| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE # 16 - "ONCE AND FUTURE" SPECIAL | |
| Edited by Magnus Olsson (zebulon SP@G pobox.com) | |
| November 28, 1998. | |
| SPAG Website: http://welcome.to/spag | |
| SPAG #16 is copyright (c) 1998 by Magnus Olsson. | |
| Authors of reviews retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| Once And Future | |
| EDITORIAL------------------------------------------------------------------ | |
| This is a rather special issue of SPAG. For the first time ever, the | |
| entire issue is devoted to a single game: G. Kevin "Whizzard" Wilson's | |
| "Once and Future" (the game formerly known as "Avalon"), recently | |
| released from Cascade Mountain Publishing. (There has been one theme | |
| issue before, SPAG 5, which was devoted to David Baggett's "The Legend | |
| Lives", but that issue contained reviews of many other games as well). | |
| The release of "Once and Future", or "OaF" for short, is a landmark in | |
| more ways than one. Not only is it the first commercial release of a | |
| text-only game in many years, but "OaF" is one of the most eagerly | |
| awaited games ever; in fact, it's been discussed on the IF newsgroups | |
| ever since Whizzard made the - monumentally premature - announcement | |
| back in 1993 that a game called "Avalon" would be released shortly. | |
| The name "Avalon", by the way, turned out to be taken (unlike book | |
| titles, game titles can be trademarked), so the game had to be renamed | |
| at the last minute (so late, in fact, that I had to do a global | |
| search-and-replace through the text of the reviews below). | |
| So, does "OaF" live up to the expectations? Hopefully the reviews | |
| below will begin to answer this question. | |
| It should be noted that all reviews except one in this issue were | |
| written by beta testers of "OaF". I know that there's been some | |
| controversy about beta testers reviewing games - the question is, can | |
| a beta tester review a game impartially? Personally, I think so, | |
| though there are clearly some problems (which are also pointed out by | |
| some of the reviewers). SPAG would therefore like to publish more | |
| reviews of "OaF" by non-testers - positive or negative makes no | |
| difference. | |
| These reviews are advance reviews, based on pre-release | |
| versions of the game, so some things may have changed in the published | |
| version. Incidentally, this is what was behind all my strange | |
| utterances about "secret" material delaying SPAG 15: I had originally | |
| planned to publish these reviews in SPAG 15, but had to delay | |
| publication until after the release of "OaF". Those of you who feared | |
| strange conspiracies behind the secret material that had to be delayed | |
| can feel relieved (or disappointed); this is really all there was to | |
| it. | |
| This issue also sees the return to SPAG of Sean Molley, a.k.a. "Molley | |
| the Mage", one of the pioneers of rec.arts.int-fiction, and one of the | |
| most prolific contributors in the first issues of SPAG. Welcome back! | |
| Footnote: The abbreviation "OaF", which is used freely throughout this | |
| issue, is "sanctioned" by Whizzard himself. I mention this because my | |
| copy of the Oxford Reference Dictionary defines an oaf as "an akward | |
| lout", but I don't think anybody using the abbreviation would think | |
| there's anything very oafish about "OaF". | |
| NEWS ----------------------------------------------------------------------- | |
| Apart from the release of "Once And Future", the big news on the IF | |
| front is that the voting in the 1998 IF Competition has been | |
| concluded. The results: | |
| 1: Photopia, by Adam Cadre | |
| 2: Muse: An autumn romance, by Christopher Huang | |
| 3: The Plant, by Mike Roberts | |
| 4: Arrival, by Stephen Granade | |
| 5: Enlightenment, by Taro Ogawa | |
| 6: Mother Loose, by Irene Callaci | |
| 7: Little Blue Men, by Michael Gentry | |
| 8: Trapped in a One-Room Dilly, by Laura Knauth | |
| 9: Persistence of Memory, by Jason Dyer | |
| 10: Downtown Tokyo. Present Day, by John Kean | |
| 11: Informatory, by Bill Shlaer | |
| 12: The Ritual of Purification, by Jarek Sobolewski | |
| 13: The City, by Sam Barlow | |
| 14: Where Evil Dwells, by Steve Owens and Paul Johnson | |
| 15: Purple, by Stefan Blixt | |
| 16: Four in One, by J Robinson Wheeler | |
| 17: Research Dig, by Chris Armitage | |
| 18: CC, by Mikko Vuorinen | |
| 19: Spacestation, by David Ledgard | |
| 20: Cattus Atrox, by David Cornelson | |
| 21: In the Spotlight, by John Byrd | |
| 22: Lightania, by Gustav Bodell | |
| 23: Acid Whiplash, by Cody Sandifer and Rybread Celsius | |
| 24: I Didn't Know You Could Yodel, by Andrew Indovina and Michael Eisenman | |
| 25: Fifteen, by Ricardo Dague | |
| 26: The Commute, by Kevin Copeland | |
| 27: Human Resources Stories, by Harry Hardjono | |
| The next issue of SPAG will be the 1998 Competition Special, with | |
| (hopefully) lots of reviews, interviews, complete results, etc. Until | |
| then, you can find more information about the Competition at the | |
| official website: | |
| http://www.ifcompetition.org | |
| The games can be downloaded from | |
| ftp://ftp.gmd.de/if-archive/games/competition98 | |
| ERRATA ----------------------------------------------------------------- | |
| In SPAG 15, the byline on one of the reviews of "Firebird" was omitted | |
| by mistake (mea culpa). That review was written by Duncan Stevens | |
| a.k.a. Second April <dns361 SP@G merle.acns.nwu.edu>. | |
| In the same issue, the review of "There's a Hole in your Bucket" | |
| stated that "Adventure Probe" is published by Karen Tyers. Karen has | |
| written to point out that the 'zine is in fact published by a lady | |
| called Barbara Gibb. SPAG apologizes for the confusion. | |
| SUBMISSION POLICY ---------------------------------------------------------- | |
| SPAG is a non-paying fanzine specializing in reviews of text adventure | |
| games, a.k.a. Interactive Fiction. This includes the classic Infocom | |
| games and similar games, but also some graphic adventures where the | |
| primary player-game communication is text based. | |
| Authors retain the rights to use their reviews in other contexts. We | |
| accept submissions that have been previously published elsewhere, | |
| although original reviews are preferred. At the moment, we are | |
| reluctant to accept any more reviews of Infocom games (though | |
| exceptions happen). | |
| KEY TO SCORES AND REVIEWS---------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Infocom ports | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Also, scores are still desired along with the reviews, so send those along. | |
| The scores will be used in the ratings section. Authors may not rate or | |
| review their own games. | |
| More elaborate descriptions of the rating and scoring systems may be found | |
| in the FAQ and in issue #9 of SPAG, which should be available at: | |
| ftp://ftp.gmd.de:/if-archive/magazines/SPAG/ | |
| and at http://welcome.to/spag | |
| REVIEWS ---------------------------------------------------------------- | |
| From: Adam Thornton <adam SP@G princeton.edu> | |
| NAME: Once And Future | |
| AUTHOR: G. Kevin Wilson | |
| E-MAIL: whizzard SP@G pobox.com | |
| DATE: 1998 | |
| PARSER: TADS | |
| SUPPORTS: all TADS ports | |
| AVAILABILITY: Commercial, published by Cascade Mountain Publishing | |
| (sold by mail order only) | |
| URL: http://www.cascadepublishing.com | |
| VERSION: 1.0 (Reviews based on the final BETA version from July 1998) | |
| It's here. | |
| The most-eagerly awaited IF event of the millenium, I think it's fair | |
| to say, has finally arrived. | |
| That event, of course, is the advent of Gerry Kevin Wilson's epic | |
| tale: Once and Future. | |
| By now, everyone knows the outline of the plot, right? Right? Well, | |
| you're Frank Leandro, U.S. soldier in Vietnam. And you jump on a | |
| grenade to save your buddies. But instead of finding yourself dead, | |
| you find yourself on the isle of Avalon, after a little lecture from | |
| King Arthur about using the grail to resurrect yourself and "keep | |
| something very bad from happening in the real world." | |
| And then there you are in Avalon. And there's quite a lot to do | |
| before you even can begin to get on with your quest, since you first | |
| have to figure out where Merlin might be, and then get yourself over | |
| to Faerie somehow. There's the Lady of the Lake, and a little | |
| demon-possessed girl-oracle, and a mermaid with a siren song, and | |
| birds and snakes (no aeroplanes) and moles and mice. Not to mention | |
| figuring out where the rest of the Arthurian legends come into this | |
| and dealing with the demons of your own past. | |
| And then you start piecing together what it is you're supposed to do. | |
| Not that it ultimately comes as much of a surprise. If you had to | |
| pick the turning point where America Went Wrong This Century, I'd be | |
| amazed if GKW's choice was not among your top three. And unlike | |
| Jigsaw, where you have to protect the past at all costs (and might not | |
| the world have been a better place in the absence of the First World | |
| War?), here you're given an opportunity to put things right. | |
| There are all the usual suspects: Merlin, Galahad, Lancelot, Mordred, | |
| the Faery Queen. We have the second appearance in a game this year of | |
| True Thomas, too. And Arthur is not the only King to be found in the | |
| game. All of these--except the last, darkly alluded to but not | |
| specified (find him yourself!)--are characters you'd expect to find in | |
| a game about Camelot and the Arthurian myth-cycle. And, as you'd | |
| expect, they act like you think they ought to. Further, there's a lot | |
| of really terrific interaction *between* the NPCs. This is harder | |
| than it looks, and I think the reason GKW did it at all is that he'd | |
| coded the first bits of it before he ever heard the term | |
| "combinatorial explosion." The animosity between Galahad and Merlin | |
| is well portrayed and often funny; there are apparently about 600 | |
| separately coded NPC responses. | |
| But it's not *those* NPCs at all that make the impression. It's the | |
| ones that Kevin has made up for his story that really grab my | |
| attention. I have a huge crush on Snookums, the brain-damaged mole | |
| saved by Jesus. She's a magnificent NPC. She's also a tool for | |
| solving puzzles, but she comes across as, well, lovable. The Vietnam | |
| buddies that you have to "save" in various ways, too, are well-done. | |
| There's a nice subtle "A Christmas Carol" riff hiding in there | |
| somewhere, too. The demon you encounter along the way is | |
| well-executed: an updated Screwtape, who sounds like a junior partner | |
