| Reviews - Vol.II | |
| **************** | |
| By Quentin.D.Thompson, | |
| Infamous Author Of Interactive Fiction, | |
| Using the Adventure Game Toolkit | |
| To Conceal his Congenital Inability to | |
| Write A Decent Parser by Himself. | |
| Author of the stirring tale of medical malpraxis, | |
| "A Bloody Life". | |
| :-) | |
| (The opinions below are purely my own, and are inclined to be - as Mike | |
| Marqusee said about Rowland Bowen's cricket books - cranky, obsessive, | |
| and pedantic in turn. This said and done, they are meant mostly for fun, | |
| and as a guide to some of the text games I have been lucky or unlucky | |
| enough to take a bash at. | |
| Another word by way of apology. In case anyone reading this has been | |
| (un)lucky enough to try one of my games, you're welcome to review it | |
| as offensively as possible if it makes you feel better. Just make sure | |
| you mail me a copy, so that I can remove all the bugs for the next | |
| release.) | |
| Disclaimers: | |
| =========== | |
| 1. I am fully aware that, to some people, my games may be as irritating, | |
| annoying or bad as some of those I latched on to in this file. Well, | |
| opinions differ. So, don't be too bugged if I've taken a crack at | |
| your fave game, or praised your personal bugbear. | |
| 2. Not being a 'classical' adventure player, I tend to prefer detective | |
| adventures, etc..over the classic twisty-little-maze games. This, again | |
| is not to belittle the latter, but merely my own warped taste. | |
| Rating Systems: | |
| ============== | |
| My rating system is rather funny. Each game gets a primary rating which | |
| can be one of the following: | |
| BOMB - A total washout. Worth playing only to make fun of. | |
| WUSS - A weak game. Might appeal to certain people, but not me. | |
| * (This rating has been introduced only in Volume Two.) - Has features of | |
| interest, but the weakness outweigh the good qualities. | |
| ** - An average game. May contain intriguing, rather than | |
| genuinely interesting, features. | |
| *** - A good game. | |
| **** - Wow, I really enjoyed this! | |
| X - Tough, and not much fun. | |
| X**X - Good game, but damned tough/tricky to crack. This rating was | |
| invented solely for the works of Graham Nelson. | |
| Besides which, gameplay, conversation and descriptions all get ratings out | |
| of 10. (I'm rather big on conversation, as some of you who've played my | |
| game - A Bloody Life - might know.) When a game does not feature | |
| conversation, the rating is CX, not C0. | |
| There are separate 'Grouse', 'Nitpick' and 'Notable' headings for | |
| further details. | |
| A separate heading - QDT4 - deals with what I call the Quentin.D.Thompson | |
| 4-Letter Word trap. In other words, how does the game respond to four-letter | |
| words? The best response, so far, was from Graham Nelson's "Curses". | |
| Surprisingly, though I gave Christopher Huang's "Muse" hell (see volume 1), | |
| its QDT4 was among the best I've seen. And some of my favourite games | |
| had no QDT4 to speak of. | |
| In this edition I have introduced another heading, Non-Violence. Many | |
| of the more elaborate adventure games object to violence, and some of | |
| their replies are worth mentioning. | |
| If you like these reviews, be sure to check out my other collection of | |
| reviews, Dumb_Reviews.txt, also available at the IF-Archive. | |
| For comments, modifications, suggestions, flames, and basically anything | |
| under the sun concerning the games, the reviews, or anything to do with IF, | |
| drop me a line at : philip@giasmda.vsnl.net.in, or FluffyQ@hotmail.com. | |
| ----------------------------------------------------------------------------- | |
| "With the eyes of the mind, one sees everything...." | |
| - Hercule Poirot (from Agatha Christie, CARDS ON THE TABLE.) | |
| 1. The Murder of Jane Kranz (AGT) (*** G9 C1 D7) | |
| by Christian Andersen. | |
| One of the lesser-known gems of the AGT arsenal, (it's available only as | |
