Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in. |
Alone in the cold wilderness, you hunt and forage to make a stew for a friend's return.
7th place - ParserComp 2021
| Average Rating: based on 12 ratings Number of Reviews Written by IFDB Members: 6 |
Snowhaven takes place in, well, winter. The object is to make a stew for your brother, who is dropping by. It has three modes, and the third is mature and thus password-protected. I played through Pleasant and Emotive, which have the same map but also have slightly different puzzles and scenery. Both were effective and a bit unnerving, and the accomplishments list at the end of the game suggested Sinister mode was very sinister indeed. I think it's what scared me off playing back in ParserComp. I'm sad I missed it now, though, and I'd like to try it some time, though.
The graphics are very attractive, black-and-white ASCII-ish stuff with some animation indicating winds and, thus, extra wind chill. They help give starkness without anything being too imposing. And, indeed, your small home and the forest surrounding it are pretty bleak. Trees and such and even a river are dark.
The one difference between Pleasant and Emotive that I won't spoil is that you need a different meat for the stew. Finding and preparing said meat is trickier and, frankly, more bloody. Again referring to Sinister mode, I'm left a bit fearful of what happens there. So the password may've been effective in unexpected ways by leaving certain bits hidden.
There is a good deal of verb-munging to make the soup (finding several items needs a small leap of logic, but one that makes sense once you figure it,) and I also had some trouble making a snare in the second part, but I think this is part of the slice-of-life experience the author intended. Nevertheless between that and the text pauses, things felt like a bit of a chore. I knew what I needed to do, and perhaps Adventuron's focus on two-word commands may've inhibited the author helping the player as much as they'd have liked. Sometimes this is very on-point--for instance, the game taps you not to leave a food locker open with wild animals around. But other times, the repetition is slightly tiresome, e.g. chopping up the vegetables and placing them in the pot yet again. There is also a bit of odd forcing causality beyond just the game nudging you to avoid a certain area for now, or to go back and dump what you have in the soup--the reason for "Emotive" requires you to do something that fits in the story, but it shouldn't logically help you find the meat you need for your stew.
So there's some mimesis-breaking and a good chunk of repetition of similar actions between the two settings, but these criticisms seem less important than noting the author has managed to create two similar, parallel stories that are effective in different ways. (Probably three. I hope to verify this one day.) So it's a very impressive work, and certainly, once it's on the back burner, it's easier to remember the inventive bits than the parser-wrangling that, at least in part, gave a proper "it's tough in winter" feel. I think people may find Snowhaven tough to get into because it's not as directly cheery as the author's other games, and a few jumps you have to make early on may seem tricky, but that shouldn't stop people from enjoying it.
The central business of this evocative Adventuron game is cooking, and appropriately enough, on starting up you’re given a choice of seasonings: the story can be served up pleasant, “emotive” (said emotion being melancholy), or sinister. Of course, sometimes chefs who vary a dish too many different ways find their reach exceeds their grasp, and Snowhaven unfortunately runs into same coding issues that add a sour note to proceedings. But like the old family recipe the protagonist cooks for their visiting sibling – a hearty mushroom stew – its warm, earthy flavor overcomes such minor mistakes.
I haven’t played many Adventuron games, but almost uniformly, I find they set a very strong mood – and that’s the case here, too. The austere, near-ascii graphics are certainly a draw, but the prose isn’t far behind: it’s typically unobtrusive, but every once in while I’d come across a line like the one describing freshly-dug parsnips as “white and wrinkly as a witch’s finger” and smile. The two variations I played – pleasant and emotive – share the same map, plot, and most of their puzzles, as well as a similar wintry, lonely vibe. But they each put their own spin on things through a few well-recast details. Praying at the grave of your grandfather in the pleasant version leads to a wistful reflection on how one generation cares for the next before passing on, for example, whereas in the emotive one the grave is your wife’s, and prayer leads to a moment of sadness and regret.
There’s not so much a plot here as a situation: we’re in a primeval, near-abstract wilderness – a person, their dog, a stream, some books – with Snowhaven suggesting a few reasons why they might be out there and how they might feel about it. Then the business is all about gathering some ingredients so you can welcome a long-unseen relative with a gift of food. The puzzles are similarly low-key, as most of them just involve finding bulbs of garlic or hardy herbs in the places you’d expect them, then chopping and throwing them in the pot.
