(This is an edited version of a review I originally wrote for my blog during IFComp 2016.)
Night House is a mystery-horror parser adventure of some spookiness. It mobilises a combination of vintage object-based puzzling (use A on B, B on C, C on D) and methods of backstory revelation popular in both horror films and games of the last couple of decades. The protagonist is an eight year-old child who wakes to a mysteriously empty version of their home and unseen menaces.
If you love amassing a huge inventory of doodads and using them to hurdle hurdles in all kinds of laterally conceived practical ways, Night House will whet that appetite, though the old Quest interface gets in the way A LOT. (In old Quest, when in doubt about verbs, use the phrase USE (A) WITH (B). If still in doubt, right-click any lit objects to see if the action you've been agonisingly trying to phrase correctly happens to be a contextual choice that then shows up.) If you don’t have enough horror tastebuds on your tongue, you mightn't find Night House sufficiently distinguished from things you’ve experienced before. Overall it's a dense puzzler with a pretty good, mildly choppy story that I basically followed but didn't completely follow; I will express some of my ignorances below.
Questions of which character you're playing amongst those presented, and by extension, which sex, come up early in Night House. This element of the game was probably experienced as the mystery element it was probably intended to be by some players (see other reviews) but I fixed on it so hard I began to perceive implementation flaws through it and got bogged down. For instance, controlling how objects are described is one of the best methods for characterisation in IF. And Night House wasn't consistent about this. Some objects were described with typical IF snark. Others were character-specific ("Your sister would kill you if you touched this!" (her Trapper Keeper)). This just made it even harder to decide who I was.
So I didn't get off on the best foot with this adventure, but once I found the flashlight (TORCH) and descended from the top floor, things began to pick up. Progress was well gated by various means. I found things to do now and portals and devices to open later.
The house contents show the game is set in the 1980s-1990s. If this doubles as nostalgia for folks of that vintage (e.g. me. I mean this house has an Apple II in it) the game is still wise enough to stay properly in the child narrator's character and make nothing anachronistic out of the situation.
The practical-going-on-impractical puzzle solutions are probably no weirder than some old Infocom, but eventually I had trouble identifying puzzles because there were all these seemingly unrelated story threads floating about. A father worried about his son. A moral panic involving dinosaur cartoons and toys, complete with a spoonerist joke description of the dinosaur who's similar to Raphael of the Ninja Turtles ("Raphael is cool but crude."). Old newspaper articles about yokel weirdos and Halloween. Collectively, these things didn't offer me much direction about what I should be trying to do in Night House other than solving anything that looked like a puzzle. I don't think the threads integrated fabulously at game's end, but at least I knew what my own character's situation was. And in retrospect, the game's story was denser than first appeared.