The Mamertine

by K Vella

Escape Room
2023

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2 of 2 people found the following review helpful:
Cain't Touch This, July 12, 2023
by JJ McC
Related reviews: Spring Thing 2023

Adapted from a SpringThing23 Review

Played: 4/18/23
Playtime: 45min, died same way 4 times, caught in same apparently unwinnable state 4 times

Here’s something I knew nothing about before Thing23: Mamertine. For weeks, when I read it in the list, I rhymed it with “Hammer Time,” and mentally included the distinctive musical sting. I am still enamored of that reading, tbh. According to the Internet WHICH NEVER LIES, Mamertine is variously ancient Roman mercenaries or an ancient Roman prison that housed the Apostles Peter and Paul. Seems this work is referencing the latter. One of the few descriptive blurbs on the work suggests escaping a cult which is a really subversive connection, if intentional.

The work itself has a tremendously attractive facade - the graphical interface design is slick, functional and appealing (standard taste disclaimers apply). The moody background music, effective. It implements a click-based parser of sorts, providing a stripped down menu of standard parser verbs, and highlights potentially relevant matching nouns when selected. You are effectively building parser commands with your mouse. It is a not unsuccessful choice! You deliberately trade command speed for guaranteed valid entries. My personal preferences may lean the other way, but this was as slick an implementation as I could hope for. “Why is this a back garden?” I asked myself. “Seems pretty polished.”

The narrative may have been a first clue: it was pretty bare bones. Hinted backstory of betraying a master landing you here, environs to navigate that presented more mystery than coherent story, an NPC much more concerned with their immediate surroundings than any background or table setting. Now this artifact is far from unique in IF, particularly in puzzle driven IF. Here though, the puzzles encountered were minimal and straightforward (at least partially an artifact of an interface that inevitably allows for exhaustive permutations if all else fails), so not the star. It kind of left the piece without compelling plot, story, character or puzzles. What is left?

And then I got to the game play. It opens with timed text, deliberately dragging the introduction. While I have seen timed text used effectively in support of artistic choices, without a compelling justification its use can easily become tedious. The game play itself harkens back to an earlier time, where death arbitrarily follows seeming benign choices. Where you can blunder into locations without crucial items and get locked into an (unacknowledged) unwinnable state. And I’m not sure you can achieve anything OTHER than that. I couldn’t. I made a good faith effort to restart and explore all location branches and that’s all I could find - death or purgatory. Maybe I wrote off the puzzle complexity too soon. Certainly there might be more business with the only NPC that could help me, but no clues guided me nor paths suggested themself. Not ruling out that I somehow missed a path (I didn’t actually map it out), but I did plumb my memory hard before throwing up my hands.

Which is where the lack of HINT/HELP systems became important. None exists here. I guess I am more forgiving of this omission in a Back Garden entry, but without that tool I kind of had to give up.

In the end, the star here was the pseudo-parser implementation, including the graphical flourishes. Those were pretty successful I thought! As a showcase of what the platform is capable of, it makes its case pretty well.

Apropo of nothing: CAIN’T TOUCH THIS! (doo-do-do-doot. yeeeah, yeah)

(Post Comp update: seems like what I interpreted as unwinnable state was an ordering problem. Game - 1, me - 0)

Spice Girl: Sporty Spice
Vibe: Maze
Polish: Both Gleaming and Rough
Is this TADS? No.
Gimme the Wheel! If the engine were mine, I would focus on adding Hint/Help capabilities. That tool is crucial for a fully usable IF authoring system, as it is the surest tool to get players past brick walls, authorial or personal. If the GAME were mine, I would take a hard look at unwinnable state handling and engineer those out as best I could - or at least put the poor player out of their misery. And maybe also provide a walk through, pending the hint system release.

Spice Girl Ratings: Scary(Horror), Sporty (Gamey), Baby (Light-Hearted), Ginger (non-CWM/political), Posh (Meaningful)
Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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