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Heroic Motherfucking Fantasy: incredibly, none. A Fine Day for Reaping | Fox, Fowl and Feed | Gathered in Darkness | In the Mind of the Master | The Immortal Jealousy Duel X | Lord Bellwater's Secret | Lost Pig | A Matter of Importance | My Mind's Mishmash | My Name Is Jack Mills Orevore Courier | Packrat | Press [Escape] To Save | Reconciling Mother | Slap That Fish | Varkana | Wish
Across the Stars:
A Z-code game by Dark Star and Peter Mattsson
Title Suggests: Space opera. Fuck.
Oh. Yes. This. The game with the time-limit death beyond the scope of UNDO. All right. There is no individual element of IF that is beyond forgiveness, but there are some elements that require you to really come up with the goods in other respects. If a game has scintillating prose, unforgettably strong characters, elegant puzzle structure - in fact, any powerful redeeming characteristics - and it puts me into obnoxious-to-avoid death shortly after the first puzzle, then I might be motivated to replay, or at least bust out the walkthrough. An identikit space adventure game gives me no reason whatsoever to do so.
Rating: 3TOP
Title Suggests: Detective fiction. Not a lot of ambiguity about it.
Moral Propriety: Exemplary. Involves hunting down those who would perpetrate musicals and dispensing the justice they deserve. This is the sort of pro-active policing that our society needs more of.
Rating: NATOP
Title Suggests: Horror.
I randomly wander about, and swiftly get thrown into a prison cell, where some unknown object destroys my sanity. Restart. Wander around slightly more, pick up some random stuff, find some weird goings-on in a forest, can't find anything else to do. Quit and think about maybe coming back later if I feel really, really generous.
Rating: 2TOP
Title Suggests: IF as philosophical experiment, failing to be either illuminating or fun.
The trouble is, the game captures the flavour of the more picturesque and well-known philosophical set-pieces while not actually making them useful; being didactic is no good unless you're also persuasive. The John Stuart Mill puzzle, for instance, just kills you if you make the choice the authors think is wrong. The starting puzzle - the Chinese Room - wasn't a philosophical chestnut that I was familiar with previously, but its presentation in the game seemed to contradict the position the authors advocate, even as you're forced to acknowledge it. The assumption, I suppose, is that since the game is a philosophy joke game the actual questions don't matter, and questions can be freely begged.
Implementation issues are somewhat frequent; very, very obvious synonyms are missing, some puzzles are very slightly broken if you don't do them exactly as the authors envisaged, and there's a low inventory limit that only exists so that you can get a holdall as a puzzle reward; the holdall then proceeds to not work very well. The automatic put-something-in-holdall-to-make-room code doesn't trigger when you acquire an object by any means other than TAKE (such as being given it), so you then have to put stuff in the holdall manually before you can take anything again; objects are often not automatically taken out of the holdall when you use them; in summary, it's a pain in the ass (though not as much as it is to describe). There are many other examples. More testing needed.
The game also suffers from a lack of motivation or aim; it's laid out in that old-school style which consists of wandering around, finding some puzzles, and solve them Just 'Cause. Which is fine, but it works best in a relaxed, multi-session style of play. The authors admit that the game isn't the ideal size or pace for the Comp.
Rating: 6TOP
Title Suggests: Heavy basis in old Infocom games. Unbearably precious.
The world hinted at has Infocom-like elements: the world is a blend of high-fantasy magic and mundane modernity, although the tone is such that the juxtapositions feel sinister or macabre rather than wacky. IF is a big part of the world; there are in-game walkthroughs without which the game is near-unwinnable. The game is massively underimplemented. This is intended to represent that the game's fictional author implemented it quickly, as a bodge-job; consistent, perhaps, but loses more than it gains.
There are some interesting attempts at building up a vocabulary for the world; it doesn't seem like a comprehensive effort, but it does add a lot of flavour nonetheless.
Rating: 8TOP
Title Suggests: Incredibly monotonous game about the virtues of quiet, secluded piety and serious theological research.
Moral Propriety: Dangerously subversive work that suggests theologians live boring and illogical lives.
Rating: 2TOP
Title Suggests: Unsure. Sci-fi?
I had trouble ranking this; I vacillated between an 8 and a 5. There's effective hint-don't-tell worldbuilding, which combines with a general sense of social decay and inescapable doom. There's a strong sense of the protagonist's mind being broken in some undefined and important way; the line between conspiracist fantasy and reality is intentionally blurred, which works well early on but becomes a liability towards the end of the game, when it's not clear whether we've descended entirely into fantasy or, if not, what exactly's going on. I am not a fan of total disorientation as a writing technique; it works well in small or medium doses, but when an author brings it out in force it's usually to cover for something.
Probably I am not getting everything here; certainly the author didn't mean me to get everything, and would like me to interpret this as evidence of the game's deep profundity. To which, enh.
