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Master Bryce is throwing a party. As his most faithful servant, that means it's your job to make the party run smoothly. But you only have two hands—and far too many duties. You'll have to manage requests from the guests, the master's eccentric demands, and your own composure. All the other staff have quit, unwilling to entertain the master's "moods," but you've served Wyatt Manor for decades; what's one more evening?
A comedy of errors, mild frustrations, and major workplace-safety violations. With limited actions and a limited inventory, juggle hors d'oeuvres, flaming curtains, and radioactive elements—and keep the drinks coming!
1st Place overall; 2nd Place, Miss Congeniality - 30th Annual Interactive Fiction Competition (2024)
| Average Rating: based on 32 ratings Number of Reviews Written by IFDB Members: 6 |
Playing this game was a whirlwind of associations, expectations, references, and laughs.
You play as the valet to Bruce Wyatt, billionaire playboy, who is undergoing a crisis of sorts at the worst possible time. He's acting, well, like a bat, fleeing bright light sources, screeching, and crawling around. All this is happening right when a fudnraiser party/gala is about to start!
The story is divided into an act/scene structure. And my expectations swirled around. Spoiler-heavy discussion:
(Spoiler - click to show)
At first, I thought the game would be a Verdeterre-style optimization game as we struggle to make enough money, a game that would be heavily replayable but relatively brief. I thought the story was a reference to Der Fledermaus, a comic opera I've seen a few times but have mixed up with Der Rosenkavalier at times.
Then I started thinking that the money changes weren't related to optimization, but rather a way to inject additional humor into a scenario. Having someone get injured or annoyed or amused can be mildly funny in and of itself but attaching a specific dollar amount to it is especially amusing.
Similarly, I realized that this was a Batman parody when I saw the names of Bryce Wyatt's parents, Thomas and Martha (or something similar). Soon guests arrived, and I saw versions of Two-face, Poison Ivy, and Catwoman.
But others eluded me. Then the game itself mentioned Der Fledermaus, and I looked up the wiki description to refresh my mind, and saw that it included other characters that were in this game! So it was referencing two bat stories at once (and I saw later, in the credits, another one referenced).
Pacing was shockingly smooth. On several occasions I began thinking that I would run out of things to do, when subtle nudges pushed me in the right direction or major events (like the doorbell ringing) took place. Conversely, at times I'd have so many tasks piling up I thought I'd have to miss some and replay the game to see them. I kept thinking, "Surely this can't hold up, the pacing's going to go all wrong at some point and I'll be stuck twiddling my thumbs or getting too frustrated," but it never happens.
Compass directions have an in-game explanation, which I found fun given that Chandler Groover has expressed his own struggles with the compass in other parser games and his decision to keep it out of most of his own games; so having its presence so carefully justified here makes sense both outside of the game as well as in the game as a kind of tutorial for new players. Perhaps the later parts of the game where (Spoiler - click to show)the compass serves as a tool for control and destruction serves as an unconscious metaphor for the community's over-emphasis and use of the compass and the pressure it puts on authors to do the same.
Overall, this game was well-made and enjoyable. It includes some sensual material and some puerile material with bodily fluids, but both are framed in such a way that they are not really objectionable and leave more to the imagination.
Given that a few characters resemble people from different sources, I wonder about those I couldn't place, like (Spoiler - click to show)the twins. Are they from another source, or new creations?
I think this game will join Eat Me and Toby's Nose among Chandler Groover's best-regarded games, and serve as both a good introduction to new players and a fun treat for the experienced. Great work!
In this substantially sized parser game, the player takes the role of the valet of billionaire Bryce Wyatt. Master Bryce is holding a soiree for charity, and of course it would be your job regardless to make sure that everything went smoothly, but now there’s an added wrinkle: your employer was recently bitten by a radioactive bat and now he’s acting… strangely.
The charming (if sometimes hapless) rich man and his devoted, efficient valet are well-established figures in pop culture, and the dynamic between them is generally supposed to be endearing. The Bat methodically dismantles the familiar archetypes, emphasizing the dehumanization of the servant (while the master is treated like a person even when acting like an animal, the PC may as well be furniture as far as the wealthy guests are concerned) as well as how fundamentally childish it is for a healthy adult to insist on having someone else attend to their needs in this way. (Dealing with Bryce often strongly resembles dealing with a toddler.)
“Attend to” (helpfully possible to abbreviate as “A”) is in fact the main verb you will need to use in this game as you try to take care of an ever-growing list of tasks. Your inventory is also limited to what you can carry in your two hands and your pockets. The item-juggling that this type of limitation requires can, in many games, end up feeling like busywork, but in this case it plays nicely into the farcical tone of the proceedings, and I was ultimately entertained by it even as I was asking myself where I’d left the goddamn drinks tray this time.
