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4 of 4 people found the following review helpful:
Weapon of choice, May 23, 2024
by Mike Russo (Los Angeles)

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp COMBINED WITH a review of the Twine version entered into Spring Thing 2024 -- scroll pas the original review for that).

Without context, One King to Loot Them All would be a weird game. Not so much in its premise – it’s a limited-parser sword and sorcery pastiche set in a funhouse-dungeon that wouldn’t be out of place in an early-80s D&D module, with dracoliches, logic puzzles, and pit traps set cheek-by-jowl without excessive regard for rhyme or reason – but weird in its gameplay, especially the way it provides information and responds to player commands. For one thing, location descriptions are typically quite long and detailed and print out the player’s inventory at the bottom, while examining most objects just unedifyingly reprints the details already included in the location description. For another, it’s extremely solicitous of the player – maybe even sometimes veering to the pushy – in how it prompts you towards the next action. More so than most parser IF, the experience is of being on a ride (uncharitably, one might say a railroad) where doing the one right action gets you a mini-cutscene and moves you on to the next sequence, and anything else is quite unrewarding.

There’s nothing wrong with linear IF in my view, but this is an approach at odds with the traditional strengths of the parser game, where tootling around a map and examining every detail that catches your fancy is typically a big part of the draw. So coming to the game without any context, the player might be scratching their head about why the author took this particular tack. Fortunately, the ABOUT text reveals the secret origin of One King to Loot Them All, which explains quite a lot: the game was originally intended for this year’s Single Choice Jam, where games had to have only one moment where the player could do more than one thing, but missed the deadline.

Viewed in that light, many of its odder features make sense: the descriptions works the way they do, for example, because originally, looking or examining random scenery or even checking inventory would have been disallowed, so all that information needed to be conveyed automatically when entering a new area. Similarly, the limited-parser approach would cut down on the frustration of most commands not doing anything, and since the player could similarly easily get fed up without being able to uncover clues by investigating a scene, these likewise need to be extremely obvious.

One King to Loot Them All, in the form we’ve gotten it, has lifted the most extreme constraints of the jam – commands other than the intended ones are allowed and sometimes marginally useful – but the gimmick is still imprinted deep in the game’s DNA. It has some fun with the concept, too, with a consistent meta joke being the way the protagonist (an off-brand Conan the Barbarian) never met a complex problem he couldn’t solve with immediate violence – when all you’ve got is a hammer… (I kid, but really, the solution to the hoary old “one guard always lies, the other always tells the truth” problem made me snicker).

On the down side, I found the game sort of… lulled me? I’ve played easy games before, of course, but even in an easy parser game there’s typically at least some decision-making incumbent on the player, and again, there’s always the temptation of noodling around (I am an inveterate noodler). Knowing that actually, I should just do the thing I was supposed to do and then move on to the next thing meant that I was acting in as direct a fashion as the protagonist, but also made me feel like my job was just to figure out what the author wanted me to do and then do it – this got me into a flow state of a sort, but it was a sort of inattentive flow state, if that makes sense (it doesn’t).

Of course, you typically don’t just say something “lulled me”, you say it “lulled me into a false sense of security.” And that’s my excuse for why when One King to Loot Them All got to the point where I could make my one choice, I was incredibly slow on the uptake. I’m spoiler-blocking this bit, since it’s the cleverest part of the game:

(Spoiler - click to show)so knowing that there was only one point in the game where more than one action would be productive, I naively assumed it would either come at the beginning or at the end. When the opening half hour was completely linear, I relaxed and, as mentioned in the paragraph above, just played on autopilot, figuring I could turn my brain off until I got to the final scene of the straightforward kill-Foozle story. Even when I went through an odd timey-wimey bit, I still contented myself with doing the most obvious thing at every juncture – and was surprised when it turned out that wasn’t working.