| source code, in the directory /games/source/agt/) this game, like "Mop | |
| and Murder" (see issue 1 of these reviews), proves that AGT can actually | |
| be used to produce excellent detective games. The clues are logical, the | |
| puzzles are not too difficult, but require some careful thought, and the | |
| replies to the player's silly commands are amusing enough. However, | |
| conversation is kept at a disappointing minimum, and none of the game's | |
| characters do anything - only one of the hundreds of questions you could | |
| think of asking will actually help you. For that reason, solely, I have | |
| withheld the maximum rating of ****. However, for the Agatha Christie | |
| buff (like myself), this is sometimes be far more enjoyable than the | |
| Raymond Chandler-style games which appeared in issue 1 (Gumshoe, The | |
| Hollywood Murders). Good job. | |
| Notable : A lot of detective-like verbs. SEARCH (of course), EMPTY, | |
| LIFT, and what have you. Interesting story line. And the | |
| solution will have you groaning with laughter (if you know | |
| the old murder-mystery cliches, that is.) | |
| Grouses : As I said before, there's very little conversation (or rather, | |
| AGT Standard Level Conversation, which isn't very instructive.) | |
| There's one more grouse, regarding the solution, but if I were | |
| to mention it here I would spoil your fun. | |
| Nitpicks : There's a little too much padding in the game, such as the | |
| bathrooms, the kitchen, etc. On the other hand, one could argue | |
| that such things make the game more realistic. | |
| QDT4 : As in most AGT games, this one has absolutely no QDT4 value; just | |
| "I don't understand <swear word> as a verb". However, try getting | |
| romantic with the dead body.... | |
| What Now? KISS BODY | |
| You pervert! You necrophiliac! Don't you understand that Jane | |
| is already dead?????? | |
| Non-Violence : One puzzle in this game (as in "Curses") does involve the | |
| use of violence. However, if you try killing a character... | |
| What Now? KILL DOCTOR | |
| What a sick idea! You are supposed to catch a killer, not | |
| become one yourself! | |
| And try smashing up mirrors - the ending is great! | |
| Final Word : Worth it? Definitely. Worth it to a Poirot and Holmes fan? | |
| Absolutely. One of the few detective games that don't involve | |
| driving around in cars, bullying people and getting drunk; | |
| extremely playable. | |
| ----------------------------------------------------------------------------- | |
| "And I feel dirty - all the way down, | |
| I feel dirty, baby - like this dirty town..." | |
| (Don Henley, "You Don't Know Me At All".) | |
| 2. Hotel Notell (AGT) (*** G7 C6 D9) | |
| by Richard Baribault. | |
| Quite a well-known game, this reminds me a great deal of Ed McBain's novel, | |
| "Vanishing Ladies" (with a few differences). Basically, you wake up in | |
| a strange hotel room, and go on from beating your hangover to cleaning up | |
| the corrupt administration of a town. Quite a flight of fancy. Very, very | |
| unAGT-like (you can look under objects, look down, etc..). | |
| Notable : Good gameplay (though rather difficult at times) with some | |
| innovations : the slot machine, the roof, etc. Nice descriptions, | |
| though a little grim. The storyline does sound rather improbable | |
| and inconsistent at times, however (see Grouses, below), and it | |
| is fairly easy to shut oneself out of a win. Lots of laughs. | |
| Check out Roscoe's T-shirt, or the Puzzle of the Crying Baby. | |
| Grouses : Unfortunately, there are quite a few - which is a pity because | |
| (being rather a McBain fan) I liked this game.... | |
| (1) Guess-the-verb. I think a law should be passed forcing | |
| every programmer to declare his guessable verbs clearly | |
| at the outset of the game. Of course, this often makes it | |
| easy for the player - but some of the verbs are quite | |
| hard to find (not as hard as the 69 in Stiffy Makane - see | |
| issue 1). In particular, listen to this gem: | |
