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Review

The Masked Marple, February 16, 2025
Related reviews: IF Comp 2024

Adapted from an IFCOMP24 Review

So, I spent a good amount of COVID’s duration, like many of us, spinning in my own brain, grasping at any lifeline I could think of. One of my outlets was to create and share cocktails weekly, with fancy names like ‘Science Schmience,’ ‘A-B-CDC-Ya,’ and eventually, ‘Orange Slapdown.’ As the weeks dragged on, the obvious complementary flavors (and what was available readily in stores!) grew rarer, so I periodically tried combining things I loved individually to see if they played together. So very, very often they did not. Usually, it was obvious going in that they would not, but hey, science right? With enough time and energy, like a one-man infinite monkey with infinite cocktail shakers, I eventually tumbled onto a sublime discovery: the ‘Internal Sunshine of the Stable Genius Mind’ (and its candy-ass partner, the 'Internal Bleach of the Stable Genius Mind) – ISOSGM/IBOSGM for short. This improbable combination of citrus-forward gin, eldeflower liquer, kumquat simple syrup and egg combined to become so much more than the sum of its conflictory parts. (‘Bleach’ omits the egg in deference to my wife’s extreme physiological objections.)

The Bat performs similar alchemy in a less alcoholic medium. Take parts I love in isolation: servant-soire’-farce, superhero spoof, limited vocabulary parser, and light parlor mystery and you have the makings of a muddled mess. Or, in this case, something that improbably combines these elements into something greater even than their very pleasing individual parts.

Initially, I found the light vocabulary to be chafing - using the catch-all manipulation verb ‘attend to’ is intuitive when interacting with high society guests, but less so when fumbling with objects. It is in fact the only manipulation verb in the game, so eventually the shorthand ‘>a [object]’ alchemically becomes ‘whatever I currently want to do with [object]’ in my brainpan. Occasionally there are glitches where it is unclear which object should be attended to when you require two to interact, but again the brain quickly pastes ‘well, try the other one’ over the gap.

The early game is a pretty great ramp from acclimating the player to the syntax of the game and the geography of the mansion, then slowly but inexorably building guest on calamity on random events until the poor butler protagonist is flailing around the mansion like an electrified butterfly. Things are always just outside manageable and that masterful balance is where the humor continually keeps frustration at bay. There is a player score of sorts, charitable donations guests are willing to make based on how well they are attended to, and the ups and downs of this provide a very amusing tension to the proceedings.

As soon as that gameplay becomes familiar, the game shifts gears to a light parlor mystery whose culprit is not really in doubt, but the mechanics of catching them are interwoven into business and romantic trysts that test the protagonist’s inflappable discretion in various, hilarious ways. It also introduces some next level puzzling that is as funny as it is fun to play with, that ALSO builds on player knowledge in a very satisfying way.

Ultimately, the game crests to foreground the light superhero spoof it has been nodding at the entire game, a thoroughly ANTI grim’n’gritty take on a Dark Knight that could really stand to lighten up a bit. The final battle puzzle is a little clumsier than the leadup ones, but it does leverage the best mechanic in the game, so even flailing a bit is not unpleasant. Then, the FINAL employment of that mechanism turns into a double entendre’ so crisply tying the whole thing together that all is forgiven.

I would be remiss if I didn’t acknowledge the role the writing has in tying the whole thing together. The protagonist’s dry, beleaguered but indefatigable voice, committed to his role despite all its indignities, is the perfect counterpoint to the chaos around him. The narration is similarly matter-of-fact and minimal, letting the chaos speak for itself, and admirably gesturing at interesting details without clouding the vibe. This is a case study in ‘less is more,’ both for humor, and parser cluing.

It is clear I hope that I was thoroughly Engaged with this work. Like others of its scope, the 2hr timer provided an additional charge of tension at the end, as I had no intention of leaving the game unfinished. It was tight, but yay me. The limited vocabulary implementation ended up being a true strength, limiting opportunity for gaps while settling into a gameplay paradigm that was intuitive and transparent. I didn’t make an ISOSGM to celebrate its accomplishments as my kumquats* are not in season, but next time I enjoy one I will retroactively toast this game’s success.

*There is a whole different story around my wondrous discovery, so late in life, of the majesty of the humble kumquat. I will save that for a more appropriate time.

Played: 10/3/24
Playtime: 2hr, finished $100,000,000 in donation
Artistic/Technical ratings: Engaging/Seamless
Would Play Again?: No, experience feels complete

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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