| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #42 | |
| Edited by Jimmy Maher (maher SP@G grandecom.net) | |
| October 2, 2005 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #42 is copyright (c) 2005 by Jimmy Maher. | |
| 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 ----------------------------------------------------- | |
| Dastardly | |
| Flat Feet | |
| Future Boy! | |
| Return to Ditch Day | |
| EDITORIAL------------------------------------------------------------------ | |
| (shuffle, shuffle) Is this thing on? Oh! Hello, there! Jimmy Maher, | |
| latest caretaker of this venerable institution called SPAG, here! | |
| I will venture to guess that most you don't know me at all. The sum total | |
| of my contributions to the IF community so far is one still slightly buggy | |
| Z-code interpreter that I really must get back to and polish up, a few | |
| reviews for SPAG, and the occasional newsgroup post. Be that as it may, | |
| Paul O'Brian saw something in my meager corpus that he liked. Assuming it | |
| was unwise to distrust such a distinguished IFer, I accepted his job offer, | |
| and so, here I am, the next editor of SPAG. | |
| SPAG is most definitely NOT all about me, but I will nevertheless tell you | |
| all a little bit about whom I am and how I came to be here... | |
| 1) For the long version, read on. | |
| 2) For the short version, skip down to where you see this... --> | |
| Like so many of you, I was introduced to IF through Infocom. Back in 1984, | |
| my parents bought me a Commodore 64 computer for Christmas. I hadn't asked | |
| for a computer, mind you, and I was actually rather disappointed to find | |
| one under the tree in lieu of all the other grand possibilities. I was | |
| even more disappointed when I realized that this magic machine was | |
| effectively useless. You see, my parents had had great insight in thinking | |
| I would (eventually) take to computers with a passion, but they didn't have | |
| the practical knowledge to realize that a computer without any storage | |
| media whatsoever -- no tape drive, no disk drive, nothing -- wasn't much | |
| good to anyone. The Commodore 64 was soon relegated to my closet as an | |
| interesting but impractical curiousity. | |
| Months later, I was at the local Waldenbooks browsing for something, likely | |
| sci-fi novels or role playing game materials, when I stumbled into the | |
| software aisle. (Remember those days when bookstores sold software? | |
| Wasn?t that sort of cool?) I was stunned to find dozens of colorful boxes | |
| offering undreamt of adventure, all through that useless little gadget that | |
| my parents had bought me and I had almost forgotten about. The games that | |
| caught my eye most of all were those from Infocom, for they promised me the | |
| opportunity to become the hero of my own interactive story, and the Infocom | |
| game that caught my eye most of all was The Hitchhiker's Guide to the | |
| Galaxy, for I had just finished the novel, and Douglas Adam's surreal | |
| universe had left quite an impression indeed. I spent virtually every | |
| weekend after that examining -- nay, let's be honest, stroking -- those | |
| boxes that offered me the opportunity to pilot a fighter plane, to plan and | |
| execute D-Day, to play Dungeons and Dragons without having to drum up four | |
| or five equally nerdy friends... and, most of all, to wander with Zaphod, | |
| Ford, and Arthur through the world of Hitchhiker's. When not fondling | |
| software at the mall, I spent my free time explaining to my parents that | |
| what I would like, what I needed more than anything I had ever needed | |
| before, was a disk drive for Christmas, and a certain gray-boxed game to go | |
| along with it. Of course, dear people that they are, they came through. I | |
| received my disk drive, along with a nice color monitor, and Hitchhiker's, | |
| along with a war game my father had picked out called Crusade in Europe. | |
| That Christmas morning I took my first stumbling steps into the world of | |
| IF, and into interactive entertainment in general. I have been hooked, to | |
| one degree or another, ever since. | |
| And then? I grew up. For better or for worse, computers and computer | |
| gaming remained a big part of my life throughout adolescence, and probably | |
| had much to do with my solid C average in high school. I bought some games | |
| and I pirated many more. I traded my Commodore 64 in for a 128, and traded | |
| the 128 in for an Amiga. Along the way, I managed to learn quite a lot | |