| straight out of a New Jersey law firm rather than a don from the musty | |
| libraries of Oxbridge. | |
| The NPCs have the most varied topic lists and behaviors I have seen in | |
| any game. The only one who comes close to their knowledge is Bob in | |
| She's Got A Thing For A Spring, and he doesn't have to follow the | |
| player around or interact with other NPCs. | |
| However, maybe the best parts of the games aren't the wholly original | |
| ones. GKW has taken some very old thematic archetypes and rewoven | |
| them into new cloth. The Hunter is not new, exactly, and neither is | |
| his Hound; but both of them appear as forceful and terrifying | |
| characters. Particularly, the scene at the Crossroad Of Dreams where | |
| you're fleeing the Hound is magnificent. Kevin knows what he's doing | |
| with the old stories, and for the most part wields them with a | |
| practiced hand and delicate touch. | |
| The game as a whole is technically very competent. A few unsquashed | |
| bugs remain: just tonight I tried a new syntax for filling the buckets | |
| in the old lady's house, and got a TADS runtime error (fortunately not | |
| fatal), but the prose is well-crafted and free of typos and | |
| grammatical errors. This is doubtless due in large part to the game's | |
| extensive beta-testing. The prose is uneven, and I, with the | |
| betatester's privileged eye, can tell you why: Kevin is a much better | |
| writer now than he was in 1993. Those parts of the game's | |
| descriptions that come from the early days are not nearly as | |
| well-polished or paced as the more recent pieces of prose. | |
| As I mentioned, I've been a betatester for OaF. I've been a | |
| betatester for a very long time now: I first saw OaF source code in | |
| early 1994 when I visited Kevin at Berkeley; I'd been testing it for | |
| some months prior to that. I therefore cannot review this game in any | |
| sort of an objective sense. I have been playing it for so long that | |
| it has become a fixture in my life. I can no longer tell you which | |
| puzzles are fair and which aren't. | |
| What I can do is to provide a little historical perspective on the | |
| game. In short, the question everyone is going to be asking is "was | |
| it worth the wait?" In short the answer is "yes" but with a few | |
| reservations. And it is those reservations and what they tell us | |
| about where IF has gone since GKW began OaF so long ago that make the | |
| story interesting. | |
| OaF was begun in, I think, the summer or fall of 1993. Possibly | |
| somewhat earlier. The earliest cuts might even have been in TADS 1.x, | |
| and thus may have predated the 2.0 Great Change. I know Challenge of | |
| the Czar, the long-awaited (much longer than OaF, by now--but it's no | |
| longer under active development) game from Sean Molley was begun in | |
| TADS 1.2. But I digress. | |
| In any event, TADS was the only development system for serious IF. If | |
| anyone used Inform besides Graham (if Inform even existed) we didn't | |
| know about it. We were at what we can now recognize as the end of the | |
| Dark Ages: that long period between the death of Infocom and the | |
| Renaissance we currently enjoy. AGT is what had been used universally | |
| up until the at-that-point quite recent development of TADS; the best | |
| AGT games, as we're all aware, fall far short in terms of parser | |
| sophistication of even mediocre Infocom (despite what the | |
| alt.games.xtrek crowd seems to think). | |
| Maybe it's better to think of late 1993 as the High Middle Ages: the | |
| first couple Unkuulian games had come out, demonstrating that | |
| entertaining and relatively sophisticated adventures were being | |
| produced. The dusty tomb of IF had been found, and a few brave souls | |
| were sweeping away the cobwebs. IF meant "text adventure" meant | |
| "puzzle game." | |
| The Horror of Rylvania had just been released, and was one of the | |
| first games with much of a moral edge to it. It introduced the | |
| player-as-monster theme, and had opened up some of the issues OaF was | |
| to confront. And, unfortunately, no one ever played it, because it | |
| cost money. And let us not forget, this was long before the release | |
| of The Legend Lives, which was the first piece of post-crash IF to | |
| deal with religious issues head-on. (Not that the mid-80s commercial | |
| treatments were particularly deep and sophisticated). Even such an | |
| elementary concept as "mazes suck" had not been finalized (Rylvania, | |
| for one, had a gratuitous and annoying maze in it). | |
| So, OaF, in tackling heavy-duty moral and ethical issues, was really | |
| at the cutting edge of the avant-garde in a field defined by the | |
| puzzle game; here was a concept that put an intricate plot under its | |
| puzzles; the NPC interaction was far more extensive than anything | |
| hitherto seen. Its conceptual scope was humongous; far bigger in | |
| terms of locations than anything else since, probably, Time Zone. | |
| Let's look at where we are now. The big hits of the year have been | |
| Spider and Web, the first game I know of to rely on the Unreliable | |
| Narrator as the central feature of the game, Losing Your Grip, a game | |
| that happens almost entirely inside the protagonist's own | |
| hallucinations and has very little to it besides psychological | |
| allegory, and Anchorhead, a Lovecraftian puzzle-solving romp that also | |
| manages to be downright scary. Additionally, there has been Firebird, | |
| which, like OaF, leaps right into its available pool of myth (although | |
| Firebird manages to be a much gentler adventure, perfect for | |
| introductory IF), albeit Russian rather than Arthurian. | |
| And Big Games? We've seen plenty: Jigsaw comes to mind, although it's | |
| not actually all that many locations. Spiritwrak is an enormous game. | |
| So is Anchorhead. Not to mention UU0, which is an immense sprawling | |
| collection of locations. OaF is big, maybe even huge, but it feels | |
| more constrained than, say Spiritwrak. I have not yet drawn up a map | |
| for it, but I intend to, to see how big it actually is. | |
| Atmosphere? Does anyone else remember how radical Rylvania was in | |
| that it stuck to its gothic-horror guns and did not yield to the then | |
| near-total temptation to throw cutesy and anachronistic stuff into the | |
| game? The random bits of amusing anachronism have a long history in | |
| adventure games, of course, dating all the way back to Colossal Cave, | |
| but found in most Infocom games as well. OaF has a few goofy moments, | |
| but on the whole the atmosphere within each scene is kept remarkably | |
| consistent (the Isle of Avalon, having been written first, is the | |
| least so). Since the setting and atmosphere change so much between | |
| the three major set-pieces of the game (Avalon, Faery, and | |
| Stonehenge), it's really a rather impressive feat. | |
| And what's happened in the world of IF? The competitions have grown | |
| each year since their inception in 1995. And--thanks largely to | |
| Kevin--Activision has woken up. GKW *programmed* the first official | |
| GUE text adventure released in a decade, for goodness' sake! Laird | |
| Malamed honestly wants our opinions on games and what *we* feel | |
| Activision should do. Michael Berlyn has started a company to | |
| publish, among other things, IF (including, of course, OaF itself). | |
| We're routinely turning out games far more technically sophisticated | |
| than anything Infocom ever did (for example, the branching tree | |
| conversation system implemented in the TextFire hoax); granted, | |
| nothing yet has quite come up to the level of _Trinity_, but it's not | |
| for lack of technical skill. | |
| IF is no longer dead. In fact, it's alive and kicking. It's never | |
| again going to be living in that fancy mansion on the hill in | |
| Cambridge like it was in 1986, but it's out of the gutter, it's | |
| showered off the barf and put on a clean suit, and is once again | |
| mentionable in polite company. And much of that is due to GKW's | |
| proselytizing. | |
| And so, what about OaF? Had it been released in 1994, it would have | |
| been an absolutely astounding _tour de force_. It still is an | |
| excellent game, and one that makes the player think. But it's no | |
| longer all that avant-garde. We've seen games about difficult moral | |
| and ethical choices; we've seen games about psychological | |
| introspection; we've seen games that self-consciously exploited mythic | |
| archetypes for dramatic effect. We've worried about the | |
| specified-protagonist versus generic-adventure-game-indeterminate-POV. | |
| Heck, we've even seen an ironic deconstruction of the nebulous | |
| adventurer in Zork: Grand Inquisitor. | |
| After all of these games, parts of OaF seem strangely dated. There | |
| are puzzles that are simply too much tedious monkey-manipulation: the | |
| Crown of Earth and the flaming braziers come to mind. There, | |
| thankfully, are no mazes (there is one place that looks like a maze, | |
| but isn't). However, some of the puzzles seem to exist for the sake | |
| of having puzzles: fundamentally, the whole underground scene with | |
| Snookums exists to get the necklace; now, there's nothing wrong with | |
| that, exactly, but Snookums is a wonderful character, and I wish there | |
| had been some way to meet her such that it didn't feel like she was a | |
| tool of the problem-solving process; I think removing the gratuitous | |
| plank puzzle would have helped a lot here. Mordred, too, feels less | |
| like a character than like an obstacle; a door with a multi-part key, | |
| as it were. | |
| In short, OaF suffers from having been conceived at a time when it was | |
| assumed that the puzzles were the point of the game. A game that | |
| manages to strike a slightly better balance in this department is | |
| Stephen Granade's recent Losing Your Grip, which, while having some | |
| puzzles that seem like random hoops for the player to jump through, | |
| achieves better integration of plot and puzzle. However, OaF's | |
| puzzles generally seem to require less authorial mind-reading than | |
| Losing Your Grip. | |
| This is not to say that OaF's puzzles are all like this. The final | |
| showdown with the Hunter is handled with remarkable grace and skill, | |
| and is integrated absolutely seamlessly into the narrative. The | |
| sequences involving saving the Vietnam buddies are also smooth and | |
| thematically appropriate. | |
| There are a dizzying array of times and places presented; most are | |
| handled with a great deal of skill. There is the Isle of Avalon, the | |
| Land Beyond the Faery Ring, the Crossroads of Dreams, a brief future | |
| sequence, a couple different snippets of Vietnam, a simulation of | |