| The baby keeps on crying! You wonder what to do. | |
| What Now? MAKE TOY WITH CONDOM | |
| (If you were able to crack that with ease, you're a better | |
| man than I.) | |
| (2) Inconsistency. For a man who's trying to clean up a corrupt | |
| town, the idea of you gallivanting with call-girls sounds | |
| a little far-fetched, unless you're the two-faced kind. Of | |
| course, one could try to explain this by saying that you | |
| only start your clean-up mission after meeting Eve Savage, | |
| but it's still rather jarring. I mean, McBain and Leisure | |
| Suit Larry don't mix very well. | |
| (3) Abuse of the verb USE. USE, to me, belongs solely in | |
| the cheesy adventure games written by Michael Zerbo | |
| (of "Child Murderer" and "Inner Demons" fame - yargh!). | |
| As a digression, let me state here that Zerbo's only | |
| decent game was the one reviewed in Volume I - | |
| "The Hollywood Murders". (I haven't yet played "Dames | |
| Are Trouble", and I'll get back to it when I do.) | |
| Perhaps USE TOILET and USE CAMERA sound good, but one | |
| still doesn't expect to find them in a professional-level | |
| game. | |
| Nitpicks :(1) If you (the first-person player) find the call-girl such a | |
| slob, why are you so keen on making time with her? | |
| (2) Floors 2 and 4 of the Hotel Notell are sheer padding. | |
| (3) The police station does absolutely nothing for the game. | |
| As I stated in my review of "Jane Kranz" above, I have | |
| few objections to 'dummy' rooms as long as they make the | |
| game more interesting, or more playable, or more realistic; | |
| but a do-nothing precinct with a sergeant who knows only | |
| two words ("Beat It!") is hardly a worthy addition to any | |
| game. | |
| (4) Why code for a KISS command when it's never used in the game, | |
| not even as comic relief? | |
| QDT4 : As I said, this game is not your average AGT adventure; it DOES | |
| have a QDT4 meta-command: | |
| "You WOULD try and <swear word> the <object>, wouldn't you?" | |
| Non-Violence : One puzzle in this game necessitates the use of force, | |
| and other acts of violence merely give you a "Sorry, you | |
| can't do that...." message. | |
| Final Word : If you can hold your nose long enough to solve the $20 puzzle, | |
| this is quite a well-written and playable game. Keep your | |
| guessing caps on, though. | |
| ----------------------------------------------------------------------------- | |
| "You know, Jesus, he never let me down, | |
| Jesus used to show me the score.... | |
| Then they put Jesus in show-business, | |
| Now it's hard to get in the door...." | |
| (U2, "If God Will Send His Angels") | |
| 3. Christian Text Adventure - 1 (GAGS/AGT) (BOMB G0 CX D0) | |
| by Bob Nance. | |
| I must confess to being biased in this review, because I have never been | |
| a great admirer of Bible-thumpers, or, for that matter, fundamentalists | |
| of any denomination. Having said that, I still consider this the worst | |
| perversion of the AGT game engine ever written since "Stiffy Makane". | |
| GAGS-style gameplay, juvenile, preachy dialogue (which the author has | |
| the gall to describe as "humorous comments on today's world"), total | |
| absence of puzzles, and an anti-humanist, reactionary stand that I find | |
| quite revolting go on to make this the worst game ever to occupy space | |
| on my hard drive. If I had played this putrid piece of junk before playing | |
| "Muse", I would have been much, much kinder to the latter - because, | |
| though "Muse" had a cheesy, stereotyped storyline, it had class, originality, | |
| and a level of gameplay sadly absent from this exercise in futility; and | |
| though "Muse"'s protagonist was a clergyman, it still had absolutely | |
| no militant Christian-soldier content. CTA-1 is, then, a very poor man's | |
| "Pilgrim's Progress", recommended only for Sunday-school teachers in | |
| redneck colonies. And "Muse"'s admirers may consider its rating increased | |
| to *. | |
