I firmly believe that ideas are a dime a dozen, especially when it comes to IF: it’s not too hard to come up with a clever, compelling premise, just as it’s very easy to completely flub a promising concept with weak implementation, half-baked design, and boring prose. Execution is all, I’ve been known to say, stroking my chin and self-satisfied at my hard-won wisdom. And yet, for all that I believe that’s true when assessing the fundamental quality of a game (whatever that means), there are practical issues that arise when trying to writeup up said assessment in a review: for a game that trades on innovative mechanics or complex, heady themes, it makes sense to spend reviewing real-estate describing and interpreting these novelties without deigning to pass judgment. For a regular-degular game, though, that at a high level is similar to a dozen others I, and basically everyone, has played before, it’s hard to avoid a review turning into a straightforward, largely uninteresting evaluation of whether it’s any good or not, because there’s not much else of interest to talk about.
The Master’s Lair has a few aspects that help it stand out from the crowd, for good or ill (smaller examples for good: the player character is cheerfully amoral, a wizard’s apprentice upset at his treatment and therefore bent on stealing his erstwhile teacher’s prized artifact. Now ill: the game’s offered exclusively as a download from the Microsoft Store, which I think I previously hadn’t known existed). It’s also written in a custom parser engine that can in theory toggle without interruption into choice-based mode, where you click on object names and use a multiple-choice interface to build a command instead of just typing it.
But for the most part, this is a Zorkian-in-the-zany-sense romp around a wizard’s lab, collecting spell components and artifacts in order to circumvent a series of medium-dry-goods puzzles and lift Foozle’s folderol. There’s a maze with a gimmick. There are safe combinations to be guessed. There are rituals to be studied in books and performed at a workbench, with the appropriate ingredients to hand. It’s classic stuff that can certainly be appealing, but it doesn’t really win much goodwill just from its setup, given how generic it appears. And so my brain inevitably starts turning over the question of whether it’s a good version of these tropes, for lack of anything else to analyze.
To jump ahead to the end, I think it does fine, but there are a few questionable decisions in its design and interface that wind up making the Master’s Lair less engaging than it could have been. Starting out with the narrative level, it fritters away its antihero framing more or less immediately; the PC makes snide comments about the eponymous Master throughout the game, and does succeed in stealing his most powerful magical item, but this is just a thin patina of flavor sprinkled across a very standard adventure: the “bad guy stealing stuff” angle only lasts maybe ten minutes, at which point you could be swapped for the Zork guy with no real difference in behavior. The twist at the halfway mark further undermines any ambiguity you could read into the piece, with the Master’s vices expanding from being gross with the female students he teaches (bad enough as that is), to grand-guignol horrors that indicate that he’s taken inspiration from the seminal Mountain Goats/John Vanderslice EP Moon Colony Bloodbath (Spoiler - click to show)(yeah he’s running an organ-harvesting colony on the moon). It’s a tonal left turn that left me with whiplash, and also flattens out any sense that the protagonist was anything out of the ordinary.
At the implementation level, the variety of interface options is impressive – after struggling through Sidekick, this click-to-build-a-command approach felt much more intuitive to me, and there’s apparently even a voice-activated mode that I didn’t get a chance to test out. But while my preference would have been to stick with the classic parser approach, I ultimately found myself using the link-based interface due to bugs and design oversights. For example, an early scene listed a “low building” as being present, and highlighted the words to indicate I could interact with it, but X LOW, X BUILDING, and X LOW BUILDING all let to confusing errors. Clicking on it eventually revealed that this was just an incompletely-implemented synonym for the hut that’s also in that area, so I could have saved myself some trouble. Similarly, there’s a “high platform” that’s really an “ornate platform”, not that you’d know from the room description, among many other examples, some of which extend to not being sure which verbs would work until I checked out what the interaction menus were suggesting (there’s a switch that gives a deeply unhelpful you-can’t-do-that response when you PUSH it, since only PRESS will work). These tendencies were so pronounced that by the halfway mark I was only using the parser for commands I knew the game would accept, like navigation, using the multiple-choice interface as the most honest guide to what I was seeing and what I could do with it.
Admittedly, some of these implementation hiccups might reflect incomplete translation; Master’s Lair was originally a German game so it’s great to see it available in English, but it still throws up the occasional awkward phrase or untranslated chunk of text. These are no big deal in of themselves, but do suggest that there’s something of a mismatch between the modeled world and the text used to describe it. There were also a few times when I had to go to the hints because the language led me to create a mental picture entirely at odds with what the game thought it was saying – I had no idea what to do with the (Spoiler - click to show) tiny sugar tongs because their operation has to do with the big gem you’re tying to steal, and I hadn’t thought the gem was that small (I’m also not sure whether there are in-game cues about what you’re supposed to do with the gem once you steal it).
With that said, the puzzle design is generally good and has some fresh elements – as the blurb says, a number of the challenges involve talking with, and leveraging the talents of, some magically-reanimated stuffed animals, and I had a fun time with all of these. The scavenger hunts to get the reagents you need for the various plot-advancing spells also pass the time in an entertaining way, although the instructions for how to actually cast the spells once you’ve got the goods could stand to be spelled out (that also meant walkthrough time for me, admittedly also because I think the ritual-critical mortar and pestle aren’t actually mentioned in the room where they’re found). But there are some read-the-authors’ mind moments too, like how exactly you’re supposed to use the milky-glass box or what the math clue the rustling shadow gives you decodes to. The in-game hint menu provides some guidance, and there’s a separate walkthrough too, though, so at least I was rarely completely stuck for long. But again, it’s a mixed bag.
I have a bunch of additional specific examples of everything I’ve mentioned above, but nothing else I noted down that would fundamentally shift how you view a game like this – again, it’s pretty much exactly the game it appears to be, modulo that ill-advised twist that winds up mostly just shunting you into a slightly different flavor of the kind of story you’re already experiencing. If that’s your jam, good news, Master’s Lair will scratch the itch, but if not, you might find your critical faculties getting overly-judgey about its real but not especially major flaws, if only to have something new to think about.