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1 of 1 people found the following review helpful:
A feisty heist, December 8, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2023

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).

There are a lot of things I enjoyed about Finders Commission, a parser-like choice game where you carry out a museum heist — like, for example, everything in that clause I just wrote – but my favorite was the breezy way it lays out its premise:

"Bastet is a beautiful cat.
She believes she is an ancient deity who should be worshipped by all.
Her Aegis, or breastplate armor, has been missing for centuries.
She read online that it was sold at auction to the Museum of Egyptian Antiquities."

Each line of is wackier than then next, but it’s delivered with such supreme nonchalance that you almost don’t notice how off the wall it is – to say nothing of the way the brilliantly impossible-to-argue-with first line just slips by. The game largely delivers on this promise, offering an entertaining set of puzzles and a straightforwardly pleasant story; it’s a bit rough in places, and I think it had room to lean more into the silliness of its setup, but I found it an engaging way to while away half an hour.

The planning is an integral part of any heist, and here Finder’s Commission offers just enough to whet the appetite. You get to choose your protagonist from a menu of gender-ambiguous options, each of whom boasts a special talent or two (I opted for Nat, “strong and compassionate”), and then negotiate your fee with Bastet (to no real end, as far as I could tell, but it’s still a fun touch) before heading to the museum to reclaim the unjustly-stolen antiquity. This phase did seem to have a peculiarly large number of empty, useless locations, and that feeling persisted once I got to the main gameplay space; fortunately, it doesn’t take long to find a map to make the compass navigation more intuitive, but there’s still way more real estate in the museum than seems necessary to support the handful of puzzles on offer. I’m guessing that this is partially in service to the character-selection portion of the game – there was at least one interaction I found that I’m pretty sure was available because of Nat’s strength, so I wouldn’t be surprised if some of the useless places I encountered play host to bespoke options for other protagonists – but there might have been a more elegant way to accomplish this.

The writing also feels a bit perfunctory once the heist proper kicks off. There are a few vignettes that have some charm – I liked the sequence where you can do some light flirting with a cute docent – but for the most part the descriptions are quite functional. This isn’t the kind of game that should provide reams of historical context for each inessential artifact displayed in the museum, nor should there be long dialogue trees with NPCs when you’re trying to keep a low profile, but I couldn’t help think of the way the Lady Thalia games get a lot of mileage out of a few well-chosen period details and a couple lines of witty banter.

The actual process of making off with the aegis doesn’t have too many steps, but some do require some timing and forethought, which pushed me to scout out the scene, and try to come up with a plan before making my move, all of which felt in-genre. Each puzzle is relatively simple on its own, but the game does have time limits in a few sequences, and the inventory system requires manually selecting an item when you want to use it in a location, which discourages lawnmowering, so accomplishing the goal felt satisfying even though it was ultimately fairly straightforward.

I wound up with 87 points out of 100, though I characteristically want to try to argue my way to a better score – for example, I got dinged for leaving a security camera pointing at the aegis, but while I had figured out how to move it, the game didn’t do a good job of explaining which direction it needed to be pointed so it couldn’t see the case I was breaking into. I also got dinged for not charging my phone, when the last time I checked it it had 162% battery power, and for not tipping a barista when I’d never actually ordered a coffee. So I think we can all agree I deserved to get 100%.

Beyond these small oddities, I think I ran into a couple of other bugs – in particular, an important box-shaped gizmo seemed to go missing most of the way through the game, though I was able to undo back until it popped up again. These weren’t a very big deal, but hopefully they can be cleaned up for a post-Comp release.

Still, even when I was thinking of ways the game could be improved, I was still smiling as I played Finder’s Commission. I believe it’s the author’s first piece of IF, and it appears they’ve taken the oft-given advice that new authors start out with a short, manageable first game; if that’s the case, perhaps there’ll be a future, more robust Finders Commission game to come (this one is labelled as Episode One), which I’d certainly look forward to!

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