| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #34 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| September 24, 2003 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #34 is copyright (c) 2003 by Paul O'Brian. | |
| Authors of reviews and articles 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 ----------------------------------------------------- | |
| Doomed Xycanthus | |
| Dutch Dapper IV: The Final Voyage | |
| Goldilocks Is a Fox | |
| Gremlins | |
| Heroine's Mantle | |
| Hollywood Hijinx | |
| Katana | |
| SPECIFICS | |
| ========= | |
| Lazy Gods Of Earth | |
| EDITORIAL------------------------------------------------------------------ | |
| First, the bad news: there's no SPAG Interview in this issue. There are | |
| a couple of reasons behind that, though both are pretty lame. The first | |
| reason is just that I lacked organization -- this issue's deadline came | |
| around before I knew it, and I suddenly found myself up against the | |
| beginning of the competition with no interview subject. I'm pretty | |
| strict about getting the pre-comp issue out before the festivities | |
| begin, so I eschewed the interview. My second reason is that I lacked | |
| inspiration. Between comp winners and regular interview subjects, SPAG | |
| has interviewed a lot of people now, and I'm not exactly sure where the | |
| most interest lies for future subjects. So, in classic pass-the-buck | |
| fashion, I'm throwing the question open to you guys. Who do you want to | |
| see interviewed in SPAG? Email me at obrian SP@G colorado.edu and I'll follow | |
| your leads, beginning with the first issue after this fall's annual Comp | |
| special. | |
| With that out of the way, I'd like to talk about one way that my | |
| experiences with IF have affected my life recently. An emerging rule for | |
| IF design is that if the parser knows what it wants you to say, it | |
| should just act as if you've said it. For instance, you're in a room | |
| with a locked door, and you have the key to that door. You type UNLOCK | |
| DOOR. In most IF, the standard response to this command is "What do you | |
| want to unlock the door with?" But really, as many people have pointed | |
| out, this is not a useful response. The game knows you have a key, it | |
| knows that the key unlocks this door, and it knows that you want to | |
| unlock the door. It should just say "(with the key)" and get on with | |
| things. Even if you say OPEN DOOR, rather than saying "You'll have to | |
| unlock the door first," it should just get on with the business of | |
| unlocking for you, with just a small acknowledgement that it's done so. | |
| In fact, it's even reasonable to argue that if the door is, say, to the | |
| north of you, and you type N, the unlocking, opening, and proceeding | |
| through should all happen automatically, because the directional travel | |
| is much more likely to lead to something interesting than the fiddly | |
| small steps of door management. Now, there are plenty of good reasons to | |
| buck this philosophy in a particular game situation, and I've done so | |
| many times myself. The point, however, is to think through this aspect | |
| of interface design, and not simply default to being obstructive for the | |
| sake of it. And indeed, more and more modern games are providing this | |
| higher level of service for the player. | |
| I was talking to a friend about this emerging trend in IF, and it | |
| occurred to us that traditional IF's insistence on UNLOCK DOOR WITH KEY | |
| is a great metaphor for something that happens all around us in the | |
| world, in all kinds of areas. She'd find herself doing it in her | |
| relationship -- her husband says something vague to her, and she knows | |
| perfectly well what he means, but some impulse drives her to ask for | |
| clarification, just because she wants him to know that he's being | |
| unclear. These aren't proud moments, but they're very human ones, and | |
| I'd venture to say that most of us have been the guilty party in that | |
| sort of conversation at one time or another. I see it in business | |
| interactions all the time, too -- for instance, I work in a college | |
| financial aid office where we process a lot of loan promissory notes. | |
| Sometimes, students make handwritten changes to their personal | |
| information on these notes, and even though they're supposed to initial | |
| those changes, they often don't. The UNLOCK DOOR WITH KEY part of me | |
| wants to return such a note to the student who wrote it, asking that | |
| they please initial their changes like they're supposed to. Although it | |
| would certainly satisfy my desire for correctness, this response is | |
| guaranteed to drive a student crazy. "They know what I wanted to | |
| change," a student would reasonably protest. "Why couldn't they just | |
| change it?" So instead, I initial the changes myself and just process | |
| the note, so that the student can get to the interesting part of our | |
| interaction: getting her money. Yes, there's a valid reason behind the | |
| requirement to initial changes, but I never want to let the letter of | |
| the law lead me away from its spirit -- if in my judgment the changes | |
| aren't fraudulent, the right thing for me to do is just make them, | |
| whether or not they conform to the initials rule. | |
| I think this urge to force people into perfect compliance with an | |
| arbitrary set of rules is something that's pretty deeply ingrained in a | |
| lot of us. Its appearance in IF is a particularly stark example of how | |
| easy a default it is, and just how irritating it can be to encounter. My | |
| friend and I couldn't find a word that sums up the tendency perfectly -- | |
| the closest we could come is "bureaucracy." It's no wonder Douglas Adams | |
| felt inspired to write an IF game about the phenomenon; sometimes | |
| playing IF can feel like a long encounter with a particularly obtuse | |
| bureaucrat. As the form evolves, though, the best authors try to put our | |
| UNLOCK DOOR WITH KEY tendencies behind us, and in my brightest | |
| imaginings about the world, the rest of humanity experiences a similar | |
| growth beyond the pleasures of petty obstruction. Better games, better | |
| world. Hmm, maybe there's a self-help series in the making there... | |
| LETTERS TO THE EDITOR------------------------------------------------------ | |
| From: Vlad K. <info SP@G kerovnian.com> | |
| Hello! I am an audio producer/sound designer, and would like to offer | |
| text adventure writers my support with sound effects and music for the | |
| horror, suspense, and mystery genres. | |
| I know that such writing today is freeware, as text adventures have lost | |
| their commercial value, but for a long time I have had a project in mind | |
| to make a good text adventure with excellent audio backup, and I am not | |
| talking about few sound effects and cheap music, but real | |
| commercial-quality stuff. Unfortunately, my writing skills are poor, and | |
| I don't have enough time to make an IF programming language that would | |
| support MP3 or OGG music and sound effects. | |
| Since I am a great lover of text adventures, especially horror and | |
| mystery (let alone the Lovecraftian genre), I am willing to offer a | |
| completely royalty-free audio solution for new text adventures. I | |
| understand TADS has the possibility to play MP3 files, so this would | |
| probably apply to TADS writers, though perhaps to others as well, as | |
