Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in.
Playlists and Wishlists
RSS FeedsNew member reviews
Updates to external links
All updates to this page
About the Story
Title: Infinite Adventure
Language: English (en)
First Publication Date: October 1, 2021
Current Version: Unknown
Development System: Inform 7
Makes reference to Infinite Adventure, by B.J. Best (writing as “A. Scotts”)
Nominee, Best Game; Nominee, Best Story; Nominee, Best NPCs; Nominee - The Witch, Best Individual NPC; Nominee - Riley, Best Individual NPC; Nominee - Emerson, Best Individual PC; Nominee, Best Implementation - 2021 XYZZY Awards
1st place overall; 1st place, Miss Congeniality - 27th Annual Interactive Fiction Competition (2021)
IFComp 2021: And Then You Come to a House Not Unlike the Previous One
And Then You Come to a House Not Unlike the Previous One is a lighthearted and inventive game about growing up in the 1980s. It’s chock-full of nostalgia for members of Generation X (raises hand): Its copious use of ASCII art, a righteous mix tape, the awesome BBS scene, and the totally bogus INSERT DISK #2 when your pirated 5¼″ copy only has disk one. I don’t know how well this all translates for younger players, but I bet most will be savvy enough to catch the references.
See the full review
|Average Rating: |
Number of Reviews: 12
Write a review
This is a complex game where you play computer games on a computer inside the computer that you're now viewing. While you do that, someone in real life (inside the game) comments on what you're doing inside the game (inside the game).
There are multiple games and multiple things in real life, and elements transfer from one to another (kind of like IFDB spelunking).
You are a teenage boy whose best friend (a girl named Riley) is moving away, and in a partially-packed house you are spending your last few hours together playing old adventure games on a computer.
Meta verbs are disabled; I opened up the game one day and then came back to it a week later and was shocked I couldn't RESTART. Then I tried it on a different device and the first thing I saw was a mention to use EXIT to 'truly' restart. UNDO is disabled, as well.
This game reminds me of several games of Adam Cadre. The meta-nature of playing a game and a game within a game with self-aware NPCs reminds me of Endless, Nameless. The piecing together of a story and focus on simple puzzles with 'aha' moments and emotional interactions reminds me of Photopia. And the inclusion of strip poker (not my favorite element) reminds me of many of Adam Cadre's works.
Overall, this is a great game. It's fresh, easy to pick up, sophisticated, and ties in elements of narrative IF and classic parser IF.
It has a companion game, Infinite Adventure, playable only using a DOS emulator. That is just an endless series of simple fetch quests. Interestingly, this game is also essentially a long series of fetch quests, making them mechanically very similar and story-wise very dissimilar.
I think the game worked for me on an emotional level. I like almost everything about this game, actually, but I don't think I'll replay it because the strip poker level on an old DOS computer brings back bad childhood memories. However, I'll probably replay it for some 'best games of the last ten years' article, so I'll still give it 5 stars.
Firstly, I wish I'd played this before reading any reviews of it; even a few lines gave something away that would have been an amazing experience to discover firsthand. If you haven't played the game yet, go and do so. This is a spoilery review, including a major revelation in the ending I got, and ATYCTAHNUTPO is an extremely spoiler-vulnerable game.
ATYCTAHNUTPO is a game rooted entirely in text adventure nostalgia. It's a well deserved comp winner, and while innovative, it's probably one of the best counterexamples to the common complaint from nerdy middle-aged men that IFComp is getting too far removed from the puzzly parser text adventures they played as nerdy boys in the 1980s and 90s. It's a game about a nerdy teenage boy playing puzzly parser text adventures in the 1980s, or the idealised Stranger Things version of that time. That atmosphere is created skilfully by the prose -- you can almost hear the spinning wheel of your Raleigh Chopper carelessly parked against a Vote Dukakis yard sign outside. The nostalgia is mainly in the setting and story, but also from the storytelling form, which manages to be simultaneously traditional and highly inventive.
The first ten minutes or so are nothing but scenes from (fictitious) text adventures of that era, tiny two- or three-room fetch quests that feel procedurally generated. I've only played once, so I'm not sure if they actually are procgen, but they feel so much like it that I'm sure it's deliberate. These are interspersed with commentary from Riley, who is the best friend of the nerdy teenage boy protagonist, Emerson, who is playing games on Riley's parents' computer, in Riley's house, while Riley, your best friend, sits there and watches, I guess. It must suck to be your second-best friend. Anyway, after three or four of these mini-quests, Riley gets understandably bored and demands you play something else.
[EDIT: I later found out that the author deliberately never specified the protagonist's gender and Emerson is a gender-neutral name, so Em isn't necessarily a boy. Maybe I got a lot of male-coded vibes and/or maybe I made assumptions I shouldn't have. I'll leave the rest of this review as I wrote it.]
This opens up a small range of other minigames based on period-appropriate PC games and software: an OTT ye-olde-epic-quest roguelike RPG, a horrendous-quality edutainment program, and "strip poker" complete with squint-and-you-can-just-about-see-it ASCII boobs. All of these play out as mini-IFs in themselves, in a much more modern style, containing their own fairly deep characters, and they all cue revelations about the "real" characters' stories too, their families, their relationship, their out-of-shot lives, past, and hints of their future. The marriage of the shift to the modern, character-driven style with the continuation of almost parody-level "puzzles" that match the simplistic style of the introductory mini-adventures is interesting, and will give the nostalgia-loving players their fix while smuggling them into a more modern style of IF in a fairly subtle way.