| Notable : It's very rare to find a game as consistently stupid and | |
| GAGS-like as this one. | |
| Grouses : If you have to ask...... | |
| (1) Useless gameplay. Killing monsters, opening doors, and | |
| going places using AGT SPECIALs are the only moves | |
| required to finish this game. | |
| (2) Pathetic attempts at humor. Bob Nance tries to write | |
| a sarcastic piece on cigarette-smoking and television, | |
| and falls flat on his face. Extracts are appended below: | |
| "A team of archeologists with which the author is associated recently | |
| uncovered a capsule near the mouth of the Mississippi River which contained | |
| some interesting artifacts. Our computer dated the material in the capsule | |
| to have been produced during the year of our Lord 1984. Among the find, | |
| which was in surprisingly good shape, was a small package which contained | |
| 20 "cigarettes". A cigarette is a small amount of tobacco rolled up in a | |
| piece of paper. Our analysis and laboratory tests showed it to contain | |
| an addictive narcotic. | |
| I know this is hard to believe, but apparently, from the information | |
| contained in the capsule, people from that era lit one end of the "cigar- | |
| ette" and drew smoke into their lungs by sucking on the other end! | |
| Why did they do this? No one knows. The package itself contained a | |
| clear warning from the Surgeon General that it was dangerous to use them. | |
| However, according to the experts on that era of history, there was a | |
| tremendous amount of stress and peer pressure during that time period, | |
| apparently caused by the widespread humanist religion that was practiced | |
| then. Thank God that the Spiritual Revolution, which actually started | |
| during that era, brought us back to God and began destroying humanism." | |
| (3) Juvenile, nauseous, cheap idealism. If Bob Nance thinks | |
| that the tithes of a few hundred Christians are going to | |
| solve poverty, racism, and the drug trade, he's either | |
| a fool or a schizophrenic. I mean, just look at this | |
| piece of passionate prose: | |
| CONGRESS DISCONTINUES WELFARE PROGRAM | |
| (API) Congress today unanimously voted to abandon the Welfare program. | |
| "Since Christians across the nation have begun to tithe again, churches have | |
| had the funds to provide food and medical care to ALL the needy people in | |
| their communities", said Congressman John Stennis, III of Mississippi. "It | |
| is no longer necessary for us to tax the population in order to provide these | |
| services, therefore, there will be widespread cuts in income tax." | |
| "Destroying humanism". "Abandoning welfare". This game | |
| should have been called "Fascist, Bigoted, Fundamentalist, | |
| Mentally Retarded Text Adventure". | |
| (4) Most adventure games just give you a README (or sometimes | |
| source code) along with the story files. Bob Nance, however, | |
| is such a missionary that he includes piles and piles of | |
| tracts (his own retellings of famous Biblical incidents) | |
| that are so badly written, with such clumsily obvious | |
| intentions, that they are impossible to read. Notable | |
| ones include a 'detective' (???) story about Cain and | |
| Abel, and a moving piece on Eli. | |
| Nitpicks : None. With grouses like that, who needs nitpicks? | |
| QDT4 : Absent. But that didn't prevent me from swearing at the game | |
| about once in every five moves. | |
| Non-Violence : This game is extremely violent. Obviously Bob Nance, for | |
| all his "Christian" talk, doesn't believe in turning the | |
| other cheek. The only gameplay in this game involves killing | |
| very originally-named monsters ("Lust", "Unbelief", etc.) | |
| with very originally-named weapons ("Sword of the Spirit", | |
| "Staff Of Righteousness".) | |
| Final Word : <expletive deleted>. | |
| By the way, I heard a rumour that Bob Nance had two more | |
| games in the works - for those interested, they are: | |
| PUBLIC MORALITY TEXT ADVENTURE - In this online game, you play a district | |