| Stonehenge so detailed I still haven't completely figured out the | |
| geography, and a well-researched final sequence. In short, there's an | |
| awful lot of game here, and not something one will get tired of | |
| quickly. | |
| Overall, it's an immersive game. I must admit that the final | |
| sequence--and the love interest--left me scratching my head and | |
| wondering what I'd missed. I found the clues that lead up to it, but | |
| I remain emotionally unconvinced; Kevin could, I think, have thrown in | |
| a bit more background for that. That's the biggest hole in the game. | |
| I buy the central quest, and the subquests along the way are | |
| convincing, often riveting. The treatment of the ways in which Frank | |
| has to go back and "save" his three Vietnam buddies that he saves from | |
| death-by-grenade in the opening sequence is a really interesting look | |
| at the nature of responsibility, wrapped up in some well-executed | |
| puzzles. | |
| As might be expected, the themes of forgiveness and forgetfulness run | |
| throughout the work. One of the best time-travel sequences I've yet | |
| seen--not as difficult or as satisfying as the time-loop in Sorceror, | |
| but really amazing for what it does to your perception of Frank's | |
| character when played through by two different viewpoints--is built | |
| into the game. In fact, the puzzles associated with this little | |
| time-loop are not hard, but they are stunningly effective in drawing a | |
| picture of Frank Leandro and what his responsibilities are doing to | |
| him, as well as what Frank looks like to the outside world while he's | |
| doing this. | |
| This game makes you think a lot about the relationship between memory | |
| and moral culpability, and manages to do so without being | |
| heavy-handed. The theology is slightly worrying and a bit simplistic | |
| for my tastes, but effective within the game's context, although given | |
| the rest of the game's high-fantastic-mythic-heroic bent the | |
| Screwtapish demon seems oddly out of place. | |
| All in all, it's a magnificent, enormous piece of work. Is it worth | |
| your $25? Absolutely. Is it the apocalyptic culmination of the IF | |
| genre we've all been waiting for as a sign that the millenium | |
| approacheth? No, probably not. Is it a damn fine story? Yes. One | |
| caveat: stick with it. Some of the text describing the Isle of Avalon | |
| is pretty clunky; it's four years old and the author's inexperience at | |
| that point shows. It gets much, much better. | |
| Kevin should be proud. He has written a damn fine game, and brought | |
| to a close a story that extends over half a decade. Without his | |
| passion for text games, it is safe to say that much of the current | |
| Renaissance in IF could not have happened. This is the project that | |
| was driving that passion, and I think you will find that the years of | |
| effort he has poured into it have paid off handsomely. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: David Dyte <ddyte SP@G cc.lucy.swin.edu.au> | |
| Frank Leandro gave his life to save his buddies. For this, he was | |
| given a second chance - to save them all over again. And save much | |
| more besides. | |
| In Once and Future, you are Frank Leandro, charged with a quest that | |
| takes you from Vietnam to mythic England to the domain of Faerie to | |
| any number of other places, too. No-one said Frank's quest would be | |
| easy, and it's not exactly easy for the player either. This game is | |
| spectacular, very very big, and has two or three puzzles that may just | |
| leave you longing for the simplicity of making a Babel fish appear in | |
| a hidden hedge maze location using only the verb 'TAKE'. | |
| For all that, it's well worth the effort. Kevin Wilson has crafted | |
| some remarkable prose here, with each new paragraph a delight to | |
| savour. We've come to expect as much, I guess- it's been a long wait | |
| for OaF, punctuated by such gems as Lesson of the Tortoise. But the | |
| game has justified the time spent. OaF provides for all sorts of | |
| alternative actions and solutions a lesser author may have ignored, | |
| has NPCs with real depth and personality, and a plot that kept me | |
| hanging on right to the very end. | |
| Players can look forward to meeting the likes of Merlin and Galahad, | |
| solving the already infamous Mountain King puzzle, seeing Stonehenge | |
| in a whole new light, playing a friendly game of bones, being sent on | |
| quests within quests by multiple monarchs, and doing some very strange | |
| things I'd better not spoil. | |
| At $29.95 from Cascade Mountain, I urge fans of Interactive Fiction to | |
| leap at the chance and buy this historic game- the first commercially | |
| available text IF in some years, and one of the finest it's been my | |
| pleasure to play. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Gunther Schmidl <sothoth SP@G usa.net> | |
| After years and years of waiting, it's finally here: Once and | |
| Future. And what can I say but that it has been worth the wait? The | |
| game opens in a small tent in Vietnam, when you as Frank Leandro, a | |
| tiny puppet in this immense war, play poker with your friends. But all | |
| is soon to change when a hand grenade interrupts your game, and you | |
| give your life for your comrades... | |
| Then, the story really starts. After receiving the grail, you are | |
| stranded in the gigantic land of Avalon with a mission to save the | |
| future. The map is really massive, but thanks to the easy layout, I | |
| had no problems of orientation after going everywhere once. | |
| Primarily, your task is to find the famous holy artifacts of Arthurian | |
| legend, but that won't be so easy: it'll be very long before you can | |
| have all of them. During that time, you'll be transformed into a mouse | |
| and interact with the most instantly likable NPC since Floyd, a mole | |
| named Snookums. She is so unbelievably cute it makes you forget she | |
| isn't "real," and I was really sorry I had to leave so soon. | |
| You will also be visiting Faerieland, the part of the game that has | |
| the very best of the writing. When underways, you are suddenly | |
| snatched away by the Hunter, a mysterious being that is after your | |
| soul, and whom you have to get away from in dream sequences. And those | |
| sequences were the ones that utterly gripped me and didn't let me stop | |
| playing for hours at an end. They are so amazingly well-written and | |
| stirring they constantly reminded me of "classic" I-F moments like the | |
| end of "Losing your Grip" and the unforgotten Floyd Death Scene - only | |
| they took longer. Also, all of the puzzles in this scene fit in so | |
| seamlessly with the story it seems totally clear what to do at every | |
| point. I have since replayed them countless times (and not only | |
| because of beta-testing :-). | |
| When you finally arrive in Faerieland, you are again presented with a | |
| gigantic landscape to explore; don't be afraid, though, most of it is | |
| just scenery to show you the wonders of an alien world (succeeding | |
| well). Though not very many locations have a use in either Avalon or | |
| Faerieland, you're never bored because there is always something to | |
| look at. Faerieland is where the main puzzles are, and it also is | |
| where the hardest puzzles are. A particular offender is the Mountain | |
| King puzzle, which I am still groaning over. But I have to admit it | |
| *is* the only puzzle of it's size, and it's not that hard when you | |
| know the solution ;-) | |
| You also get to meet interesting characters, like the Straw Man (the | |
| writing there is absolutely great, as are the morals behind the story | |
| - you'll know when you get there), the mischievous elvin queen, and | |
| lots of other more or less helpful inhabitants of the land. | |
| However, as every game has it's down sides, so has OaF. But I am only | |
| nitpicking - there is hardly anything I didn't like (except for that | |
| Mountain King puzzle - but I think Whizzard is going to lynch me if I | |
| mention it ONCE more). I found some of Merlin's remarks to be a little | |
| too "modern" - I wouldn't expect "cool" sentences and the like from an | |
| age-old wizard - but maybe that's just me. | |
| The endgame is gripping, and highly replayable - I found three | |
| different endings at first, then replayed to get the optimum | |
| ending. It is *very* rewarding, to say the least. There are also dark | |
| endings, which I liked even better, but that *is* just my twisted | |
| soul. | |
| The best rank you can reach is "Knight of the Round Table", but you'll | |
| have to do a lot of optional stuff to reach it. Note that most of that | |
| optional stuff came to me just because I thought it would be | |
| appropriate at that moment - and I was amazed that the game (or | |
| rather, it's author) had expected that. Now *I* felt like the puppet | |
| on the string of a master storyteller :-) | |
| Note that the transcript of the whole game is 128 print pages in Times | |
| New Roman, font size 10. Wow. Hats off to Whizzard! All hail the King! | |
| :-) | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Leon Lin | |
| Prose | |
| The prose is well written, and very atmospheric. Most of the game | |
| takes place in a natural setting of some sort, either real or | |
| fantastic, and the descriptions of the various forests, caves, and | |
| such are beautifully done. | |
| The dialogue was quite good, if somewhat melodramatic at times (like | |
| when Merlin cries out to God). (See section on NPCs for more.) | |
| Difficulty | |
| OaF appears to be of average difficulty. Most puzzles are easily | |
| solvable with a careful reading of the text and some common sense. As | |
| far as I could tell, you can't put the game into an unsolvable state, | |
| unless you're going to die very soon, in which case you might as well | |
| restore. | |
| The game does go to some lengths to prevent you from straying too far | |
| off the mark. For example, in the endgame, the game prevents you from | |
| wandering all over town by reminding you where the crucial event is | |
| supposed to take place. This keeps the player from getting stuck much | |
| of the time (as well as lets the author off the hook from putting in | |
| any more locations than there already are!) | |
| It is possible to die in OaF, but the deaths are for the most part | |
| avoidable with some foresight. (Of course, there's that one trick near | |
| the end, but thoughtful players will see it coming.) | |
| Technical | |
| Coding: There were a few bugs in the version I played, but they were | |
| minor and overall the game was pretty clean. The author covers a lot | |
| of the possible actions by the player, though many of the actions are | |