| long as their chosen development system supports MP3 or OGG playback. | |
| So, I would like IF writers with serious and quality textual adventures | |
| in development, either for the IF competition, or as standalone | |
| projects, to know they can get sound effects and music for their horror | |
| and mystery games, tailored for their specific needs, not just as | |
| another SFX library. | |
| NEWS ---------------------------------------------------------------------- | |
| NEW GAMES | |
| The theme for this summer's new games appears to be "translation." For | |
| instance, Nick Montfort has produced a translation of Olvido Mortal, an | |
| award-winning Spanish text adventure. And in this corner, David Griffith | |
| has translated an NES console game called Shadowgate into text adventure | |
| form. Perhaps most astonishing of all, Colin Woodcock's new game Blink | |
| has been translated onto ZX Spectrum cassette format, and is for sale at | |
| his website (http://www.zxf.cjb.net/). Now if somebody would just | |
| translate Unter Hirschen into English for us non-German speakers, our | |
| summer would be complete. | |
| * Unter Hirschen by Florian Edlbauer (this game is in German) | |
| * Dead Reckoning, a translation by Nick Montfort of "Olvido Mortal" | |
| by Andres Viedma Pelaez | |
| * Shadowgate, a zcode adaptation by David Griffith of the original | |
| NES game Shadowgate Classic | |
| * Blink by Colin Woodcock | |
| AVENTURAS TEXTOS | |
| Speaking of translation, a translation thread on rec.arts.int-fiction | |
| spurred a brief discussion of the Spanish-language IF scene, and a | |
| poster to that thread mentioned that SPAG hasn't done much to promote | |
| that scene. In response, I asked for any interested party to send me a | |
| brief summary of it. That didn't happen, so I did a bit of research | |
| myself. I only grasp un pocito de Espa�ol, and even that is muy mal, but | |
| from what I can gather, there's a thriving community of people writing | |
| text adventures in Spanish. If your Spanish is better than mine, you | |
| might be edified by visits to http://usuarios.lycos.es/SPAC and | |
| http://conversacionales.cjb.net. The first is home to SPAC, which is | |
| SPAG's Spanish counterpart, and the second site contains the results | |
| from the latest Spanish IF Comp. | |
| SINCLAIR AS CRYSTAL | |
| While Colin Woodcock produces new games for the Spectrum ZX, RWAP | |
| Software has acquired the rights to redistribute some old text | |
| adventures released for the Sinclair QL, with titles including Return To | |
| Eden, The Lost Kingdom of ZKUL, West, and The Prawn (a Magnetic Scrolls | |
| parody.) In addition, they've ported some of these adventures to PC, and | |
| are working on creating a "charityware" CD with some help with modern IF | |
| authors. This CD will collect some modern IF games, with all profits | |
| going to charity. For more information, check out | |
| http://hometown.aol.co.uk/RWAPSoftware/adventures.html. | |
| YOU KNOW THE SCORE | |
| As some of you may remember, about a year ago I retired the SPAG | |
| Scoreboard due to lack of interest. Now, thanks to Chrysoula Tzavelas, a | |
| shiny new web-based service has filled that vacuum. It's at | |
| http://www.carouselchain.com/if, and in just a few months of operation | |
| it's already received over 4000 ratings. Huzzah! If you're a text | |
| adventure player, visit the site to see ratings and comments on the best | |
| games, enter such ratings and comments yourself, and search by a huge | |
| array of variables. If you're a text adventure author, visit the site to | |
| inflate and/or batter your ego. | |
| HELP ME GET MY ZINE BACK OFF THE GROUND | |
| The next issue of SPAG will be the annual competition issue, and | |
| traditionally it's always been the hardest one to get original reviews | |
| for. Most people tend to just post their reviews to the newsgroups, but | |
| if you'd like to offer commentary that is more comprehensive, or that | |
| takes into account the general reaction to a comp game, or that just | |
| makes me happy, send your comp reviews my way. In addition, I'm still | |
| seeking reviews of regular IF games for SPAG 36. If you need a | |
| suggestion for what to review, why not pick a selection from the... | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. City Of Secrets | |
| 2. Dead Reckoning | |
| 3. Dr. Dumont's Wild P.A.R.T.I. | |
| 4. 1893: A World's Fair Mystery | |
| 5. Heist | |
| 6. Inevitable | |
| 7. Insight | |
| 8. Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus | |
| 9. Shadowgate | |
| 10. Westfront PC | |
| KEY TO REVIEWS------------------------------------------------------------- | |
| Consider the following review header: | |
| TITLE: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| VERSION: Release 23 | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| Authors may not review their own games. | |
| REVIEWS ------------------------------------------------------------------- | |
| From: David Whyld <me SP@G dwhyld.plus.com> | |
| TITLE: Doomed Xycanthus | |
| AUTHOR: Eric Mayer | |
| DATE: November 2001 | |
| EMAIL: emayer00 SP@G epix.net | |
| PARSER: ADRIFT | |
| SUPPORTS: ADRIFT Runtime | |
| AVAILABILITY: IF Archive, ADRIFT Main Page | |
| URL: http://www.ifarchive.org/if-archive/games/adrift/xycanthus.taf | |
| VERSION: Release 2 | |
| Eric Mayer's first ADRIFT game, Lost, was a strange one with little or | |
| no plot -- playable and even kind of likeable but hardly the sort of | |
| thing that was ever going to be remembered. His second, Doomed | |
| Xycanthus, is a far different sort of game. It's larger, with more | |
| details and a more complex plot, and overall a far better game. | |
| As Doomed Xycanthus starts, you are in the midst of a forest with no | |
| memory as to how you arrived there and little or no idea of what to do | |
| next. Following a brief fight with a "nightmare creature", you discover | |
| a gem embedded in your left hand and a brief note from a wizard by the | |
| name of Malevol. It appears Malevol has cursed you with forgetfulness | |
| and dumped you in the middle of nowhere as payback for stealing his | |
| daughter's virtue. So starts the game. | |
| I have to confess that after the beginning, I was surprised to find that | |
| the aforementioned Malevol the wizard did not make another appearance. I | |
| was half expecting Doomed Xycanthus to turn out to be a | |
| hunt-the-wizard-and-exact-your-revenge sort of game but instead it turns | |
| out to be more a hunt for treasure in the city of the game's title. | |
| While this is no bad thing in itself -- the storyline as you wander | |
| around the wilderness outside Xycanthus and then subsequently inside the | |
| ruined city itself is well written and has impressive depth -- I was | |
| anticipating Malevol at every moment. When the game finished and there | |
| was no sign of him, I couldn't help feeling a little disappointed. The | |
| game reaching a conclusion without any kind of appearance from the evil | |
| wizard left me feeling as if matters hadn't been properly resolved. | |
| That isn't to say that Doomed Xycanthus is a bad game -- far from it. It | |
| has some intricate puzzles -- the one involving the snake and the pool | |
| is an interesting one (if a little on the overly-complicated side), as | |
| well as the letters which allow you access to the ruined city -- and the | |
| locations are often lengthy and detailed. The style of writing is | |