| attorney trying to convict the President of the United States, who's | |
| cheating on his wife. Your job is to write a 4000-page report that would | |
| outsell "Playboy", "Hustler" and "Penthouse", and publish it on your | |
| website. NB - all resemblances to real characters are coincidental. | |
| CRUSADE ADVENTURE : BIG CHRISTIANS KICK THE HELL OUT OF INFIDELS! - In this | |
| game, you play Bob Nance himself, as a US Air Force pilot who wants to | |
| bomb Iraq, Kuwait, India, Pakistan, China, Japan... - basically, all the | |
| non-Christian countries. Available at a discount from the KKK Retail Store. | |
| ----------------------------------------------------------------------------- | |
| "One slip, and down the hole we fall... | |
| It seems to take no time at all.... | |
| A momentary lapse of reason, | |
| that binds a life for life...." | |
| (Pink Floyd, "One Slip") | |
| 4. The Lady In Green (AGT) (** G7 CX D8) | |
| by D.F.Stone. | |
| This is another source-code only game (there may be a compiled version in | |
| /games/agt by the time this comes out, but I haven't seen one myself) which | |
| is, in spirit, a Gothic tale par excellence. Basically, you are a travelling | |
| salesman (or a travelling businessman, I forget which) who, on stopping | |
| at a hotel, gets sucked into a seafaring town of the 18th century. | |
| What strikes me here, most of all, is the fact that, with a little more | |
| work, this could have quite easily been Standard AGT's answer to "New | |
| England Gothic" (NEG).The room descriptions, the moving painting, the holding- | |
| a-hand puzzle, and the descriptions of the 18th century suite are rather | |
| well done, in my humble opinion, and carry far more of a "Gothic" flavour | |
| than anything in NEG. | |
| Unfortunately, that's where it all starts to fall apart. There are | |
| regrettably few objects, few verbs beyond the standard AGT vocabulary, | |
| and the whole eerie atmosphere seems to degenerate into second-hand | |
| Dickens or Baroness Orczy once you leave the Lady's rooms and enter the | |
| seafaring town. The puzzles are fair enough and sometimes quite well | |
| thought out, especially the rescue of Lady Sarah's son from the galley, | |
| but this game is still far too sketchy, and leaves one wondering : "What | |
| was the point of all that?". | |
| I'm not aware if D.F.Stone has written any other games in the same vein | |
| after this, but if he did so they would definitely be worth playing, only | |
| to see if he (or she, I don't know) has been able to improve on what was, | |
| sadly, only latent in this game. | |
| NOTABLE : For a game that is essentially romantic in premise and construction, | |
| we are spared much of the literary excesses of games like "Muse", | |
| and even the kissing scenes that Simba felt obliged to include | |
| in "NEG" are, mercifully, absent. There's a fine use of disguise | |
| and clothing, which leads one to wonder if the author is a fan | |
| of historical romances - but, once again, there's too little | |
| happening in the game. Some people might enjoy the ending, but | |
| I found it ambiguous; you can either choose to remain, or treat | |
| the whole incident as a dream. And (as I said already) the | |
| room descriptions do a better job creating an atmosphere than | |
| "NEG". A similar game, that I haven't yet got through, | |
| which has rather similar-sounding room descriptions, is | |
| "Legacy" by Marnie Parker; but, since it's in Inform, I shall | |
| not attempt to compare the two. | |
| In addition, attempting to repeat an action does not give you | |
| a "Sorry, you can't do that..", but a "You've already done that" | |
| message - clear evidence of good coding. | |
| GROUSES : It's too short! The story is, regrettably, bare-bones, and in | |
| what should rightfully be one of the most important scenes of | |
| the game, all the author found fit to say was: | |
| Suddenly the Lady turns towards you. "Thank heaven you came" she says, | |
| then bursts into tears. | |
