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Sir Rodney Playfair, gentleman thief, has a simple plan: impersonate a psychiatrist, infiltrate a country house, steal a priceless Egyptian scarab and make it back to London in time for cocktails. All in a day's work for the illustrious 'Magpie'.
Nominee, Best Game; Nominee, Best Writing; Nominee, Best Story; Nominee, Best Setting; Nominee, Best NPCs; Winner - the Magpie, Best Individual PC; Nominee, Best Implementation - 2018 XYZZY Awards
1st Place overall; 1st Place, Miss Congeniality - 24th Annual Interactive Fiction Competition (2018)
46th Place - Interactive Fiction Top 50 of All Time (2019 edition)
| Average Rating: based on 68 ratings Number of Reviews Written by IFDB Members: 6 |
Every so often I come across a work that plays so well that I think to myself: "This is the kind of game that Infocom secretly dreamed of producing."
To be sure, it really wasn't possible to produce a work like Alias, 'The Magpie' in Infocom's time. For starters, the game file is several times larger than would have been viable back then -- with the Glulx executable taking up just shy of 1.6MB, it wouldn't have fit on a standard 3.5-inch "floppy" for PCs, let alone on any of the various 8-bit micros in use during the mid-80s. That's not to mention that the Glulx virtual machine and Inform 7 are both light years beyond their historical counterparts (the Z-Machine and ZIL, respectively). However, I'm convinced that a text-based play experience like this one is the half-conceived ideal that lurked in the back of the mind of everyone working in the games group there, as well as the mind of every player of their products. It is, as Christopher Huang puts it: "damn-well near exactly what I come to IF hoping to find."
I'm having trouble expressing my appreciation for what author J. J. Guest has achieved with this piece in a manner that doesn't repeat observations from other reviews. Shall I extoll its high-quality writing (mentioned by 5 others), how polished and well-implemented it is as a program (4 others), its exceedingly fair puzzle design (4 others), or how just plain funny it is (4 others)? How it's like being in a Pink Panther movie (3 others) or a Wodehouse novel (3 others), or how it made me laugh out loud (3 others)? This game is truly remarkable! It's a perfect example of what parser games can be when done well: cleverly-conceived, nearly flawless in execution, engaging, entertaining, player-friendly as can be, threaded throughout with restrained but deft humor, and featuring a puzzle structure that emerges unobtrusively from the situation presented and is responsive to real-world logic. So much thought and work has gone into the kinds of small touches in writing and programming that are practically invisible unless one is watching carefully for them, but which collectively (and expertly) snare your attention and draw you in to become part of the story instead of a mere observer of it. I've heard it said that the mark of a true master is that they make what they do look easy; Guest does that here on a nearly constant basis, and this work places him firmly among the ranks of the New Implementors in my mind.
In particular, I agree with the praise from Ade McT, Sam Kabo Ashwell and others regarding the implementation of NPCs. NPCs are hard, and these are superbly done. Their actions and conversations react to the environment and situational history in myriad ways that together do a much better job than average of presenting them as other actual characters in the story, and which grant the setting a "sense of the place being alive," as Ashwell expressed.
If you know someone who doesn't "get" interactive fiction, this work would be an excellent introduction to the format, assuming that the newcomer likes witty writing and slightly absurdist situational comedy bordering on slapstick. This work is a welcome addition to my "great first game to recommend" list.
There are a few places where the implementation is not quite as polished, and even (to my surprise), a genuine bug or two. (Spoiler - click to show)(The only one that leaps to mind is an error when interacting with Leghorn; the game reported that he had left, but he still appeared in the room description after that... though it didn't seem possible to interact with him.) These are so surprising by contrast that they become the exceptions that prove the rule -- in a work as sincere as this one, such minor imperfections serve only to accentuate its excellence everywhere else.
As those who follow my reviews know, I am unusually stingy with my star ratings. It takes a *lot* to rank as a five-star game in my book -- it means that the work is the best in its category or otherwise qualifies as a landmark in the form. Despite its minor flaws, I have no reservation granting a five-star rating to Alias, 'The Magpie' which is surely destined to be considered a classic for many years to come.
This is a great comedy based on misunderstandings and physical humor.
You are a thief, sent to steal a priceless object from a British manor. But to do so, you must assum a variety of costumes and identities.
Along the way, you discover the secrets of the household and the neighborhood, including lies, deceit, regret, and gorillas.
There were a few sticky points in puzzles that were fussier than they needed to be, but otherwise this is a prime example of what a polished parser puzzler can look like. One of the best games of the 2010’s.
