Milliways: the Restaurant at the End of the Universe

by Max Fog profile


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Review

3 of 3 people found the following review helpful:
Unofficial sequel to Hitchhiker's Guide to the Galaxy, November 22, 2023
Related reviews: more than 10 hours

I beta tested this game a couple of times, although I only did a part at a time and never completed it, while on the other hand the author did a lot of testing for me, so I definitely owe him a lot!

This game is wildly ambitious in its concept: take the work of Douglas Adams (one of the best humorists of all time) and the work of Infocom (one of the best group of IF writers of all time) and write a sequel to their works with a lot of original synthesis and do it all in ZIL (one of the less-known IF languages) and make it roughly comparable in scope to the original (within an order of magnitude).

Oh, and do it as your first game.

To produce anything in this scenario would be a feat. I think that the end result is much more than ‘anything’.

You start this game right where the old one leaves off, on the planet of Magrathea, with the other ship members from the Heart of Gold. Your end goal is…hmm, I’m not quite sure. Explore? In the end it involves a lot of exploring Milliways and trying to gain access to a fancy ship.

In the meantime, the game is centered on a hub-spoke structure, with a central ‘darkness’ room imitating the first game, where different senses lead to different areas.

The game is intentionally hard. In another thread, the author laid down the following rules:

*NPCs are hard to get right, include less of them but make them worth it.
*Story comes after puzzles. That’s how my cookie crumbles.
*DEFINITELY make the game cruel. It’s more interesting that way.
Randomisation? Obviously! Otherwise it becomes a follow-the-walkthrough-if-you-get-stuck kind of game with no brain involved. I usually end up becoming that kind of person.

This game features all of these things, although it actually has several NPCs. The game is quite cruel, and has many randomised codes and things that make a straightforward walkthrough impossible. Just about every area has some kind of randomization, from randomized exits in a small maze to a game of hide and seek with a randomized shapeshifter.

The most frequent way this shows up is the darkness thing. I never figured it out while beta testing, just flailing around until I got out of the darkness, and then with the walkthrough playing today I realized that you have to wait a bit first and then perform the appropriate action, but was frustrated when I kept getting sent to the same area over and over (due to randomization). I finally realized that you can just ‘wait’ until you get the area you want.

For me what shines the most are the settings and the big set-piece puzzles. The settings include Milliway’s itself, Dirk Gently’s office, and other areas from Adams’ writing. The game of hide and seek I mentioned earlier was a lot of fun, as were some of the interactions around disguising yourself and walking around Milliways.

There is some trouble; my game very frequently crashed, often after examining something, when using the Gargoyle interpreter. I took some notes at first but it was so frequent that I just started saving a lot. I’m sure it’s something ZIL related, as I have almost never had Inform games crash. It could be due to window size or something. Edit: No one else seems to be reporting this, so I believe it may be an interpreter issue.

Other than that, the main thing I would have liked more of was a guided conversation system that suggested things to talk about.

Overall, this is much better than it could have been. I remember someone entered a text port of one of the graphical Infocom adventures into IFcomp many years ago and it was a real slog to get through. Pretty much most of the unofficial sequels to Infocom games I’ve played have been bland, outside of some highlights like Scroll Thief. So to see a game that is vibrant with interesting puzzles and which follow in the first games footsteps in many ways is quite impressive. I don’t think it achieves the heights of the first game in terms of polish or writing, but that’s like saying that my work as a mathematician didn’t achieve the heights of Newton or Gauss. This game aimed high, and so I’m impressed where it landed. I look forward to any future work.

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