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198BREW

by H. M. Faust (aka DWaM)

(based on 17 ratings)
Estimated play time: 54 minutes (based on 2 votes)
Members voted for the following times for this game:
6 reviews16 members have played this game. It's on 1 wishlist.

About the Story

198X.

Long after Adin's discovery. After the Night of the Comets. Sometime after she went away. Three days after you buried the cat.

You stand in your kitchen. And you find yourself out of coffee.

Step into the blizzard. Go through this strange world of talking animals, immortals, fanatics, robots -- and find that shot of caffeine.

Content warning: Non-graphic depictions of violence

Awards

Ratings and Reviews

5 star:
(0)
4 star:
(8)
3 star:
(6)
2 star:
(3)
1 star:
(0)
Average Rating: based on 17 ratings
Number of Reviews Written by IFDB Members: 6

3 Most Helpful Member Reviews

3 of 3 people found the following review helpful:
Surreal game about getting coffee in a bizarre urban landscape, September 14, 2024*
Related reviews: about 1 hour

This game might be described as "Weird Urban Fantasy". After a brief prologue, it starts off with a classic 'my apartment' game that models different rooms of a fairly mundane apartment before digging into some of the strangeness.

Gameplay consists of crossing a map and discovering unusual individuals, each of which is far from baseline reality. Unlike much of fantasy and sci fi, most of the people are normal, physically, but inside is something different. There are of course some exceptional cases.

While there are many different threads running through the game, they feel like they all have thematic similarities. One constant refrain is (Spoiler - click to show)fear of nothing happening, stuck in eternity balanced against (Spoiler - click to show)the fear of something changing or finally happening after so long.

Implementation is iffy. One really tough issue is that pronouns aren't set right for women so X HER doesn't work, and for both men and women you can't X MAN or X WOMAN, you have to instead type out the full name of the person you want to speak with. Many objects listed in the description can't be interacted with in-game and many that you can't interact with don't give responses. TAKE SHOWER uses Inform's default response of 'That's hardly portable'. So it could use some polishing up. I didn't see typos or bugs, though.

I liked the game. It gives me the same kind of feel as Deadline Enchanter, one of my favorite games. I also have some major phobias associated to some of the things in this game, but the way it handled them made me feel less tense rather than more, which is nice.

The opening of the game made no sense to me, but after replaying it all clicked, so I recommend trying that afterwards.

* This review was last edited on October 16, 2024
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2 of 2 people found the following review helpful:
Bizarre scifi parser game sadly under implemented, November 29, 2024
by Vivienne Dunstan (Dundee, Scotland)

Note: This review was written during IFComp 2024, and originally posted in the authors' section of the intfiction forum on 22 Sep 2024.

This is a very strange parser game, with a bizarre almost scifi story. I’m still not entirely sure what was happening. I did understand the simple “get coffee!” goal at the start. Though I’m more of a freshly ground coffee person than the character in game who drinks Nespresso made from capsules.

On plus the world is intriguing, and odd, in a way that drags you in, almost in spite of yourself. It gets quite gruesome quite quickly though, and I think heftier content warnings would be appropriate in this case.

On downside it’s extremely under implemented. I had many “You can’t see any such thing” when I tried to interact with objects in the game descriptions. Coding more synonyms for objects would have helped a lot e.g. (Spoiler - click to show)“paper” for what must be referred to as “ticket”. And implementing more of the mentioned objects full stop would be good. It did feel frequently that I was fighting the parser and the game. Against that the text descriptions are perhaps overly long. Some judicious editing may have helped smooth things here.

I also found the clueing inadequate. I was doing without the walkthrough, until I got stuck, not realising that I needed to do something very extreme ((Spoiler - click to show)kill someone). Even when I read the walkthrough and saw that I needed to do that I wasn’t happy about that action. The content warnings - or lack of - hadn’t prepared me for this.

Another area of under implementation is in:

>examine me
As good-looking as ever.

Which without going into detailed spoilers is rather under selling things.