It took me astonishingly long to realize the game’s twist – the choice isn’t so much a choice as a puzzle, and it’s embedded in the middle of the game, not the end. It’s an impressive bit of misdirection that left me clapping my hands, but it also left me a bit frustrated. There’s a fair bit of drudgery involved in experimenting, since I wound up replaying the whole game to that point to confirm that what I’d tried didn’t work, and the logic of the puzzle still doesn’t fully make sense to me: you meet a mysterious sage who blesses your axe, then tells you you need to rewind time to change something that happened before the game starts. So after a bunch of UNDOs you can actually slingshot your way beyond the opening scene and try to change history – but crucially, the axe remains blessed even though you’ve turned back the clock to hours before you met the sage. It’s fair enough, I suppose, since who knows how a diegetic UNDO should work, but in my fugue state, I wasn’t quick enough to figure out the trick, and I didn’t notice any clues (like a telltale new sparkle about the axe, say) that would have helped me out, and I had to use the walkthrough.


To briefly summarize all that blurry text: there’s a really cool twist, but I was too dull to appreciate it, which is mostly my fault though I think some elements of the design could have mitigated the risk of the player being a big old dum-dum like me. I also think the game could have cut itself freer of its single-choice origins while retaining its impact. In particular, making the descriptions more conventional would have made the gameplay a bit more engaging by rewarding player investigation, and kept certain sequences, like the multi-part puzzle to get across the river, from feeling overly constrained.

While I’m picking nits, I also felt like the writing could have been a little zestier. It’s technically solid and hits the genre tropes in a satisfying fashion, but I like my sword-and-sorcery prose to be more over the top, with extravagant superlatives and overly-baroque locutions, as in Ribald Bat Lady Plunder Quest; One King to Loot Them All is more workmanlike. Similarly, sometimes the barbarian-y synonyms chosen for the limited-parser actions were strained; OPEN being remapped to LOOT made good sense when I was pillaging a chest, but less so when I had to LOOT a wineskin already in my possession to drink it. But these really are nits, and my complaint above might just reflect that I was a bit tired when I played the game and not sufficiently with it to appreciate its uniqueness and smarts.

------Twine version review starts here ----

This is a remake in Twine of an Inform game entered into last year’s Comp; it was originally intended for the One Choice Jam, whose requirements called for games that only had one moment where the player had any options. One King, in its original incarnation, had a clever interpretation of the theme, and its essential linearity was disguised by its nature as a parser game – having a whole bunch of potential options, only one of which is productive at any particular point in time, can be de rigueur for such things, after all. The plot, characters, puzzles, and text all seemed unchanged to me, so on all those points I’ll just refer back to my review of the original game; the short version is that this is an entertaining Conan pastiche with straightforward but satisfying challenges and solid prose. So how has it been changed by its new choice-based interface?

Some things that I found frustrating in the game’s first iteration have definitely been streamlined; the sometimes-cryptic limited-parser verbs are no longer a barrier, for one thing, since you just need to click on stuff to interact with it. The use of an inventory sidebar also helps make one of the harder puzzles fairer by making obvious an option that previously required a bit of a leap of intuition. While navigation links aren’t highlighted, leading to some potential confusion – the opening scene has two separate “broad dark stain” links, one of which provides additional detail text, the other of which advances the plot – the game’s linear nature (and the always-available undo button) means this is no big deal.

There are some places where the interface does get a little awkward – trying to open a chest can require clicking two or three times, which is a few too many in the abstract and also creates challenges if the player’s also trying to use an inventory item to break it open and isn’t sure when they’re supposed to do that. And while it’s nice that there’s a new achievements feature, it’d be nice if the game told you when you’d unlocked one, or told you the names of ones you haven’t found yet, since as is I just looked at them at the end of the game, went “huh”, and closed it down.

All of which is to say that this is a clean and faithful translation of the parser game: that trick with the one meaningful choice is still really smart, the puzzles and story seem to work just as well as they did in the original, and that one puzzle at the end about heading off a “circling” enemy still makes my head hurt. If you’ve played the game already, there’s probably not much need to revisit it unless you’re interested in doing comparative analysis on the different interface schemes (which is totally legit, I actually enjoyed doing that!) But if you’ve hesitated to take the plunge, this is version hits all the same high points and is more accessible to the parser-averse to boot.

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