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A theme park executive dies on a rollercoaster. Was it an accident? Was it foul play? Grab your crime fighting kit and gather your wits to investigate why all is not happy in Happyland.
24th Place - 26th Annual Interactive Fiction Competition (2020)
| Average Rating: based on 10 ratings Number of Reviews Written by IFDB Members: 4 |
Written entirely in javascript by the author, Happyland is a showcase for a custom parser engine initially inspired by both Infocom games and choose-your-own-adventure books. It has been developed beyond that, however, and sports functionality almost on par with games written in Inform or TADS. Lacking some fairly standard verbs, such as pull and move, your interaction with Happyland is confined to walking, talking, taking and examining, though it also features a neat system for taking and comparing fingerprints.
Considering the importance of asking questions in an investigation like this, character responses are very brief and to the point, which makes for simpler deduction but takes away some of the immersion; you never get much of a deep understanding of the characters. The same goes for descriptions of rooms and objects. As a puzzle, it is quite simple and straightforward; visiting all the locations and talking to all the characters makes it obvious who the murderer is. Nothing is well hidden either, and there are no red herrings to speak of. In the end it took me less than an hour to complete. It was not particularly challenging, but rather enjoyable nonetheless.
I was not able to examine or search the victim's body. It just kept saying the body was not there (Spoiler - click to show) when I examined the car at the crash site. Otherwise, the walkthrough made the game look very promising. I appreciated the plot twist along the way, but I could not continue with the gameplay without being able to access the abovementioned vital evidence.
(I beta tested this game)
A confession, dear reader: I am awful at IF mysteries. I like them in theory, and I’m pretty good at figuring things out when watching a murder mystery on TV. But put one in front of me in parser form and it’s a bad scene – maybe it’s because they’re timer-dependent and I don’t have the patience to take good notes, or that I usually have a hard time getting a handle on how NPC interaction is supposed to work, but every once in a while I decide to try one of the Infocom mysteries and get like five moves in before fleeing away in terror. I did once manage to hack my way through like a third of Make It Good before getting stuck and, upon checking the hints, discovered that actually all I’d done was fallen for red herrings and I’d actually been making negative progress.
Given all this, I was flat-out astonished that I was able to solve Happyland without any hints. I don’t think it’s because it’s too simple or easy – nabbing the right culprit isn’t excessively hard, true, but there are some sub-plots and side-areas of investigation that are pleasantly twisty, and I was able to unravel those after some careful experimentation too. Rather, it’s because the game generally plays fair, uses a timer but has a generous hand both with the overall limit and the windows for specific events, and does a good job of providing clues and enabling you to work backward through an intimidatingly-large possibility space to suss out all the whys and wherefors.
Speaking of working backwards, I should probably back up and mention the setup. At first blush, it’s a pretty standard cop-show premise, with your detective protagonist called in to investigate a death that may or may not be accidental (spoiler: it is not). I did experience a little bit of tonal disorientation on why a hotel is called “Happyland”, and the idea of a regular hotel in the middle of a rural area developing an amusement-park add-on seemed a little odd to me, but it’s easy enough to roll with: really, you’ve got a body, half a dozen suspects, and a forensics kit, so it’s all about diving into the details to try to solve the mystery.
That forensics kit does a lot of the heavy lifting – pretty much all the puzzles require using it to analyze fingerprints, assess trace chemicals, and magnify small discrepancies. The other half of the mystery-solving equation is interacting with the robust cast of characters, interrogating them and confronting them with various pieces of evidence. This is more complex business than the typical adventure-game TIE ROPE TO ROCK sort of thing, but the parser takes care of it quite well, with the only niggle a bit of wonkiness around disambiguation – especially notable given that this is a custom parser, which often have a negative reputation! But I didn’t run into any guess-the-verb issues, and NPCs were usually smart enough to draw the appropriate conclusions based on what I was showing or telling them.
There are a few small things that could be cleaned-up for a post-Comp release – notably, in one playthrough, I was able to nab the suspect before a particular event happened, but the post-game newspaper story still referenced that event (Spoiler - click to show) (I’m talking about Cooper’s death – I know the timing of his poisoning can shift depending on the player’s actions, but if you’ve never seen him collapse it’s odd to see it mentioned). But generally there’s a high degree of attention to detail, including probably my favorite Easter Egg of the Comp (Spoiler - click to show) (ANALYZE POEM). My only real complaint is that Happyland is lulling me into thinking I’m getting better at IF mysteries – so it’ll be at fault when I take another run at Deadline, am promptly smacked back down, and once again write off the subgenre.
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