| After wiping her eyes you learn that the Lady is called Sarah. You | |
| ask her about the portrait. "My husband, a few years ago now...(her voice | |
| goes very faint).... commanding his regiment in France". | |
| There is a short pause "You must help me find Richard, my son, he is | |
| only 13, and he never returned from town yesterday" . She pauses, gets | |
| up slowly, and looks at you imploringly. "Excuse me", and she picks up | |
| her Bible ,drops it in a panic, and rushes upstairs. | |
| Of course, all the usual AGT bugs are there : if the room | |
| descriptions mention a Bible, or a nightdress, all you get | |
| on EXAMINEing them is : "I don't understand NIGHTDRESS as a noun", | |
| or so on. Not much guess-the-verb (when you take the hand that | |
| is held out to you from the picture, TOUCH and HOLD work equally | |
| well, for example) which is fortunate. | |
| NITPICKS : Lots of them, but nothing specific. Oh, yes. A KISS verb is | |
| mentioned, but never coded. | |
| QDT4 : Absent. But since this is a stately sort of game, it might be | |
| better. | |
| NON-VIOLENCE : Standard AGT reply : "Hostility requires a target" | |
| FINAL WORD : I wish D.F.Stone had taken a little more time about this one. | |
| Then I could, in all honesty, say that here was an AGT game | |
| that made "Muse" look silly. | |
| ----------------------------------------------------------------------------- | |
| "When a movie becomes famous for its special effects, you can be | |
| sure it's bad." | |
| (Isaac Asimov, ASIMOV ON SCIENCE FICTION.) | |
| 5. CATTUS ATROX (Inform) (BOMB G-1 C0 D0) | |
| "Cattus Atrox", its author kindly informs us, is a not a game for the | |
| faint-hearted. It is also, quite simply, the most unplayable game ever | |
| written using the Inform parser (or any other parser for that matter). | |
| The situations, dialogue and plot seem to be a bad imitation of any | |
| modern-day psychopathic thriller, the commands are atrocious, and the | |
| whole thing is merely pointless. Anyone who can crack this without | |
| a walkthrough should be investigated for telepathic powers. | |
| Oh, yes, the game. The whole game consists of moving north, south, or up, | |
| sleeping, staring at streets, gallivanting in sewers, killing lions - and | |
| it isn't even funny. Quentin Tarrantino meets Infocom here with disastrous | |
| results. Leave Hollywood to the Hollywood boys, I say. | |
| NOTABLE : This is the first game to be awarded a -1 in gameplay, but | |
| it is well-earned. This isn't interactive fiction, this is | |
| your average Saturday night video-store rental. Even | |
| Freddy Kruger would spit on this. | |
| GROUSES : Glum, depressing scenario. Pointless story. Unappealing | |
| characters. Lousy puzzles. To say more would be needless. | |
| Play it and see for yourself. | |
| NITPICKS : Is this an adventure game? | |
| (Tough question, though - see the review of 'Photopia', below.) | |
| QDT4 : There is a QDT4, but it's as unappealing as the game. | |
| VIOLENCE : This game is notable for its total neglect of the teachings | |
| of the Rev. Martin Luther King, Jr. | |
| FINAL WORD : It stinks. I could say more, but real adventurers | |
| don't use such language. Besides, what would the Bishop say? | |
| After games like this, both Mercy and Muse rise slightly in | |
| my estimation. | |
| ----------------------------------------------------------------------------- | |
| "Everything was beautiful, and nothing hurt." | |
| (Kurt Vonnegut, SLAUGHTERHOUSE-FIVE) | |
| 6. PHOTOPIA (Inform) (**** G5 C9 D9) | |
| by Adam Cadre. | |
| Listen: | |
| Interactive Fiction has come unstuck in time. | |
| Though this game is absolutely linear, can be finished even by Doom II | |
| addicts, and involves little puzzle-solving, it's definitely the best thing | |
| I've seen out of the IF Competition '98 so far. Actually, it's a story told | |
| in two threads; one in real life, one a sort of SF fantasy. | |
| NOTABLE : I LOVE THE COLOURED TEXT! Even though my monitor only works in | |