| disallowed on the grounds that the hero, Frank, wouldn't do them. | |
| One of the most impressive sequences in the game is the final fight, | |
| in which many different things can happen depending on what equipment | |
| you've got on. I replayed this sequence many times trying different | |
| things. In general, the game encourages experimentation like this, | |
| even if it gets you killed. | |
| Some of the other impressive technical coding feats in OaF are the | |
| transformation of yourself into a mouse, the diamond puzzle, and the | |
| interaction between Merlin, Lancelot, and Galahad. | |
| There is also a particularly fun Easter egg involving the magic sword, | |
| though I have no idea how you'd figure it out without being told. | |
| Writing: I didn't catch any grammar or spelling mistakes. Pretty | |
| solid. | |
| Plot | |
| Though it's easy to boil the whole plot down into one sentence -- | |
| "Soldier goes on quest to prevent a disastrous event" -- a lot happens | |
| between the surprising and shocking beginning to the final | |
| confrontation. I didn't catch everything the first time through, and | |
| there's some symbolism and foreshadowing that doesn't become apparent | |
| until the end. (The relation between you and some of the characters in | |
| the game don't become apparent until the final scene of the game.) | |
| The plot is somewhat non-linear, with certain major sections of the | |
| game blocked off until certain puzzles are solved. The endgame is very | |
| linear, though that's appropriate considering the time-dependent | |
| situation you find yourself in at the end. Other than the hectic end, | |
| the game's pace is easy-going, even in a few places you might expect a | |
| greater sense of urgency (like escaping from the demon's chamber). | |
| NPCs | |
| The NPCs are well done, although most of them have simple purposes and | |
| actions. Where they mainly shine is in dialogue, both speaking with | |
| you and other NPCs. Merlin is easily the best of the lot, responding | |
| to many actions and queries by the player as well as interacting with | |
| Lancelot and Galahad. He's full of wit and cynicism, and does many | |
| humorous things, like getting chased up a tree by a unicorn and | |
| breaking the thunderbolt, which make him seem more human and | |
| falliable. His only real fault (and perhaps this is nit-picking) is | |
| that some of the technobabble he spouts (like when he opens the time | |
| portal) doesn't quite sound right. | |
| The two knights are also well done, with definite personality. They | |
| don't quite act as expected, with Lancelot acting cowardly in a | |
| certain context and Galahad acting snooty and uprighteous, but that | |
| adds depth to their characters. | |
| The only NPC I felt a little disappointed with was Nina, who popped up | |
| once near the start of the game (when you get Excalibur) and suddenly | |
| becomes all-important during the final confrontation. | |
| Puzzles | |
| The puzzles appeared to be divided into two groups: puzzles that | |
| advanced the plot and puzzles that were obstacles to advancing the | |
| plot. To wit: the player, in solving most of the puzzles, advances the | |
| story and learns more about the game's world. Such puzzles include | |
| saving Rob from prison and helping to kill the dragon. While solving | |
| these puzzles I didn't feel like I was completing a crossword so much | |
| as I was participating in the story. | |
| Some of the other puzzles are "7th Guest" style puzzles designed to | |
| stymie the player and themselves don't add much to the story. The | |
| diamond and the Mountain King puzzles are examples. They were | |
| challenging and intellectually stimulating, but I got the feeling that | |
| most any other kind of puzzle (like a sliding tile puzzle, or a game | |
| of Minesweeper, and so forth) could have been substituted in their | |
| place. | |
| Overall, I felt the game's emphasis was more on the story than the | |
| puzzles, but the puzzles were important enough to keep the player | |
| involved. Games which emphasize puzzles tend to have flimsy plots | |
| wrapped around them, but games which emphasize story over puzzles play | |
| like movies in which the gamer has to press buttons in order to | |
| advance. I think OaF strikes a good balance. | |
| Overall | |
| OaF isn't a game you swallow all in one go. It's complex and long. The | |
| sheer amount of text may be intimidating to some, and the plot a bit | |
| confusing at first, but there's a fascinating story which is worth | |
| replaying the game to read. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: M. Sean Molley <mollems SP@G mindspring.com> | |
| DISCLAIMER: I have been a beta tester for Once and Future for the last | |
| several years, and have watched it grow and evolve through many | |
| versions. Those who feel that I am therefore too biased to | |
| objectively review it should take note of this fact. | |
| TOTAL SCORE: 8.0 (Note: I don't believe in score inflation -- 8.6 is my | |
| highest score ever) | |
| ATMOSPHERE: 1.7 (Richly detailed, a huge game world, beautiful | |
| descriptions) | |
| GAMEPLAY: 1.0 (Solid, although several puzzles are non-intuitive | |
| or annoying) | |
| WRITING: 1.9 (Excellent attention to detail, vivid and powerful prose) | |
| PLOT: 1.6 (The "main idea" is brilliant and the subplots are rich) | |
| WILDCARD: 1.8 (A labor of love, a compelling story, and a truly epic | |
| game) | |
| CHARACTERS: 2.0 (The NPC's are the best part of the entire game) | |
| PUZZLES: 1.0 (With one or two notable exceptions, the puzzles are only | |
| average) | |
| When writing about Once and Future, one of the most notorious titles | |
| in the history of modern interactive fiction, I hardly know where to | |
| begin. This is the game that has tantalized denizens of the Usenet | |
| newsgroups devoted to IF for years. Whizzard (Gerry Kevin Wilson, the | |
| game's author) has become one of the best-known and most prolific | |
| contributors to the IF scene over the last five years. He's | |
| contributed numerous short games and stories, founded SPAG and the | |
| Interactive Fiction Competition, and offered dozens of articles on | |
| game design and other issues over the years. Running in the | |
| background of all these contributions has been a consistent promise: | |
| "just wait until Avalon comes out!" | |
| Well, OaF is finally coming out, contrary to the expectations of many | |
| who have seen lesser titles fall by the wayside as their creators | |
| moved on to bigger, better, and more lucrative things. Just to save | |
| you the suspense of wading through the rest of this review, I'll go | |
| ahead and say it now: It's been a long wait, but the wait has been | |
| justified. OaF is an excellent game. Kevin has found a publisher, | |
| Cascade Mountain (founded by longtime IF stalwart Michael Berlyn, | |
| himself a contributor to many great Infocom titles), and OaF will be | |
| available by the time you read this. This review was written based on | |
| the final beta version, which I am assured is almost entirely | |
| identical to the final commercial version with the exception of a few | |
| bug fixes and corrections to the text. | |
| For those who haven't been following the game over the years, I'll | |
| briefly describe the scenario. You portray Frank Leandro, a private | |
| in the Vietnam War. Near the beginning of the game, Frank sacrifices | |
| his life to save the lives of his best friends, thus launching himself | |
| into an adventure that will span time and space, cross the boundary | |
| between the "real" world and the world of Faerie, and have a profound | |
| effect upon the past and future of all humanity as Frank struggles to | |
| right ancient wrongs along his way to rewriting history and redeeming | |
| his own soul. If that sounds like a bit much to do before breakfast, | |
| let me warn you: OaF is both long -- it takes me about four hours to | |
| play from start to finish using an optimized walkthrough -- and | |
| incredibly deep. You can expect to invest many hours in this one. | |
| All of the great figures from Arthurian legend are here: King Arthur, | |
| Merlin, Lancelot, Galahad, Morgan le Fay, Mordred, the Lady of the | |
| Lake, and many others have critical roles to play. Each of these | |
| characters is richly detailed, with very real personalities that come | |
| out through their innumerable pages of dialogue. The characters are | |
| "aware" of one another, and when you are in a room with more than one | |
| NPC, they have more conversations amongst themselves than they do with | |
| Frank. Many of these conversations have absolutely nothing to do with | |
| the story, but are present only to add depth and feeling to the | |
| characters themselves. Some of the exchanges between Merlin, | |
| Launcelot, and Galahad are truly hilarious, while others are deeply | |
| touching. The amount of detail in these NPC's is nearly unprecedented | |
| in IF. OaF, more than any game I've seen, is "about" its characters. | |
| All NPC's are also highly interactive; in addition to talking with one | |
| another, they will also work with (or against) Frank in a staggering | |
| variety of ways. Because of the non-linear nature of the game's | |
| structure and the sheer number of possible combinations of NPC's and | |
| puzzles that can be happening at the same time, it is quite possible | |
| for two players to go through the game in entirely different ways. | |
| The isle of Avalon itself is quite detailed, with many different areas | |
| to explore. The structure is mostly non-linear, with only a few | |
| puzzles dependent on the completion of earlier actions. Frank must | |
| search out and acquire a number of legendary artifacts, including | |
| Excalibur and its sheath. With Merlin as companion and guide, Frank | |
| will explore fantastic vistas while confronting many dangerous | |
| adversaries that will test his mettle. Indeed, Avalon is the | |
| strongest area of the game, with every piece of the puzzle fitting | |
| together nicely and a series of interesting and entertaining | |
| challenges to be overcome. The writing is fluid and rich -- the game | |
| reads like a book in many places. Key plot points are amply described | |
| with powerful and evocative text that is as good as anything which has | |
| ever appeared in an IF game. | |
| Actually, when playing OaF I am most reminded of David Baggett's game | |
| "The Legend Lives", which also featured a number of scenes where pages | |
| and pages of text spilled across the screen. My personal bias is that | |
| these kinds of "cut-scenes" add a lot to the story and are well worth | |
| the investment; other players might not find them as enjoyable. You | |
| will do a tremendous amount of reading before you finish the game. | |
