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You are Captain Pitker aboard the S.S. Crusade. You awaken from a deep sleep in your cryo tube. All of the crew has been decimated or vanished mysteriously. The onboard computer instructs you to investigate what happened aboard your ship and to find out who caused this mayhem.
Search the many depths of the ship to uncover the truth, plot, and potential betrayal behind the massacre and destruction of this once great vessel of exploration.
A parser styled adventure game awaits you!
56th Place - 30th Annual Interactive Fiction Competition (2024)
| Average Rating: based on 8 ratings Number of Reviews Written by IFDB Members: 3 |
It’s been more than twenty years since my very first IF Comp – it was 2002, I was just out of college, and characteristically I played and reviewed all the games though that was a lot easier when there were fewer than 40 games and I didn’t have a kid. A couple days ago I was trying to explain how the Comp was different back then, and beyond the rules changes and the rise of choice games, I found myself struggling to communicate that beyond the classics people still go back and play, even the parser puzzle games just had a different vibe, were riffing on different things, than the ones you see now. Well, I wish I’d waited a bit to have that conversation, because it would have been easier to just point to Awakened Deeply, as accurate a time capsule from the early-aughts IF scene as you could imagine.
So yeah, this is a game where you wake from cryosleep to find that your spaceship is in peril; where there are no on-screen NPCs you interact with; where the main gameplay mechanic is getting through locked doors, and the cool stuff the PC does happens automatically in cutscenes; and where there’s absolutely no introductory text setting the scene or suggesting you type ABOUT. To its credit, there are no inventory limits or hunger timers or ways to make the game unwinnable – maybe it’s more progressive than the average 2002 game, now that I think about it – but this is a series of traditional sci-fi puzzles in a traditional sci-fi plot (there’s a small twist – what if the Federation from Star Trek were evil? – but it’s telegraphed so early and heavily I don’t feel bad mentioning it), with competent but slightly clumsy execution meaning that occasionally-evocative descriptions underlining the isolation of space terminate in blunt infodumps like:
"You can see Port door, Cryotube (empty), Hunting Knife and Bloody Note here."
(There are a lot of notes in this game – finding hastily-scribbled missives or prematurely-terminated audio diaries that recorded the attack that eliminated all other life on the ship is the game’s main storytelling technique).
Maybe it’s just the nostalgia talking, but I think for all this Awakened Deeply does have some charm. It is an utterly sincere, guileless game whose author’s enthusiasm is visible in every description. Of course one of your dead friends is named Riker, since what’s more fun than a Star Trek reference? Of course there’s a climactic, barely-justified moral dilemma toggling between a good ending and a bad ending. Of course there are gratuitous, trivially-reversable deaths. Of course the map is laid out with four symmetric branches leading off from a main hub. This is basic basic IFing, but put together by someone who sure seems tickled pink at the idea of being able to make something like this, and you know, it makes a difference.
Don’t get me wrong – my memory’s already starting to sand off the details in order to deposit Awakened Deeply into the Big Bin O Space Games I never think about. And there are some implementation weaknesses (using a keycard to unlock a door was a bit awkward, I suspect partially due to an overreliance on Instead rules) and typos, though nothing too major on either front. One or two puzzles also could be much better clued, at least as to the syntax required (Spoiler - click to show)(X DIRECTION is not a frequently-used command). The limited nature of the game’s ambition is also impossible to ignore – the ABOUT text even explicitly says the author was inspired by Star Trek and Planetfall, and it’s pretty clear the idea is to just make a game that scratches some of those same itches. So I definitely prefer the way we live now, but for all its flaws Awakened Deeply provided an opportunity for me to check in with how things used to be.
Alas, upon starting this game and solving the starting puzzle, I saw the following room description:
> A small room with nothing but your Cryotube in it. You see the release mainframe to your right and the Port door to the west. The mainframe's tacky lights and fixtures blink erratically. Captain Kirk would be proud. The Port Door has a red light above it indicating it is locked.
>
> The vastness of space can be seen from this room. Thousands of stars surround you, planets streaming slowly across the sky go in all different directions.
>
> You can see Port door, Cryotube (empty), Hunting Knife and Bloody Note here.
This says a few things to me. One, that this game has Star Trek references and an enthusiastic author who loves space (good); two, that I'm in a class science fiction spaceship game (could be good or bad); and three, that the author is fairly new to Inform and its rules about capitalization and initial appearance rules (not something that I look forward to).
The rest of the game bears these ideas out. You are awoken from cryosleep to find most of your crew slaughtered. Your goal is to search through the ship to find out what happened and to make sure you live.
The game is pretty grim, lots of blood and bodies. Gameplay isn't too bad, with SEARCH and EXAMINE being pretty useful on multiple occassions. Make sure to type ABOUT to get instructions on one key puzzle!
Overall, I think the game had a neat idea that was hampered a bit by inexperience with Inform 7, and the writing could have had a little more description and detail. For instance an early room says: "Nothing of
interest is here. It looks like any old ship hallway that you’ve seen
millions of times." If that's the case, why include the room at all? Why have a room that even you, the author, don't like writing about?
The nice thing is the game had several fun moments and the author will only get better with Inform over time if they continue to learn, so I would definitely play more games by this author in the future.
This is a fairly brief and mostly straightforward sci-fi puzzler that’s a bit rough around the edges. There were a decent number of times when the first command I tried wasn’t accepted by the game; fortunately, that was never a problem, as it was easy to figure out the correct command (sometimes thanks to helpful customized error messages). Ideally, though, more synonyms would be implemented, and there’s also the classic “you can’t see any such thing” when examining some mentioned nouns. Interactable nouns, on the other hand, often tend to be capitalized and set off on their own line, e.g. “You see Crate here,” rather than integrated more naturally into the room descriptions. There’s also one puzzle that felt very “read the author’s mind” to me, and I would never have solved it without the walkthrough.
My other main point of critique is that I wasn’t emotionally invested in the story. You, the ship’s captain, regularly come upon the bodies of colleagues who have been wounded or killed, but there’s no emotion in the descriptions of them, and more often than not their only purpose is to provide you with an item or clue you need to progress. For example:
The dead body of, Lieutenant Yostin, lies on the floor. It looks like his left arm has been severed from his body.
>x yostin
He is wearing his dress uniform and dress coat with pockets.
And then you need to "x pockets" (the uniform and coat are not implemented) in order to obtain a plot-necessary item. While clearly the PC knows who this person is, the presence of his dead body elicits no reaction; nothing would be different if he was, say, a desk, with a drawer you had to open and take the item from.
I did enjoy exploring the ship and working my way through the puzzle chain, and the story had me intrigued. I’d just have liked to see more acknowledgement of the horror of what happened on the ship, and thus be made to feel a sense of the stakes, rather than simply being told about them.
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...