| overall very impressive, lending the game an eerie atmosphere, | |
| particularly during the times when you wander around the city of | |
| Xycanthus itself. | |
| One aspect of the game I found frustrating -- and something that, | |
| thankfully, seems to be getting rarer and rarer in text adventures these | |
| days -- is its zeal to kill the player off for making a single bad move. | |
| Sometimes there are warnings about what will happen if you go a certain | |
| way but more often than not these warnings are subtle to the point that | |
| they will most likely be missed, leaving the poor player to have to | |
| reload time and time again. Often, after I'd died and started again, I | |
| was able to spot the warnings and avoid them subsequent times but it was | |
| still frustrating being killed for doing nothing more than moving in the | |
| wrong direction. Maybe this isn't such a bad thing as it encourages you | |
| to read the location descriptions more carefully than you might normally | |
| do and anyone who just rushes through this game without reading where | |
| he/she is going is liable to wind up dead more than a few times. | |
| All in all, this is a well above average game that suffers from a little | |
| too much guess-the-verb (the puzzle involving the statue is an unusual | |
| one that it is doubtful you would manage to guess without the hints) but | |
| the standard of writing and the atmospheric location descriptions more | |
| then compensate for any shortcomings. From the ending I would have | |
| guessed that this was the first part in a series of adventures (hints | |
| are given that you're going to set off after Malevol the wizard) but as | |
| nothing has come out in the months since then it seems unfortunately not | |
| which is a pity because this is the sort of game we see too little of. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Dutch Dapper IV: The Final Voyage | |
| AUTHOR: Harry Hol | |
| EMAIL: bibberfrob SP@G haha.demon.nl | |
| DATE: 2002 | |
| PARSER: Inform | |
| SUPPORTS: Z-code (Inform) interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/DDIV.z5 | |
| VERSION: Release 11 | |
| I never finished either of the Douglas Adams Infocom games, because the | |
| same zany humor that made the text so much fun also meant that the | |
| puzzles were more or less incomprehensible to me. If you leave out the | |
| complete disconnection between cause and effect, though, the Douglas | |
| Adams approach lends itself nicely to IF: many of the best bits of | |
| Hitchhikers' Guide are descriptions of some strange culture, practice, | |
| or creature. IF's emphasis on setting means that there's plenty of room | |
| in the average game for amusing satirical descriptions, without it even | |
| feeling like a digression. | |
| Harry Hol's "Dutch Dapper IV" takes this idea and runs with it. You're | |
| hero of sorts, though how and why you got into the business was never | |
| entirely explained; you just woke up one morning and found yourself with | |
| a mysterious transporter machine. It proceeds along those general lines. | |
| Hol's humor isn't as sharp as Adams', so inviting the comparison is | |
| possibly dangerous; in particular, some of the things he chooses to | |
| satirize are all-too-easy targets, like the fast food restaurant. It | |
| doesn't take great originality to mock McDonalds and its ilk. | |
| All the same, there were lines that made me smile. And the game has a | |
| generally light-hearted tone, doesn't take itself too seriously, and | |
| gives the impression that the author was having a good time. It's hard | |
| for me to really dislike a game like that. In fact, I'd say the | |
| generally good-natured approach made the game more fun to inhabit than | |
| the sometimes-caustic Adams worlds. | |
| Unlike Bureaucracy or HHGG, Dutch Dapper IV relies on some fairly | |
| straightforward puzzles, mostly of the kind where you need to get item x | |
| in order to appease person y in order to get into place z. Only one of | |
| them caused me any great confusion, and that was largely because I had | |
| used the wrong verb and assumed that an action was pointless when, in | |
| fact, I was just going about it wrong. On the other hand, there was one | |
| puzzle whose solution particularly pleased me, because it fit so well | |
| into the humorous logic of the game world. | |
| As for plot, there is one, but it doesn't take front stage for most of | |
| the game. The majority of the puzzles take place in a plot vacuum, while | |
| the player wanders around and tries to figure out what's going on; then | |
| you hit a stage where things take off, and suddenly you're accumulating | |
| bunches of points every time you turn around, and reading through a lot | |
| of plot exposition without doing very much. By this time the game had | |
| earned my goodwill, so I didn't really mind, but it does give a bit of | |
| an unbalanced feel to the whole experience. | |
| The game could also stand to be a bit more polished. There are quite a | |
| few points where the game should, logically, assume an action, but it | |
| makes you do it by hand. The inventory limit is apparently just there to | |
| drive one nuts. There are some synonyms that aren't implemented. (In | |
| particular, any hyphenated term should be typed exactly as in the game.) | |
| But again, I found myself willing to forgive this, because I was having | |
| enough fun to make it worthwhile. I encountered no actual bugs, which | |
| was nice. | |
| On the whole, I found "Dutch Dapper IV" a pleasant and entertaining way | |
| to spend an hour and a half. Once you're done, you can play with the | |
| long Amusing list, and read synopses of the first three Dutch Dapper | |
| adventures, in case you missed them. (Since they are either in Dutch or | |
| nonexistent, it's pretty likely that you did.) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: David Whyld <me SP@G dwhyld.plus.com> | |
| TITLE: Goldilocks Is A Fox | |
| AUTHOR: Jason Guest | |
| EMAIL: amazing_poodle_boy SP@G yahoo.co.uk | |
| DATE: September 2002 | |
| PARSER: ADRIFT | |
| SUPPORTS: ADRIFT Runtime | |
| AVAILABILITY: IF Archive, ADRIFT Main Page | |
| URL: http://www.ifarchive.org/if-archive/games/adrift/Goldilocks.zip | |
| VERSION: Release 2 | |
| From the title, you might get the impression that this is a rather silly | |
| game. You'd be right, too. | |
| Goldilocks Is A Fox is a strange mishmash of various fairy tales: the | |
| Goldilocks of the title, a big bad wolf, three bears, a fairy godmother, | |
| Sleeping Beauty, Prince Charming, etc. References to the three little | |
| pigs also pop up from time to time. | |
| The story is pretty much nonsense from the word "go", but it's handled | |
| in such an amusing and charming manner that I found myself not minding | |
| how ridiculous and farfetched it all is. In fact, part of the game's | |
| charm is that it's written strictly tongue-in-cheek and isn't afraid to | |
| let it show. | |
| As the game begins, you, as the eponymous Goldilocks, have just returned | |
| from a crazy art party and have decided, as you do, to walk through a | |
| dark wood on the way home (well, I *did* say it a was nonsense | |
| storyline). The wood is pretty much just a way to get from the start of | |
| the game to the three bears' cottage -- where the game begins in earnest | |
| -- but it has a few interesting set pieces that add to the humour of the | |
| game: Goldilocks' cry of "ooh, I'm so scared" popping up in the location | |
