Radio Tower

by brojman


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Review

Aesthetically pleasing, basic design, August 8, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

A game gains a lot by its setting, especially, perhaps, parser IF – back when dinosaurs ruled the earth in the early aughts, I remember it being a commonplace of newsgroup conventional wisdom that the way parser games allow the player to freely roam a landscape or edifice, subjecting each of its features to minute inspection, is a good thing to lean into in one’s designs. You could argue this is making a virtue of necessity – parser IF, at least out of the box, definitely isn’t best-suited for narrative development proceeding over time, or depth of characterization, so what of fiction are you left with except the boring landscapey bits? – but I think there’s something to it: “immersion” is a fuzzy concept that richly deserves the scare quotes I’ve gifted it, but all the same I undeniably enjoy loping around a well-realized setting and getting to know it.

That sense of place is probably one of the strongest suits of Radio Tower, a custom-parser game written in something called Godot (thankfully the loading times are reasonable). The eponymous tower – and its connected station, since decommissioned and turned into a combined rural retreat slash dimension research lab by the protagonist’s friend – is strikingly realized, with a simple title-screen graphic, moody rain effects, and plausible layout elegantly depicted by a blueprint-aping map system. It’s a creepy place to wander, but also makes for satisfying exploration, as you see how different rooms connect up and anxiously push towards the inevitably-bloody revelations in the depths of the compound.

Notably, however, that vibe is only intermittently communicated by the prose – usually, of course, the main attraction in a piece of IF. It’s atmospheric enough, but it’s riddled with typos that start with the first sentence of the first location’s description and increase in density as time goes one (“This rooms severs as Desi’s art studio,” runs the tagline for a mid-game location). The game itself also feels unpolished, with the second half of the complex feeling much more thinly implemented than the first, lacking much in the way of puzzles or even scenery elements to check out. And the design is reliant on a very random-seeming health mechanic: there are regular fights with monsters hiding under various bits of scenery, which use up the various one-use weapons you can carry around, which is all well and good, but many of them inflict unavoidable damage so even if you’re well-prepared, you still might not make it to the end. Further, almost all of the encounters are avoidable if you don’t poke around the environment or decline to investigate a strange noise that you heard, which seems like a bad approach inasmuch as it teaches the player to avoid content and ignore anything that isn’t obviously a puzzle.

Similarly stripped-down is the parser. The custom system is set up to only accept a very narrowly-defined set of commands – and idiosyncratic ones by IF conventions, with the check-out-an-item verb being INSPECT, not EXAMINE, and not admitting to any abbreviation. Fortunately these are all explicitly listed in a side panel, and all the nouns you can apply them to are highlighted with a particular color in the main screen – gold for scenery, blue for stuff you can interact with, red for exits, green for takeable items. So this makes things transparent enough, though the parser is really unforgiving – it doesn’t understand pronouns, and E won’t substitute for GO EAST, nor will INSPECT CHAIR do for INSPECT CHAIRS or (less justifiably) ATTACK WITH MACHETE for ATTACK MACHETE. And the main interaction verb is USE, but you can only USE inventory items, meaning for example there’s nothing to do with the computer in your home other than INSPECT it. The overall effect winds up not too dissimilar from something like Gruescript, so it’s playable enough but sucks enough of the fun out of using a parser to make me wish it’d been implemented with a point-and-click option.

Add to this slightly sloggy interface an inventory limit and the lack of a save game (I mentioned you can die, right?) There are also some bugs – trying to USE WAND led to “Error – tried to use an item with an invalid type”, and I had a bunch of inventory items on the floor go missing after progressing the plot. Plus there was at least one gold-highlighted scenery object that the game told me wasn’t there when I tried to INSPECT it.

As is my way, I’m carping – I think justifiably, because there are a lot of niggles that make playing Radio Tower less engaging than it deserves to be. But it does have its strengths, and since it ends on a cliffhanger, there’s a possibility the author’s going to be coming back to this story. With some tightening of the system, a little more polish, and either loosening up the parser to allow it to play to its strengths, or eschewing it entirely to allow for a mouse interface, I could see a sequel working well, and even as is, it’s still worth a dip into the game to enjoy wandering around its precincts for a while.

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