| about how computers work and how to make them do what you want, knowledge | |
| which still serves me well today. | |
| By the early 90s, I was out of high school, and the Amiga scene in the | |
| U.S. was beginning its slow death spiral. I belatedly began to realize | |
| that there is a great big magical world outside the computer screen. I | |
| sold my Amiga and spent a few years wandering bleary-eyed through the Real | |
| World, trying to puzzle out what I had missed during my decade-long digital | |
| dream. | |
| Then I stumbled into a good job at the IT services company I still work for | |
| today, and suddenly at least one foot was back in the realm of geekdom. | |
| This was a different sort of world, where people used (grrr!) Microsoft | |
| products on the desktop and the operating systems I was to administer had | |
| names like Unix, MVS, and OS/400 and ran on big machines larger than my car | |
| that nevertheless had really bad graphics. I adopted. | |
| I spent some time doing the corporate America thing full-on, but I began to | |
| find it unsettling. I decided to shift gears. I slowed down at work, | |
| managing to get myself slotted into a rather cozy and low-stress (if hardly | |
| career-enhancing) position and then I went back to college as, of all | |
| perverse things, a liberal arts major. I am now one semester away from | |
| finishing up my undergrad work. I vaguely plan to continue on to graduate | |
| school, where I hope to spend at least part of my time studying what some | |
| call "new media" and some call "humanities computing." Basically I am | |
| still as excited by the potential of these strange imagination machines of | |
| ours as I was as a boy back in that Waldenbooks all those years ago. I am | |
| interested in introducing the computer to the storyteller, and vice versa. | |
| Perhaps now you understand why I'm really, really happy to have this | |
| particular gig. | |
| --> One day several years ago I started feeling nostalgic and typed | |
| "infocom" into a search engine. Like so many before me, I was surprised | |
| and delighted to discover not only a wealth of information on our favorite | |
| game publisher, but also a thriving community of authors and players still | |
| working in their tradition. I never left. Oh, I wasn't prominent, mind | |
| you. I lurked more than anything, and played quite a few games, and then I | |
| wrote an interpreter for the hell of it, and I also wrote a few reviews, | |
| and I even started to post a bit (but not too much) on the newsgroups, and | |
| then suddenly I was the editor of SPAG. Somewhere a butterfly rests from a | |
| job well done. Funny how things work out sometimes... | |
| IF NEWS ------------------------------------------------------------------- | |
| COMP 2005 | |
| Yes, the IF Comp is upon us once again. This year we have 36 entries. If | |
| any of them makes a strong impression on you, please think about working up | |
| a review for SPAG... and stay tuned for SPAG's special Comp issue at year's | |
| end, which will feature interviews with the top three finishers. | |
| http://www.ifcomp.org | |
| INTROCOMP 2005 | |
| Another IntroComp has come and gone. Congratulations to all the entrants, | |
| and especially to the top three finishers: Deadsville by William McDuff, | |
| Weishaupt Scholars by Michael C. Martin, and The Fox, the Dragon, and the | |
| Stale Loaf of Bread by David Welbourn. We will hopefully see these games | |
| completed someday. In the meantime, feel free to submit a review for SPAG | |
| if any of the intros made an impression on you. | |
| IF FOR DUMMIES | |
| David Cornelson really wants to bring IF to a wider audience, and I concur | |
| wholeheartedly. As his latest venture in that direction, he has created a | |
| new version of the IF Promotional CD. This CD allows the newbie to start | |
| playing a variety of quality IF right away, just by putting the CD into the | |
| drive. Windows only, but then that?s where most of our untapped market | |
| probably is, isn't it? Share this with your friends! | |
| http://www.ifwiki.org/index.php/IF_Promotional_CD%2C_July_2005_Edition | |
| THE UNSOLVABLE PUZZLE? | |
| Gonzalo Garramuno is the latest to try his hand at creating a practical | |
| system for mapping IF games. Maybe, just maybe he has succeeded where so | |
| many others have failed. IFMapper is multi-platform, but requires that | |
| Ruby scripting language be installed on your OS of choice. | |
| http://rubyforge.org/projects/ifmapper. | |
| THE GREAT 2005 NON-COMP REVIEW PROJECT | |