There are a couple harder puzzles that skew more traditional – guessing a locker code from careful examination of the protagonist’s home, building a snare to catch rabbits. And contrarily, there are also a few places where the game requires the player to be assumptive about what they want to do in a way that doesn’t comport with text-adventure conventions (I’m thinking of the puzzles where you need to find the lost soap, or get bait for the fishing rod – the solutions are completely logical, even obvious once you know the trick (Spoiler - click to show)(FIND SOAP and DIG WORM) but they’re nonetheless tricky since you need to interact with objects that aren’t “really” there). Both these approaches mix things up, but I still preferred the more quotidian tasks that make up the bulk of the game, as they better fit the gentle, lonely mood that’s the major strength.
I have a second expectation I bring to an Adventuron game, which is that I’ll struggle with the parser – I understand action construction isn’t as robust as in TADS or Inform, and it has some distinctive foibles, like the way it sometimes bluffs you about the existence of objects that aren’t actually there. Snowhaven suffers from these issues, but unfortunately adds some significant bugs on top. Some of these are just silly, like being told I couldn’t leave the cabin without the soap in the same response that then told me I’d successfully left the cabin without the soap. But my first emotive playthrough dead-ended when TIE ROPE led to an attempt to tie it to itself, and then the thing simply vanished. And I didn’t win my second time either, since I couldn’t get carrots out of the storage locker – TAKE CARROTS led to “You take a few carrots out of your store of frozen vegetables”, which seemed promising, but after a line break I saw “You can’t do that,” and in fact no carrots were ever taken.
There’s definitely been some care taken with the implementation – there’s a lot of scenery, I only found one typo (“No sooner than you sitting down to rest”), there’s an achievement list, and unnecessary actions like the aforementioned PRAY are rewarded (speaking of rewards, there’s also a potentially-remunerative easter egg that I felt clever for finding). But the coding of the actual game logic doesn’t have the same attention to detail, which is an awful shame. A similar misstep is the requirement of pinging the author to get a password to access the third, “sinister” take on the story – I’m already fairly sure I’d get less enjoyment from a less-gentle version, and it’s probably not wise to add an additional barrier to entry when there are 17 other Comp games waiting to be played.
But in the end I didn’t find these drawbacks all that meaningful. Snowhaven isn’t a game you play to be a completionist, or for bragging rights for working out all the puzzles – it succeeds at creating a place and a mood, with everything you do in that place rather incidental. I’ll look forward to an update or smoother post-Comp release, and maybe one day check out the version where I can be eaten by a bear, but I don’t need anything more from Snowhaven beyond what I’ve already gotten.
A beautiful audio-visual experience, with a haunting piano tune accompanying fantastic monochrome woodcut-style illustrations (some even animated). I played the "emotional" story (there are three to choose from), in which you cook a recipe in anticipation of your sibling's visit to your log cabin, dealing with the loss of a loved one in fragments through the process. Snowhaven builds a superb wilderness atmosphere while providing a thoughtful study of the player-character. It's let down by at least one bug that blocks progress: it's impossible to get the carrots from the storage locker, and typing HELP tells you that you can use the HINT command, but doing so gives you "This game doesn't use 'hints'". Presumably there is a way to catch the meat for the stew but I couldn't find any bait, or any clues about how to acquire the bait? I look forward to returning to this after the promised "major updates".
IF Comprehensive
“Snowhaven” is a charming interactive fiction game that focuses more on its atmospheric setting than specific puzzles.
See the full review
For your consideration: XYZZY-eligible Best Use of Multimedia of 2021 by MathBrush
This is for suggesting games released in 2021 which you think might be worth considering for Best use of Multimedia in the XYZZY awards. This is not a zeroth-round nomination. This is not an official list. The point of poll is partly to...
games with cooking by jlvp1234
I'm looking for games with cooking. ever since I have played gourmet and, gourmet version1, wich is the same, I have also played you got a stew going. does anyone have any recommendations other than these on wich I have just mentioned?