Rating: 7TOP
Title Suggests: You are Death. You must kill people.
Moral Propriety: A game about conducting souls to the afterlife that makes no mention of God. Suggests that immortality can be gained through occult practises or new-age extra-terrestrial 'science'.
Anyway. You are Death. You have a magic skeletal horse who can go anywhere, but still have to deal with locked-door puzzles. Initially there's a list of five areas to visit, but there are a lot more that can be discovered - some through rather obscure and awkward routes. There are multiple solutions, and there's a substantial epilogue that varies depending on which solution you used.
I ended up using the walkthrough quite a lot. The thing is, there are a goodly number of rooms which are either red herrings, or feel like it; for instance, a crucial item is hidden on a counter in a shop, but it's a place you're unlikely to reach until you've already been through a great many futile locations full of this-is-a-kitchen-so-I-need-a-sink-item scenery. Further, a good number of the secondary locations you can find are revealed only by finding specific entries in random-selection books. A lot of the puzzle solutions are very convoluted and wacky; each specific step is clued and makes sense, but you often have no idea what you're working towards until you get there. Other solutions are logical and abrupt.
There's a time limit. It's not a totally unreasonable time limit, but I suspect that it's too short for most people to solve it on the first play without using the walkthrough, certainly if they pursue the more convoluted puzzle paths.
There are big textdumps, which occasionally switch to third-person, albeit in a consistent manner. This isn't an immense problem; the prose style is easily-consumable, if not actually enjoyable.
The interface is awkward in places, in the way that tends to happen in ADRIFT whenever an author wants to do something marginally unorthodox; the verb USE crops up rather more than I'd like, in places where there are more logical synonyms, and numbers get unexpectedly used as verbs. I found a handful of minor doesn't-make-sense-in-context bugs.
Rating: 4TOP
Title Suggests: River-crossing puzzle. Coding exercise entered in comp for reasons obscure. Spectacular tedium.
Moral Propriety: An upstanding game about the value of hard work and diligence. Five stars!
Rating: 4TOP
Title Suggests: Spooky. Possibly high-fantasy, possibly Lovecraft.
Flashlight and batteries puzzle. Ugh. Given the suspense-horror tone, poking about with flashlights makes thematic sense; grubbing around for batteries, less so.
Ten minutes in I discover a newspaper clipping that indicates that the island I'm on was bought six years ago by an eccentric scientist - even on its own that would be a huge OKAY HERE IS THE ENTIRE PLOT NOW indicator - whose highly controversial research - unh hunh - involved the interrelation of genetics and demonic powers. Yeeeeeeah.
Rating: 3TOP
Title Suggests:BDSM fantasies.
This is, well, a Whyld game: awkward, gangly overwriting, interaction that's almost CYOA, an interesting plot that's ultimately unsatisfying. It always seems to me that Whyld has ideas which aren't bad, but which are really unsuited to IF, and would require a better prosaist and game designer to pull off effectively. And there's always that feeling that the game world can't be influenced in any meaningful way.
It strikes me that I am going to end up overusing the adjective 'awkward' in these reviews.
Rating: 4TOP
Title Suggests: Thinly disguised Highlander fanfic.
One-time events in the room description. Plainly this is going to be shit, and I should stop trying to be fair just to satisfy my vanity.
Rating: 1TOP
Title Suggests: Japanese dating sim.
Moral Propriety: Among the foulest ordure ever coughed up from the stinking bowels of videogaming, Jealousy Duel X draws from the morally bankrupt culture of Japan to directly target vulnerable teenagers into collecting 'phone numbers' as sexual scalps. A pit of moral degradation.
So, kind of a riff on a Japanese dating sim, but gameplay-wise more like a very early graphic adventure. You're out to conquer hearts, but all you really care about is getting phone numbers with which to make your ex jealous. The writing is snarky, mildly funny, and maintains a tone of light but constant contempt for the protagonist; the basically tawdry nature of the game, from which most of the jokes derive, is offset by cutesiness. There are graphics, which are neither beautiful nor stirring but fit the game pretty well.
Often the options are considerably funnier than their responses. As a result, the protagonist (lack of face or name notwithstanding) swiftly develops into a sort of desperately extroverted nerd, possibly played by Matthew Broderick.
The difficulty level is high. There's death here and there, but it's fairly obvious when you're about to incur it; more problematic is that it's very easy to permanently shut off options, so the game seems to be about working out precisely the right order to do everything in. It's sufficiently big and difficult that I can't really see anyone finishing it within comp game limits: I worked out how to get five numbers (hooker, tough redhead, mugger, bug-eyed study group girl, celebrity) before time ran out, and by that point I was feeling as if I'd pretty much exhausted all the options.