| However, Kevin's writing is good enough that I think you'll find it a | |
| pleasure. In many cases the game will cause you to laugh out loud; in | |
| others, you'll flinch from the power of the imagery created. The game | |
| does not shy away from controversial subjects or language; parents of | |
| young children might want to be aware that the game does contain some | |
| profanity and other disturbing images. However, there is nothing that | |
| I would consider "gratuitous" in the sense that it isn't called for by | |
| the story. | |
| Although the Isle of Avalon is a major focus of the game's action, | |
| there is a second major area within the game, reached through a | |
| mushroom ring within Avalon itself: the land of Faerie. Faerie | |
| contains its own plots -- many of them only tangentially related to | |
| the "main" plot of the game -- and has a huge amount of geography to | |
| explore. One of the nicer aspects of the game is that Faerie and the | |
| Isle of Avalon, while both being large and complex areas in their own | |
| right, are basically not interdependent. With only one or two | |
| exceptions, puzzles in one part of the game don't require items from | |
| the other, and the parts themselves can be completed in either order. | |
| Indeed, it's possible to travel back and forth between Faerie and | |
| Avalon, working on puzzles in both realms in basically any order you | |
| see fit. The whole effect is well done and keeps the player from | |
| feeling constrained to a narrow path through the story. | |
| Faerie is very different from Avalon, and from the "real" world, just | |
| as you would expect. Descriptions of objects and rooms are whimsical, | |
| even nonsensical, but with their own internal logic that can be | |
| figured out by the clever player. Faerie contains several of the | |
| game's best puzzles, which are very challenging to solve but | |
| ultimately rewarding once they have been overcome. The room | |
| descriptions are beautiful to read: Kevin is a great writer, and has | |
| spent considerable time and care crafting the descriptions to convey | |
| the sense of utter unreality that is Faerie. | |
| Both this area and the main Isle of Avalon are huge, with many rooms | |
| to explore. One potential knock against the game, indeed, is that | |
| there are so many rooms that travelling from place to place sometimes | |
| becomes tedious. The Fairy Queen's castle, for example, is in the | |
| absolute remotest corner of Faerie. As Frank must travel there on a | |
| number of occasions, moving back and forth over and over again becomes | |
| repetitive and annoying. Locating the Queen's castle in the center of | |
| Faerie, with the various regions radiating outward from it like spokes | |
| around a wheel, would have saved some wear and tear on Frank's poor | |
| feet without detracting from the game. | |
| Indeed, here I must raise a few important quibbles with OaF. The plot | |
| and story are very well done, and the various sub-plots and twists | |
| within the game are excellent. As a book, this would probably have | |
| been a notable work in its own right. As a game, it suffers a bit in | |
| the execution. (Hence the low mark for gameplay as opposed to the | |
| other areas of the score). There are many places where the player | |
| simply has to wait in a location while the story unfolds; repeatedly | |
| typing "Z" is basically equivalent to turning the pages of a novel, | |
| while breaking the suspension of disbelief needed to keep the player | |
| locked into the game world. In a similar fashion, the vast amount of | |
| traipsing about the world that is required as Frank shuttles back and | |
| forth becomes irritating (although Kevin's room descriptions are some | |
| of the best I've ever seen, they're no better the 20th time than they | |
| were the first). This is not to say that the game as a whole is | |
| non-interactive; by and large the player is shaping the plot rather | |
| than watching it unfold around him. Nevertheless, there are a few | |
| places where the pacing could have been tweaked a bit. | |
| The puzzles are also a mixed bag, ranging from the sublime to the | |
| unpleasant, with the majority falling on the "difficult" side of the | |
| challenge scale. The game is difficult, but the puzzles are mostly | |
| fair. A few of them are awkwardly done, however, and the potential | |
| for "guess the verb" exists in one or two places. There is one puzzle | |
| in Faerie which appears to serve absolutely no purpose whatsoever, | |
| other than to give the player a simple blob of wax which is needed | |
| back in Avalon (this is also the game's only example of a connection | |
| between the two realms). The puzzle involves pushing on lighted | |
| buttons to cause a particular pattern to appear; much like the sliding | |
| tiles puzzle in "Curses", it doesn't work very well in the text | |
| medium, and serves no useful purpose other than to annoy the player | |
| and slow the game down. This puzzle could have been removed, and the | |
| blob of wax put someplace within Avalon itself, without hurting the | |
| plot in any way, and doing so would make life a lot easier for the | |
| player. Hopefully this will be addressed in a future version of the | |
| game. On the other hand, several of the puzzles and areas are nearly | |
| flawless; the "mole area" near the beginning of the game and the | |
| "reverse rowboat" in Faerie are very memorable indeed. | |
| The game's plot is impressively deep, with a number of sub-plots that | |
| are extremely compelling. Frank must redeem his own soul and the | |
| souls of others along the way to completing his quest. He will | |
| revisit Vietnam, do battle with the Master of the Hunt, save his own | |
| life in a "Sorcerer"-esque episode, escape from the clutches of an | |
| evil witch, and do battle with dragons, demons, and other assorted | |
| evildoers. He will be assisted by Merlin, Sir Launcelot, and Sir | |
| Galahad, as well as a number of other interesting characters, | |
| including a clever mole and a curious cat. In the end it is the | |
| player who benefits, as these "side quests" are immensely entertaining | |
| and serve to illustrate the richness and depth of Frank's character. | |
| OaF is one of the few IF games to really develop the player's | |
| character: Frank is very real, and his own comments are sprinkled | |
| liberally throughout the game. Some players will find this | |
| off-putting, but I found it quite easy to empathize with Frank and get | |
| into the role of the main character. He is very believable and a | |
| noble character. | |
| Once Frank has secured the magical artifacts, purified the Holy Grail, | |
| and obtained the assistance of the Queen of Faerie, he and Merlin will | |
| embark upon the true quest: preventing a terrible catastrophe in | |
| Earth's past which threatens the future of Earth and Faerie both. I | |
| won't go into the details, since that would spoil a major part of the | |
| game, but suffice it to say that the quest is very appropriate to the | |
| overall plot of the game -- indeed, the concept is brilliant -- and | |
| many of the diverse threads which the player has unraveled in Avalon | |
| and Faerie will be tied up in the end. (A number of other issues are | |
| left unresolved by the game's ending; deliberately, it turns out, from | |
| reading the author's notes.) The game moves pretty quickly once Frank | |
| learns his final quest; you'll rush through the last few stages pretty | |
| quickly, as the puzzles aren't too difficult (with the exception of | |
| the very last puzzle, which is pretty non-intuitive and hurts the flow | |
| of the narrative) and the pace increases, with the final scene played | |
| out under a tight time limit as the story builds to the ultimate | |
| confrontation between Frank and the forces of evil. | |
| Upon completing OaF, I am left to answer the final question: does it | |
| live up to the hype? The answer is, "of course not." OaF is perhaps | |
| the most-anticipated game of the modern IF era, if for no other reason | |
| than Kevin has been building it up and promising to release it for | |
| years and years now. Given that kind of buildup, there's no way the | |
| game would be able to be all things to all people. And it does suffer | |
| from some shortcomings; Kevin is telling a truly epic story here, and | |
| it's hard to format such a story to fit the particular requirements of | |
| IF. But the player who sticks with it and looks past the game's | |
| mechanical flaws will find that OaF is a highly polished jewel of a | |
| story, the rare game that tackles deep issues and confronts them | |
| head-on. There are so many messages and allegorical themes in the | |
| game that it would be impossible to list them all; and I won't even | |
| try, because half the fun is discovering them for yourself. | |
| OaF is a very literary game; it is a rich and complex tapestry. A few | |
| of the threads haven't been tied off quite right, but there are no | |
| "crash" bugs and nothing which should prevent a reasonably intelligent | |
| and experienced IF'fer from completing the game without needing to | |
| resort to a walkthrough. In summary, I would call it a "must-read" as | |
| well as a "must-play." OaF reaches for the brass ring by trying to | |
| combine such an epic story with a puzzle-based game mechanic; when | |
| compromises had to be made, they were made to preserve the story and | |
| at the expense of gameplay. It is unfortunate that any compromises | |
| had to be made at all, but the whole is definitely greater than the | |
| sum of the parts. OaF does not disappoint -- I say again, it was | |
| worth the wait. I would place OaF on the same list as "The Legend | |
| Lives," Brian Moriarty's "Loom", and Steve Meretzky's "A Mind Forever | |
| Voyaging." All of these games share a common trait: they are | |
| experienced, rather than played. For me, the experience of OaF has | |
| been a wonderful one. I hope that yours will be, too. | |
| =-=-=-=-=-=-=-=-=-=-=-= | |
| From: Magnus Olsson <zebulon SP@G pobox.com> | |
| At last, it's here. For years we waited eagerly for it. Some of use | |
| gave up hope of ever seeing it; others probably didn't even know it | |
| was for real, but thought it was just a metaphor for something | |
| unattainable; "When Avalon is released" became a synonym for "When | |
| pigs will fly". | |
| And then, suddenly, here it is. Of course, it's not called "Avalon", | |
| but "Once and Future", but it's here; the most anticipated IF release | |
| ever. Maybe pigs do fly, after all. | |
| So does it live up to the expectations? Yes and no: some people have | |
| expressed great disappointment that it didn't live up to their | |
