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“Azathoth is a cosmic horror; a force outside of known physics, Higgins.” Doctor Coffey explains, “It is the embodiment of chaos and destruction and now Dennison has found a way to bring this nightmare to earth; to destroy everything we know and plummet the human race into chaos.”
“Hmm.” you say, not knowing what else to say. As if to double-down on this ignorance, you then say, “Food for thought, huh?”
Entrant - Spring Thing 2014
| Average Rating: Number of Reviews Written by IFDB Members: 4 |
I've been playing all past Spring Thing games. Many of them are long parser games, longer than would be entered into IFComp, and this one is no exception.
It's a Lovecraftian game where you run a bookstore and need to stop someone from collecting an evil music libretto that would end the world.
The map is really large. Much of the game consists in walking across town, like from your house to your friend's house and back. It gives the city a bit more of a real feel. There are a lot of NPCs, too.
In the game you can read a book to learn spells, and randomized combat features in a couple of segments.
The storyline adheres closely to Lovecraftian ideas, incorporating things like ancient evil gods, cults, and mysteries from Africa, adhering to Lovecraft's idea of foreigners being creepy.
The game is quite long, with the walkthrough split into 9 chapters.
If there's one big deficiency, it's in providing more synonyms and descriptions. With a game this big it makes sense that things would fall through the cracks, and they do. In the last area I found people with descriptions like 'you don't see anything interesting about _____' and various items were the same. Some verbs don't have synonyms, so for a bottle of liquid SQUEEZE BOTTLE ONTO _____ works but PUT BOTTLE ON ______ doesn't.
Right away I thought, this game is for me. The bookstore, the proprieter, the cat. I felt like I was really the protagonist. Yes, a nice big, juicy, literary game. I walked all over the store getting ready to dive into something big, exploring everything, looking for stuff to pick up, petting the cat, trying to read books, or anticipate the direction the game would take.
However, none of this yielded any result (except petting the cat.) It turns out that almost none of the locations or objects in the game are necessary. I got tired walking through the unimplemented rooms, and felt frustrated by the feeling of constantly following a red herring. All that the player must do is following directions given you by an NPC (go upstairs and look for this, go downstairs and bring me that.)
Conclusion: Great setting, no puzzles. For a game called Bibliophile, there is astonishingly little to do with anything literary. On the contrary, as another reviewer mentioned, I was truly thrown off by the bad language of the librarian - not only unwelcome but contextually inappropriate. For me this game was exhausting but not rewarding. As it turns out, the best part happened in the first two minutes: naming the cat.
Bibliophile is a long, ambitious game, full of characters, locations, and lots of walking. The premise is a familiar one for readers of interactive fiction; a Lovecraftian horror is being summoned to Earth, and you are the only one who can stop it. The game genuinely shines in a few places, but could use some extra polish and love in many others.
You will need to manually walk through many locations that don’t feel necessary and which serve purely as window dressing. Error messages suggest that certain locations will later be relevant, but they remain unavailable for the entire game. As the game progressed and I realized just how linear it was, I felt frustrated by the arbitrary local flavor, which made me walk extensively around the map. A game this linear would really benefit from using a simple go-to mechanism.
In such a large setting, I’d typically expect to spend time exploring and uncovering various nooks and crannies, but that was missing here.
Compass directions to your destination were good and helpful; however, they also contributed to the overall sense of linear gameplay without player agency. At times, this felt like a series of RPG fetch quests. Clear directions lead me to my goals, which really just required showing up, and didn’t require much creativity.
The tone of the writing is humorous and used to good effect to establish incidental characters. However, it felt too glib at times, and lacked characterization. One of the principal characters, an elderly librarian, tells me to go into a basement and find something because ‘I’m too old to go all down there and rummage. But you’re into that shit,[...]’
Young, hip, and slightly snarky; it felt more like the omniscient narrator than a member of the world around me, and when I get down to the basement, the description text tells me no one has been down here in sometime but the librarian.
Proper names are sometimes are only mentioned once in introductory text, and you have to scroll back to read them again; the opening of the game has you visited by special agents who are checking to see if you have a specific book, but they only refer to it by a pronoun after their initial greeting. If you don’t remember the actual name, you can’t look up the book in your electronic catalog. If you can’t scroll up to re-read it, you’ll need to start a second run of the game & get the name.
Experiences like this made the game feel a bit on-rails, which clashed with the realistic locations and open areas that I was enjoying exploring. In general, the descriptive writing was strong, and made objects feel real; there were nice touches, like the dinosaur sticker adorning my laptop. These little bits gave my character a concrete identity outside of the parser response to actions, and gave me a quick sense of who I am and what I’m about.
I don’t mean to bash this game. In the end, I enjoyed it, and thought it was impressively ambitious. I’ve played a few other games by Tenner, and think that this shows progression from earlier attempts, but coming slightly short of the initial promise and suggestion of a larger, more open game experience.
I recommend this game for anyone who enjoys this type of theme, and just be aware that the game is a bit crueler than the rating may suggest; I suspect it is a bug, but there are a few places and areas that make the game impossible to finish with no acknowledgement by the game.
If you’re worried about falling into this, read the following very minor spoiler.
(Spoiler - click to show)Pick up the letter opener in the Librarian’s townhouse when you see it.
I've omitted my rating. While the current experience is a 2 star in my book (enjoyable thematic game with some serious bugs/poor implementations), it's not a bad game, and I don't want to hurt the average rating. I suspect people who enjoy mysterious Lovecraftian games will appreciate this game regardless of the quibbles I've listed above.
If the game is updated, I'll play it again, & revise my star rating.
My new walkthroughs for July 2018 by David Welbourn
On Friday, July 6, 2018, I published several new walkthroughs for the games listed below! Many of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of...
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