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9 of 9 people found the following review helpful:
Challenging, ambitious game, July 4, 2013
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: jon ingold

Play it if: you want a difficult, voice-heavy playing experience in the tradition of Varicella.

Don't play it if: you'd prefer something more in the vein of Anchorhead, which sacrifices some challenge for ensuring greater flow in the player's experience.

It's a small shame that the most interesting aspects of Make it Good are not ones it can advertise openly. As such, the blurb suffers a little from being a bit too parodied: a very conventional preview to a rather unconventional game.

Make it Good is an impressive piece of detective fiction, not just in the sense of trying to figure out who the killer is, (Spoiler - click to show)but of course in trying to figure out what you evidence you need to destroy and plant to shift the blame from yourself. The moment you understand the big picture of what's going on is a shiver-inducing moment like something out of Spider and Web(Spoiler - click to show) - though in gameplay terms I do think this is a more complete, if not as unconventional, exploration of the narrative twist. It is written with the economy characteristic of any good mystery: no object, character, or detail is truly superfluous. It pulls off a rather neat trick, as well: details which I thought were minor bugs actually turned out not to be!

In structural terms, this feels much better than All Roads, which in my opinion was a more disorganized experiment in this sort of basic story idea which ended up being more of a noble failure.

Smoothing out the gameplay experience is a generally good sense for synonyms (the game doesn't call for too many exotic actions in any case), a TOPICS command to make dialogue as painless as possible, and a GO TO command to assist with navigation, which is welcome if not strictly necessary for a map of this size.

There are flaws, though. The first is the voice. I got the strong impression that this was a story set in the US, yet for a pulp noir protagonist, our hero uses a hell of a lot of Britishisms. Was this a calculated effect? Did I misinterpret the setting? We may never know. But it did feel jarring, and this is coming from me, a multi-national English speaker with little intuitive sense of dialect. It's a stylistic complaint, but there you go.

Second is the mid-game. Rarely have I felt more at a loss for what to do. Chalk it up to my non-puzzle-expert mind, but while I had a fairly straightforward idea of the goal I needed to accomplish, I had absolutely no idea of how to go about it. One of the problems with something like detective fiction this detailed is that you find yourself over-thinking the effects even mundane actions will have, only to miss a fairly obvious opportunity. The cruelty of the game demands a number of re-plays to compound this difficulty. It simultaneously feels fair - because of the detail-oriented nature of this sort of plot - and unfair, because we don't necessarily know as much as we have a right to. I still haven't made up my mind about this sort of gameplay being requested of players. Time will tell.

Even with these frustrations, though, it's a fantastically engaging game. It really does succeed in delivering the sort of excitement and challenge you'd get from investigating a mystery in the tradition of Agatha Christie or Columbo. Just don't expect it to feel particularly fair.

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