I didn't enjoy this, per se, but... I kept playing. Compulsively. After a while, however, it pretty much degenerated into frustration and a feeling of having totally run out of options, which is perfectly congruent with the game's concept but doesn't make for rewarding gameplay. Later on (after scoring it, I should add) I came back, found four more (girl with accent, barista, woman giving birth, grad student with headband) and won; it looks as if there are twelve possible numbers to get and you only need nine to win, so I suppose it's somewhat forgiving. I suspect that most people will end their two hours feeling stuck and frustrated, however, or feel stuck and frustrated and quit before then. There are, it appears, two possible winning endings, but - because it's not IF - playing back through to see both would be hugely monotonous.
Rating: 5TOP
Title Suggests: A Magician's Nephew -type game.
Moral Propriety: Although this game disguises itself as a tale of virtue rewarded, it ultimately attempts to subvert the Victorian values that made us great.
But... there's a body of realist Victorian and Edwardian literature that is, I suppose, the contemporary equivalent of made-for-TV movies. There's a set of ordinary people, there are some circumstances, a conflict occurs, things are resolved, and a hundred years later I have to punch myself repeatedly in the arm to keep reading. This is the problem with Lord Bellwater's Secret. The story's just too flat and unexciting, and there's nothing that really compensates for this.
There's a twist, but it's not a particularly dramatic one. The protagonist's emotional responses are generally left unspoken, and - since I hadn't had any opportunity to emotionally invest in the principals - the events didn't elicit much response from me. The background is thorough, but it's just a straightforwardly-presented Victorian London without any slants or skews or style.
Rating: 6TOP
Title Suggests: You're going to have to find the pig. There may be hijinks!
Moral Propriety: Tainted by the Satanic influence of Dungeons and Dragons, this game encourages children to aim no higher in life than the cretinous, violent migrant farm worker who forms the 'hero'. Encourages nudism, poor grammar and vending-machine theft.
Rating: NATOP
Title Suggests: Not a whole lot. Vague seriousness.
Things I Am Tired Of: room descriptions that waste space by talking about the general nature of their class. I don't care about the PC's recollections of bathrooms in general, or have the function of a kitchen explained to me. I suppose that this fits into the game's purpose, but ergh.
Fundamentally unfair puzzles. There are hints, but this excuses nothing.
Rating: 4TOP
Title Suggests: Random scenes with little relevance to each other bolted together to produce a comp-size entry.
Then it turns out that I'm someone playing a game about being a sixteen-year-old psychic controlling a giant robot, and now I have to sneak around the virtual-reality gameworld in order to escape from griefers. I am seized with ennui. I quit, telling myself I'll come back later if I'm possessed by an uncharacteristic attack of fairness. Right now I'm thinking that a 4 would be generous.
Rating: 3TOP
Title Suggests: Fight Club.
Moral Propriety: Although the protagonist supposedly represents the forces of law and order, the piece continually glamourizes the criminal lifestyle, emphasizing the stylish clubs full of bare-breasted women and underimplemented hotel rooms that are the earthly rewards of sin.
The game is abruptly curtailed after what is supposed to be the dramatic final confrontation, which comes very quickly. The plot is a series of fortuitous contrivances. All the puzzles are extremely easy (this is acceptable) and dull (this is not).
Rating: 3TOP
Title Suggests: Space opera oh joy.
Moral Propriety: A manual for voyeurism and suicide.
All the gamestate-influencing verbs are nonstandard; the decision to include a guide to the console was sound, and although it's kind of confusing on the first session, I found the commands relatively easy to pick up. I managed to get XMIT confused, though; somehow I thought it played recordings remotely, rather than toggling PLAY to play recordings remotely. I don't think the game actually misled me here. The other thing I had trouble with, puzzle-wise, was the temperature; it seems to take some time to adjust, but you can't be sure about this because there's no current-temperature display. In general, though, the puzzle design is solid, if unforgiving.
Given the time-sensitive difficulty of the game, I found myself wanting to use UNDO a lot, and this exposed a lot of the weakness of UNDO; if I have to look around to remind myself where the game-states are, I've wasted a turn. I want a verbose-UNDO mode that repeats all the text output of the previous turn and tells me what my previous command (the one before the undone command) was.
On the one hand, this is a game about pirates and zombies in space. On the other it's a dark horror game about sci-fi security systems. There seems to be a conflict between the wacky and the hardnosed aspects; the prose style is terse enough that it doesn't really knit them together. Sparse, but ultimately far more evocative in a few words than the average space-opera game; I would have liked some more texture, but that might have been a distraction.
Rating: 6TOP
Title Suggests: A less-than-hilarious riff on the well-known habits of IF adventurers.
Moral Propriety: I'm sure that the pantaloons thing is unsavoury, but I'm sure as heck not going to explain why.