On the other hand, while limited verbs usually don’t bother me, I struggled somewhat with this one. If your one verb is, say, EAT, you can apply a certain amount of in-universe logic to what would be useful to eat in this scenario, but since ATTEND TO is vague and there’s an intentional lack of consistency around what ATTENDING TO something actually entails, it tends instead to turn guess-the-verb into guess-the-noun. (There is a reliable out-of-universe logic, which is that if something can be picked up or dropped, ATTEND TO has to do that duty, so if you’re trying to use something portable, there’s probably something else around you need to ATTEND TO in order to make that happen. But I had trouble keeping that in mind.) If I squint I can also see the PC repeatedly picking up and dropping the dustpan as he tries to figure out how to empty it as part of the farce, but for me it mostly created frustration in a way that didn’t feel entertaining or sufficiently diegetic.
I also found the puzzles in Act II harder to figure out, but I can’t tell if that’s because they’re actually less well clued or just because at that point my brain had burnt out on keeping track of everything (which is possibly fitting as well; I can imagine the PC also becoming increasingly frazzled as the evening wears on).
But all in all, it’s a polished, funny, and inventive game that blends farce, parody, and satire, filtered through the PC’s dry, circumspect commentary. It also draws on bat behavior in surprising detail; while the low-hanging fruit (screeching, hanging upside down, producing guano) is certainly present, I was tickled to see allogrooming as one of Bryce’s bat-related compulsions. And while I sometimes struggled with the parser, I thought the final command was just perfect. So I’m content to assume that my problems with it were mostly, well, my problems, and regardless of those, I do feel it’s one of the strongest games of the year.
(Litcrit BS side note: While I understand the role of the compass in this game to be a dig at the hold that convention has over parser IF, I couldn’t help noticing that it also serves as a locus of subversion of the typical power dynamic between master and servant, so if you felt like being a bit cheeky, I think the text would support an argument for The Bat as a pro-compass game. But I don’t feel like engaging in high-effort trolling at the moment, so I won’t take this any further.)
Note: This review was written during IFComp 2024, and originally posted in the authors' section of the intfiction forum on 15 Sep 2024.
This is a richly implemented parser game, full of NPCs and an incredible number of things to do. You play a valet, dealing with an eccentric employer, and have to contend with the drama that occurs during a fundraising party at his manor.
I just loved this, and laughed so much. It is extremely PG Wodehouse esque. As the valet so much was going on that I needed to deal with, and I was constantly struggling to keep up with everything and what to do next. But I was enchanted.
The game has a very limited parser. THINK to see what tasks you need to do (and yes, this list just grows so long), ATTEND TO X (or just ATTEND X) to attend to things, including picking them up and putting them down, and also helping people (including your employer) with problems and talking to them. And you can additionally use EXAMINE, as well as compass directions to move around.
It was chaos, and so much fun. I’m a very lax parser player in that I very rarely ever consciously map. But in this game that wasn’t a problem for me. I quickly learned where enough of the locations were, and could run around manically otherwise.
The need to run around was compounded by an incredibly tight inventory limit. Which initially I was exasperated by, as I’d constantly need to drop something I desperately needed to get something else I needed both hands for. But then I relaxed, dropped essential things in fairly repeatable places, and enjoyed the sheer bonkersness of it.
I think this game is tight for managing in a two hour play through. There are a phenomenal number of puzzles to solve, including ones that can only be solved after others. Apparently you can’t get into an unwinnable state. But there are an awful lot of things to do. Fortunately the THINK command helps keep you on track. And the author has kindly provided a walkthrough, which is helpful if you get stuck.
The NPCs are numerous, almost too numerous initially. But they settle into their roles, and are well differentiated character wise. They also take on different elements of the barmy plot. Having a large cast helps a lot with that.
The game also introduces a particular game mechanic which is just sheer genius. And I was pleased to see it gets heavily used in later portions of the game.
As for the ending, well I wasn’t surprised by one thing ((Spoiler - click to show)who the thief was). But I adored the absolute ending.
Thoroughly recommended, but expect to have some exasperation at least for a while as you grapple with the inventory limit. And ideally budget for more than two hours to play right through.
Final Arc
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An aspect of The Bat that resonated with me right away was how accessible the gameplay was. For those who don't know, classical adventure game puzzle design became infamous for puzzles with outlandish solutions, referred to as "moon logic". I'm happy to report that The Bat avoids this trap. The puzzles are all embedded, meaning they make sense within the context of the story. Everything you have to do is what you’d expect the lone servant of an entire manor to do.
See the full review
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