| expectations, but I wasn't among them. I think it's fair to say, | |
| however, that "OaF" has been the subject of so much discussion and - | |
| to be blunt - hype (it is, after all, a commercial release), that it | |
| can't possibly live up to all expectations. So, in the following I'll | |
| try not to compare it too much with what's been said about it before | |
| its release. | |
| Before starting on the review, let me state that I was not one of the | |
| play testetser. I had never seen the game before the review copy | |
| arrived, so this review is based on fresh impressions. I have a | |
| confession to make, however: I haven't finished the game yet. I ran up | |
| against what turned out to be a fatal bug (an NPC who was supposed to | |
| provide some essential information, but didn't), and decided to put | |
| the game aside for a while, waiting for my "real" copy to arrive (my | |
| review copy was a pre-release version), so I had more to look forward | |
| to than just the pretty packaging. This happened rather near the end - | |
| I've completed most of the game, but I can't comment on the way the | |
| plot is finally resolved. | |
| I mentioned a fatal bug, so let's deal with a less pleasant aspect of | |
| the game first, so we get that out of the way. I can't help feeling | |
| that "OaF" could have done with some more beta testing. Fortunately, I | |
| found just one killer bug, but I did run into quite a lot of parser | |
| problems, mainly missing vocabulary. Let me stress that (apart from | |
| the NPC bug) I didn't have any real problems with this - I ecountered | |
| no guess-the-verb "puzzles", for example, just some missing synonyms - | |
| but still a bit irritating. There's been talk on rec.games.int-fiction | |
| about an upcoming patch from the publisher - let's hope it fixes these | |
| problems once and for all. | |
| OK, so it's somewhat buggy and it may not live up to everybody's | |
| expectations. What's it _like_? The main plot outline should be well | |
| known by now: you play a soldier who's killed in Vietnam, but brought | |
| back to life by King Arthur, and sent on a quest. But this doesn't | |
| really say very much about the game, does it? | |
| So let me start by characterizing "OaF": First and foremost, it's a | |
| classic adventure game in the Infocom tradition. In many aspects, it | |
| goes beyond - sometimes rather far beyond - Infocom's achievements, | |
| but it's a matter of evolutionary, not revolutionary, progress. I | |
| think that this is much a matter of timing: some aspects of "OaF" | |
| *would* have been revolutionary if it had been published according to | |
| the original schedule, four years ago. It's just that tremendous | |
| developments have taken place in the IF scene during those four years, | |
| and others have explored this new territory first. | |
| I wrote that "OaF" is first and foremost a game. This doesn't mean | |
| that it isn't a story, or that the story is just an excuse to string | |
| puzzles together, far from it. But unlike many modern works of IF | |
| (like, for example, this year's competition winner "Photopia"), it's | |
| not an interactive story that uses puzzles just as a way of forcing | |
| the audience to participate; it's a computer game that tells a story | |
| (or, rather, many stories). Puzzles are prominent, but subordinate to | |
| the story: with few exceptions they don't feel extraneous to the plot, | |
| and almost all of them don't obscure the underlying themes but serve | |
| to enhance them and advance the plot. | |
| I suppose that this means that you'll probably be disappointed if you | |
| don't like puzzle games, but are looking forward to a "pure" | |
| interactive story. But, as I wrote, the puzzles don't obscure the | |
| plot, and there's plenty of literary value in "OaF". "OaF" isn't "just | |
| a game"; it's a work of art in the form of a game. | |
| On the other hand, if you don't care much for the story aspects, and | |
| approach "OaF" as a pure game, you'll probably *not* be disappointed. | |
| You'll miss a lot if you ignore the story aspects, though. | |
| Puzzles are a prominent part of "OaF", and there are quite a lot of | |
| them; enough, it seems, for several medium-to-large-sized adventures - | |
| "OaF" is a large game. Most of the puzzles aren't too difficult; | |
| they're quite logical, with satisfying solutions, Infocom-style. The | |
| comparison to Infocom is meant as praise: in fact, I've seen few | |
| recent adventures with so many enjoyable puzzles. There are almost | |
| none of the "guess what the author was thinking" puzzles that are | |
| common in amateur IF. Some of the puzzles are a bit mechanical, | |
| perhaps, and some of them feel rather dated in a similar way that | |
| mazes feel dated nowadays - one of the signs that "OaF" has been under | |
| development for a long time and that our taste in IF has evolved | |
| during that time. Unfortunately, none of the puzzles are of the really | |
| brilliant variety, the one where the solution feels like a revelation, | |
| but on the other hand there are no real bottlenecks that block your | |
| progress totally, killing the plot in the process. On the whole, I | |
| think the balance between puzzles and plot is satisfying. | |
| I mentioned that "OaF" is a large game. In fact, it's very large. The | |
| funny thing is that for most of the time I was playing, it didn't feel | |
| very large; but several times, when I felt that I had explored | |
| everything and the game was stagnating, new vistas opened up, whole | |
| new worlds as large as the previously explored parts of the game. This | |
| is a rather rare experience - my experience is that most games (new or | |
| old - this is true for many, if far from all Infocom games as well) | |
| are either rather small, or partitioned into segments that are small | |
| games unto themselves, and quite separate from each other. On the | |
| other hand, "OaF" never felt so large and open-ended that I was | |
| overwhelmed by the task of exploration. | |
| "OaF" manages to strike a balance here, with just enough territory to | |
| explore that the game world feels large, but not like a huge | |
| desolation, and the device of rewarding puzzle solving with new lands | |
| to explore is used effectively. The map is mostly connected in a way | |
| that allows you to travel freely between the various segments of the | |
| game; there are no watertight partitions. | |
| Or almost none - because the story takes place on several planes at | |
| the same time (or, rather, different times), and at some junctures | |
| you're transported to different worlds to face different challenges in | |
| a different subplot. Which leads us on to the literary aspects of "OaF". | |
| Let's start with genre. "OaF" can, of course, be characterized as | |
| fantasy, but it's not the usual, stereotypic RPG-inspired fantasy of | |
| most adventure games, but mythical fantasy - Arthurian myth, of | |
| course. There's a lot of the fairy-tale elements present in many | |
| Arthurian tales - talking animals and such - but, despite this, "OaF" | |
| is not the kind of watered-down, trivialized Arthur-as-storybook- | |
| character world of "The Sword in the Stone", or Infocom's "Arthur". | |
| Like all true myths it addresses the big, existential questions; | |
| fortunately, it's not all about cute talking animals or heroic | |
| save-the-world quests. "OaF" is neither a children's story nor an | |
| action movie. | |
| Unfortunately, this isn't very apparent in the first part of the game | |
| (after the Vietnam introduction), where you have to explore the isle | |
| of Avalon and complete a number of sub-quests before you can begin to | |
| figure out what your real quest is about; this part of the game is | |
| actually quite conventional, almost shallow, with no strong sense of | |
| purpose or direction. This is a pity, because if the player is unlucky | |
| (the game is rather non-linear, so it's possible to see different | |
| sub-plots in quite different order) he or she will spend rather a lot | |
| of time before getting really involved in more than rather standard | |
| adventure-questing. There are a couple of quite touching | |
| stories-within-the story here (such as the one about the mole), but | |
| they involv you more as a spectator than as a participant. | |
| But things get better, plotwise. Once the player is involved in the | |
| main plot, he (I'll be using the male gender since I'm referring more | |
| to the player character, Frank Leandro, than to the actual | |
| player/audience controlling him) has to face not only his quest, but | |
| demons from his past, his present and his future - this sends him back | |
| to Vietnam in some very powerful sequences - as well as archetypal | |
| forces such as the mysterious Hunter. Finally, he'll have to deal with | |
| one of the pivotal moments in history; alas, I can't comment on that, | |
| since I haven't reached the actual endgame yet. | |
| The choice of pivotal moment in history seemed rather strange, almost | |
| silly, to me at first. Perhaps it's because I'm not American, and | |
| "OaF" is in a sense a very American game (though, fortunately, no | |
| knowledge of baseball is required). I can think of a reason for the | |
| odd juxtaposition of Arthur, Vietnam, and this historical event, | |
| though: Arthur is perhaps the most powerful of Anglo-American myths, | |
| and the two other elements, while historical, seem to have become | |
| almost archetypical in American culture. (No, Elvis is not involved). | |
| There is thought behind the choice of quest, even though it may seem | |
| unlikely when you first hear it. | |
| As mentioned before, the game is quite non-linear; most of the time, | |
| you have a choice of things to do and several puzzles to attack. This | |
| means that the plot can't drive events in the way it does in more | |
| "literary" IF; rather, the plot - and subplots - form a sort of | |
| substratum that motivates your actions and comes back to haunt you | |
| from time to time. The drawback to this is that at times there's no | |
| strong sense of purpose; you can spend quite a lot of time wandering | |
| around and solving puzzles just because they're there, just like in | |
| Zork. Unlike in Zork, however, there is a sense of unity; I'm not sure | |
| how all the threads are tied together at the end, or if they are - | |
| sometimes the plot structure gets a bit out of hand, it seems (I'm not | |
| sure that it will ever be resolved exactly what's going on between | |
| Frank and the Hunter, for example), but I'll have to pass on this for | |
| now. | |
| On the other hand, some of the subplots (most notably the Vietnam | |
| ones) are quite linear; you're a "prisoner in someone else's story", | |