| description, the big bad wolf (my favourite character in the game) | |
| appearing and mistaking Goldilocks for Little Red Riding Hood (who is, | |
| alas, missing from the game). Indeed, the wood is an interesting set of | |
| locations in its own right. | |
| The game properly opens up when you reach the three bears' cottage and | |
| have to figure out just how to get inside and what to do once you're | |
| there. Getting inside isn't easy but shouldn't cause too many problems | |
| if you try just about everything. One interesting thing I found when I | |
| finally got inside the cottage was how much larger on the inside it was | |
| than on the outside -- a kind of magic cottage crossed with Doctor Who's | |
| Tardis perhaps? | |
| Of the various fantasy characters encountered during the game, my | |
| favourite had to be the big bad wolf, who was the sort of character you | |
| could probably base an entire game on. He mistakes Goldilocks for Little | |
| Red Riding Hood and then turns to up at the three bears' cottage | |
| demanding to see the three little pigs (for "see" read "eat"). There are | |
| several other characters in the game (Prince Charming was amusing) but | |
| none left quite the same impression as the big bad wolf. | |
| The original version of the game was entered in the ADRIFT Summer Comp | |
| 2002 and came in second (a strange occurrence, really, as the game it | |
| lost to wasn't half as good). That version of the game came with a | |
| detailed walkthrough, which was something of a good and bad idea at the | |
| same time: good because it allows you to get past some of the harder | |
| puzzles in the game (some of them very hard indeed) but bad because it | |
| also spoils much of the enjoyment you get from solving them yourself. | |
| Goldilocks Is A Fox isn't an overly large game but the solution is a | |
| lengthy and convoluted one, often requiring players to double back on | |
| themselves and reuse the same item time and time again; in this way it | |
| generally gives the impression of being a far larger game than it really | |
| is. | |
| Unlike so many comedy games, Goldilocks Is A Fox doesn't just go for the | |
| quick humour and forget about the gaming side of things. Take away the | |
| comedy and the general silliness and there is a very well constructed | |
| game here. There are some quite intricate puzzles (the one with the | |
| large chair being a particular favourite of mine) and while not every | |
| puzzle is logical or straightforward, for the most part they don't | |
| require too much thought on the part of the player to solve. That said, | |
| this isn't a game that you're likely to solve in the space of a single | |
| sitting, which is probably just as well as there are a fair number of | |
| good ideas here that would be ruined if you played the game through too | |
| fast. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Harry Hol <harry SP@G haha.demon.nl> | |
| TITLE: Gremlins | |
| AUTHOR: Brian Howarth | |
| E-MAIL: Unknown | |
| PARSER: Scott Adams Standard | |
| SUPPORTS: ZX Spectrums & emulators | |
| AVAILABILITY: Commercial | |
| URL: http://www.ifarchive.org/if-archive/games/spectrum/zx.zip | |
| Gremlins is a game based on the Joe Dante movie of the same name. A | |
| bunch of ugly, evil little critters have run over the small town of | |
| Kingston Falls and you must try to stop them, with the assistance of | |
| Gizmo the Mogway. The game was published by Adventure International and | |
| employed the Scott Adams engine. This means minimal descriptions and a | |
| rather picky "verb noun" parser. Some versions had crude graphics. | |
| I don't mind a picky parser, as long as it is fair. The game Gremlins, | |
| however, isn't. I started to play it when I was about eleven and never | |
| got very far, even though I spent weeks playing it on my C16. I was only | |
| able to finish it a couple of months ago, thanks to a walkthrough I | |
| found on the Internet. I finally discovered why I never got anywhere. It | |
| was bad game design. | |
| If I order the parser to "search" something, I expect the game to list | |
| all that I have found. The Scott Adams system seems to think it more | |
| fair to reveal only one item at a time when you look into something. Now | |
| this would make some kind of sense when you dig around in the dirt, or | |
| go through a pile of papers. But when I look into a kitchen drawer, I | |
| expect the game to tell me all that is in there. The reason I never was | |
| able to finish Gremlins was because the game made me search an ordinary | |
| kitchen drawer three times to find all three crucial items in there. | |
| After I finished solving this "puzzle", more and more bad design | |
| decisions became apparent to me. First: the game makes heavy use of | |
| timed events, with the Gremlins running around through town. They | |
| basically kill you after a random number of moves, but it is impossible | |
| to know how much time you have left. Realistic tension? Without an | |
| "undo" option, getting killed just after making some progress isn't my | |
| idea of fun. | |
| Also, the game is devoid of any sense of wonder. The setting is a | |
| mundane little town with mundane objects. Some of them invite | |
| experimentation, but the vocabulary of the game is so small that the | |
| only thing you actually can do with them is the "right" action to solve | |
| the puzzle. Any attempt that is not *exactly phrased as needed* is | |
| dismissed with "I don't understand". | |
| I realize some of my frustrations have to do with the old school way the | |
| game is put together. But all that would be forgiven if you as a player | |
| had some interesting things to do. Unfortunately, the entire middle | |
| section of Gremlins takes place in an anemically implemented department | |
| store, and the endgame is a hit and miss affair I did not find | |
| satisfying at all. I finally did manage to finish it, as I mentioned | |
| earlier. But in the end, I wondered why I bothered. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Jimmy Maher <jimmy.maher SP@G verizon.net> | |
| TITLE: Heroine's Mantle | |
| AUTHOR: Andy Phillips | |
| EMAIL: aphillips SP@G ma.man.ac.uk | |
| DATE: December 2000 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: IF Archive | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/Heroine.z8 | |
| VERSION: Release 3 | |
| Sometimes I think people in our little community take this new literary | |
| form of ours just a little too seriously, and games occasionally suffer | |
| for it. A case in point is Heroine's Mantle, an ambitious gem by Andy | |
| Phillips that came and went with far too little fanfare. | |
| Heroine is either a comic book or (bizarre as it may sound) a first | |
| person shooter adapted into IF... or perhaps it is both. The player | |
| takes the role of one Lisa Flint, a young lady about to be transformed | |
| into the Crusader, whereupon she will devote her life to fighting for | |
| Good (TM) and Justice! After a prelude, the game is played out over | |
| seven chapters, each of them as large as the typical Competition game. | |
| In each, Lisa must thwart the evil scheme of a different villain. These | |
| villains are one of the highlights of the game, as each is larger than | |
| life and possessed of unique powers of their own. Take the Toymaker: | |
| "What did you used to play with as a child, Lisa? Colouring books? | |
| Lego? Dolls? Plasticine? There was one little boy who enjoyed | |
