Cragne Manor

by Ryan Veeder profile, Jenni Polodna profile, Adam Whybray, Adri profile, Andrew Plotkin profile, Andy Holloway, Austin Auclair profile, Baldur Brückner, Ben Collins-Sussman profile, Bill Maya, Brian Rushton profile, Buster Hudson profile, Caleb Wilson profile, Carl Muckenhoupt profile, Chandler Groover profile, Chris Jones, Christopher Conley profile, Damon L. Wakes profile, Daniel Ravipinto, Daniel Stelzer profile, David Jose, David Petrocco, David Sturgis, Drew Mochak, Edward B, Emily Short profile, Erica Newman, Feneric profile, Finn Rosenløv profile, Gary Butterfield, Gavin Inglis profile, Greg Frost profile, Hanon Ondricek profile, Harkness Munt, Harrison Gerard, Ian Holmes, Ivan Roth profile, Jack Welch profile, Jacqueline Ashwell profile, James Eagle, Jason Dyer profile, Jason Lautzenheiser profile, Jason Love profile, Jeremy Freese profile, Joey Jones profile, Joshua Porch, Justin de Vesine, Justin Melvin, Katherine Morayati, Kenneth Pedersen profile, Lane Puetz, Llew Mason, Lucian Smith, Marco Innocenti profile, Marius Müller profile, Mark Britton, Mark Sample profile, Marshal Tenner Winter profile, Matt Schneider profile, Matt Weiner profile, Matthew Korson, Michael Fessler, Michael Gentry profile, Michael Hilborn, Michael Lin, Mike Spivey profile, Molly Ying, Monique Padelis, Naomi Hinchen, Nate Edwards profile, Petter Sjölund profile, Q Pheevr profile, Rachel Spitler, Reed Lockwood profile, Reina Adair, Riff Conner, Roberto Colnaghi profile, Rowan Lipkovits, Sam Kabo Ashwell profile, Scott Hammack profile, Sean M. Shore profile, Shin profile, Wade Clarke profile, Zach Hodgens profile, and Zack Johnson

2018

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7 of 7 people found the following review helpful:
So I guess I should try Anchorhead some time, huh?, May 4, 2021
by Andrew Schultz (Chicago)

I'm too close to Cragne Manor to give it five stars officially. I tested a bunch of rooms and wound up emotionally invested in it. I wanted it to be good, and I enjoyed getting so many sneak previews of rooms in the game, but ... how the heck would they all fit together? Nevertheless, it seemed like a fun project to be a part of. I'm glad I was allowed in. This, from someone who will never, ever write a long-form horror game. (Insert "not intentionally" joke here at your leisure.)

However, I also put in so much energy just looking at the rooms that I put it aside. I needed a break. I worried my own expectations were too high. I had my own stuff to write, for better or worse. I'd wait for the walkthrough. The spoiler-heavy one. I'd hope it all fit together. Anyway, it was fun to try and figure which rooms I tested might be next to each other. A modification of the Birthday Paradox noted there would almost certainly be a few. But I'll skip the details, for those who find calculations more of a horror than, well, horror.

I figured it would take a while for the main authors to put stuff together, and it did. But once I started playing, I saw it wasn't just about lumping everything together. There were big-picture items you couldn't put in the individual rooms. The coffee cup seemed like a weird joke, until it became useful indeed, with a clever trigger so your character understood what the swirls meant. The trolley pass helps shrink the map with shortcuts and gives an amusing reject if you try to guess the colors of stations you haven't been to yet. Even the error messages seem helpful. And CM probably needs this, because you have all manner of similar but non-swappable books, keys, and pieces of paper. It'd be nightmarish, except that fortunately most items have only one use, and you get a backpack with all sorts of zippered compartments, helpfully labeled and organized into ... the sort of item types you find in the game. In short, the lack of technical horror helps you concentrate on the narrative horror.

This wasn't enough to get me hooked right away. I wrote my own stuff and laid low until there were a few walkthroughs, and the game's big enough, you'll probably need a few, to contrast ways through and sort out trivial typos. There's no one that's best. And discovering a room I tested was like finding an old friend, until it wasn't. There were some I forgot I tested, which was freaky, and some I didn't remember I did, which was freaky too. Some rooms seemed to pop up much too early, and some wound up much too late. For some of the early ones, I didn't have an item I received automatically during testing, because they had two separate small puzzles. So I felt, well, held back by some unknown force.