| to quote Espen Aarseth. But these parts of the game are rather short. | |
| I did notice some minor problems caused by the non-linearity: some | |
| descriptions and plot events seem a bit suboptimal when encountered in | |
| the wrong order, but I didn't encounter any real killers. Of course, I | |
| can't help thinking that it may be possible to break the game by doing | |
| things in the wrong order, but I didn't actually manage to do so, and | |
| the author seems to have covered most possibilities. | |
| If you look at what the player is actually doing during most of the | |
| game in terms of plot, much of the time is spent on sub-quests and in | |
| subplots that don't seem to relate directly to the main plot. This | |
| can, of course, be criticized; but I think it's actually in character | |
| (I'm no expert on the Arthurian mythos - Arthur is not really a | |
| central part of my cultural heritage at all - so I may be totally off | |
| base here): much of the Arthurian mythos consists of stories about | |
| Arthur's knights being diverted from the quest for the grail by | |
| seemingly unrelated adventures, which turn out not to be so unrelated | |
| in the end. And the subplots in "OaF" all seem to touch on issues that | |
| either have directly to do with Frank's personal development, or with | |
| the underlying themes and conflicts. In this context, I'd like to | |
| point out that "OaF" is one of the few works of IF I've seen that deal | |
| with religious issues (though it doesn't really hit you across the | |
| face with them). | |
| The writing varies from competent to excellent to rather over the top | |
| - you can tell that "OaF" was written over a long period of time, and | |
| Kevin obviously matured as a writer during that time. Some parts, | |
| especially the room descriptions in the early parts of the game, are | |
| rather terse (but still expressive), Infocom-like, while others are | |
| more verbose and some passages are a bit on the purple side. In some | |
| places the author seems to be overreaching a bit, but those are the | |
| exceptions. | |
| The writing doesn't quite compare to the beautifully poetic "So Far", | |
| the haunting dream-like moods of "Losing your Grip", or the polished | |
| pefection of "Photopia", but it's quite competent. The author gets | |
| his message across, usually very effectively, and there are some very | |
| powerful scenes; some scenes and NPC's remained in my memory for quite | |
| some time after I stopped playing. | |
| Finally, some words about NPCs. One area where "OaF" has been a bit | |
| hyped is the quality, number and depth of its NPCs. When it comes to | |
| the sheer number of NPCs, this is no exaggeration: there are lots of | |
| them. However, the NPCs are rather uneven. | |
| Some NPCs are quite sophisticated: they'll follow you around, talk to | |
| you, have answers for most questions and spontaneously comment on | |
| things you're doing. Some NPCs interact with each other, commenting | |
| each other's lines (typically, you do something, an NPC answers, and | |
| another NPC comments that). This is all very solidly implemented, but | |
| there's nothing really revolutionary going on; no AI techniques, no | |
| new conversation strategies or so on, just ordinary TADS actors. But | |
| so much effort has gone into providing them with a personality and | |
| with things to do and say that they take on a depth few IF NPCs can | |
| exhibit. | |
| On the other hand, many NPCs are much less interesting than that. One | |
| NPC is just a variation on the "lock and key" puzzle, and others play | |
| very minor parts: they do a few things, and then exit. What is worse | |
| is the unfortunate fact that one of the first NPCs you encounter is | |
| quite an important figure in the Arthurian mythos, yet he basically | |
| just stands around, has rather limited conversational abilities, and | |
| doesn't seem very lifelike at all. You don't encounter the "good" NPCs | |
| until quite a bit later. | |
| But all in all, the most memorable parts of this game are the NPC: | |
| Snookums, Merlin, True Thomas, The Hunter, The Demon, Frank's alter egos. | |
| To summarize, "Once and Future" may not be the Great American | |
| Interactive Novel. It may not be a revolutionary feat of innovation or | |
| a literary masterpiece. But it is a very enjoyable, solidly | |
| implemented (despite the bugs - remember that this is a one-person | |
| project) game, with an engaging plotline (once you get into it) and | |
| some very memorable characters. | |
| And what makes "OaF" exceptional is the sheer size of its world, and | |
| that's not empty space, but interrelated, interacting objects, | |
| locations and characters, all unified by a compelling story. $29.95 | |
| will buy you a lot of exploration, puzzle solving, NPC interaction - | |
| more than enough for four or five normal-sized games - but, above all, | |
| immersion in a detailed world and participation in a deeply engaging | |
| story. | |
| INTERVIEW WITH G. KEVIN WILSON ----------------------------------------------- | |
| SPAG: First of all, our congratulations on not only finishing your | |
| great project, but also finding a commercial publisher for it. Could | |
| you tell us a little about your feelings, now that your quest is | |
| nearing its end? | |
| GKW: I think Homer Simpson said it best: Woo hoo! | |
| SPAG: I think the last-minute name change took us all by surprise. The | |
| legal necessities aside, is it a great disappointment for you to have | |
| to change the title of the game? | |
| GKW: Well, it was a bummer, but hey, you do what you have | |
| to. The new name is pretty good, which takes much of the sting | |
| out. | |
| SPAG: You've been working on this game for, let's see, at least four, | |
| maybe five years. Would you have embarked on this project if you'd | |
| known how long it would take? | |
| GKW: I really couldn't tell you. I mean, in retrospect, it was certainly | |
| worth it. I got to learn a lot about game design and writing. Once and | |
| Future (OAF) is certainly a good chunk of what made me what I am today. | |
| SPAG: In retrospect, what were the principal reasons it took so long | |
| to complete? And why did you underestimate the amount of time needed | |
| by so much? | |
| GKW: Inexperience and over-reaching ambition, mostly. I never really | |
| understood back then what a huge undertaking I was attempting, nor do | |
| I realize how much college was going to get in the way. | |
| SPAG: "Once and Future" strikes me as a very large game, but how large | |
| is it, really? How many rooms, objects, NPCs are there? And how many | |
| lines of code? Have you made any comparisons with other large games, | |
| such as "Curses"? | |
| GKW: Well, here are my estimates, rounded off. I haven't made any | |
| comparisons except to note that nothing of Infocom's was as big. | |
| Rooms: 300 | |
| Objects: 1300 | |
| NPCs: 40 | |
| Lines of Code: 35,000 | |
| SPAG: It is often claimed that the amount of work needed to write a | |
| game rises exponentially with the size of the game. Does this agree | |
| with your experience? If so, what do you think the reasons are? | |
| GKW: Most certainly. The more objects you have interacting with each | |
| other, the more effort is necessary. Simply, if you have 15 objects, | |
| and add a 16th, you only have to worry about it interacting with the | |
| other 15. If you have 500 objects, and add a 501st, you must look at | |
| how it interacts with the other _500_. | |
| SPAG: One of the most impressive aspects of "Once and Future" is the | |
| NPCs. Speaking as a game author myself, I know from bitter experience | |
| just how fiendishly hard NPC programming can be. Did you develop any | |
| new, revolutionary NPC coding techniques for "Once and Future", or did | |
| you just apply lots and lots of elbow grease? Any NPC coding tips to | |
| aspiring authors out there? | |
| GKW: Elbow grease, and lots of it. All told, the NPCs have about | |
| 500-600 'ask x about y' topics between them. NPCs that move around | |
| have an array of things to say upon entering certain locations, and | |
| encountering other NPCs, and of course, many events have multiple | |
| versions depending on which NPCs are currently accompanying the | |
| player. | |
| NPC coding tips? Hmm. KISS. Keep it simple, silly. Don't add more | |
| complexity than your game needs. OAF emphasized the characters a lot, | |
| so I needed reasonably complicated NPC behavior. Lesson of the | |
| Tortoise, on the other hand, only asked each NPC to do one or two | |
| things, so I greatly simplified things in that game. | |
| SPAG: Speaking of NPCs, which of the NPCs in the game is your own | |
| favourite? Why? | |
| GKW: Well, actually, my personal favorite NPC would probably be the | |
| Straw Man. As for why, well, that would be telling. If you reworded | |
| the question to include all characters in the game, then my favorite | |
| would be Frank Leandro, the character that the player controls. He's | |
| a very noble figure, and I think he came across quite well, | |
| considering that at the time it was seen as stifling the player if you | |
| gave the PC a personality. | |
| SPAG: Where did you get your inspiration for the game? For example, | |
| what caused you to write about the Arthur mythos? And what about the | |
| Vietnam angle? Is there any connection between the two? | |
| GKW: Well, I've always been into Arthurian myth. I play Dungeons & | |
| Dragons, which draws a lot of material from the Knights of the Round | |
| Table. As for the Vietnam angle, well, that's hard to say. Maybe I | |
| just chose it because there were so many moral dilemmas involved in | |
| that war. | |
| SPAG: I think that the influence from the classic Infocom games is | |
| rather obvious - and how could it be otherwise? But were you inspired | |
| by the newer developments in IF that took place while you were writing | |
| "Once and Future"? | |
| GKW: Sure, to some extent. I really enjoyed "The Legend Lives!" and | |
| something of that game found its way into OAF. That was probably my | |
| biggest modern influence. | |
| SPAG: What do you think of the future of text-based IF? | |
| GKW: Looking good, folks. Just keep plugging away at it. | |
| SPAG: Any plans for the future? Do you intend to continue writing IF? | |
| GKW: I don't know yet. I might. There's always room for improvement. | |
| But for right now I'm going to relax awhile and get my career in | |
| motion. I'm hoping to get a job writing roleplaying games. | |
| SPAG: Finally, what would you like to say to all the people who were, | |
| let's say, a bit overly sarcastic about the chances of "Avalon" (as it | |
| was known then) ever being completed? | |
| GKW: Ahem. HAAA hah. | |
| READER'S SCOREBOARD --------------------------------------------------------- | |
