(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I beta tested this game, and didn't replay its final IFComp version so caveat lector).
I have a bit of history with the Perplexity engine that powers Headlights. A custom parser that aims to provide a natural-language approach to IF so that it can be played via voice (though I’ve admittedly never tried this out), I first encountered it in last Comp’s Kidney Kwest, an educational game aimed at helping kids with kidney disease manage their conditions; despite its humanitarian aims, I cold-bloodedly lambasted it for running slowly, requiring finicky syntax (you couldn’t even drop “the” when referring to objects without the parser complaining), and neglecting basic conveniences offered by mature IF languages (no pronouns, no UNDO, awkward disambiguation). Then this year’s Spring Thing boasted Baby on Board, a comedy about dropping a kid off at day-care, which I similarly found weighed down by an engine that made things way too hard, with few upsides to justify its idiosyncrasies.
So when I saw the author of a new game using Perplexity asking for testers on the forum, part of me groaned, but a fortunately-bigger part of me realized it’d probably be better to be inside the tent peeing out rather than continuing to stay outside peeing in, as LBJ used to say (well, in slightly saltier language). And I have to say, Headlights is a great improvement over what’s come before, at least for my playstyle. At a technical level, it runs notably faster, with barely any noticeable pauses on my machine, and while the game still accepts more complex sentence structures that mimic human speech, typical IF commands are catered to as well. And because the game also offers more traditional gameplay – use-object-A-on-object-B puzzle-solving, for the most part – I could actually see the advantage of some of Perplexity’s key features, like the ability to ask where you left certain items or otherwise interrogate the game about the state of the world.
The flip side of these moves towards the norm is that the scenario is also less novel than in the two previous Perplexity games – it’s a simple series of deserted, dreamlike environments setting up a twist you’ll see coming a mile away, with straightforward puzzles that help pace the experience appropriately but don’t have much inherent interest. And some of the parser’s remaining weirdness – like its tendency to expose ugly game-mechanical constructs at the slightest provocation when they’d better be kept discreetly out of sight – undercuts mimesis. I’m still waiting on the Perplexity game that wouldn’t be better off just being implemented in TADS or Inform, but I think Headlights shows a path towards getting there: firm up the fundamentals, and once the base is solid, lean into a design that takes advantage of the system’s idiosyncratic strengths.