| building his own toys: razored yoyos, acidic crayons, explosive | |
| balloons-- yes, a real problem child. He still hasn't grown up yet, | |
| despite reaching physical adulthood ten years ago." | |
| Stan Lee himself would be proud! I may have been influenced by having | |
| played No One Lives Forever and Freedom Force at around the same time, | |
| but this game's episodic structure (each chapter featuring a "boss" to | |
| kill) reminded me of a more mainstream action-oriented game, and its | |
| general sense of good humor and fun reminded me of both of those | |
| (wonderful) titles as well. Some of the puzzles are unusual for IF, | |
| being more action-oriented than the standard cerebral affairs. Lisa has | |
| some very potent powers, and you will have to make use of all of them | |
| (often in very creative ways) to solve the game. Be warned that a lot of | |
| saving and restoring will be required (especially to work your way | |
| through the intricate final battle sequences which climax each chapter), | |
| but the game is generally solvable for anyone willing to spend a bit of | |
| time and mental energy, and working out the correct next move in these | |
| action sequences especially is great fun. I had to turn to a walkthrough | |
| for a couple of somewhat dodgy puzzles, but solved 99% of the game on my | |
| own. | |
| I should mention that there are some suggestive scenes involving Lisa | |
| and Mistletoe, a villain who kills her victims by, ahem, "seducing" them | |
| to death. These scenes are hardly explicit though, and I found them to | |
| be completely innocent fun. | |
| Indeed, fun is the adjective I find myself using over and over to | |
| describe this game. Yes, the moral universe it presents is black and | |
| white to an almost comical (pun intended) degree, but sometimes that's | |
| perfectly okay with me. Andy Phillips' writing is occasionally a bit | |
| awkward, but his prose is energetic and generally effective. At times | |
| you can almost see the "BASH! BANG! POW!" captions surrounding the scene | |
| in your mind's eye. | |
| Heroine's Mantle is huge, challenging, exciting and ambitious. The more | |
| literary and experimental works from authors like Short and Plotkin are | |
| fascinating, yes, but sometimes everyone feels like a good comic book... | |
| if they know what is good for them. When that time comes, Heroine's | |
| Mantle will fill the bill admirably. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Hollywood Hijinx | |
| AUTHOR: Dave Anderson/Liz Cyr-Jones | |
| E-MAIL: Unknown | |
| DATE: January, 1987 | |
| PARSER: Infocom Standard | |
| SUPPORTS: ZCODE interpreters | |
| AVAILABILITY: Commercial | |
| URL: http://www.csd.uwo.ca/~pete/Infocom/hijinx.html | |
| VERSION: Release 37 | |
| Hollywood Hijinx is a late-period Infocom game, with a cheerfully kitsch | |
| theme and a premise of unabashed treasure hunting. You stand to inherit | |
| a fortune if you are able to discover an assortment of bizarre B-movie | |
| props in a very strange Hollywood mansion -- so off you go to hunt. It | |
| contains even more than the usual number of references to Infocom, and | |
| at no point does it seem to take itself terribly seriously. | |
| There are a few features of the game that irritated me. I might as well | |
| get those over with at once. The most severe is the time limit that | |
| prevents you from succeeding unless you have completed all the puzzles | |
| within an arbitrary number of moves. This is pretty much impossible to | |
| do the first time around, so I had to play until I'd earned about half | |
| the points, then start the game over. The game's other design sins are | |
| comparatively minor: several smaller-scale timed puzzles that seemed a | |
| bit unfair, and one puzzle that couldn't reasonably be solved except by | |
| discovering something and then restoring an earlier state. Coupled with | |
| the inability to UNDO moves, this was somewhat annoying. There's also an | |
| inventory limit that gets in the way at times, but since the treasure | |
| objects are not themselves useful for anything, one can safely drop them | |
| somewhere and keep one's collection of objects to a reasonable size. | |
| Finally, one or two puzzles seemed disappointingly trivial, with the | |
| solution consisting more or less of walking through a series of obvious | |
| actions. | |
| On the other hand, there are a couple of neat set-piece puzzles that | |
| show the attention to detail at which Infocom excelled: amusing and | |
| colorful responses to wrong answers as well as right ones, systems that | |
| you can learn how to work, red-herring partial solutions that seem right | |
| at first but then turn out to be wrong. If those are overdone, they can | |
| be infuriating, but I thought that Hollywood Hijinx hit just the right | |
| level of complexity on several of these. There is also one quite elegant | |
| puzzle that relies on solution-by-intuition, depending on your memory of | |
| how an earlier puzzle was solved and your ability to translate that | |
| information to a new context. | |
| This game also contains a massive maze. Most mazes in IF are designed to | |
| irritate the player by making him go to a lot of trouble to figure out a | |
| mapping, and are (relatively) harmless once successfully mapped. This | |
| maze, on the other hand, is probably nigh impossible without the map -- | |
| indeed, the game warns you before you go inside that you shouldn't even | |
| make a try for it. Even when you do have the map in hand, it takes a | |
| minute to figure out a good route: in other words, the challenge of this | |
| particular maze is like the challenge of mapping out a maze on paper, | |
| and not very similar to playing through other IF mazes. It can still be | |
| a bit exasperating to play through, especially if you lose your place as | |
| you navigate and have to go back to a saved position and start over. | |
| If I've talked mostly about the puzzles, it's because puzzles are most | |
| of what's worth talking about. The prose style is nothing stunning, and | |
| most of the scenery is sparsely implemented; there are plenty of items | |
| that don't exist at all, and plenty of others that garner a | |
| nothing-special sort of response. Considering the era in which the game | |
| was written, this is not very surprising. Many of the location | |
| descriptions do offer amusing reminiscences about past events in the | |
| house, which is a nice touch, and gives character to some rooms that | |
| would otherwise seem very spare indeed. | |
| As for the plot, it is fairly contrived, and, as in many Infocom games, | |
| most of the actual story occurs either in the prologue or at the very | |
| end. Still, putting the treasure-hunt agenda so blatantly in the | |
| foreground does, at least, remove any difficulty in explaining why the | |
| house is in such a strange condition. If things are implausibly | |
| scattered around, that's because someone put them there for exactly this | |
| purpose. Moreover, the central Hollywood-esque focus, and the emphasis | |
| on your history with Uncle Buddy, Aunt Hildegarde, and Cousin Herman, | |
| provides a nice thematic unity to the whole thing. | |
| The game also has a very satisfying Easter egg; after the game was over, | |
| I realized that there was one obvious action I'd never taken, and taking | |
| it proved to work out exactly as I might have hoped. | |
| It took me only three or four hours to finish Hollywood Hijinx, even | |
