| Average Rating: Number of Reviews Written by IFDB Members: 6 |
(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. I also beta tested this game, but didn't do a full replay before writing this review, so caveat lector)
It doesn’t get much more classic than the setup for Crash: you play a lowly maintenance worker who boards a top-of-the-line military starship to repair the microwave and unstick the cabinets before its next important mission, when disaster strikes and you’re the only one who can fix the ship in time to avert a disaster. There are more than a few shades of Planetfall, not to mention Space Quest, in the premise, and while they’re a bit thinner on the ground now than they were a decade or two ago, the woke-up-alone-on-a-busted-spaceship game is a trope for a reason.
Crash isn’t trying to reinvent the wheel, in other words – in fact, I think it’s consciously calling back to the classics, what with the shout-out to Steve Meretzky in the ABOUT text. But, impressively for a debut game, it can hold its own even in this distinguished field, boasting a strong set of puzzles and enough small twists to keep the game distinct from its many stablemates, without straying too far outside of its lane. The implementation and writing are likewise unobtrusive, but in their quietly solid way support exactly the experience the game’s intending to provide.
Admittedly, the puzzles can be a bit tough. Crash has a bit of an old-school edge to it, requiring the player to think carefully about their environment and try actions beyond the obvious ones in order to progress. But the challenges are logical, with reasonably cluing, and for the most part the trickier ones come early, when there are fewer places to go and things to try, which winds up making them more solvable. There are also some good set pieces in the mix, from an extended high-stakes EVA sequence to an engine-rebooting logic puzzle. And while your initial quotidian maintenance tasks are soon demoted in importance, you have the option of completing them for some satisfying bonus points.
As for the twists, there’s a surprising branch point midway through, when in the wake of an accident that increasingly starts to look like sabotage, you’re contacted by two characters via the ship’s radio and need to decide who to trust. Refreshingly, this isn’t a false choice that will just color the experience, with the narrative cheating to give you a happy ending regardless of who you pick: there’s a right answer and a wrong answer, and if you act hastily things are likely to go quite badly for you. It’s an unexpected social-engineering challenge in the middle of what’s otherwise a very gearheaded game, and makes for an entertaining and engaging change-up.
I’m personally not overly enamored of the Infocom-style “golden age” of parser IF – the more narratively convoluted early-aughts style is more my jam – but I can appreciate a good throwback when I see one, and Crash definitely qualifies. And with its shorter playtime (it’ll neatly fill out a typical two-hour Comp slot) and merciful design, it’s a forgiving way of dipping back into these classic waters without having to put up with all the annoyances one’s memory tends, conveniently, to elide.
- Bloxwess (Bellaire, Texas), December 3, 2022
This game is a fairly hefty parser game where a spaceship is sent spiraling off into space with only one person, you, in it.
You have a to-do list that expands and contracts as the game demands. There are a lot of little devices: cabinets, panels, fuses, etc. and a very intricate-seeming fuel injection system.
The puzzles are generally clever. Some of them are moon-logic type puzzles.
As a case in point, very near the end of the game (heavy endgame spoilers) (Spoiler - click to show)you find the captain's journal and need to unlock it. The captain has two pictures: one of a dog named Pluto and one of the moon. The idea is that the password is Pluto's moon, Charon. But why would someone, in their own room, make their only personal objects just happen to be an obscure hint for their own password?. But most of the puzzles are fair.
Implementation is sometimes missing but when it's not it's very solid. So a lot of cool objects are implemented (including a large rope) but a lot of scenery objects are just not there or are missing reasonable actions. (For instance, (mild lategame spoilers) (Spoiler - click to show)if you unlock the starboard chest, it has wires, but you can't refer to them or interact with them in any way. Similarly, there is an operations console on the bridge which isn't implemented.
I think this is already a good game, but I think with a few tweaks it could become a great game. Maybe there could be a post-comp release with a bit more things written in? Either way, I enjoyed playing this. It was a little unpolished, but had nice puzzles, pretty descriptive, and was enjoyable, and I would replay it if it was tweaked.
This is a well implemented puzzle game set on a spaceship. You play as a maintenance worker with a growing to-do list of things to fix, and in the background there are exploding space stations, rebel factions, and densely populated moons. It feels kind of like a larger and more developed version of "Fragile Shells". The puzzles are pretty good, and the game includes good hints if you get tired.
"♫♪♫...tum te dum te dum... ♪♫♪"
While you're waiting for this airlock to cycle open, you take a look at your task-list. "Repair microwave oven. Fix cabinet door." Should be an easy job, getting this crew's living quarters in order before going home. The crew are all in the space station, so you can take all the time you want, you've got this starship all to yourself.
For no reason but my own imagination I thought of the PC in Crash as a middle-aged guy with a two-day stubble and a cigar butt stuck behind his ear, doing this one last job before going home for the night and watching a far-future version of Jeopardy.
Of course, before you've set more than a few steps inside the SS Ugati, all hell breaks loose. The space station explodes behind you, propelling the ship you're on into open space. Darn! Looks like your task-list just got a bit bigger.
A few questions to the ship's computer quickly reveal a backstory of a system-wide rebellion, rivalling factions and opposing planets/moons. I really like this plot dynamic, a normal guy unwillingly thrust into circumstances with far-reaching consequences and no choice but to rise to the challenge.
The protagonist is weakly characterized, making it easy for the player to project herself onto the role or to invent a character of her own liking (the stubbled cigarsmoking guy I mentioned above...)
The build-up of tension is very well-paced, several times raising the stakes and increasing the urgency of the situation. The puzzles follow this arc of tension nicely, with a few simple preliminary obstacles leading up to two more complicated and challenging endgame problems.
All the puzzles are of a mechanical/physical/chemical nature, requiring obtaining and studying information (the ship's computer), and implementing cause-and-effect relations, all the while taking into account the fact that you are in a spaceship.
There is a lot of optional material for those with completionist/optimalizationist tendencies, although doing menial chores while your damaged vessel is hurtling through space does strain the suspenders of disbelief somewhat...
About midgame two NPCs come into play (albeit never personally, you can only talk to them on the comms.) Both are well-defined, they have a definite personal voice. The transition to the endgame requires you to put your trust in one of them. A frustrating dilemma with limited background information, adding to the tension of an already distressing situation.
There is much satisfaction to be found in figuring out the two main puzzles by yourself, perhaps with a nudge from the step-by-step hint system. Do give them a chance before running to the walkthrough.
Great puzzles against a strong but elegantly downplayed backstory.
This is very good.