Now, I am a lot less sympathetic to this sort of thing than the great majority of the IF audience, and even more so within a comp context - Risorgimento Represso was widely liked but annoyed the crap out of me, for instance - so I am not what you'd call an impartial judge.
There's a lot of unimplemented stuff; the world feels unresponsive. The moat code is broken; disembarking at the drawbridge put me in the moat, unable to move but equally uneaten by crocodiles. This gave me ample excuse to quit.
Rating: 4TOP
Title Suggests: Dreadful look-at-me brokenness.
Rating: 2TOP
Title Suggests: Tedious, preachy, faux-sentimental game about patching up broken families.
Stilted, ugly, bare-bones writing blends perfectly with shoddy implementation; on the other hand, you keep running into reams of bizarre description: exuberantly, compellingly awful. Nothing makes any sense, I have no idea at what I'm meant to be working at, and I continue playing largely because I'm fascinated by what utterly random shit is going to happen next. Then I hit a Room of Instant Death which didn't actually kill me, but had a death description as a room message and no exits.
I'm tempted to offer a bonus point for train-wreck fascination, but it's not really enjoyable train-wreck fascination in the same manner of, e.g., Jesus of Nazareth.
Rating: 1TOP
Title Suggests: Zany wackiness.
Moral Propriety: Given what the Greeks understood by fish, this is clearly a thinly-veiled metaphor for masturbation, and peverse, bizarre masturbation at that. Demonic. Avoid.
There are one or two amusing lines. But basically this is still a game about slapping fish; it seems suspiciously as if it was written to justify an amusing title. Given this, it's not as bad as it could be, but this is not high praise.
Rating: 4TOP
Title Suggests: Um. Heroic fantasy? New-age dumb-hippy fantasy?
Moral Propriety: Unabashed new-age pagan propaganda. Condones library theft and women serving in the armed forces.
There's a very big dump of text and info at the beginning, which had the effect of making me forget my goals for a while and wander around aimlessly. Not that this was a bad thing at first, as location is beautifully evoked and it was pleasant just to explore; there's a sort of Islamic / Mediterannean feel that's never laid on too thick. I wanted more to happen in this setting; I enjoyed it enough that I'd have liked to spend more time just wandering around and interacting with the world for the sake of it, slowly building up a connection to the place and the political situation and stuff. I suppose that would be a bigger, non-comp sort of game, though.
The art complements the setting well, although its use feels a bit random. Characterisation is light but effective. In particular, Farahnaaz seems to experience things very physically; there's lots of references to your skin and your body and so forth. This is not particularly complex, but it's not something that I'm used to in IF, I suppose. There's a strong feeling of attachment to the city, too, which makes Nivanen's cooperation with the book-thief seem somewhat contrived; he turns out to be a Good Adventurer Guy afterwards, but at the time it doesn't make a lot of sense.
This encapsulates the problem I had with this game: the fantasy/sci-fi/heroic elements start out very light and become increasingly prominent. I am not wild about heavy fantasy elements. I prefer them low-key.
There's a definite feeling of railroading. Not a terribly strong one, but it's there. I suspect that this is partly because Farahnaaz and Nivanen don't really have much idea about what's going on; there's a feeling of being at the periphery of the really important stuff. This is particularly true of the second half. Conversation is mostly automatic upon TALK TO, and ask/tell has limited responses.
Fairness? Once you get into the final section, there are quite a few ways you can lose, and at least one of them requires a great many UNDOs to fix.
It ended on an anticlimax; huge expostulation textdump, and then the game ended, leaving me with a feeling of incompleteness. It feels like the first chapter of a fantasy epic that may or may not ever get finished. As it stands, there seem to be two games here: a swashbuckling high-fantasy with airships, and a calmer exploratory light-fantasy about art and community and place. If the game was big enough that one could predominate, it might work better; since they're about equal, it feels uncertain.
Rating: 8TOP
Title Suggests: Um. Hmm. Not much, but my guess is something fairly sappy.
The writing is super-sparse. I suppose that this is meant to produce an air of childlike simplicity, but it mostly just feels like cheap implementation. Particularly since the cutscene writing isn't great either. The characters are painfully sweet and generic, and trying very hard indeed to be charming. There are definite Carroll elements here, including the tangible edge of patronising saccharine perviness. "Your wide blue eyes sparkle with curiosity."
It all feels fairly pointless. Small girl really loves her grandfather; grandfather has heart attack and girl passes out to wander around in surreal dreamland; after a while, the girl wakes up, the grandfather's not dead, and the dream makes the girl think she accomplished this by wishing. There are a couple of simple puzzles along the way. Everything is sugary and bland, apart from the stuff that's weirdly Freudian (tunnels lined with dripping gel? a hairy, muscular and semi-naked 'stunning specimen' of a man?); but (aside from a few moments of fury at the first line) I could never really summon up anything more than indifference.
Rating: 2TOP |