| Greg Boettcher wants to make sure that every IF game released in 2005 gets | |
| at least one review, and he wants you to help out. | |
| http://www.springthing.net/noncomp/noncomp2005.htm. | |
| THE UNIFIED INTERPRETER THEORY | |
| Tor Andersson has brought interpreters for many IF systems together under | |
| one unified front end. In its present incarnation, Cugel supports AGT, | |
| Alan, Z-Code, Glulx, Hugo, Level 9, Magnetic Scrolls, Adrift, TADS 2, and | |
| TADS 3. Impressive, no? This is alpha software, but already usable and | |
| well worth keeping an eye on. Mac OS X only... why do they always get the | |
| good stuff? | |
| http://ghostscript.com/~tor/software/cugel. | |
| SPAG NEEDS YOU! | |
| You have probably already noticed that the pickings are a bit slim in this | |
| issue. Only four new reviews is a bit disappointing, but SPAG will soldier | |
| on. Please, please think about lending the magazine your support. The | |
| next issue will be the annual Comp edition, featuring interviews with the | |
| top three finishers from this year's Competition. Why not help flesh out | |
| the issue even more by contributing one or more reviews? Reviews of Comp | |
| games are welcome, as are the following unjustly neglected titles that are | |
| still oh so deserving of a review: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. All Hope Abandon | |
| 2. Dawn Of The Demon | |
| 3. 1893: A World's Fair Mystery | |
| 4. Finding Martin | |
| 5. The Corn Identity | |
| 6. Mystery House Taken Over games (any, some, or all!) | |
| 7. Narcolepsy | |
| 8. Building | |
| 9. Threnody | |
| 10. Whom The Telling Changed | |
| NEWS FROM THE WIDER WORLD-------------------------------------------------- | |
| THE ESCAPIST | |
| The Escapist is a new online magazine dedicated to games, the games | |
| industry, and its effect on culture. Serious, thoughtful writing is all too | |
| rare in game journalism. These guys are making a brave stab at elevating | |
| the discourse, and they deserve our support. (And they've already done an | |
| article on IF to boot.) | |
| http://www.escapistmagazine.com. | |
| STAR CONTROL 2 REVISITED | |
| Some of you may have played a game called Star Control 2 back in the day. | |
| If you did, I am certain that you remember it. This space opera brought | |
| together multiple disparate gameplay elements, grafted them to a compelling | |
| plot, threw in clever and sometimes hilarious writing, and out of the whole | |
| created one of the most compelling games of... well, ever. Yes, it really | |
| is that good, and a stellar example of what interactive storytelling can be | |
| when it's done right. The creators of Star Control 2 released the source | |
| code for the 3DO console version in 2002, and a group of fans have used it | |
| to make a new version of the game that combines the best features of the PC | |
| and console versions. If you remember Star Control 2 fondly, take this | |
| opportunity to revisit an old friend. And if you haven't played it, you | |
| need to. Yes, it really is that good. Don't let the early version number | |
| fool you. The current release is complete and stable. | |
| http://sc2.sourceforge.net | |
| KEY TO SCORES AND 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: Greg Boettcher <greg SP@G gregboettcher.com> | |
| TITLE: Dastardly | |
| AUTHOR: Andy Chase | |
| EMAIL: dastardly.20.banjo SP@G spamgourmet.com | |
| DATE: December 2004 | |
| PARSER: Inform | |
| SUPPORTS: Z-code ports | |
| AVAILABILITY: Freeware; Author's site or 24 Hours of Inform site | |
| URL: http://achase.net/files/32/dastardly | |
| or http://kevan.org/hoi/ | |
| VERSION: Release 1 | |
| I came to Dastardly with pretty low expectations. I had never before played | |
| a game from 24 Hours of Inform, the contest for which this game was | |
| written. I was expecting something not much better than a SpeedIF game. | |
| What I got instead was a game that has much to admire in its atmosphere and | |
| character development, although it does have a particularly serious flaw. | |
| The third 24 Hours of Inform contest had two basic rules: write a game in | |
| 24 hours, and set the game in a theatre, featuring a petticoat, an | |
| advertisement, something which is repainted, and a trapdoor. These | |
| requirements led Andy Chase to set his game in a financially troubled | |
| theatre in Victorian London. Your are an ambitious playwright, while your | |
| financial backer, James, has ruined your hopes by turning your theatre into | |
| a burlesque house while he indulges in excesses of drink and flesh. | |
