getting in the player's way—because I would have enjoyed it even more if I didn't have to keep returning to the hints and/or walkthrough.

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1 of 1 people found the following review helpful:
X-Files-style low-budget bureaucracy with supernatural shenanigans, October 16, 2024
Related reviews: 2-10 hours

**The Bureau of Strange Happenings** by Phil Riley

This is a long, polished parser game that took me around 4 hours even using copious hints.

You play as an agent with they/them pronouns in the Bureau of Strange Happenings, a government agency that has recently been defunded due to political shenanigans. You end up in a small town strip mall and, even worse, all your devices have to be turned in and replaced.

Unfortunately, your phone has been locked inside your new desk. Getting it out is, in many ways, the big puzzle of the game.

I was excited to see a game about supernatural happenings, but I was kind of bummed because for the first 30-50 minutes I was met with a series of mundane challenges and events--trying to get into a laundromat, using a pawn shop, etc.

Using hints to get past that, I realized that it went so long without supernatural shenanigans because it was the prologue for a much bigger game. I remember after a couple hours of play landing in a large suburban town with over a dozen locations and thinking, 'okay, I'm going to bed, I'll handle this in the morning'. There's a lot of content, and it's super-polished; I didn't encounter any bugs.

I do think the entrance point for the supernatural was perhaps too obscure; I had to find one of many rooms, and in that room which had many objects examine something that was only briefly mentioned, and then go to a specific location to use it. I don't think I would have ever figured it out without either using hints or careful examination (which, to be fair, is true for a lot of parser games).

I enjoyed the unusual directions in this game. I also enjoyed several slow realizations about what is going on; this game really includes a lot of 'delayed punchline' or Chekhov's gun moments.

The difficulty level is high, and I relied very heavily on hints. There is a large proliferation of keys, knicknacks, red herrings, books, and so on.

Story-wise, it's heavy on atmosphere and world-building over pure plot. The game makes use of (Spoiler - click to show)lizard people as the main enemy; while some have used this concept as anti-semitic conspiracy in the past, that doesn't seem to be the case at all in this game, which has a much more X-Files feel.

To me, the roughest part of the game was frequently not knowing what to do. The best parts of the game were the innovative directions and compass system and the big suburban puzzle.

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Peppy and lively, October 22, 2024
by LoquySSS46 (Longueuil, Québec, Canada)
Related reviews: IF Comp 2024

The setting was well implemented and lively. Characters made sense and felt natural; I especially liked the fact that characters sometimes randomly tell you pointless information just to make conversation and make you feel like you are actually well acquainted with your colleagues where they are just able to talk to you like that. What was also really interesting was that they included a whole (though small) separate area to give hints when you type "HELP". I will have to emit a small caveat for this game, though: I found that the final puzzle (which was extremely big and very elaborate) was a bit too ambitious in its scale... Maybe I didn't take the time to slow things down, reflect, and write everything and all the clues down, but I do feel like it was too finicky to be considered a fair puzzle (I had to consult the walkthrough too often to my liking, it was frustrating). That said, it was a very rewarding one and I very much enjoyed the hints and foreshadowing proffered by the game!!

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New walkthroughs for September 2024 by David Welbourn
On Monday, September 30, 2024, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for...

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