So a game with an interesting premise, and an intriguing world, but it needed much much more polishing. This is probably a case where more playtesting by others would have helped a lot. Because there’s a really nice core idea here. But the playing experience, at the moment, isn’t smooth enough.

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1 of 1 people found the following review helpful:
You Are Whom You Eat, February 11, 2025
Related reviews: IF Comp 2024

Adapted from an IFCOMP24 Review

If there is a more effective hook in IF than “what the HELL is going on here?” I am hard pressed to come up with it on the spot. The pre-cursor text to Brew makes a WTF? promise that the work well and fully keeps here. You start, exploring a shared apartment uncovering a series of unsettling artifacts that soon blossom into full blown bonkers world building and lore. The ‘bonkers’ in that last sentence applies to BOTH predicates.

It is fairly tight in geography, an immediate neighborhood with a lot going on never mind the snowstorm allegedly happening around you. When focusing on discovering lore, the game sparks like mad. This is due to the fever-dream psychedelia of the world building that includes (Spoiler - click to show)time loops, murder cults, immortality and maybe-metaphorical but also definitely-not-metaphorical (Spoiler - click to show)cannabalism. All of it drip-fed through slow paced discovery, whose relaxed pace is an amusing contrast to the shocking lore it reveals.

Everytime you think it will explode into full on fiery engagement though, implementation gaps trip up just enough to drag things down. A notable number of missing synonyms (singular items are almost never present when plurals are). Incomplete directional cues. A staggering amount of ‘No response’ dialogue options cloud gameplay when related topics are a MUST to progress, yet the ‘no response’ cues that the NPC will not know anything. The most standout gap though, is its destructive use of default messages.

When creating a parser game, modern systems come with default responses to common commands as a convenience. The breadth of human communication makes this convenience nearly indispensable. To have to come up with those on your own is daunting and unrewarding to the potential author. It can also be CRUCIAL to the success of your work. There is a secret about the protagonist that gets explored early in the game. The standard response to >x me actively undermines this revelation in a way that clouds and blunts its impact for way too long. The same problem occurs with unimplemented dialogue options as observed above.

The cumulative weight of these gaps ultimate prevented the work from being truly engaging, though the puzzle design might also have done that, eventually. You are on a deceptively simple mission, and there is some amusement to be derived from the ludicrously escalating complications that ensue. However, once it escalates to (Spoiler - click to show)actual murder we have developed a tone problem that the bananas lore undermines as much as justifies. The problem is that the lore is SO bananas, it vacillates wildly between comedic and serious. We never really stabilize into a single tone. This is not inherently bad in and of itself, but then when we are asked to do dire things we have no frame of reference to decide ‘is this funny or not?’ Our protag’s response is so cold and removed, in the context of their secrets we similarly are adrift in ambiguity of interpretation. A stronger anchor in one direction or another would go a long way here.

All that said, the lore itself is SO singular, and the work provides some truly surprising, clever riffs on it, that independent anything else the Sparks are real.

Played: 9/24/24
Playtime: 65min, finished with limited hints
Artistic/Technical ratings: Sparks of Joy/Notable implementation gaps
Would Play Again?: No, experience seems complete

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Game Details

Language: English (en)
First Publication Date: September 1, 2024
Current Version: 1.00
License: Freeware
Development System: Inform 7
IFID: 6D68B011-5550-4C22-BF1F-B5C3D264F770
TUID: zdfgl1jm3t5ozd4j

198BREW on IFDB

Polls

The following polls include votes for 198BREW:

Outstanding Surreal Game of 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the best Surreal game of 2024. Voting is open to all IFDB members. Suggested...

Outstanding Underappreciated Game of 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the most underappreciated game of 2024. Voting is open to all IFDB members....

Outstanding Horror Game of 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the best horror game of 2024. Voting is open to all IFDB members. Suggested...

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This is version 9 of this page, edited by JTN on 19 October 2024 at 3:54am. - View Update History - Edit This Page - Add a News Item - Delete This Page