| In the "about" menus for this game, Andy Chase says that Dastardly probably | |
| contains a lot of historical inaccuracies. Maybe, but I didn't notice any. | |
| In fact, I really liked the game's setting and atmosphere. Another thing I | |
| liked was the extent to which its characters were developed, far more than | |
| I would have expected in a speed-written game. You may not be able to talk | |
| to James much during the opening segment, but you can read your journal to | |
| gain insight into him, yourself, and others. Before you are done exploring | |
| the theatre, you have a fairly good idea of what you must do, and why. | |
| Unfortunately, this game has a serious bug that prevented me from being | |
| able to finish it. I thought maybe it was just me, so I asked my | |
| girlfriend, another IF veteran, to play the game, but she got stuck at the | |
| same place that I did. I wrote to the author and found out that we had both | |
| essentially done everything we were supposed to do, but were stuck because | |
| of a serious bug that often turns the final puzzle into a roadblock. | |
| The other major flaw is shallow implementation, whereby a lot of scenery | |
| items can't be examined, and lots of other details are overlooked. Of | |
| course, this is what you'd expect in a game written in 24 hours. | |
| Do I recommend Dastardly? Well, I guess that depends on whether you're | |
| willing to write to the author for help, because I'd expect most people to | |
| get tripped up by the game's major bug. But if you are so inclined, then | |
| yes, play it. It's a short, enjoyable little game, with decent characters | |
| and an interesting but flawed puzzle. | |
| I'll be able to recommend this game much more strongly when Release 2 comes | |
| out, or if hints or a walkthrough are released. Even if there is never a | |
| Release 2 (and there usually hasn't been for 24 Hours of Inform games), | |
| this game shows promise, and I'd be interested to see whatever Andy Chase | |
| does next. | |
| P.S. Now that I've written to Andy Chase for help on finishing his game, he | |
| told me that his interest in Inform is somewhat rekindled now. He says that | |
| a new version of Dastardly may indeed be on the way, though he can't say | |
| when. To check for any updates, or to get the most recent version of the | |
| game, visit: http://achase.net/files/32/dastardly | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Neil Butters <NEIL.BUTTERS SP@G SYMPATICO.CA> | |
| TITLE: Flat Feet | |
| AUTHOR: Joel Ray Holveck | |
| EMAIL: joelh SP@G piquan.org | |
| DATE: March 13, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: freeware; IF Archive | |
| URL: http://ifarchive.org/if-archive/games/springthing/2005/flatfeet.zip | |
| VERSION: Release 1 | |
| When I began playing Flat Feet I was a bit surprised that it only ranked | |
| fourth in the 2005 Spring Thing Competition. Despite not having played the | |
| other games I assumed they must have been very good to place better than | |
| this one. However, it quickly became apparent that the game's auspicious | |
| beginning was a broken promise. | |
| In Flat Feet you are a cat and you have a detective agency with your ferret | |
| partner, Ralph. You haven't had a mystery to solve in a long time but this | |
| quickly changes. The mystery involves you and Ralph traveling around San | |
| Francisco trying to solve a series of robberies. | |
| The game opens with a clever prologue and enjoyable interplay between you | |
| and Ralph. After you receive your assignment and head off there is even an | |
| "in-joke" that anybody who has attempted to learn the INFORM language will | |
| likely appreciate. But after that the game becomes tedious as you try to | |
| solve a couple of contrived puzzles to achieve the simplest tasks. | |
| Depending on what you already have and the places YOU have visited, these | |
| puzzles could require a lot of traveling that only slows down the pace. | |
| Grannted the places you have to visit are interesting authentic San | |
| Francisco locations but the descriptions could have been more interesting | |
| and more detailed. None of these puzzles contributed directly to plot | |
| development and thus the mystery is thin and the perpetrator leaves behind | |
| some evidence that makes you question her intelligence. | |
| The game also doesn't take advantage of some interesting ideas. I thought | |
| that being a cat would provide some interesting twists, ie using your | |
| agility to solve a puzzle or two. In fact, the first puzzle would have been | |