| NOTE: The scoreboard has been updated with ratings submitted until | |
| October 15, 1998. I also have a small backlog of ratings submitted | |
| after that date. Unfortunately, the ratings list on the SPAG web page | |
| has not been updated since SPAG 14, so it is a bit out of date. | |
| Notes: | |
| A - Runs on Amigas. | |
| AP - Runs on Apple IIs. | |
| GS - Runs on Apple IIGS. | |
| AR - Runs on Acorn Archimedes. | |
| C - Commercial, no fixed price. | |
| C30 - Commercial, with a fixed price of $30. | |
| F - Freeware. | |
| GMD - Available on ftp.gmd.de | |
| I - Runs on IBM compatibles. | |
| M - Runs on Macs. | |
| S20 - Shareware, registration costs $20. | |
| 64 - Runs on Commodore 64s. | |
| ST - Runs on Atari STs. | |
| TAD - Written with TADS. This means it can run on: | |
| AmigaDOS, NeXT and PC, Atari ST/TT/Falcon, DECstation | |
| (MIPS) Unix Patchlevel 1 and 2, IBM, IBM RT, Linux, Apple | |
| Macintosh, SGI Iris/Indigo running Irix, Sun 4 (Sparc) | |
| running SunOS or Solaris 2, Sun 3, OS/2, and even a 386+ | |
| protected mode version. | |
| AGT - Available for IBM, Mac, Amiga, and Atari ST. This does not | |
| include games made with the Master's edition. | |
| ADVSYS - Available for PC and Macintosh only, or so my sources tell | |
| me. (Source code available as well. So it can be ported | |
| to other computers.) | |
| HUG - Written with Hugo. Runs on MS-DOS, Linux, and Amigas. | |
| INF - Infocom or Inform game. These games will run on: | |
| Atari ST, Amiga, Apple Macintosh, IBM, Unix, VMS, Apple II, | |
| Apple IIGS, C64, TSR-80, and Acorn Archimedes. There may be | |
| other computers on which it runs as well. | |
| Name Avg Sc Chr Puz # Sc Issue Notes: | |
| ==== ====== === === ==== ===== ====== | |
| Aayela 8.6 1.6 1.7 1 F_TAD_GMD | |
| Adventure (all variants)6.6 0.7 1.0 7 8 F_INF_TAD_ETC_GMD | |
| Adventureland 4.0 0.5 1.5 1 F_GMD | |
| Adv. of Elizabeth Highe 3.1 0.5 0.3 2 5 F_AGT | |
| Afternoon Visit 4.1 1.0 0.8 1 | |
| Alien Abduction 7.9 1.7 1.7 1 | |
| All Quiet...Library 4.7 0.8 0.7 4 7 F_INF_GMD | |
| Amnesia 7.8 1.5 1.7 2 9 C_AP_I_64 | |
| Another...No Beer 2.4 0.2 0.8 2 4 S10_IBM_GMD | |
| Arthur: Excalibur 8.0 1.3 1.6 4 4,14 C_INF | |
| Awakened 7.7 1.7 1.6 1 | |
| Awe-Chasm 2.4 0.3 0.6 1 8 S?_IBM_ST | |
| Babel 8.2 1.7 1.3 2 13 F_INF_GMD | |
| Balances 6.6 0.7 1.1 5 6 F_INF_GMD | |
| Ballyhoo 7.7 1.8 1.5 4 4 C_INF | |
| Bear's Night Out 7.7 1.2 1.5 1 13 F_INF_GMD | |
| Beyond the Tesseract 3.7 0.1 0.6 1 6 F_I_GMD | |
| Beyond Zork 8.1 1.6 1.9 4 5 C_INF | |
| BJ Drifter 7.3 1.5 1.5 1 | |
| Border Zone 7.3 1.4 1.4 6 4 C_INF | |
| Broken String 4.2 0.5 0.6 2 F_TADS_GMD | |
| BSE 6.6 1.0 1.0 1 | |
| Bunny 6.6 1.0 1.4 1 | |
| Bureaucracy 7.5 1.6 1.3 6 5 C_INF | |
| Busted 5.2 1.0 1.1 1 F_INF_GMD | |
| Castaway 1.1 0.0 0.4 1 5 F_IBM_GMD | |
| Castle Elsinore 5.3 1.0 1.2 1 | |
| Change in the Weather 7.4 0.8 1.5 7 7, 14 F_INF_GMD | |
| Chicken under Window 6.9 0.0 0.0 1 | |
| Christminster 8.6 1.8 1.6 6 F_INF_GMD | |
| Corruption 7.8 1.6 1.1 3 x C_I | |
| Cosmoserve 8.7 1.3 1.4 2 5 F_AGT_GMD | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_GMD | |
| Curses 8.4 1.3 1.7 9 2 F_INF_GMD | |
| Cutthroats 6.2 1.4 1.2 6 1 C_INF | |
| Dampcamp 6.0 1.0 1.4 1 | |
| Deadline 6.9 1.2 1.3 6 x C_INF | |
| Deep Space Drifter 5.5 1.4 1 3 S15_TAD_GMD | |
| Delusions 7.4 1.3 1.5 2 14 F_INF_GMD | |
| Demon's Tomb 7.4 1.2 1.1 2 9 C_I | |
| Detective 1.0 0.0 0.0 5 4,5 F_AGT_GMD | |
| Detective-MST3K 6.1 0.8 0.1 4 7,8 F_INF_GMD | |
| Ditch Day Drifter 7.1 1.2 1.6 1 2 F_TAD_GMD | |
| Dungeon 7.4 1.5 1.6 1 F_GMD | |
| Dungeon Adventure 6.8 1.3 1.6 1 4 F_SEE REVIEW Issue #4 | |
| Dungeon of Dunjin 5.8 0.7 1.4 3 3, 14 S20_IBM_MAC_GMD | |
| Edifice 7.5 1.5 1.7 3 13 F_INF_GMD | |
| Electrabot 0.7 0.0 0.0 1 5 F_AGT_GMD | |
| Emy Discovers Life 4.1 1.0 1.0 1 | |
| Enchanter 7.1 0.9 1.4 6 2 C_INF | |
| Enhanced 5.0 1.3 1.3 1 2 S10_TAD_GMD | |
| Eric the Unready 6.9 1.5 1.5 2 x C_I | |
| Everybody Loves Parade 7.3 1.2 1.3 1 | |
| Fable 2.0 0.2 0.1 1 6 F_AGT_GMD | |
| Fear 7.6 1.5 1.6 1 F_GMD | |
| Firebird 8.1 1.7 1.6 1 | |
| Fish 7.6 1.2 1.7 3 x C_I | |
| Foggywood Hijinx 7.6 1.7 1.7 1 | |
| Forbidden Castle 4.8 0.6 0.5 1 x C_AP | |
| Frenetic Five 5.1 1.2 0.2 1 | |
| Friday Afternoon 6.3 1.4 1.2 1 13 F_INF_GMD | |
| Frobozz Magic Support 8.0 1.6 1.7 1 | |
| Gateway 7.5 1.6 1.5 1 x C_I | |
| Glowgrass 7.4 1.6 1.5 2 13 F_INF_GMD | |
| Great Archaelog. Race 6.5 1.0 1.5 1 3 S20_TAD_GMD | |
| Guardians of Infinity 8.5 1.3 1 9 C_I | |
| Guild of Thieves 7.3 1.2 1.6 3 x C_I | |
| Gumshoe 6.3 1.3 1.1 2 9 F_INF_GMD | |
| Hitchhiker's Guide 7.6 1.4 1.5 8 5 C_INF | |
| Hollywood Hijinx 6.4 0.9 1.6 7 x C_INF | |
| Horror30.zip 3.7 0.3 0.7 2 3 S20_IBM_GMD | |
| Horror of Rylvania 7.5 1.5 1.3 2 1 F_TAD_GMD | |
| Humbug 7.0 1.7 1.5 2 x F_GMD | |
| Ice Princess 6.2 1.1 1.6 1 | |
| Infidel 6.9 0.0 1.4 9 1,2 C_INF | |
| Inhumane 3.6 0.2 0.7 1 9 F_INF_GMD | |
| I-0: Jailbait... 8.0 1.7 1.3 4 F_INF_GMD | |
| Jacaranda Jim 7.0 1 x F_GMD | |
| Jeweled Arena 8.0 1.5 1.5 1 x ? | |
| Jigsaw 7.7 1.4 1.5 7 8,9 F_INF_GMD | |
| Jinxter 6.4 1.1 1.3 2 x C_I | |
| John's Fire Witch 7.1 1.1 1.6 6 4 S6_TADS_GMD | |
| Journey 7.8 1.6 1.3 3 5 C_INF | |
| Jouney Into Xanth 5.0 1.3 1.2 1 8 F_AGT_GMD | |
| Kissing Buddha's Feet 8.1 2.0 1.2 1 | |
| Klaustrophobia 6.7 1.2 1.3 5 1 S15_AGT_GMD | |
| Leather Goddesses 7.1 1.3 1.5 8 4 C_INF | |
| Legend Lives! 8.9 0.9 1.6 2 5 F_TADS_GMD | |
| Lessen of the Tortoise 8.1 1.6 1.6 1 F_TADS_GMD | |
| Lethe Flow Phoenix 6.8 1.4 1.5 3 9 F_TADS_GMD | |
| Light Shelby's Addendum 8.3 1.8 0.9 2 9 S?_TADS_GMD | |
| Lists and Lists 7.5 1.5 1.8 1 | |
| Losing Your Grip 8.2 1.3 1.4 2 14 S_TADS_GMD | |
| Lost New York 8.2 1.6 1.6 1 | |
| Lost Spellmaker 5.4 1.2 0.8 1 13 F_INF_GMD | |
| Lurking Horror 7.2 1.3 1.3 11 1,3 C_INF | |
| MacWesleyan / PC Univ. 5.6 0.7 1.0 1 x F_TADS_GMD | |
| Magic.zip 4.5 0.5 0.5 1 3 S20_IBM_GMD | |
| Magic Toyshop 4.3 0.7 1.1 2 F_INF_GMD | |
| Matter of Time 1.4 0.3 1.4 1 14 F_ALAN_GMD | |
| Mercy 9.2 2.0 0.7 1 | |
| Meteor...Sherbet 8.5 1.6 1.9 1 F_INF_GMD | |
| Mind Electric 5.1 0.6 0.8 3 7,8 F_INF_GMD | |
| Mind Forever Voyaging 8.4 1.3 0.8 7 5 C_INF | |
| Moist 8.4 1.7 1.6 1 | |
| Moonmist 5.7 1.2 1.0 11 1 C_INF | |
| Mop & Murder 5.0 0.9 1.0 2 4,5 F_AGT_GMD | |
| Multidimen. Thief 5.6 0.4 1.0 3 2,9 S15_AGT_GMD | |
| Mystery House 4.1 0.3 0.7 1 x F_AP_GMD | |
| New Day 5.5 1.3 0.9 1 13 F_INF_GMD | |
| Night at Museum Forever 4.2 0.3 1.0 4 7,8 F_TAD_GMD | |
| Nord and Bert 6.1 0.8 1.3 4 4 C_INF | |
| Odieus...Flingshot 3.3 0.4 0.7 2 5 F_INF_GMD | |
| One Hand Clapping 6.9 1.2 1.4 3 5 F_ADVSYS_GMD | |
| One That Got Away 6.7 1.3 1.2 3 7,8 F_TAD_GMD | |
| Oo-Topos 5.7 0.2 1.0 1 x C_AP_I_64 | |
| Path to Fortune 6.8 1.4 0.8 1 9 S_INF_GMD | |
| Pawn 6.5 1.0 1.2 1 x C_I_AP_64 | |
| PC University: See MacWesleyan | |
| Perseus & Andromeda 3.4 0.3 1.0 1 x ? | |
| Phred Phontious...Pizza 5.2 0.8 1.3 1 19 F_INF_GMD | |
| Planetfall 7.4 1.6 1.5 9 4 C_INF | |
| Plundered Hearts 7.2 1.3 1.1 5 4 C_INF | |
| Pyramids of Mars 6.0 1.2 1.2 1 | |
| Quarterstaff 6.1 1.3 0.6 1 9 C_M | |
| Ralph 7.3 1.7 1.5 1 | |
| Reruns 5.2 1.2 1.2 1 | |
| Sanity Claus 9.0 1 1 S10_AGT_GMD | |
| Save Princeton 5.8 1.2 1.3 2 8 S10_TAD_GMD | |
| Seastalker 5.5 1.2 0.9 6 4 C_INF | |
| Shades of Grey 8.0 1.3 1.4 4 1,2 F_AGT_GMD | |
| Sherlock 7.3 1.4 1.4 3 4 C_INF | |
| She's Got a Thing... 7.8 1.8 1.8 2 13 F_INF | |
| Shogun 7.1 1.5 0.5 1 4 C_INF | |
| Sins against Mimesis 7.7 1.7 1.6 1 | |
| Sir Ramic Hobbs 5.0 1.0 1.5 1 6 F_AGT_GMD | |
| Small World 5.9 1.4 0.9 1 | |
| So Far 8.7 1.4 1.8 4 F_INF_GMD | |
| Sorcerer 7.3 0.6 1.6 5 2 C_INF | |
| South American Trek 0.9 0.2 0.5 1 5 ?_IBM_GMD | |
| Space Aliens...Cardigan 1.6 0.4 0.3 5 3 S60_AGT_GMD | |
| Space under Window 7.3 0.0 0.0 1 | |
| Spellbreaker 8.3 1.2 1.8 5 2 C_INF | |
| Spellcasting 101 7.0 1.0 1.2 1 x C_I | |
| Spellcasting 201 7.8 1.5 1.6 1 x C_I | |
| Spellcasting 301 7.5 1.4 1.5 1 x C_I | |
| Spider and Web 8.5 1.7 1.7 3 14 F_INF_GMD | |
| SpiritWrak 6.7 1.3 1.1 2 9 F_INF_GMD | |
| Spur 7.2 1.4 1.2 1 9 F_HUG_GMD | |
| Starcross 7.0 1.1 1.3 5 1 C_INF | |
| Stationfall 7.6 1.6 1.6 5 5 C_INF | |
| Stiffy - MiSTing 4.2 0.1 0.1 1 | |
| Sunset Over Savannah 8.3 1.3 1.5 1 13 F_INF_GMD | |
| Suspect 5.8 1.2 1.0 3 4 C_INF | |
| Suspended 7.2 1.3 1.3 5 8 C_INF | |
| Tapestry 6.9 1.2 0.7 2 14 F_INF_GMD | |
| Tempest 5.6 1.0 0.6 1 13 F_INF_GMD | |
| Theatre 7.0 1.1 1.3 5 6 F_INF_GMD | |
| TimeQuest 8.6 1.5 1.8 1 x C_I | |
| TimeSquared 4.3 1.1 1.1 1 x F_AGT_GMD | |
| Toonesia 6.4 1.2 1.3 4 7 F_TAD_GMD | |
| Tossed into Space 3.9 0.2 0.6 1 4 F_AGT_GMD | |
| Travels...Land of Erden 6.2 1.5 1.5 1 | |
| Treasure.Zip 0 3 S20_IBM_GMD | |
| Trinity 8.6 1.3 1.7 11 1,2 C_INF | |
| Tryst of Fate 7.1 1.4 1.3 1 | |
| Tube Trouble 3.3 0.5 0.4 1 F_INF_GMD | |
| Uncle Zebulon's Will 7.1 0.9 1.4 8 7 F_TAD_GMD | |
| Undertow 5.2 1.0 0.8 1 F_TAD_GMD | |
| Undo 1.9 0.1 0.4 2 7 F_TAD_GMD | |
| Unnkulian One-Half 7.0 1.2 1.6 7 1 F_TAD_GMD | |
| Unnkulian Unventure 1 7.1 1.2 1.6 6 1,2 F_TAD_GMD | |
| Unnkulian Unventure 2 7.2 1.4 1.5 4 1 F_TAD_GMD | |
| Unnkulian Zero 9.0 1 1 F_TAD_GMD | |
| Veritas 7.9 1.6 1.7 1 | |
| Waystation 5.7 0.7 0.9 2 9 F_TAD_GMD | |
| Wearing the Claw 6.8 1.1 1.1 2 F_INF_GMD | |
| Wedding 8.0 1.7 1.6 1 | |
| Wishbringer 7.4 1.4 1.3 7 5,6 C_INF | |
| Witness 6.9 1.6 1.2 7 1,3,9 C_INF | |
| Wonderland 7.5 1.3 1.4 1 x C_I | |
| World 6.5 0.6 1.3 2 4 F_SEE REVIEW Issue #4 | |
| Zanfar 2.6 0.2 0.4 1 8 F_AGT_GMD | |
| Zero Sum Game 7.5 1.7 1.2 1 13 F_INF_GMD | |
| Zork 0 6.3 1.1 1.4 5 14 C_INF | |
| Zork 1 6.3 0.8 1.5 12 1,2 C_INF | |
| Zork 2 6.5 0.8 1.5 8 1,2 C_INF | |
| Zork 3 6.1 0.7 1.4 6 1,2 C_INF | |
| Zork Undisc. Undergr. 6.5 1.0 1.2 1 14 F_INF | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Five: | |
| A game is not eligible for the Top Five unless it has received at | |
| least three ratings from different readers. This is to ensure a more | |
| democratic and accurate depiction of the best games. | |
| Since the last issue (when "Trinity" headed the list, followed by "Curses" | |
| and "Christminster"), there have been some dramatic changes: | |
| 1. So Far 8.7 4 votes | |
| 2. Trinity 8.6 11 votes | |
| 3. Christminster 8.6 6 votes | |
| 4. Spider and Web 8.5 3 votes | |
| 5. Curses 8.4 9 votes | |
| Not only has "So Far" gone from nowhere (that is, less than 3 votes) | |
| to the top of the list, but "Spider and Web" by the same author | |
| (Andrew Plotkin) has squeezed in between "Christminster" and "Curses"! | |
| CLOSING REMARKS ------------------------------------------------------------- | |
| The next issue will be the 1998 Competition Issue. We're aiming for | |
| reviews of all the competition games. | |
| Until then: happy adventuring! | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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