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4 of 4 people found the following review helpful:
Is this the bottom?, June 6, 2023
by Drew Cook (Baton Rouge, Louisiana)

To start: I love Nancy Drew, and I had high expectations for an Infocom partnership with Jim Lawrence. Seriously!

Seastalker was authored and marketed as a children's game, and Infocom partnered with a successful author of children's fiction to write it. Despite the potential, it's hard to imagine Seastalker turning out any worse than it did. It's mechanically dull, the feelies are oddly irritating, and--most bafflingly--there is an actual stalker. Not a sea serpent, mind you, but a fake nice guy who tries to teach a woman that "she's just a human being like the rest of us -- and not only a human being, but a warm, desirable woman...!" by CUTTING OFF HER OXYGEN! Really! Such a strange thing to hide in a children's game.

The first major part of the game involves piloting an experimental sub (designed by the protagonist) through "Frobton Bay." Mechanically, this requires consulting a bathymetric map and using its depth information to navigate an on-screen ASCII map of the sub's immediate surroundings. It's a novelty, but I think a player's enjoyment will come down to taste. In any case, it isn't a model of play that appeared in later Infocom games. I did not enjoy it, personally, but recognize the attempt to innovate.

Once the bay is cleared, the autopilot kicks in, freeing up the protagonist to deal with an apparent act of sabotage. That's an ongoing concern throughout Seastalker: traitors or moles. I think this element was a major missed opportunity, as it would be enjoyable to discover clues about a double agent. Even if the answer was withheld until a climactic moment, these discoveries would enhance a sense of danger and help maintain tension. As it is, concerns over saboteurs rise like bubbles to the surface only to pop and leave no trace.

Once the oxygen plot is foiled, the protagonist must work with its perpetrator to upgrade the submarine. This is a case where the novelistic sensibilities of Jim Lawrence clash with the demands of gameplay progression in IF. In order to foster a sense of collaboration with a specialized team, many characters will approach the protagonist and ask a yes or no question: "Would you like to install the frob on the front-left frob arm?" The player must answer. I am not completely certain, but I think saying "no" can lock the player out of winning. In this sense, the function of the questions is to dramatize a team effort to upgrade the submarine. It is not, as one might have guessed, an occasion to evaluate the characters' offers and tailor the sub to the player's liking.

Experiences will vary, but I found the mechanic jarring in an immersion-disrupting way. I think that this is also a "knowledge of past lives" situation in which a player can be killed by failing to take a specific action some turns previous. Those of you who have followed my writing know that I try to be philosophical about old games and the "Player's Bill of Rights." In this case, though, there is no sense of danger--quite the opposite, in fact--that would prompt the player to save or even be wary. At least, if there was, I missed it.

The climactic battle involves a return to the ASCII sonar interface for a high-speed chase. It's hard to gauge how good this is or isn't. It is not the kind of gameplay that typically draws IF fans. This is also the moment in which the nemesis and a TRIPLE agent are exposed. It's a little underwhelming because, as mentioned above, you as a player haven't really been on the trail of these people. I think the scene illuminates the ways in which the craft of IF and the craft of fiction are different. Neither philosophy has a chance to shine here, and the work suffers as a result.

The feelies are unusually bad for this period in Infocom's history. They don't translate well to PDF, which is how many modern players will experience the game. They aren't very good in physical form, either--I have a folio copy. Passages of text (descriptions, mostly) are randomly left out of the game, and the player must sift through many cards to find a matching entry. As a former kid, I recognize that this might have initially had a "gee whiz" appeal, but there are many cards and many more snippets of text. The novelty wears off, and the process breaks immersion and takes time (Example cases include descriptions of Sharon Kemp, the scimitar, etc.). Still, the "Discovery Squad" patch is a nice touch and would have certainly appealed to my more young and adventurous self.

I can't recommend Seastalker. Its writing just doesn't work very well, it fails (though I recognize the effort) to create the forward motion of traditional fiction in an IF game, the ending comes out of nowhere, the creepy stalker suffers no loss in social capital for his outlandish behavior, and the feelies--usually a draw for Infocom--feel like a hassle. It is also among Infocom's least accessible games due to its graphics, joining Infidel, Zork III, Enchanter, and Zork Zero.

I grant it one star as what is most likely Infocom's worst game; it's deepest depths. If I were comparing it to games of the day generally, it would merit two stars just for Infocom's parser. In any case, children deserved better.

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Miron, August 19, 2022 - Reply
I'm not quite sure how you got this confused, but your description of the Infocards is backwards. There is no text missing from the game but from the cards. For instance, the game might say: "If you want a clue, find Infocard #3 in your SEASTALKER package. Read hidden clue #3 and put 'catalyst capsule' in the blank space." Then, on Infocard #3 you will find hint #3, which reads: "A ______ must be..." (I'm leaving the rest out to avoid a spoiler.)

As you say, it's very gimmicky and inconvenient to use, but you don't have to use the cards or the decoder at any point in the game. All text in the game is where it should be, and the only thing you'll be missing is the hints.
Drew Cook, August 19, 2022 - Reply
Hi Miron. Looking over my package, I see that I mispoke with regard to the film (only the hints need that). However, there are two sides to each card. A hint side and an informational side. The game directs the player to futz around with the informational side of the cards fairly often. For instance:

>examine amy lowell
(You'll find that information in your SEASTALKER package.) [said info is on the cards]

or

(To ask about something, use the command: TELL ME ABOUT (something).)

What next?
>tell me about videophone
(said to Tip)
(You'll find that information in your SEASTALKER package.) [this info is on the cards]


A quick scrape of the source code shows 31 redirects to packaging. There's likely a duplicate or two in there, of course. I think there are 28 informational entries on the Infocards.

Sorry for the confusion! I've revised the text of my review for accuracy.
Miron, August 19, 2022 - Reply
Ok, fair enough. I didn't remember that part, and you are right that this is certainly annoying. Thanks for clearing it up!
Drew Cook, August 19, 2022 - Reply
I appreciate you calling that error to my attention. Thanks!
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