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Oldschool (Implementation) Horror, May 10, 2024
by JJ McC
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/8/24
Playtime: 2hrs, unwinnable at 1.5. Restarted, 1.25hrs later ANOTHER unwinnable state? score 260/300, Read spoilers, done

An old school lightly-horror-themed parser? Seems like this entry would be talking my love language. Thing is, my intro to the hobby decades ago is definitely seen through rose colored glasses. There are aspects to parsers that I enjoyed when we didn’t know any better but DEFINITELY don’t want to revisit forty years on.

Let’s start with the good callbacks. I have referred to something I call the “Implementation Horizon” in parsers - the level of implemented detail that acts as a soft signal to the player where to stop poking. Zomburbia integrates this horizon deftly into its gameplay by leaning to VERY SHALLOW. This is not a problem, in fact it is very much a strength. Because the implementation is shallow, area descriptions are terse, punchy, and signal interesting items clearly and crisply. There is no futzing about with smothering detail, hunting out the one interesting noun in a sea of them. You don’t need to be TOLD you need the brooch. Its simple presence indicates that quite clearly. This should not be underestimated as a creative choice, it really smooths out player frictions and drag in a seemingly broad space.

The shallow implementation also dovetails nicely with old-school brevity. Descriptions are not flowery and dense, they convey their imagery and importance economically and crisply. The net effect is to make this mid-sized game kind of zippy. Couple that with a good-natured, quirky setup and cast, light humor (especially in death scenes) and it enables a very amiable old school experience. One of my favorite touches was (Spoiler - click to show)the protagonist slowly turning into a zombie. A great little goose to the proceedings. Kevin was also just delightful.

It definitely has gaps though. It is one thing to have a shallow implementation horizon, it is another to not fully plumb that horizon. There are a LOT of unimplemented synonyms, inadequate disambiguation prompts, and bugs (in one instance, dropped items were not listed in room location, and needed me to reread my transcript to figure out what needed picking up.) Some papers were coldly listed as ‘not flammable’ as I sparred with a particular puzzle. It did not fully recognize game state, in one instance telling me "You can’t find anything wrong with the broken hedge trimmers." Those broken ones you mean? Nothing notable comes to mind?

All of that could definitely have been forgiven had the game not also leaned into my two LEAST favorite old school tropes: inventory management and unwinnable states. The former was never really entertaining as a puzzle, it was a misguided attempt at ‘realism’ in works that didn’t need or want it. Its effect is book-keeping drudgery of the least entertaining kind. And this from a guy that plays with spreadsheets. Unfun wastes of my time grate here, particularly when the overall vibe is otherwise so fleet.

Which brings me to the unforgivable sin (according to Monsignor McC) of this game: quietly unwinnable states. My first playthrough, after two hours I stumbled into two of them. One of them was at least clued by in-game warnings, another… just happened? I was on the edge here: was the game enjoyable enough for a replay, two hours in? Its attitude was so friendly, I wanted to give it the benefit of the doubt, so I plowed back in. Took me ~40 minutes to retrace my steps which was longer than I wanted at skim-speed, but then got back in the flow. Thirty-five minutes later I had racked up 260 points and was firmly into endgame… when I think I hit another one. I say ‘think’ because I had a flash of something I should have done, but at that point was beyond my UNDO window to revisit. It is possible that the game could have provided NPC business to reopen that window, but nothing in my experience so far indicated that was likely.

Ok, yes, not having a savepoint is on me. I knew what I was in for at this point, I’m an adult with some level of object permanence and cause-effect understanding. What can I say, I let the breezy environment lull me. So here I am, maybe two steps from end, do I go back AGAIN, maybe another hour’s worth of replay? I do not. Old school parsers didn’t have a wealth of alternatives vying for our time. They were what they were, was up to us to meet them on their own flawed terms. Today? I got choices, man. I chose to read the Hint sheet to see what I missed and yeah, I was on the right path. Yay? *sigh* I woulda really liked that, had I not needed to rewind so far.

Mystery, Inc: “Z-z-z-ZOMBIES?!?!” Shaggy
Vibe: weirdly enough, Scooby-Doo Horror
Polish: Rough
Gimme the Wheel! : If it were my project, I would eliminate any and all possibility of unwinnable states. Just kill them with fire. If that doesn’t sate my blinding rage, then nuke the inventory management too.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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