| Average Rating: Number of Reviews Written by IFDB Members: 56 |
Having seen this game mentioned in Jason Scott's documentary Get Lamp, and as it had been hanging around my hard drive I considered it high time I played it. For some reason I had assumed the protagonist was a pig, so a genuine smile was brought to my face when i tried EXAMINE ME. It made me laugh out loud when I continued with EXAMINE PANTS.. and a genuine lol too, not one of those fake ones you send in chat messages. The overwhelming attention to responses makes it one of the best games I have ever played.
At first I felt possibly the biggest drawback to the game was its title, which somehow undersells it, it could have been called Grunk the Orc, or something of that ilk. However, after receiving a Microsoft Paint drawing my girlfriend had made after playing the game - of the aforementioned pig being chased around the fountain - I felt it necessary to withdraw this criticism! I also didn't like the room titles, which felt like they should be in a 1980s cave crawl game, and a Homer Simpson reference seemed out of context to me personally, but these were extremely minor niggles. What did seem in context though was the reference to looters killing and pillaging, which reminded me of the inanity of certain MUDs. This was the author using content external to the created world, but relevant content. I appreciated how the Grunk described locations by what wasn't there, and the author had obviously done a lot of work, as generic messages were all in the style of the Grunk's way of thinking. (So much so that I was beginning to think in a Grunkian way)
The basic premise of the game is that Grunk somehow has to return a pig to his master, and integral to this is interrogating the gnome with your grunt-like intelligence. Even though I was incredibly impressed with the range of conversation options, I did find the questioning of the gnome a little tedious - especially with the constant suggestions, something which may be inherent to Inform, as I noticed it it other games. Even in games like Monkey Island though, it was always the case of try all the options till you ran out; even so, perhaps it could have been implemented better than ASK ABOUT. There was a nice shortcut to "ASK GNOME ABOUT" anyway, and eventually I found out from the Help menu that there is also a short form TOPIC or T, so I suppose it was my fault for not reading the Help file, but I tend to avoid those like the plague for fear of solutions to puzzles being given away.
I did feel I was being driven to puzzle/story explications that I (and the grunk) might not necessarily have got, which leads me to some of the gnome's definitions. One of the reasons why adventure games have been so popular is that they inspire the mythological. Fabled stories have been passed down over generations, and do have a lot to offer. The explanations of alchemy were not in keeping with this world base, coming from modern misunderstandings of what alchemy is due to the limited notions of science today. So, a gnome having to account for alchemy to an orc seemed completely unnecessary on a variety of levels. Of course the world view of the author (or his character) is up to the author, but here it felt a little strained and not really in keeping with a fantasy setting. Joseph Campbell is a good source for the importance of mythology (he inspired Star Wars for instance) and why we shouldn't underestimate the past. So the downplay of alchemy felt something of a betrayal of the world to me (and not just a spurious one, as alchemy is an integral aspect of mythology). But this is just me waxing lyrical, and it doesn't have much of a bearing on gameplay.
But the scope of questions that could be asked was VERY impressive. In fact, where the conversation became interesting was when I impulsively asked the gnome about the author and got a response, which urged me to try a few more off-kilter questions. (Spoiler - click to show) There were responses to other names off the IF-MUD, OOPS, Harry Potter, Grue, and some others I spotted.The mossfuressence dialogue was a bit over-explanatory, which I think could have been funny with a bit more subtlety. I did think that asking the gnome about "gnomes" was more relevant than asking about "gnome" as I really did want to find out more about this created world, and so thought both should be implemented, even if it were the same message. At times we really got a sense of a mad-scientist personality in this gnome though. Ultimately I thought a lot of the suggested questions were redundant, and rather than having them as options they could have been there in the background to surprise the player if he typed them. There was no need to impress the player with the quantity of responses coded for (via the suggestions), as it seemed evident in the tightness of the game. The possibility of typing in fairly random questions and getting some responses was excellent, and reminded me of the Zenobi games written in the few years at the end of the life cycle of the 8-bit machines. They were witty and entertaining and experimental, just like this adventure (even the help files are amusing).
As far as possible inputs went, I did expect that I might be able to try pole vaulting the stream, so I was a bit disappointed that it seemed I couldn't. I was finding this strangely hard going despite the plethora of seeming clues with only 1 scored out of 7 (also my score went down one point, and I wasn't sure why) but with only a little more effort I had scored 3, and I found it such an incredibly and elegantly made game that I didn't care about my own ineptitude to solve the puzzles.