| solved easily by a cat. Unfortunately being a cat is irrelevant. At one | |
| point you are offered a different point-of-view of the city but again the | |
| game doesn't really take advantage of it in its room descriptions (although | |
| this may have been an attempt by the author to comment on how dirty the | |
| city is, play the game and you'll see what I mean). | |
| There is a rather poor attempt at creating alternate endings. The final | |
| showdown could occur in any of six locations but the ending is ultimately | |
| always the same. You don't even have to get all the evidence to catch the | |
| robber, the one piece of evidence you do need is so generic that it allows | |
| for any of six possible suspects. Yet this flimsy evidence is still enough | |
| proof to confront the robber. | |
| There are some aspects of the game I did enjhoy. The game was sometimes | |
| very witty and the comeraderie between yu and the ferret was fun. I liked | |
| the locations (maybe only because I visited there once) and there are some | |
| bizarre happenings that may hold some interest. I didn't encounter any bugs | |
| or any problems interfacing with the game although some room descriptions | |
| only make sense the first time you enter them or approach the room from a | |
| certain direction. | |
| I think Flat Feet is probably worth playing if you are interested in the | |
| San Francisco area and would like to read about some of the attractions | |
| there. Otherwise you may find the game a bit too tedious and the weak plot | |
| won't maintain your interest. | |
| Note: There is a walkthrough and source code files available with | |
| the game. The walkthrough is a sample transcript complete with room | |
| descriptions so it may be tempting to simply read that and not play the | |
| game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Soenke Klettner <soenke_k SP@G yahoo.com> | |
| TITLE: Future Boy! | |
| AUTHOR: Kent Tessman | |
| EMAIL: kent SP@G generalcoffee.com | |
| DATE: 2004 | |
| PARSER: HUGO | |
| SUPPORTS: HUGO interpreters | |
| AVAILABILITY: commercial; http://www.generalcoffee.com | |
| URL: http://www.generalcoffee.com. | |
| VERSION: ? | |
| Future Boy! Is the first commercial project developed with the HUGO-engine, | |
| written by HUGO�s creator Kent Tessman. As expected, it is flawless with | |
| regard to programming and parsing and it is a convincing proof of HUGO�s | |
| power. But what is more important, it is one of the best games I have | |
| played in years. | |
| The story: Even though the title suggests otherwise, you are not Future | |
| Boy, but his roommate. Nevertheless, it is up to you to save the city from | |
| the evil supervillain Clayton Eno. To minimize spoilers, let me just say | |
| that the plot takes many interesting and surprising turns and is | |
| beautifully designed. Plus, you meet very interesting characters, some | |
| friends, some foes, some something else. As in any good action comic (or | |
| movie, by the way) the pace quickens towards the end. At the same time, the | |
| difficulty of the puzzles rises, thus stretching the suspense to a maximum | |
| (unless you use the in-built hint system prematurely). The game features | |
| congenial graphics, animation sequences and music bits. Cartoonish in | |
| style, they add to the superhero flair effectively, but they are neither | |
| necessary nor helpful for advancing in the game. So the enjoyment doesn�t | |
| suffer too much on a system without graphic support (e.g. Palm). The voice | |
| acting deserves special praise: it is amazingly well done and very | |
| professional. I didn�t discover any major flaws worth mentioning. | |
| The game itself has a linear structure, which means there are no | |
| alternative endings and the plot doesn�t develop in different directions | |
| depending on the player�s actions. In the beginning, there is always only | |
| one puzzle at hand to be solved to advance the story. In the middle game, | |
| the structure becomes much more open and the player can decide which puzzle | |
| to try next, so he doesn�t get stuck that easy. The level of difficulty | |
| starts very moderate, so even the unpracticed (or untalented) puzzle solver | |
| will advance easily and get motivated to try to solve the later, more | |
| difficult puzzles by himself as well. This later puzzles get pretty hard | |
| and multi-layered, but are always fair, solvable and well provided with | |
| clues. | |
| There are two features of the game I would like to see in every future text | |