Eventually it all fit. I wound up worried writer X's room might be tricky, because I found something they wrote to be thorny. Or one person in the Discord (or was it Slack?) community mentioned their room was a bit bigger than they intended, and I worried it might be a mess. But in the end these fears were baseless, and everything pulled together. And the overall effect was: this game never feels it's done "right" or properly, but it's done very well. The jokes and references swing from very technical (hexadecimal humor) to more literary. The rooms swing from mostly scenery, with a few things to search and maybe just a door to open, to changing identities you make spiritual journeys through space and time, as one does in games featuring the supernatural. And if anything about this confuses you, the main authors drop in a device that lets you see room-specific CREDITS, if the room authors chose to include them. It dropped at the right moment for me, and it has a few amusing touches, especially for the longer blurbs.

And though horror isn't my thing, and I knew CM would be forgiving, I definitely had shivers of "oh dear I better save here." Or "I better not mess this up." With some rooms, this turned out not to be a problem due to strong design, or maybe you could immediately undo any deaths. But with certain rooms I didn't see, after the room creators submitted the game, the tension really built. With all the death and occult stuff piling up, I felt sure I had overlooked something, even with walkthroughs to follow. There are a few bring-them-all-together puzzles at the end, which are well beyond the rather neat library puzzle you see early on, where you need to return a bunch of creepy overdue books. This one in particular got me, because I still had a few library books to return to a suburban library. They waived the fines because of COVID, and I could keep them as long as I liked, but I just couldn't check any new ones. And when I returned a few materials just before trying to finish CM in earnest, there was a lot of social distancing and using a machine to check things in. So having CM overlap with real life like this was unexpected. It was probably going to happen in some way, with all the different ideas the room writers threw out there. But this was almost freakishly on the nose.

And just the game's sheer size worked in its favor to create an atmosphere I didn't expect. I've had smaller games just throw stuff at me and leave me exhausted, and I wound up worrying I'd missed something that could lock me out of a win here, even though I logically knew I shouldn't. The sheer number of key/door combos and articles to sort and remember, as well as rooms named similarly but not too similarly, left me disoriented but genuinely glad when I found shortcuts. For instance, some keys only open doors that save you time walking, but it relieves your helplessness a bit to actually see, yes, these two rooms that seem like they should link up, do.

I'm hard-put to find weaknesses of CM. It's definitely exhausting, and even with a walkthrough, the disambiguation gets to you after all. And perhaps sometimes it feels like inside baseball. But even so, I think every community should have a game like Cragne Manor. One where even sitting down with a walkthrough over the span of two late nights is a rewarding experience.

And I do feel I missed a little by attacking the walkthrough directly. There's certainly stuff I glossed over for efficiency's sake. While I took time to do some things wrong, just to see what horrors might pop up, there are bookmarks I placed in my mental map of CM for next time. There will also be stuff I weirdly forgot and weirdly remembered, and it will make for an entirely different experience than winning for the first time or testing the rooms.

I think any long-lasting creative community would be lucky to have an effort like Cragne Manor. It was a relief to see relative newcomers step up and to see former IFComp competitors show something I hadn't expected. It was exhausting, but by the end, I wished there was more.


15 of 15 people found the following review helpful:
Don't let it scare you (except for the scary bits), January 6, 2019
by Mr. Patient (Saint Paul, Minn.)

(I wrote an unmemorable 1% of this game. The stars are for the other 83 people.)

I'd like to push back just a little bit on some of the introductory text from Cragne Manor. Not the parts about how the game is insane and brilliant and fun; that's all true. I'm immensely proud and grateful to have been part of it. No, it's the stuff about being prepared to be frustrated or overwhelmed on account of its hugeness. I completed it a few days ago, and I was surprised at just how playable it was.