If I had so many critical niggles, it was only because this game really fascinated me and it seems not far off perfection itself.
Let me come to the point: I didn’t like this gnome, and I’m not sure you’re supposed to, either. What appears to be a creature of gruff benevolence and bemused patience is in fact a war-mongering technologist of death and destruction. I don’t think it’s too much to suggest that the gnome is in fact an imprisoned demon assuming another form, and you, the naive orc (with neutral tendencies?), innocently go around and undo the wards that bind him. Was it fate that brought the pig to this fell hole? Or abyssal evil?
So that’s the secret history (anecdota) of Lost Pig, which I see that few have detected. And that’s fine. It’s a lovely game otherwise. I really had hoped that I was going to be able to add it to the “solved without hints” pile, but I went ahead and cheated to find out how get the seventh point. This was weak of me, and I regret it even now. The Gadarene swine that has led you into temptation even talks with the gnome on occasion, which really gives the game away if you have any doubt about the aforementioned theory. But other than this ominous note, the pig is amusingly implemented. It took most of the time I spent playing to work out the exact mechanics of how to catch him, mostly because I was wondering about the possible use of a certain object, which, outside of any anagogic properties,* seems merely to have been put there for amusement.
And there’s no shortage of amusement. Lost Pig is possibly the most deeply implemented game I’ve ever played, especially in terms of witty responses to gratuitous actions. Though I haven’t read the livejournal where the author first introduced the character, I can imagine how fun it would be. The language, however, is worth thinking about a bit. Tolkien’s orcs have their own language, after all: “Orc-speech sounded at all times full of hate and anger” (Two Towers). I believe this is the convention in AD&D, as well. While full of hate and anger, there’s no indication that orcish is essentially a type of pidgin language, though that would be the case if Grunk was not speaking his native language in the story (or thinking it, either).
On an implementation note, I only noticed after playing that a “GO TO [person]” command was implemented, which I assume would work for the pig. One irritation was the difficulty I sometimes had in finding the pig, which would have been alleviated by knowing that command. (I suppose Grunk’s keen sense of smell could lead him to the pig without difficulty.) I’ve been trying to think about the best games to ask my wife, who's never played any IF as far as I know, to try. Lost Pig was one of my first choices, along with several of the well-known puzzleless games. For all its charm, however, I doubt that someone unfamiliar with the conventions of the games from the the underground caverns of yesteryear is going to piece together such bits as the (Spoiler - click to show)color magnets, for example. And there are well-written hints as well. So we’ll see how it goes.
*Think of a certain M. R. James story.
Fun game. I thought the writing was great. I need to retrain my mind to figure out these puzzles. I got stuck a few times. I did try mapping the game with IFM and that was also very cool.
The writing of this game is enough to draw you in by itself. Your character is stupid- an orc, and the descriptions of everything keeps that in mind, continually reminding you that you are seeing things simply and not thinking too much.
The game is puzzle based, where you need to find a lost pig (not too hard), and catch it (a bit harder). Everything seems fairly well implemented, and the character you can interact with seems to respond to the appropriate topics.
There isn't much to say about this game without giving away puzzles or solutions, but I would definately reccommed this game to anyone in favor of the wandering around solving puzzles genre of IF, like Zork or similar. If you want Galtea conversation or Cadre's IF experiments, this isn't for you.
The main story is very good and puzzles are challenging.
But the best caracteristic of this game is the choice of the main character. His poor language allows hilarious descriptions of rooms and items, getting closer to Interactive Fiction syntax (improving immersion), but also allows non-english people (like me) to fully enjoy the great humor of the author.
Secondary characters are also great and highly responsive.
Honestly it's the best IF I ever played!
I've loved IF since I was a kid with a copy of Zork, and every once in a while I'll jump back in, but I hadn't played any titles in a few years. I downloaded Frotz for my iPhone, though, and one day while I was bored I started it up and thought "Lost Pig, huh? Well, let's see what this is about."
Well, Grunk stole my heart. I played the game all the way to the end on my iPhone, which, given the difficulty of entering commands on the tiny keyboard, says a lot. I simply couldn't stop until I'd found the end and picked out as many of the narrative gems as I could find. The clever use of language and the bewildering varieties of orc-like behaviors that Admiral Jota rewards with amusing results makes this game a winner, and the inability to make the game unwinnable makes it possible to try many actions just to find out what the response will be, without having to worry that you'll do something wrong.