| adventure: a "goal" command which tells you what (basically) to do next and | |
| a short summary of what happened so far after each restore. | |
| So, I really recommand the game to anyone who likes superhero stories, good | |
| puzzles and/or good text adventures in general. It is not cheap, but worth | |
| the price (although I wouldn�t order the deluxe package again, which is 5 $ | |
| more for a common CD case and a four page booklet). | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Valentine Kopteltsev <uux SP@G mail.ru> | |
| TITLE: Return to Ditch Day | |
| AUTHOR: Michael J. Roberts | |
| EMAIL: mjr SP@G hotmail.com | |
| DATE: June 12, 2004 | |
| PARSER: TADS3 | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: freeware; IF Archive | |
| URL: http://ifarchive.org/if-archive/games/tads/return-to-ditch-day.zip | |
| VERSION: Release 1 | |
| Prepare for a nostalgic trip to Pasadena, California, back to your alma | |
| mater - the California Institute of Technology, which you once explored | |
| when playing Ditch Day Drifter. | |
| One of the problems with nostalgic trips is, the traveller risks going | |
| through a major disappointment in the end. Like, when getting to the place | |
| you used to live as a child, you suddenly find out that your wonderful | |
| playing area full of mysterious corners and secluded nooks turns out to be | |
| a rather dull patch squeezed between faceless blocks of flats, and the | |
| music school, the way to which you remember as quite a jorney, lies in fact | |
| within a five minutes' walk from your former house. | |
| The first good news is, you won't have such "shrinkage" troubles with | |
| Return to DD. There are several reasons for that. The first one has little | |
| to do with the skills of the game author: the thing is, the world | |
| perception difference between a student and an alum isn't as harsh as for | |
| children and adults;). | |
| But even if it was, I doubt you'd have noticed any decrease in size. That's | |
| because the game world itself has grown considerably bigger. I don't mean | |
| just the number of rooms, although Return to DD has about twice as many of | |
| them as DD Drifter (that is, if you don't count in the Behavior Lab maze in | |
| the latter); rather, I'm talking of the way the rooms are depicted. | |
| What passed for room descriptions in DD Drifter, were essentially lists of | |
| exits. That's entirely different in Return to DD: even locations in the | |
| area leaving the least space for being elaborate, the steam tunnels, can be | |
| distinguished between not just by the directions they lead; other rooms | |
| have yet more detailed and vivid descriptions, with practically all the | |
| objects mentioned there implemented. You can bet this makes the whole thing | |
| seem more real. | |
| Still, with all those changes, the place remains quite recognizable. There | |
| are topographical resemblances -- in particular, the room you have to solve | |
| the "stack" (a challenge you need to overcome to get into a senior's room) | |
| for is the very same as in DD Drifter, and its nearest surroundings have a | |
| similar structure. Some other major sections, like the aforementioned steam | |
| tunnels, don't retain the layout but maintain the overall atmosphere, the | |
| "feel" of the rooms. Another thing "inherited" by Return to DD from its | |
| predecessor is the humour, which, however, has become more brilliant yet | |
| much less harmless; in fact, it gets rather spiteful at times -- for | |
| example, read the brochures in the Carreer Center Office. This is quite | |
| understandable -- our player character clearly has rid himself of most of | |
| the illusions he had during the years that have passed since he graduated. | |
| This brings us to the characters. The very generalized, "about the same as | |
| always"-looking drifter has developed to a man with a well-defined | |
| personality. The folks he has to deal with also aren't the sparingly | |
| animated cardboard puppets they used to be anymore; it was amazing to find | |
| out they have streaks I previously encountered in real people (for | |
| instance, I myself recently baited one of my workmates with getting a huge | |
| project done in the couple of days remaining till her vacation pretty much | |
| the same way the workers in Return to DD tormented their colleague). | |
| With all the praise the "troupe" deserves, one design choice concerning | |
| character animation seemed somewhat odd to me: namely, the way conversation | |