| with the unavoidable replay of the early parts of the game. I referred | |
| to hints only a couple of times. In one case, I needed them because the | |
| action in question didn't seem obviously possible, given the | |
| descriptions of the rooms; in another, the solution wasn't something I | |
| would've thought of ever in a million years. For the most part, however, | |
| I felt that they were fair. For me this game didn't provide as much | |
| sense of adventure as Plundered Hearts, or offer the atmospheric | |
| richness of Wishbringer or Deadline, but it is still an entertaining, | |
| solid game of the old school. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: R. N. Dominick <rnd SP@G bookmice.net> | |
| Oh, hey, look, it's just after midnight. Two minutes into September | |
| 15th. Maybe I'd better think about going to bed... | |
| September 15th... hmm... that sounds familiar, for some reason. | |
| Oh, yeah. I volunteered to review that old Infocom game for the next | |
| issue of SPAG. The review's due on September 15th. Well, um, that gives | |
| me about twelve hours to solve the game before Paul O'Brian sends an | |
| oh-so-polite inquiry asking what happened... oh... oh, boy... | |
| That puts me in exactly the same situation as the nameless protagonist | |
| of Infocom's Hollywood Hijinx. As the nephew of infamous B-movie | |
| producer Buddy Burbank, you stand to inherit Uncle Buddy's movie | |
| business and fantastic Hollywood estate -- if you can prove you're | |
| clever enough to handle it by finding the ten mementos from Buddy's | |
| career hidden throughout the estate in twelve hours. | |
| Released in 1987, Hollywood Hijinx seems to be a deliberate throwback to | |
| the desolate treasure hunt period. There are no NPCs or animate | |
| creatures in the game (until the end-game, which is a timed sequence | |
| seemingly designed to hide the fact that the NPCs are pretty much | |
| cardboard ciphers). The puzzles are mostly of the clever mechanical | |
| type. The atmosphere is very jokey, and both Hollywood and Infocom | |
| in-jokes abound. | |
| There are throwbacks other than the atmosphere, however. (One annoyance | |
| is just a convenience that hadn't been implemented yet -- 'x' doesn't | |
| work, but damn if I didn't type it eleventy million times anyhow.) | |
| The game contains a maze. A *huge* maze. A huge sprawling maze it would | |
| take forever to map and even then you wouldn't know where you had to do | |
| what you had to do to get any value out of the maze. Luckily, you're | |
| given a map; unluckily, this doesn't provide any sort of automatic maze | |
| negotiation. Even after you've gotten the 'treasure' hidden at the | |
| center of the maze, you have to manually navigate your way back out. It | |
| takes more than 100 moves to complete the maze section of the game, | |
| meaning even with the map you spend an inordinate amount of time on it. | |
| Time? Yes, the game is timed. Even though the status line is the | |
| standard turns/score format, each and every move you perform in the game | |
| costs 1 minute of time -- even 'look' and 'inventory'. You only have 12 | |
| hours -- 720 turns -- to complete the game. This puts an exasperating | |
| focus on optimizing the solution to a puzzle after you solve it. The | |
| game requires you to save rather more often than I'm used to because of | |
| this; if you're not careful, restarting will be required. | |
| It is also very possible to waste resources required to progress | |
| elsewhere in the game or to go to a location too soon or with the wrong | |
| items and have to backtrack via 'restore' to fix your error. After | |
| getting trapped like this three or four times, I was daunted by the | |
| proposition of replaying part of the game yet again and turned to a | |
| walkthrough for what turned out to be the last three treasures and forty | |
| points. | |
| (One blessing, at least, is that you don't have to tromp around and | |
| deliver the treasures anywhere; just having had them in inventory at one | |
| time is enough for the game to progress.) | |
| At the end of it all, nothing in Hollywood Hijinx stands out all that | |
| much. The one stand-out treasure-retrieval puzzle (which involves atomic | |
| mutant mayhem in a scale model of downtown Tokyo) is marred by two | |
| instances of the "wasted resource" problem (if you fail, or if you do | |
| something too soon, it's 'restore' for you, buster, or you cannot win). | |
| I think the real problem is that even in 1987, Infocom had progressed | |
| far beyond the basic dry puzzle hunt this game provides. Already | |
| released before this game were much better puzzle-fests (Spellbreaker), | |
| much funnier games (Leather Goddesses) and -- much more importantly -- | |
| advances in mood, setting and dramatics (A Mind Forever Voyaging and | |
| Trinity) that outclassed this game and type of game completely. Other | |
| releases the same year included the truly different (Nord and Bert | |
| Couldn't Make Head or Tail of It), the genre-busting (Plundered Hearts) | |
| and the systemically different (Border Zone). Namechecking so many other | |
| excellent games may not be quite fair, but those games set expectations | |
| that Hijinx just couldn't meet. | |
| ... | |
| Phew. There we go. 10 hours and 55 minutes. (Only five of those were | |
| spent playing the game and writing this review -- I had to sleep | |
| sometime!) | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Valentine Kopteltsev <uux SP@G mail333.com> | |
| TITLE: Katana | |
| AUTHOR: Matt Rohde | |
| EMAIL: rohdemusic SP@G yahoo.com | |
| DATE: 2003 | |
| PARSER: TADS Standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/tads/katana.gam | |
| VERSION: 2.0 | |
| Judge for yourself, Valentina Mikhailovna -- in the 15th century, the | |
| Heaven knows who sails up to you and starts speaking Japanese. | |
| -- V. Belobrov, O. Popov, "Valentine's Day" | |
| Are you tired of IF experiments? Are you looking for an old-school game | |
| you could spend a few quiet days with? Then you should give Katana a | |
| try. | |
| Yes, it's basically a rather conventional text adventure, set in Japan. | |
| A disclaimer is needed here: it's difficult to judge the depth of the | |
| author's knowledge of Japanese history and traditions by this game; the | |
| only thing that's sure is that he knows a whole lot more about it than I | |
| do. Likewise, I can't say the game provided me with a comprehensive | |
| picture of Japanese culture, in general, or Japanese mythology, in | |
| particular, but that didn't seem to be the author's intention anyway. | |
| The only purpose of all the Far-Eastern decorations, references, and | |
| characters (which, by the way, they served very well) seems to have been | |
| the creation of an atmospheric setting -- and it's probably better so. | |
| One of the pleasant aspects of such an approach is that one doesn't get | |
| the impression that the author plumes himself with his erudition; at | |
| least, I never got the feeling of being talked down to because of my | |
| lack of certain knowledge, as has sometimes happened with other games. | |
| The story underlying this work is a fine match for the setting. Sure, | |
| it's not the fanciest I ever encountered, but it's still a pretty good | |
| one. The author tells it very competently using the flashback technique. | |
| My only complaint about it was that the player character somehow didn't | |