Alias 'The Magpie' drew me in quickly, with its very English tone and sense of humor. I found it cleverly-written, well-implemented, and a lot of fun to play.
Like last year's The Wizard Sniffer, as the story in Alias 'The Magpie' unfolds it keeps raising the comedic stakes higher and higher in ways that leave you thinking, "How is this all going to hold together?" But it does. Does it ever: I have rarely laughed so much playing an IF game! J.J. Guest has already demonstrated a fine-tuned ear for comedy in To Hell in a Hamper, but it's clear he's gotten better with time: Alias 'The Magpie' is longer, features several more characters, and has a much more complex plot, but that comedic fine-tuning somehow manages to be even more on pitch.
My one critique is that I think a couple of the puzzles are rather difficult for a light comedy game. But this is a minor critique in what is a truly excellent parser comedy - one of the best IF comedies I've ever played, in fact.
McT's Interactive Fiction Reviews
Beautifully, professionally done – superbly implemented. Funny, clever and delicious. I doubt it can be completed in 2 hours, but this is currently the standard bearer in the competition for me. 10/10.
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IF Comprehensive
A rich setting, motivated puzzles, and memorable characters
My introduction to interactive fiction was playing the Infocom games as a kid. They were fun then but a bit dated now, with an emphasis on contrived inventory and set-piece puzzles and less NPC interaction than modern works. “Alias ‘The Magpie'” plays like one of the best games from that era, but with a rich setting, motivated puzzles, and memorable characters. Score: 10
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The Breakfast Review
Something Fresh
Now, this is Something Fresh. We are an imposter -- that is, we are a slippery gentleman thief pretending to be a famous psychiatrist -- and our objective is a scarab, a Cheops of the Fourth Dynasty. What follows is a Wodehousian romp complete with dotty aristocrats, disguises, and wacky hijinks.
I enjoyed this quite a bit. The voice is engaging and the writing knows just how much to say and how much to leave out. The puzzles were just challenging enough, and the gating is effective. The characterisations are comedic just verging on cartoonish, without going into eye-roll territory. It's certainly not deep or thought-provoking in any way, but this damn-well near exactly what I come to IF hoping to find.
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Good Old Days
+ Colourful and very detailed background
+ Wonderfully neurotic characters
+ Clever setup for a nifty chain of events
+ Best use of a cucumber in a video game ever
+ Had me laughing so hard I had tears in my eyes at times
- Some of the puzzles could have used a bit more or better hinting
= Just like playing a Pink Panther movie.
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Patrick Brian Mooney
This was a fun treasure hunt. The multiple levels of deception involved in pretending to be multiple people to various NPCs was also a fun mechanic. The multiple disguises were great, too, and most of the interlocking puzzles were wonderful. The map was elegantly designed and access control handled gracefully. In all of these ways, it feels a lot like The Wizard Sniffer last year, though with a smaller, more restricted field of action and with a larger verb set. But all in all, it's wonderful in some of the same ways. Rating 9/10
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Retro Adventurer
Puzzles a’plenty, and plenty to like about this game
EXAMINE responses are informative and humorous. X CRUMBS reveals, “It looks as though someone has had their cake and trampled on it.” The DUTCH COW is “A fine example of vile Victorian tat, which, in spite of its size, manages to lower the tone of the whole room.” J.J. Guest gets richly creative with his descriptions. To EXAMINE TABLE, we get, “A George III mahogany inlaid double-pedestal extension table featuring a reeded top with rounded corners and matched-swirl mahogany veneers crossbanded with quartered pau ferro and satinwood stringing. Rather fine.” We also have probably the best response to EXAMINE WALL that I’ve ever seen. “Staring at the walls will send you wall-eyed, probably.”
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These Heterogenous Tasks
Writing that works as reward
As far as the environment goes, it does a fine job of cramming in a sense of lavish Victorian decorative excess without overburdening the text. That’s true of the writing in general: it’s ornate without being stodgy, and there’s always something interesting going on with it. It’s not always the most scintillatingly beautiful prose in the world, but it’s always got something that it’s excited about and really wants to show you, and it does have some really good lines. It’s writing that works as reward.
All this went a long way towards holding my interest in a game that has a good-sized map and doesn’t channel you very strongly at the beginning. Also helpful here: the sense of the place being alive. This is very much an inhabited space, and the people inhabiting it are active – not that there’s a hugely complex NPC-movement system or anything, but the density of simple triggered events on your arrival goes a long way.
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IFIDs: | 229E8D3C-E69F-43F0-81ED-56A7FBDB5B33 |
C55B8E27-E302-4B6E-8409-700650221FA6 |
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