There are a couple of things that distinguish Cragne Manor from something like The Mulldoon Legacy (which is amazing, but is definitely overwhelming). First, Cragne provides a fantastic amenity in the form of an item that tells you if you're able to solve the puzzles in a given room, or if you need additional information or items from elsewhere, or if you've done everything you need to do already. It's difficult to overstate how comforting this thing is. I get overwhelmed in huge games from the combinatorial explosion of rooms, puzzles, and information. I can't keep everything in RAM, so to speak, and become exhausted even looking at my inventory. The (Spoiler - click to show)coffee cup in Cragne kept my headspace manageable.

It also helped tremendously that each room was written without knowledge of the other rooms. Without saying too much about how the game and its puzzles are structured, this means that almost every item or piece of information is single-use. There are definitely things you'll need to take notes on, but for the most part, you use an item or a piece of info, and you can then throw it away (or put it in the zipped-up trash pocket of the brilliantly-implemented carryall). And many of the biggest and best set-piece puzzles are standalone.

I worked alone in my playthrough, and only needed a few hints. It probably took me over 30 hours to finish, and 6800 turns (maybe twice that when you consider moves lost to restores). But I always knew what I could do next, what would have to wait until later, and what items were still useful, and that made it manageable. Don't let the size of Cragne Manor scare you off.


9 of 9 people found the following review helpful:
Ambitious syncretism!, December 9, 2018
by Joey Jones (UK)

84 rooms, each written by a different author, but co-ordinated into a structure and based around a tight enough theme that it all hangs together though often with intriguing incongruities.

Roughly, you can split the rooms into two different sorts: rooms which function as typical text-adventure rooms (a key might be hidden somewhere, there might be a short puzzle to get it); and rooms which are short games in themselves, which immerse you in their own unique stories, force you to learn a new set of interacting systems and so forth. As such, the game is constantly confounding your expectations.

Some of the rooms are genuinely horrifying, others are laugh-out-loud funny, more still are challenging and satisfying to work through. I recommend to anyone who likes text adventures especially its inspiration, Anchorhead. Expect to need hints!

(I contributed to this game, so per my own policy I've omitted my rating from the average.)

Note: this rating is not included in the game's average.

22 of 22 people found the following review helpful:
An enormous collaboration horror game, December 8, 2018
by MathBrush
Related reviews: more than 10 hours

I've played and reviewed over 1500 interactive fiction games, and there has never been anything like Cragne Manor.

This game was written by 84 authors. Some authors (including me) wrote small rooms with one minor puzzle, or, occasionally, only one.

Others wrote rooms that themselves could be entered into IFComp and do well, including complicated conversational games, (Spoiler - click to show)a miniature version of Hadean Lands, a monster breeding game, and story-focused cutscenes.

The game is a mishmash of different styles and levels of implementation. One room might be the most elaborate and smooth game you've ever seen, with varied tenses, custom parser responses, and complex state tracking; while another room might be basically a pile of dirt with nothing implemented. Puzzles range from super easy to very unfair.

For fans of big puzzle games, people who wish that longer games would be released, Infocom fans, fans of any of the people in the author list, conversational games, or IF in general, this game will provide hours of enjoyment.

As a warning, this game is overwhelming. It has 500K+ words, which is huge for parser games. As a comparison, Blue Lacuna had less than 400K, and much of that was devoted to verbose text descriptions. This game is just pure content. This game is longer than Curses!, Mulldoon Legacy, Worlds Apart, and roughly the same size as Finding Martin.

Prepare for the sinking in your stomach you will experience as you open a door to find another 6 or 7 rooms, each with their own fully-fleshed out puzzles. Prepare to keep notes for information you find in the game, tracking the many keys and doors.

The content warnings for the game are accurate. Every author has their own style, so some rooms have more of profanity or explicit content than others. I would say that maybe one or two rooms has anything sexual, and about a dozen rooms have violence or gore running from silly to horrifying.

As of writing this, there is no walkthrough, although that will likely be remedied soon. With the help of many of the authors, as I tested this game, I still took well over ten hours to beat this. Expect a long, long, long play time.

Perhaps the last thing I'd like to say about Cragne Manor is that this is almost like a little IFComp of its own. The number of games in the two is similar and the quality of the entries is similar, except that even the weakest rooms in this game have been tested and worked on as a group, and all the rooms in this game support each other, instead of fighting against each other.

Please enjoy this wonderful game.



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