In its first moves, First Things First comes off as a kind of reverse "my apartment" game -- the protagonist has accidentally locked himself out of his house, and the spare key that he had hidden for just such an emergency isn't there. The modest beginning belies the scale of this work; structurally, it is something of a hybrid between Curses (Spoiler - click to show)(i.e. a quest in pursuit of a small and mundane goal that expands in scope and significance) and A Mind Forever Voyaging (Spoiler - click to show)(in which the action takes place across five time periods for the same location, each separated by a decade).
Per author J. Robinson Wheeler's description, this work, which was ambitious for its era, took about five years to develop. It was begun in 1996 and not released until 2001, then later improved in a 2006 re-release. As far as I can tell, the 2006 v3 re-release is the same as the original except for bug fixes.
As is to be expected in a game this old, gameplay is on the crueler side of the Zarfian scale, without apology. At first I thought it was truly "cruel," but the only verified dead-ends I encountered were of class "nasty," downgraded to at worst "tough" given the ability to >UNDO multiple times in a row. Certain occasions that I thought were dead-ends were not; many critical puzzles have multiple solutions, so it would have been possible to make progress despite appearances. Save games are a good idea due to the game's length if nothing else; although I did use them (or just plain >RESTART) to backtrack several times, I usually did so looking forward to the experience of trying something different.
There are also some significant flaws in terms of bugs and/or puzzle implementation. At least one bug allows a puzzle to be bypassed (Spoiler - click to show)(getting past a hostile dog by putting the things it's guarding onto something else without first picking them up), though there are multiple solutions for that trivial obstacle so gameplay is not really affected. Some of the information and feedback is inconsistent in a way that could be very frustrating, including (Spoiler - click to show)the necessity of putting something into something else that seems much too big to fit as described (Spoiler - click to show)(the cannonball in the drainpipe), the behavior of an oddly anthropomorphized squirrel (Spoiler - click to show)(it shows a very un-lifelike response to a book that is not typical of the game's style), inconsistency in awarding score on a puzzle that requires multiple cycles of an action so that it's not clear that progress is still being made (Spoiler - click to show)(while applying multiple doses of plant fertilizer), descriptions of thrown items that imply a very low likelihood of success for the action that turns out to be the required solution (Spoiler - click to show)(when throwing things at the small window), and a "secret" (i.e. unmarked) conversation keyword prompt at a critical point (Spoiler - click to show)(when confronted by the security guard and asked for a name) in which it is reasonable for the player to expect >SAY to work. These are the most significant of the issues that I encountered, but there are also numerous small errors of the type that are unlikely to be encountered and do not affect significantly gameplay if they are. (Spoiler - click to show)Examples: a disambiguation issue between a key and its copy, the functional presence of environmental features such as the sky in the basement of the office building in the farthest future time zone, incorrect scope resolution for the switch to a secret door such that it can be accessed from the wrong side, buggy implementation of "faceless" doors in the future office, etc.
Beyond definite flaws there are some questionable design choices, such as the fact that the map changes in small but annoying ways as the protagonist explores (Spoiler - click to show)multiple time zones -- many's the time that I entered a string of movement commands to get someplace only to find that it failed halfway. Additionally, there are several red herrings, which are fine as part of an old-school style but which irk a bit in a game with an inventory limit and doubly irk when they seem like they might work to address some of the problems encountered by the PC. Worst of all is something that strikes me as a straight-up dirty trick: (Spoiler - click to show)a locked door that has no key and can simply be unlocked by hand, but which is not described as having any kind of latch mechanism. (That's a terribly mean joke on the player at best, in the vein of +=3, but I have to admit that I laughed when I stumbled across the solution accidentally. Seriously, though -- don't do this.)
NPCs are present and fairly advanced for the era; they definitely present personalities, and two of them are major characters in the story. The ASK/TELL conversation implementation is limited by modern standards, with much of the effort of topic development having been put into certain key conversations that are required. One of the NPCs is designed to serve as the built-in hint system, though I didn't realize this when playing due to my limited interaction with him. Decompilation reveals pieces of an unfinished hint system using a >THINK or >HINT command or similar. This would have been a welcome feature, but the vast possibility space created by the premise seems like it would require a large effort to cover all of the possible variations -- possibly this is why it was abandoned.
Despite the above, there's a certain base cheeriness and sincerity to this game that makes it practically irresistible, plus a puzzle design sensibility that's often quite clever once past the prologue. I was well-motivated to overlook the various issues listed above. Although the game starts out with a goofy and trivial tone, it steadily -- almost imperceptibly -- becomes more serious as you progress. As tone and style shift, it begins to offer more philosophical beats. On top of that, the game keeps redefining the player experience as you progress in interesting ways, going from wacky "my apartment" antics to (Spoiler - click to show)intrepid time explorer adventure to potential romantic comedy to 80s corporate villainy, and then on to a dramatic climax that was definitely not what I was expecting. (Spoiler - click to show)The story's climax, which though memorable is one that offers little in terms of interactivity, reveals to the player that the player character is not the main character of this story.
There are other surprises, too -- places where the game lingers on states of affairs that would probably be culled in something other than a first work. The average author would be expected to trim this type of thing, because it's pure "waste" in terms of play time and programming effort... except it's not. Wynter's review notes an extended sequence in which the protagonist struggles to overcome an obstacle that seems like a legitimate avenue to reach a long-standing goal. It's not possible for the PC to succeed in this vignette, but while you're in it the game provides all of the signals that you're on the right track. Should you happen to encounter that scenario, once you've solved the puzzle you'll be left with a sense of wonder at the way that Wheeler went the extra mile to implement this sequence, part of an apparent commitment to supporting a broad range of potential trajectories through the game's possibility space in a manner that makes any one of them feel natural.
Really, "surprise" is the watchword of this work, and one of its best features. First Things First kept surprising me on the upside as I played it. It felt like the game covered a succession of stories -- almost like the old school "pastiche" approach to puzzle design was instead applied to the narrative. Since the frequent surprises were an essential part of the experience, I think the first time through it is likely to be the best time, and I strongly recommend approaching it with as little knowledge of the plot and puzzles as possible. Despite the possibility of getting stuck, I would also recommend avoiding hints from outside sources -- try the built-in ones by talking to (Spoiler - click to show)the proprietor of the sandwich shop instead, and don't forget to save the game every so often.
After finishing the game, my first thought was that -- over two decades since its original release -- it really cries out for a remake, or at least an update to clean up lingering bugs and sand off the remaining rough edges. Quite intriguingly, author J. Robinson Wheeler recently posted a screenshot suggesting the partial development of a sequel titled No Time to Lose. The serial number shown suggests that it was being developed in 2005, prior to the current release of First Things First, and it would be very interesting to see what Wheeler had in mind about the protagonist's future.
Time travel stories are something of a cottage industry in IF, but this is one of the best ones that I've played. If you enjoy that type of story and are prepared to approach this work with an old school mentality, you'll almost certainly enjoy First Things First. If those conditions don't apply, your mileage may vary, but I'd still encourage any would-be author to check this one out for its unique features -- it's definitely something different in terms of crafting style.