| was organized. I think it's best described with the term "implicit menu- | |
| based system". In most cases, when you initiate a dialogue with someone, | |
| the game comes up with topic/action suggestions, like this: | |
| >TALK TO TIFFANY | |
| As you open your mouth, Tiffany suddenly starts to cry. | |
| (You could try to comfort her, or pummel her into silence.) | |
| These suggestions really work like menu choices: they only are used to | |
| advance the conversation, and the parser doesn't understand them if they're | |
| typed somewhere else in the game. The only difference is, instead of | |
| selecting the options by number, the player has to re-type them, which is | |
| somewhat tedious (in spite of the fact they can be abbreviated). As far as | |
| I see it, the theoretical benefit of such a system is more freedom for the | |
| player, since, in addition to the options suggested, (s)he can enter some | |
| other command. In practice, however, I didn't encounter any situations | |
| where this extra freedom was needed, so that a "normal" menu-based | |
| conversation seemed more appropriate. Well, maybe it's just a matter of | |
| getting used to; anyway, making the suggested options clickable wouldn't do | |
| any harm. | |
| Having such great characters in one's game, it'd be rather stupid to stick | |
| to the old trusted treasure hunt, instead of providing them with a decent | |
| story. Without getting into much detail, let me assure you -- there is a | |
| good plot, and, which is even better, an optional semi-mystery by-plot. The | |
| puzzles needed to be solved in order to complete the main story line are | |
| kept on the easy side. The player never remains without guideance, as the | |
| "tactical subgoals" always are formulated clearly. One of the puzzles was | |
| of the "refer to data source one to find out about data source two, then | |
| refer to data source two to find out about data source three, then [put the | |
| necessary number of iterations here]" type, which I'm personally not so | |
| fond of, yet it was just an episode, and anyway short enough to avoid | |
| becoming annoying. Also, a couple of puzzles required some random | |
| exploration of the surroundings, but it seemed quite logical under the | |
| given context, and was, because of the splendid game world, more of a | |
| pleasure than of an issue. The puzzles for the by-plot were more | |
| challenging, but still manageable. Since we're talking about puzzles - | |
| unlike its predecessor, Return to DD features an adaptive hint system of | |
| top quality that keeps track of the player's progress in the game. | |
| To put it short - the sequel, quite unsurprisingly, turned out to be | |
| superior to the original game in almost every respect. The only point where | |
| DD Drifter probably beats its offspring is, encouraging new authors to | |
| write in TADS. I mean, after completing DDD, a novice author probably is | |
| going to feel a fit of energy and enthusiasm, because the game really is | |
| very simple from the technical point of view; Return to DD, on the other | |
| hand, is more likely to put him in a state of depression ("Bah, I'll never | |
| be able to write THAT good!"). Still, if I had to choose between the game's | |
| overall quality and its promotional value, I'd undoubtedly opt for the | |
| first one. | |
| SNATS (Score Not Affecting The Scoreboard): | |
| PLOT: The main plot is decent, the by-plot even makes things fancy (1.4) | |
| ATMOSPHERE: Collegiate (1.5) | |
| WRITING: Great fun to read (1.6) | |
| GAMEPLAY: Well-guided (1.3) | |
| BONUSES: Detailed setting, brilliant humour (1.4) | |
| TOTAL: 7.2 | |
| CHARACTERS: One of the strongest aspects of the game that has no weak | |
| points whatsoever (1.8) | |
| PUZZLES: Solid, but they don't seem to be the keystone of the game (1.2) | |
| DIFFICULTY: Optimally suited for introducing novices to IF (6 out of 10) | |
| ...And no, there won't be any SNATS for Ditch Day Drifter, because that'd | |
| be an unfair comparison. | |
| 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, with the exception of reviews submitted to SPAG Specifics, | |
| where spoilers are allowed in the service of in-depth discussion. In | |
| addition, reviewers should play a game to completion before submitting a | |
| review. There are some exceptions to this clause -- competition games | |
| reviewed after 2 hours, unfinishable games, games with hundreds of | |
| endings, etc. -- if in doubt, ask me first. | |
| 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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