(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
2023's had a lot of boatiness, but it was also murderier than usual, with a solid number of mysteries represented in the entries. Death on the Stormrider crosses the streams, being a murder-mystery on a boat – on a steampunk airship, no less, which makes the protagonist’s isolation and vulnerability even more intense. As a foreigner trying to work their way home on a ship where only one crewmember spoke their language, things were already parlous enough, but when that one crewmember is found murdered – with your brother fingered as the only suspect and thrown in the brig – you’ve got to do everything you can to find the true culprit. Of course, you can’t interview suspects or read any incriminating documents, and you start out locked out in your cabin, though it seems like that wasn’t intentional. At least the rest of the crew is busy getting ready for landing, and will mostly ignore you.
The setup here is compelling in narrative terms, but is also cannily contrived to avoid the typical weaknesses of parser-IF mysteries. The language barrier means there’s no fussing about with a clearly-inadequate conversation system, and also explains why everyone else mostly leaves you to your own devices as you wander around and taking everything that isn’t nailed down: they’re busy, and it’s too much trouble to tell you to stop unless you seem to be messing with something important. In fact, though their vibes are wildly different, I was reminded of Mayor McFreeze’s analogous approach – in both games, you’re mostly solving navigation puzzles to thoroughly explore the map, with the investigation part of the gameplay largely reducing to simply examining the stuff you find along the way.
A difference is that in place of the medium-dry-goods puzzles of Mayor McFreeze, in Death on the Stormrider almost all the puzzles involves engaging with the various NPCs – who are in fact quite active, wandering about the ship bent on their own tasks. And just because you can’t talk to them doesn’t mean you can’t interact with them, or they with you. As expected, if you poke your head into some especially important areas, they’ll quickly eject you, and there are also many locked doors that can only be opened by a crewmember who has reason to pass through them. As a result, the primary gameplay involves observing the NPCs’ movement patterns, scoping out hiding places, and creating distractions to get them to go where you want them to. It’s nonstandard, but the optional tutorial that takes the player through the first major puzzle does an admirable job of demonstrating the game’s systems; likewise, the included map makes navigation significantly easier.
The prose isn’t called upon to do anything fancy – it has enough to do to situate the player, alert them to exits, highlight the activity of crewmembers in the immediate or nearby locations, while noting any interactable objects. Still, I found it nonetheless communicated a strong sense of place in just a few words, like this early segment that has you forced to the perimeter of the ship:
"The maintenance passage (forward) ends, sharply, terrifyingly, with a narrow metal platform—and then nothing but the great expanse of the air behind you, the ground so far below that you can barely make it out. A hatch to port leads back to the safety of your cabin."
Less positively, I did feel like the writing sometimes wasn’t up to the task of communicating the key clues needed to solve the puzzles. For example, I was able to figure out that I needed to get through a currently-inaccessible exit, but the description of the situation seemed to point somewhere entirely different from the actual solution (Spoiler - click to show)(trying to move the shelf in the miscellany does say you’re unlikely to succeed with your bare hands, but the rest of the response seems to indicate there’s too much stuff, rather than just one object that’s too heavy to shift unaided). And in one of the final puzzles, the game seemed to go out of its way to provide an anti-clue: (Spoiler - click to show) once you get the wrench, most location descriptions print out an additional line drawing attention to the presence of pipes you can sabotage, but that line is notably omitted in the captain’s cabin so I assumed there weren’t any present. Still, the final puzzle is intuitive and satisfying, requiring the player to synthesize several different strands of information to determine the actual reasons for the death of the murdered crewman.
That synthesis also points to my other criticism, though, which is that when it comes to the mystery side of things, the game leaves an awful lot up to the player. For one thing, while the stakes – your brother’s life and freedom – are effectively conveyed in the opening, they’re left in the background for most of the game’s running time. The player character doesn’t have much subjectivity, and while I kept expecting that there’d be a sequence where I’d come across my brother, or at least the locked door to the brig where he’s held, nothing like that ever happens (oddly, while the brig is noted on the map, its presence isn’t ever mentioned in game, making it seem like it’s sealed off in a parallel dimension or something). And then the ending doesn’t give the player very much: I found what I think is the optimal resolution, and have a pretty solidly worked-out theory of the various intersecting crimes and deceptions that played out aboard the Stormrider, which is reasonably satisfying from a gameplay perspective, but the final text felt strangely perfunctory, declining to dwell on the protagonist’s joyful reunion with their brother or even to explicate the mystery’s solution. The ending of a whodunnit doesn’t need to provide emotional catharsis or spell out the answer to the puzzlebox, I suppose, but it’d be nice if it did something.
All of which is to say that Death on the Stormrider leans more on the crossword than narrative side of the parser-IF dilemma. But it’s generally a good crossword that cleverly matches its novel gameplay to its premise; if a post-Comp release cleans up some of the clueing issues, and a player goes into it wanting to uncover all the game’s secrets for their own sake rather than to earn a story-based payoff, I think there’s a whole lot of fun to be had here.