| monochrome, and the Sea-Blue level gave me eyestrain, I totally | |
| agree with Baf's review : this is a game where colour comes off | |
| very well. The game? Extremely, extremely original. Like reading | |
| a short story on your computer; you type in the commands and | |
| the pages turn. Does tend to veer towards the moving at times, | |
| but also has a sense of humour. Reminds me of comic books, | |
| "Back To The Future" movies, and so many other things that I | |
| can't list them all here. Besides, I can't help having a soft | |
| corner for any game that uses the TALK verb as well as this | |
| one did. And, though this is a short story, it works excellently | |
| without illustrations. In fact, graphics would merely take a lot | |
| of the fun out of it. An excellent example of how text adventures | |
| are superior to graphical shoot-em-ups, provided you have a little | |
| imagination. I am strongly tempted to suggest that if Epic | |
| MegaGames (famous for platform games and shoot'em'ups) had had | |
| a story of this calibre to use for their (boring) graphical | |
| adventure, "Dare To Dream", it would probably have been one of | |
| their best works. Oh, well, what if..... | |
| Afterword : After finishing this review, I knew I had left | |
| something out, and it bothered me. In retrospect, what was | |
| on my mind was the fact that strand one of the story was | |
| told in non-chronological order (so that a character who's | |
| dead in one scene reappears as a baby in another). Sort of | |
| reminds me of Kurt Vonnegut's "Slaughterhouse 5" - I wonder | |
| if Adam Cadre was inspired by it? | |
| GROUSES : It could've been a little longer. OK, so competition entries | |
| aren't supposed to be long. But this isn't a complaint, more | |
| a compliment to the author's ability to arouse the player's | |
| interest. | |
| NITPICKS : Perhaps the next time a coloured-text game comes out, the beta | |
| testers could try it out on a Monochrome monitor. I mean, | |
| Sky-Blue was torture for my myopic (as opposed to photopic) | |
| eyes. | |
| QDT4 : This game does not recognize QDT4 verbs; and it's yet another tribute | |
| to "Photopia" that I never once felt like even TRYING to QDT4 it, | |
| even though I played it through twice. | |
| VIOLENCE : Non-existent. | |
| FINAL WORD : Is this IF? Or is this what hyperfiction should really be, | |
| instead of branching stories? Make up your own mind - but be | |
| sure to try it. Colour monitor recommended, however. The | |
| fact that this won the '98 Competition shows that awards | |
| aren't ALWAYS that bad. (See previous issue.) | |
| POST-SCRIPTUM : If any of you need a little laugh after playing this | |
| game, you can try the IF-A-Minute version of "Photopia". | |
| ----------------------------------------------------------------------------- | |
| "There's an exception to every rule." | |
| 7. Hotel California (Homebrewed parser) (*** G8 C7 D8) | |
| Fundamental Rule Number One of Text Adventures : Self-made parsers are | |
| an utter disaster. | |
| Fundamental Rule Number Two: "Nothing is so disturbing as the upsetting of | |
| a preconceived notion." (Josef Conrad). | |
| Though it's been quite a long time since I played this game, I still | |
| remember it quite well. It was written in BASIC, by an author who's | |
| admittedly "nostalgic about Infocom (yawn)" and provides a rather entertaining | |
| hour or two of gaming. | |
| NOTABLE : Good parser, though some of the most standard verbs (LOOK AT, for | |
| example) are missing. Puzzles scrupulously fair except for | |
| guess-the-topic-of-conversation with the lady dancing in the | |
| courtyard. Nice online hints that aren't too obvious (the two | |
| books in the library, for example). And finally, being a longtime | |
| Don Henley and Eagles fan, I cannot help but appreciate a game | |
| called "Hotel California", which is actually based on the song. | |
| Good sense of humour, too. Challenging. | |
| GROUSES : As mentioned above, ASK LADY ABOUT LOVE isn't a very fair puzzle | |