The puzzles were neither overly simple nor brain-achingly difficult. I did resort to a walkthrough for one puzzle, but felt a bit dense afterward since the solution was rather obvious in hindsight. The NPC interaction can feel a little "consult the encyclopedia" if one hammers away at it long enough, but the conversation mechanism is thoroughly implemented and the writing is immersive enough to minimize the "ask a question, ask another question, ask yet another question" feeling.
The game is also ideal for people who prefer their environments small and manageable; the setting is confined to a handful of rooms that are easy to navigate and difficult to get lost in. At the same time, it's implemented fully enough that it never feels too limiting or claustrophobic.
All in all, this game has re-ignited my fascination with interactive fiction, and has even inspired me to pull my own unfinished title out of mothballs. I'm glad I went looking for that pig: me found a lot more than me expected.
I can't really add much to what has been said about this game already, except to say that I simply found it virtually perfect. The writing is absolutely beautiful, consistently funny, and often surprisingly moving. That is partly because Grunk, as a character, has such integrity and believability. Although presented as incredibly dense, the way he describes locations and objects, often incorporating quite shrewd observations along the way, suggests that he's not all that stupid at all. That gives him depth and emotional resonance. It must be said also that by having Grunk narrate the game in its entirety offers a neat approach to the problem of who the parser is supposed to be, and whether the narrator of the game is a different person from the PC. This game solves that problem by identifying the PC with the narrator, although at the cost of distancing the player from the PC (if Grunk is telling me what's going on, I'm clearly not Grunk, just in case I'd had any uncertainty on that score). There's no emotional distancing though, because Grunk is so engaging a personality.
The puzzles are nicely logical and the gnome NPC has a dry, educated wit that meshes perfectly with Grunk's rather more straightforward approach to life. There are a truly vast number of things you can ASK GNOME ABOUT, most of which have no bearing on the game itself, although some of course contain vital clues. It's a lot of fun to explore these topics, although this can result in the gnome seeming a bit like one of those information-dispenser sort of NPCs who are inexplicably willing to be grilled at length by over-curious PCs. But the gnome's sardonic wit and the fact that he's busily doing other things whilst satisfying Grunk's curiosity make him much more than a talking pedia.
The pig also has a lot of character, making this whole thing rather like one of those children's books that adults can also enjoy. I liked the author's attention to detail, which often brought out extra little elements of the characters (e.g. try taking your trousers off in front of the pig). I must admit that having apparently completed the game I was puzzled by how to gain the elusive last point and looked it up fully in the hints. I rather wished I hadn't, not only as it would have been more fun to work out by myself, but also because the behaviour required to get the last point is the sort of behaviour that I instinctively engage in when playing this sort of game anyway, but generally don't bother, because it seems not to matter. The fact that it mattered in this game says a great deal about it. This is a game with heart.
When I first spied this title listed on a favorite IF site, I was somewhat skeptical of the premise. An IF game where the protagonist is an oafish orc? And the objective is to recover a loose pig?!
A mere half-hour later, I had soundly proven myself wrong and hadn't been so glad for the fact in a long time. Grunk's simple-mindedness on the level of Dumb and Dumber provides nearly endless opportunities for hilarity; Lost Pig can be literally a laugh a minute. Old IF buffs as well as younger children may get the most enjoyment as the game generously rewards experimenting with zany behaviour. Sing, burp, yell, light your pants on fire and see what happens!
But that's not all - Admiral Jota isn't one to write a one-trick pony. Catching the little pile of porkchops is not at all an easy task, although it's debatable whether that's due to an amazingly clever pig or just that Grunk is such a dunce! Swine-snatching aside, the superbly detailed scenery and character interaction add immensely to the game's depth, as does the system of rewarding behavior. The only ways to lose are through foolishness or carelessness (such as (Spoiler - click to show) lighting the forest on fire to drive the pig from under a bush), and the 'best' ending is a reward that takes a good deal of effort to earn.
With an excellent balance in everything from humor to difficulty, Lost Pig is an enjoyable IF romp you'll be glad you took the time for.
I asked some friends who are not even very computer-savvy to try "Lost Pig" and they became engrossed after a few minutes of user-interface confusion. I had always thought the confusion would be enough to put off the average user (and still do not believe in IF as a profitable venture), but each of them greatly enjoyed the game and wanted to continue playing longer than my laptop was available to them.
A short but fun game that relies on the inherent humor of its orc protagonist. Fortunately, the game is easily solved before the joke of doing things to your pants wears thin. This would be a great introductory game for anyone new to IF.