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Review

Who's a Fierce Monster? You Are! You Are!, October 16, 2024
Related reviews: review-athon 2024

Played: 7/26/24
Playtime: 1hr, finished

This is billed as a beginner parser, and ok maybe. Certainly, veterans will find the puzzle play pretty straightforward. But a lot of what might uncharitably be called ‘training wheels’ by my strawman companion, I would characterize as ‘quality of life improvements.’ The work’s use of color to telegraph bespoke verbs and interesting nouns is particularly welcome. Room and object descriptions are so terse that they convey interesting details economically with no distracting prose chaff. Conversation trees were laughably shallow, having the effect of not distracting the player with misinterpretable color and ANY response being immediately flagged as useful. It’s not trying to give the illusion of alive NPCs, they are game pieces serving their purpose with clarity. Making the experience as friction free as possible is certainly a boon for new players, but honestly helps all of us!

The production strongly leverages its Adventuron platform: its thematic meandros borders crisply provide exit listings and major feature lists above its ‘work area,’ guiding proceedings without drama or heavy hand. The prose itself is crisp, yet delightfully empathic, developing a pleasantly generous, propulsive vibe that is just a delight to marinate in. The story itself is similarly warm, bending Greek mythology into a friendlier posture. The welcoming tone of the piece does as much as any gameplay innovations to signal ‘Parsers welcome everyone, not just crusty old fraternity members.’

If I may be so bold, there were a few burrs I detected that could be further buffed away: in the start room >GET SACK gave me both
you can’t take it
you pick up the sack of grains (which I clearly did not)

In another room, the sack description was SO terse I believed them a pile of empties and was surprised to (Spoiler - click to show)pull grain from them. One NPC knew about keys, but not the associated gates, making for a bit of conversation clumsiness and friction. I would also break up the verb inventory into categories - basics/system commands and spoilers. The opening screen characterized the verb inventory as spoilery, so I avoided it. In so doing, I missed its bespoke >TSCRIPT command (game rejecting the more standard >SCRIPT) and only at the end learned I could have provided one. Two categories of verbs, spoil and no-spoil might be a useful refinement.

Anyway, all that is further polish on an already terrific ambassador for parser games. The Adventuron platform itself should not be overlooked here, and was presumably chosen deliberately. With its overt old school aesthetic and vibe it conjures a time when IF was shiny-new and filled with promise. LnM’s warm story and welcoming play expands on that to open the hobby to those that might otherwise fear its legendary opacity and cruelty. By extension, LnM makes all of US look less inbred and niche. Thanks LnM!

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