| compared to the others in the game. The parser's weakness shows | |
| later in the game, when you have to deal with objects such as | |
| a "stickybroom" and a "litcandle". Guess-the-verb on a few | |
| occasions, as well as problems with verb synonyms, spoil the | |
| fun a little. | |
| NITPICKS : Sketchy room descriptions. A little more attention could have | |
| been paid to atmosphere. | |
| QDT4 : Humorous reply, based on the characters in the game. | |
| VIOLENCE : Why is it that almost every text adventure requires you to | |
| smash a pane of glass, or a mirror, or something? Of the | |
| games in this volume, I can already count three that involve | |
| glass-smashing. Do TA authors hate windows, or what? | |
| FINAL WORD : Well, it's not the world's greatest game - I agree. But | |
| give it a shot, anyhow. | |
| ----------------------------------------------------------------------------- | |
| 8. Theatre (Inform) (**** G9 CX D8) | |
| by Brendon Wyber | |
| Let me begin with a disclaimer: Supernatural stories unnerve me. Call me | |
| a rock-hard rationalist if you like, but I find nothing even vaguely | |
| interesting about entities on the astral plane, and mysterious ritual | |
| sacrifices, and guff like that. Sorry, but that's the way I am. | |
| And now the review. I loved this game. | |
| Sure, it's called "An Interactive Night Of Horror". But I think 'mystery' | |
| would be a far better word than 'horror'. Most of the fun in this game | |
| comes from its puzzles, which are among the fairest I've seen - I only | |
| needed a little help on one of them, the drowning of the rats, because | |
| I didn't read the description to 'pull lever' carefully enough :) | |
| The story? You're a theatre executive about to make his way home to join | |
| some friends at a show, but need to find your pager somewhere in the | |
| theatre. (Trying to explore the rest of the theatre before you've | |
| played through part one is not allowed, which jars just a little - some | |
| reviews have been fairly hard on this, but then, a lot of adventure | |
| games make you play through 'formalities'.) On attempting to leave, you | |
| find your way blocked by a raving thug, and are forced to return within | |
| the Theatre, which has somehow, strangely enough......changed. | |
| NOTABLE : | |
| * I found picking up the diary pages and gluing them together kind of fun. | |
| Someone (I forget who) has commented that the prose in the journal isn't | |
| too literary, and reminds him of "Adrian Mole". Never having read "Adrian | |
| Mole", I can't answer that specifically, but if I were a greenhorn, | |
| slightly stupid architect(as Eric Morris was supposed to be in the game) | |
| I would probably write exactly like that. | |
| * Good puzzles. Some of them were fairly standard (unlocking a safe using | |
| a stethoscope), some original (the Pied Piper of Popcorn), some | |
| imaginative (A corpse? Looks like good monster chow!) and some | |
| almost slapsticky (Tarzan!). The only two puzzles that I found | |
| irritating were with the dagger and the statue - putting coloured | |
| stones into eye sockets does little for the game. | |
| * Nice atmosphere. Good gameplay, too, and it's not easy to shut oneself | |
| out of a win. | |
| * A nice little transcript on how to solve some of IF's more irritating | |
| puzzles, and a short story, are also packaged with the game. | |
| GROUSES : None, really. | |
| NITPICKS : 1. The idol puzzle (see above). | |
| 2. The ending. It's a little too rushed, like Michael Crichton's | |
| novels ("The Terminal Man" and "The Andromeda Strain", for | |
| example) and doesn't really resolve everything. | |
| QDT4 : Very, very original.... | |
| "I don't think the <object> is ready for a relationship." | |
| VIOLENCE : Hey, it's all in self-defence. | |
| FINAL WORD : One of the best puzzle games I've seen. | |
| ----------------------------------------------------------------------------- | |
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