| get emotionally involved into it -- he seemed to remain a distant | |
| observer. That's all the more paradoxical, since this story concerns the | |
| PC's ancestor, and since in the course of the game, the PC makes | |
| considerable efforts in order to put right injustices of the past. | |
| The puzzles are an essential part of old-school text adventures; in | |
| Katana, I'd describe them as "not exceptional, but solid". Their main | |
| virtue is the smoothness with which they fit into the story. Let's put | |
| it this way: while probably none of them will be an aspirant for the | |
| "Best Puzzle" Xyzzy Award for 2003, they do help to create a consistent | |
| and well-built structure for the game. Many of them are based on careful | |
| examination of your surroundings. There's nothing wrong with that, | |
| though I got the feeling that this trick was a bit overused. That's | |
| pretty much all I can say about the puzzles, except for an observation | |
| of minor importance: the layout of the first major puzzle in the game | |
| reminded me of one certain episode in the movie "The Fifth Element" by | |
| Luc Besson -- with the only difference that Milla Jovovich was missing | |
| from the centre of the composition; I assume that, if she were of | |
| Japanese origin, she wouldn't be. ;) | |
| In addition to being a traditional text adventure, an atmospheric piece, | |
| and a story-driven game, Katana is one more thing: a first attempt. And | |
| while it clearly represents a decent one, there're a number of details | |
| showing that its author had little or no experience when working on it. | |
| I'm not talking about bugs, though there are some; after all, this is a | |
| review, not a public beta-test report. (However, I'll be glad to send | |
| one to the author if he's interested, and asks me to do so.) Here's an | |
| example from the game illustrating what I mean: | |
| >x door | |
| It's a solid slab of granite that fills the entrance to the tomb. | |
| There's a Kanji symbol for fire carved in the granite. | |
| There's a Kanji symbol for air carved in the granite. | |
| There's a Kanji symbol for water carved in the granite. | |
| There's a Kanji symbol for earth carved in the granite. | |
| It seems to me that the author followed the path of least resistance | |
| here. If he'd had more experience, he probably would have formulated | |
| this description some other way -- at the least, he'd have listed all | |
| the Kanji symbols in one single phrase instead of using four nearly | |
| identical sentences. Other details I implied when talking about first | |
| attempts are similar, so that I won't dwell on them any further, except | |
| for one feature that significantly affected the gameplay. I refer to the | |
| way that the game parser makes extensive use of responses of the type | |
| "If you want to do such and such, just say so" (for instance, typing | |
| "turn on car", and being told, "I think you mean 'START THE CAR'.") | |
| Somehow, I got such responses a bit more often than I'd like to. (After | |
| writing this, I remembered how frequently I did the same thing in my own | |
| first game. Then, I recalled that game I played some time ago, which had | |
| a shimmering curtain of light in the northern wall in its opening scene; | |
| it harassed me for at least twenty minutes by rejecting all my attempts | |
| to enter, go in, go through, etc. that darn curtain with the message, "I | |
| don't know how to <put the appropriate verb here> the shimmering curtain | |
| of light", until I finally happened to type "north"... Well, looks like | |
| I'm getting to be an old grumbler. ;) | |
| Fortunately for Katana, being a first attempt doesn't necessary consist | |
| of disadvantages only. The positive aspects are the genuine fun the | |
| author clearly had writing it (this fun shows through, say, in a number | |
| of witty responses to weird player input), and the attention to details. | |
| And they outweigh the negative ones, despite the fact that you could get | |
| a different impression reading all my nitpicking. ;) | |
| So, to sum up, if you prefer longer text adventures, and don't mind some | |
| minor technical flaws... hey, it's time to look at the beginning of the | |
| review again!;) | |
| ...and the SNATS[*]: | |
| PLOT: Reasonably solid, matches the setting very well (1.2) | |
| ATMOSPHERE: Certainly original (1.4) | |
| WRITING: Sometimes not emotional enough (1.1) | |
| GAMEPLAY: Just what you'd expect of a traditional text adventure -- | |
| with minor issues that are listed in the review (1.1) | |
| BONUSES: The rich setting and the many Easter eggs (1.2) | |
| TOTAL: 6.0 | |
| CHARACTERS: Convincing enough (1.2) | |
| PUZZLES: Fit into the game structure very smoothly -- so smoothly | |
| they don't stand out at all (1.1) | |
| DIFFICULTY: An appropriate ordeal for a novice samurai (5 out of 10) | |
| * SNATS stands for "Score Not Affecting The Scoreboard" | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| ___. .___ _ ___. ___. | |
| / _| | \ / \ / ._| / _| | |
| \ \ | o_/ | | | |_. \ \ | |
| .\ \ | | | o | | | | .\ \ | |
| |___/ |_| |_|_| \___| |___/ PECIFICS | |
| SPAG Specifics is a small section of SPAG dedicated to providing in- | |
| depth critical analysis of IF games, spoilers most emphatically | |
| included. | |
| WARNING! SPOILERS BELOW FOR THE FOLLOWING GAME: | |
| Lazy Gods Of Earth | |
| PROCEED NO FURTHER UNLESS YOU HAVE PLAYED THIS GAME! | |
| THIS IS NOT A TEST! GENUINE SPOILERS TO FOLLOW! | |
| LAST CHANCE TO AVOID SPOILAGE! | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Lazy Gods of Earth | |
| AUTHOR: Stark Springs | |
| EMAIL: stark SP@G null.net | |
| DATE: 2002 | |
| PARSER: Inform | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://www.ifarchive.org/if-archive/games/mini-comps/library/IFLibComp2002.zip | |
| VERSION: Release 4 | |
| Last issue of SPAG, I reviewed Stark Springs' "Words of Power". That | |
| piece entertained me enough that I went back to try his IFLibrary comp | |
| game from last year, "Lazy Gods of Earth". | |
| In certain respects the two are fairly similar. Both rely heavily on | |
| desolate settings, with a sense of vastness and also, perhaps, great | |
| age. In fact, I thought some of the settings in "Lazy Gods" were more | |
| captivating than the ones in "Words". Springs uses some typically | |
| under-developed places, like the transitional messages when walking | |
| between rooms, to convey a sense of the great scale of the terrain. And | |
| while the writing often verges on the perfunctory, some of the things it | |
| describes are, if you envision them for a moment, quite memorable. Once | |
| again I found myself mentally translating everything into cinematic | |
| images. | |
| At a few points the description in "Lazy Gods" rises to a higher level. | |
| At one point, you're told that you see a gnarled root shaped like a | |
| beckoning finger. The image is both evocative and functional: it's | |
| easily visualized, it suggests an eerie presence in the otherwise | |
| uninhabited landscape, but it also conveys to the player the idea that | |
| one ought to have a closer look at the object. And one does, and it | |
| turns out to be a grappling hook. Easy enough to see in retrospect how | |
| the grappling hook might have looked like a finger of root. Springs | |
| *could* have gone for the standard (and generic) "You see something | |
| stuck between the rocks" in order to get the player to have a closer | |