As you play on, the lines between the various layers of fiction start to lose definition. The adventure games bleed objects and character knowledge into each other, then into the other in-game-games as well as the "frame" universe of you and Riley. This is expertly paced, not overwhelming at first, but by the end it's deliberately uncertain what layer of reality you're playing in at any time. Then a cut to an actual ending -- I've only played once, but I *think* there are multiple of these -- that (at least in the case of the ending I got) gives the character some closure, retroactively explains a lot of the seemingly prescient throwaway lines throughout the game about where the characters will be in the following years, and cements the nostalgic element by making this not just a game about being a teenager playing text adventures in the long eighties, but about being an adult *remembering* being that teenager. As one of those adults I can't help appreciating this... but we're not exactly people in desperate need of having our stories told.
Comparisons to both "Endless, Nameless" and "Photopia" are unavoidable: the former for the nostalgia and the gradual reality creep, and the latter for the fairly linear story and the main "perfect girl" NPC. [Mid-to-high-level spoilers for Photopia coming up.] OK, that comparison might not be totally fair: Riley is a *much* more solid character than Photopia's Allie, as low as that bar is, and -- in the path I got -- wasn't sent marching into a tragic ending because that's the inevitable fate of flawless female characters. In Riley's relatively few lines of dialogue and descriptive writing she gets far more characterisation than Allie, and even a few flaws in a "she's so uncool, isn't that cool?" sort of way. But I couldn't help wishing she had more agency of her own, and wasn't defined almost entirely by her relationship to the extremely audience-insert male player character. In my playthrough, the only point at which she seemed to have any significant control of the narrative was a short scene in which she took her top off. (To be fair, that scene didn't feel lascivious or inappropriate, another mark of skilful writing.)
The game is too well written for this stuff to bring it down, but for the same reasons, it's so well written that Riley feels like a missed opportunity. Often, following some revelation from the "games" universe, I tried to talk to Riley and see what she had to say about it, and got nothing but "1. Never mind" as a dialogue choice. If she's really my best friend, why can't I talk to her about stuff? The in-game-game protagonists frequently tell you "Don't worry, Riley can't hear us." If she's really my best friend, why wouldn't I want to share with her that I'm having a full-on paranormal experience in her house? Even towards the end, when I'm finally allowed to show her the cool stuff I've collected from the minigame characters, I'm happy to leave her thinking I thought of it myself. *My best friend.* I only hope I told her the truth some time before marrying her.
I can't compare this game to Photopia without noting that you and your character in ATYCTAHNUTPO have a lot more agency than the player/player character(s) in Photopia. (Or at least it felt like it -- after one playthrough, I can't be sure how much railroading was going on under the hood, but that hardly matters.) I've inferred from other reviews that there are multiple endings, and I found myself making choices out of genuine care for the characters. In a way it's doing some of the same things Photopia was doing, playing with expectations and using interactivity to explore a fairly static character piece, but much better. I also suspect that, like Photopia, ATYCTAHNUTPO will be better remembered for its innovative form rather than the story itself.
I'm better at writing about flaws in things I like than I am at writing about their good qualities, so I'll stress again that I really enjoyed this game. The writing is excellent; the characters, including Riley, all have a lot of depth squeezed into their limited screen time; the story is charming; and the form is original and artfully executed.
I really appreciated this game as a straightforward narrative, as a reflection on IF nostalgia, and as a multilayered mystery to unravel. The story is beautifully recursive, and the way the gameplay ties itself in knots is just fun. The descriptions and parser responses were entertaining and full of detail. Certain events felt slightly uncomfortable, but resolved in ways that made the conclusion even more satisfying—at least it felt like a conclusion, though it seems very possible I still have more to discover.
Autumn's Daughter, by Devolution Games
Average member rating: (19 ratings)
The smallest choices have drastic consequences in this short story. Follow the girl as she tries to assert independence in a society that tries to cut her down.
|Renga in Four Parts, by Jason Dyer|
Average member rating: (2 ratings)
This is interactive poetry: you can type particular words that occur in the text, or words that are implied. You can be entirely experiential and use word-association. Keep in mind that what you type is much a part of the poem as the...
|Pale Blue Light, by Kazuki Mishima|
Average member rating: (8 ratings)
"Sophie actually enjoyed the festival every year. She enjoyed the lights, the songs, and the crispness of the air. It was only the crowds that made her uneasy and drove her into the solitude she had learned to appreciate."
Individual teen PCs by Kinetic Mouse Car
This list is not for games that are simply about teens. It is for games starring an individual teen PC (you know, 13-19). I made this list because it is interesting to interact with a story through the perspective of teenagers,...
Games with public source code by OverThinking
This is more for my own reference than anything else, but these are games whose authors have made their source code public. Priority to I7 games and those with particularly interesting mechanics. Games are in alphabetical order.
For your consideration: XYZZY-eligible Best Story of 2021 by MathBrush
This is for suggesting games released in 2021 which you think might be worth considering for Best Story in the XYZZY awards. This is not a zeroth-round nomination.This is not an official list. The point of poll is partly to suggest games...
For your consideration: XYZZY-eligible Best Overall Games of 2021 by MathBrush
This is for suggesting games released in 2021 which you think might be worth considering for Best Game in the XYZZY awards. This is not a zeroth-round nomination.This is not an official list. The point of poll is partly to suggest games...
Games where the enemy/game fourth-walls big-picture meta-commands by Andrew Schultz
Which games say something extra for quitting or save/load/restore? I'm thinking largely of parser commands, but Twine is welcome, too. For instance, a "ha ha, you're scared," when facing the big, bad villain, or one of their henchmen. Or...