Contains plant.gam
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You're on a business trip with your boss, driving down a deserted highway in the middle of nowhere, when the car breaks down. You set off on foot seeking help, but you soon find yourself in the middle of a shocking conspiracy in a dangerous industrial complex. Can you penetrate the decades-old cover-up and reveal the secrets that might forever change the world?
Nominee, Best Individual Puzzle - 1998 XYZZY Awards
3rd Place - 4th Annual Interactive Fiction Competition (1998)
| Average Rating: Number of Reviews Written by IFDB Members: 9 |
Conveniently for the author of The Plant, his protagonist's car breaks down right in front of a sketchy detour leading to a mysterious plant off the main road. Equally convenient is the fact the boss of said protagonist is very eager to explore said plant...
While the circumstances leading up to the start of the game are a bit convoluted, once the story starts, I got drawn in fast and deep. The main reason for this is the excellent writing and pacing. The player's curiosity is piqued along with the PC's, and the boss's nudging adds some extra motivation to find a way into this mysterious facility.
The puzzles provide good pacing to the story, forcing the player to slow down and take note of what is happening. A good deal of actions trigger cutscenes, giving movement to the game/story, instead of being a static stage with the PC walking around it.
I did not encounter one bug, and only one puzzle that could be a bit more player-friendly in design ((Spoiler - click to show)When moving atop the glass ceiling, you have to LOOK each time you stop to see the particulars of your surroundings). Everything else is smooth, well clued (that doesn't mean easy...) and executed perfectly. The technical skill shown in the design of this game makes sure the player trusts that even though she is stuck, there is a way to win the game, and that it makes sense. (Lord of the IF-realm knows I've played games not so trustworthy...)
I'm still of two minds regarding the finale. It seemed like a profound breach of tone, but on the other hand, I did burst out laughing.
Very good original puzzles, extremely good pacing. Maybe a tad impersonal. Recommended.
I just played this through, and this is my favorite IF game next to Blue Lacuna. It wasn't terribly difficult but it was a lot of fun. The story and atmosphere managed to grip me, the characters (not a lot of them) were sympathetic, it is well-written, and the puzzles made sense. No 'guess the verb' or obscure item combinations at all. All in all I needed a hint only once, for an item I had not managed to collect. It was a bit short, though.
The Plant begins with your boss's car breaking down in the middle of the night, miles from anywhere. Mr Teeterwaller, your boss, seems entirely ineffectual so it is left to you to get the situation in hand. Unfortunately, things soon get very OUT of hand as you witness a dramatic incident outside the industrial plant of the title. In rather suspicious fashion (I thought) the hitherto totally-wet-lettuce-like Teeterwaller decides he wants to break into the plant to see what is going on, and he wants you to help him! It smelled like a stitch-up to me, but as I didn't have anything better to do I went along with it.
The game was written in 1998 (quite modern by my standards!) and the story has a flavour of the X-files, which was quite an influence at the time. At several points the story is revealed in cut-scenes, where you are watching events unfold but you can't really influence them. You can still type commands but in practice you end up just typing 'wait' repeatedly until the action has finished. No doubt it would be more immersive if you could get more involved in the action, but it works fine. I agree with the author's notes, where he says this was a better way to tell the story than just presenting huge blocks of text (while acknowledging the weaknesses). Incidentally I thought the menu of 'additional content' at the end of the game was a nice touch.
The best part of The Plant for me was the quality and variety of the puzzles: I really enjoyed solving them. Overall, the game is very tightly designed and well thought-out. The modern industrial setting is also very well suited to adventuring and it didn't feel like the game was unfairly restricting my movement or what I could try to do at any point. I kicked myself that I referred to a walkthrough too quickly when I was stuck on one occasion - perhaps cheating myself out of that elusive feeling of cleverness when you finally solve a puzzle. ALL of the puzzles were logical and sufficiently well set up and clued to make them feel fair. Also, there were no throwaway easy puzzles of the basic lock-and-key or fetch quest types, so kudos to the author.
This is the first time I have played a TADS game and I was pleasantly surprised by the quality of the parser and the types of interaction and manipulation of objects that it was capable of. As the author Michael Roberts also wrote TADS, I wondered if the game was partly a kind of tech demo to show what was possible with the engine. Maybe that is true, but as The Plant was released well after the launch of TADS2 and years before TADS3 I don't think that was its primary purpose. With all the wizardry on show, like the fire hose that could be dragged around, and the intricate machinery in the warehouse, and the garage opener settings, and all the unusual 'Blottnian' verbs you could try, it was a bit of a surprise that the parser fell down by not accepting simple commands like TALK TO and LISTEN.
I suppose the game shows its age a little with some of the ponderous mechanics, especially when manoeuvering the window cleaning platform, or trying to fathom that blinking card machine! I also felt that some aspects of the game were under-developed, for example, it would have been great to be able to get the dog to follow you to the plant to solve another puzzle (I was expecting this). Mr Teeterwaller, according to the author's notes, was not part of the original design of the game, but was added in. It shows somewhat, because he follows you round being useless and copying what you do, but he can't be utilised in solving any of the puzzles. A missed opportunity!
Generally, the game is most enjoyable for the puzzle solving and strong implementation. The atmosphere is also well crafted, and the story has an interesting and dramatic conclusion. Some of the world-building feels a little tongue-in-cheek in the classic Infocom style, I'm particularly thinking of all the stuff about Blottnia, which I guess is like a fictitious former Soviet republic. This detracts slightly from the otherwise serious tone of the game.
Entertaining action caper that requires significant suspension of disbelief, but is well-crafted enough to be enjoyable anyway. Your car breaks down near a mysterious factory, and you stumble on some strange secrets. Impossible to die or otherwise render the game unwinnable, perhaps not the best design choice for this particular game (since the nature of the plot requires that you be in danger now and again, and the danger doesn't seem all that real if you know it can't do anything to you), but good for general player-friendliness. Lots of clever large-scale puzzles, lots of gadgetry to manipulate, and generally a well-built world with plenty of attention to detail.
-- Duncan Stevens
SPAG
The Plant feels well-crafted as a whole; bugs are few, the writing is outstanding, and objects, even complex ones, largely do what they're supposed to do. That feeling of polish helps overcome the flaws in the story--or, more accurately, the flaws in the story don't detract much from its enjoyment because the game is so playable as a whole.
-- Duncan Stevens a.k.a. Second April
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>INVENTORY - Paul O'Brian writes about interactive fiction
Probably the thing I liked the most about The Plant was its puzzles. I know there were several other games this year that were focused on puzzles, and some of the puzzles in those games were excellent. However, I liked The Plant's puzzles better precisely because the game wasn't focused on puzzles. Instead, its puzzles were very well integrated into its story, so solving the puzzles really propelled the narrative. It's much more interesting to solve a puzzle when it opens the door to the next piece of the story, rather than being just one of a roomful of puzzles that you have to solve to escape that room. The Plant was probably the only game in this year's competition to give me a feeling similar to what I have when I play Infocom games. I love that feeling of uncovering an exciting story by cleverly putting pieces together, using items in unexpected ways, or doing the right thing at just the right time.
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| IFIDs: | TADS2-A94AFB10D704EF53BA57E9DE95B49422 |
| TADS2-0604401F269363BE743FE9F1C241D3BF |
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