| look. But this bit of detailed description is a million times better, | |
| because it leaves an impression with the player even after the true | |
| nature of the object has been identified. | |
| "Lazy Gods" also shares some structural features with "Words of Power". | |
| Both games rely on visits to a number of specific NPCs; both involve a | |
| geography with important landmarks to the far north, south, east, and | |
| west. There's a kind of self-aware tidiness about this arrangement that | |
| makes the gameplay easier on the player (because it's usually clear | |
| where to go next, and how many more episodes/interactions are required | |
| before the game will be complete). At the same time, though, it | |
| impresses one with a sense of artificiality, or perhaps of great | |
| formality. | |
| At the same time, "Words of Power" works better than "Lazy Gods" on a | |
| couple of important levels. For one thing, it provides character | |
| motivation from the start. "Lazy Gods" leaves the player to wander | |
| around, without any kind of goal or stated purpose, until he does | |
| something quite drastic just because it's the only thing in the entire | |
| game that seems interactive. Then he finds himself in another place, | |
| where, again, he has nothing to do but wander around until a plot | |
| manifests itself. In fact, as it turns out, your task is to *undo* the | |
| stupid drastic thing you did out of boredom at the opening stage of the | |
| game. | |
| This, it strikes me, is a mildly unfair way to plot your game. First of | |
| all, the player feels a bit foolish; if the first step of the game | |
| wasn't progress, then why was he herded into doing it? And second, | |
| leaving the player without any idea of what he's supposed to be doing, | |
| or why, or how, for too long a period tends to result in a certain | |
| amount of disengagement. Purely by chance, I wound up not visiting the | |
| NPC I needed to visit to receive my infodump about what was going on | |
| until quite late in the game; during all the intervening period, I was | |
| poking around the various environments looking for something to do and | |
| collecting objects that seemed to be put there for me to take. | |
| Fortunately (I suppose) there are few enough red herrings that wandering | |
| around pushing all the obvious buttons and taking all the obvious | |
| objects is, in fact, a reasonable way to get through the game. But it's | |
| not a reasonable way to motivate the story. | |
| Then there was a second, far more important problem. "Lazy Gods" turns | |
| out to be about these meddling immortals who have been steering the | |
| development of Earth, but got bored and decided to stop looking after | |
| it. Fine. I don't see anything inherently wrong with this premise; it | |
| could be taken some quite interesting places. But it's treated with a | |
| triviality of implementation that really undermines the effect the | |
| premise might have had. It seems to me that if you were to meet a giant | |
| boar in the forest, and it were to turn into Aphrodite, and she were to | |
| tell you that you had accidentally destroyed, not only your friends and | |
| their nice beach house, but the entire world and everyone in it, you'd | |
| feel pretty stunned. But no, I didn't get that sense about my character | |
| at all. | |
| Partly this is because, in general, the PC is given very little shading | |
| by the game; his conversation is all fairly straightforward, without a | |
| distinctly individual voice. The descriptions are more or less objective | |
| as well, and don't tend to concentrate on the PC's feelings about | |
| things. This is a valid choice for IF, and I don't have a problem with | |
| it, for the most part. | |
| But if the PC isn't going to react visibly, then it seems as though the | |
| conversations themselves at least need to feel a bit weightier, a trifle | |
| less silly. | |
| For instance, when you ask one of these deities who he is, he replies: | |
| His lips compress in a thin, superior smile. "I am. I don't need a | |
| name. But you can call me Conrad." | |
| I support the thin, superior smile. The first two sentences of the | |
| dialogue are fine. "You can call me Conrad," after that opening, is pure | |
| comedy. I laughed, but I don't think I was supposed to; the rest of the | |
| game doesn't carry itself in a way that suggests deliberate jokiness at | |
| this point. | |
| Even worse: | |
| Alea sighs. "I know. You managed to destroy your world. Perhaps it's | |
| for the best." | |
| That's *it*? That's all? "You destroyed the world, but don't worry about | |
| it"? My character doesn't show any shock, and the goddess doesn't show | |
| any concern; between the two of them, it's hard for me-the-player to be | |
| convinced that this catastrophic event really even occurred. | |
| I suppose that some of this might be deliberate. A deeper exploration of | |
| the topics raised might have made for a longer game, and possibly one | |
| with a grimmer tone. And then, these passages could so easily have been | |
| horribly overwritten that it makes sense to practice some restraint. All | |
| the same: this was too much restraint, I think. With a bit more | |
| investment these themes could have been elaborated into something rich | |
| and memorable, instead of passing the player by without effect. | |
| And I've managed to talk about all these things without mentioning the | |
| adaptive aspect of the game. In essence, during the prologue you're | |
| given a quiz by one of the characters intended to elicit your feelings | |
| about certain plot devices. I gather that the answers affect the way the | |
| game plays out, though I didn't explore enough to exhaustively catalog | |
| how that might work. This is also potentially interesting, except that I | |
| think the device of explicitly asking the player what he'd prefer is too | |
| blatant a way to customize the game. As a player, I care more about | |
| storytelling than I do about the author somehow managing to guess which | |
| scary monster I will personally find the most creepy. | |
| It's exactly there that more work is needed. More character for the | |
| NPCs, more depth, more of a sense that all these things are important. | |
| I raise all these issues because I think, in fact, that Stark Springs is | |
| doing progressively better work. His writing is not universally | |
| polished, but he has the eye for a memorable detail, and this serves him | |
| well. His game design sometimes shows flaws (and whose doesn't?), but I | |
| think, on the whole, that it's improving. "Lazy Gods" has some good | |
| images; "Words of Power" has those *and* a more engaging set of puzzles | |
| and better motivation. So I look forward to what he may do if he | |
| continues to write games. | |
| 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. Any and all text-based | |
| games are eligible for review, though if a game has been reviewed three | |
| times in SPAG, no further reviews of it will be accepted unless they are | |
| extraordinarily original and/or insightful. SPAG reviews should be free | |
| of spoilers. | |
| 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. | |
| For a more detailed version of this policy, see the SPAG FAQ at | |
| http://www.sparkynet.com/spag/spag.faq. | |
| ----------------------------------------------------------------------------- | |
| Thank you for helping to keep text adventures alive! | |
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