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3 of 3 people found the following review helpful:
Campy, goofy pseudo-horror comedy skit, April 25, 2024

OK, so you're a police officer. A cross-dressing police officer who likes the styles of the 60s. (And a werewolf, but that's not important.) And you have a sidekick: the creepy, giggling pyromaniac Donald McRonald, who is technically not a trademark violation. And you have a gun, which: "Sometimes you shoot folks with it, other times you just point it at folks." And a boa -- the constrictor sort, but that's really more of a deadly prank played by your fellow police officers than anything you can use.

And you are investigating a disturbance at the cemetery. A cemetery where the locals buried all the members of an "evil circus" that once terrorized the town, an incursion handily repelled by the trigger-happy constabulary to which you belong. And there are jelly doughnuts.

So... this is the kind of situation that, as a player, one has to embrace wholeheartedly in order to get any enjoyment out of the game. If the wacky, goofy, random and bizarre doesn't amuse you, then you may find yourself blinking in incomprehension at this enthusiastically off-beat work by J. J. Guest, noted author of To Hell in a Hamper. Personally, I found it to be about 90% amusing. There were some wrong notes that didn't jibe with my own sense of humor, but it was generally an entertaining and engaging short play experience. (Note that I played the expanded Inform 7 version, not the original ADRIFT version.)

However, I got really, really stuck. A lot. So much was going on in terms of joke delivery that it was almost hard to pay attention to what serves as the plot on a mechanical basis. Implementation is very spare with respect to NPC interactions, many of which are required to advance the game. With so many generic negative responses to various attempts, the modern player is quickly trained to stop trying -- it takes a concerted old-school style brute force approach to discover certain possibilities(Spoiler - click to show). I'm thinking specifically here of the gorilla, which must be threatened for no good reason to obtain the cigar, and the fact that escaping the first encounter with the main villain can only happen at a certain point. This results in guess-the-verb situations that are always offputting in such an otherwise polished work, and the very constrained implementation of interactions leaves little to do by way of experimentation when one doesn't have a clear idea of what to do next. (Although there is a hint system, it's very vague and, as MathBrush notes, occasionally non-functional.)

The thing that impressed me the most about this game was the soundtrack. Guest assembled an interesting ambient score from various bits of free-to-use music and sound effects, and the game cycles through them over time. (It's actually one giant 17 1/2 minute track; the length keeps the repetition below the threshold of obvious notice.) The soundtrack plays extremely smoothly, and unlike many attempts at background music which I've encountered, this one does not begin to grate in short order. In fact, rather than searching for a way to turn it off, I found myself turning it back on whenever it was automatically stopped by an >UNDO command.

This work gets high marks as a concept, but the execution falls a little short of what it needs in order to be truly recommendable to the general public or the novice. For those who like "weird" humor, there is plenty to like about it as is, and for those who don't, well... Guest provides occasional laughworthy quips that don't rely on weirdness at all. (Example: "For the record: Alligator breath smells like people who wondered what alligator breath smells like.") I'm putting it in the "good, not great" category, which means I think it's worth taking the time to play and study, and I would gladly revisit an updated version.

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