| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #43 | |
| Edited by Jimmy Maher (maher SP@G grandecom.net) | |
| January 7, 2006 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #43 is copyright (c) 2006 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 ----------------------------------------------------- | |
| Attempted Assassination | |
| Beyond | |
| Book and Volume | |
| Building | |
| Chancellor | |
| The Colour Pink | |
| The Corn Identity | |
| Dawn of the Demon | |
| Distress | |
| Internal Vigilance | |
| The Lost Kingdom, Brainf*ck Edition | |
| Narcolepsy | |
| A New Life | |
| Phantom: Caverns of the Killer | |
| The Plague (Redux) | |
| Snatches | |
| The Snowman Sextet | |
| Space Horror I: Prey For Your Enemies | |
| Space War! ...and the PDP-1 | |
| A Sugared Pill | |
| Tough Beans | |
| Unforgotten | |
| Vespers | |
| Whom the Telling Changed | |
| EDITORIAL------------------------------------------------------------------ | |
| There has been a fair amount of discussion on the newsgroups recently about | |
| possibilities for bringing IF to a wider audience. Some want to see IF returned | |
| to commercial viability, and certainly the relative recent successes of 1893: A | |
| World's Fair Mystery and Future Boy! give such folks hope. Others are more | |
| ambivalent about IF's commercial prospects, at least for right now, but feel | |
| that there are many potential players out there who could and should be brought | |
| into the fold. For what it's worth, I count myself tentatively among the | |
| latter group. Proposals to accomplish this broadening of IF's acceptance | |
| range widely in scope and feasibility. Before adding my two cents to the | |
| debate, I want to talk briefly about what might be motivating us to have these | |
| discussions in the first place. | |
| It seems to me that there is a slight feeling of stagnation within our | |
| community. The excitement of the early nineties IF renaissance, which stemmed | |
| first from the idea of having new quality "text adventures" to play at all and | |
| was then largely fuelled by a sense of experimentation, of seeing just what this | |
| medium might be capable of once freed of the need to conform to traditional | |
| adventure game tropes, has somewhat run its course now. Our community is not | |
| unhealthy by any means, but it no longer really seems to be growing. I think | |
| some of these subjective impressions of mine are borne out when taking a look | |
| at one of our community's most cherished institutions, the annual IF | |
| Competition. | |
| The Comp peaked in 2000 and 2001 in terms of number of game entered. Each of | |
| these years sported more than 50 games. It has since shrunk to a relatively | |
| stable 35 or so entries each year. Now, this is hardly disastrous under any | |
| circumstances, and judging the overall health of the IF community by the number | |
| of entries in one competition is of course extreme folly. Further, others have | |
| pointed out that a smaller Comp is in some ways a good thing, allowing judges as | |
| it does to have a reasonable expectation of playing all or most of the games | |
| during the Competition period. There is also something of a consensus that, | |
| while the number of entries are fewer, the general quality has increased | |
| somewhat in recent years, at least in the sense of there being fewer -- | |
| although, of course, still too many -- examples of bug-ridden dreck entered. | |
| Still, perhaps you, gentle reader, will allow me the assertion -- formed from IF | |
| Comp data, my admittedly subjective personal impressions, and, yes, even the | |
| size of the average SPAG magazine issue from year to year -- that in terms of | |
| numbers the IF community peaked around 2000 or 2001, and then shrunk slightly to | |
| its present level. Now, our present situation is not a bad one. Games, and | |
| often very good games, are still getting written, exciting new developments | |
| like TADS3 are still appearing on occasion, and our community remains a more or | |
| less active and vibrant place to be. I certainly am happy to be here, and | |
| am repeatedly amazed at the generally elevated level of the discourse that goes | |
| on here. I hope that some of the shockingly well-written and thoughtful | |
| reviews you will find in this very issue speak to that. If we are a small | |
| club, we are also an exclusive club. And yet I wonder at times what an | |
| infusion of fresh blood might accomplish for IF. | |
| Now, IF is by its very nature a niche pursuit. We are never going to rival, to | |
| pick a few random examples, NFL football, Eminen, or Grand Theft Auto for | |
| popularity. It does not necessarily follow, though, that are present | |
| community of perhaps a thousand at best active players is the best we can do. | |
| Consider for a moment another quiet, cerebral hobby: crossword puzzles. Next | |
| time you find yourself trapped at an airport, spend a few minutes wandering | |
| about the terminals observing your fellow travelers. I can almost guarantee | |
| that you will find, tucked away here and here in various dark corners, | |
| individuals working crosswords. Yes, in this day of Gameboys and handheld DVD | |
| players, a certain tiny segment of the world prefers to entertain themselves | |
| with a pursuit that is if anything even more austere -- and certainly much more | |
| low-tech -- than IF. I would love to find a way to introduce some of those | |
| folks -- as well as some proportion of the much more sizable population of | |
| book lovers, and maybe even some more pencil-and-paper RPG nerds -- to this | |
| hobby of ours. These are of course niche pursuits in themselves, and yet the | |
| number of people engaged in each dwarfs us by several orders of magnitude. | |
| At this point, I want to note that my agenda here is not to bring hordes of | |
| crossword lovers on the IF scene. While I will gladly welcome anyone who is or | |
| might become interested in the medium's possibility, I would love to see a | |
| mixture of people, including a fair number with a background in literature and | |
| the humanities. In other words, storytellers. The crossword-playing " | |
| community" , assuming it can be defined as such at all, I choose only as a | |
| handy example. | |
| You are probably expecting me to propose a grand outreach program to these other | |
| intellectual (not to say nerdy) communities at this point, and are all ready to | |
| protest that this has been tried on various occasions before. For instance, IF | |
| was given quite a nice write-up in Games magazine, a journal for crossword- | |
| loving types, in 2004. That article did bring a few new faces into our | |
| newsgroups, but it hardly ignited a revolution. Why? Well, I don't think it is | |
| due to our medium being inherently too difficult for readers of that magazine. | |
| Certainly I am a great lover of IF, and even (more due to dogged experience than | |
| any intellectual brilliance on my part) fairly good at solving the games, yet | |
| many of the logical conumdrums to be found in the typical issue of Games leave | |
| me frankly baffled and thoroughly out of my depth. I think the failure of this | |
| article, and many others like it, to generate significant new community members | |
| has something to do with our own failure to put our best foot forward. Put | |
| bluntly, we make it too darn hard to get into IF. | |
| Consider what a prospective IFer who has read about our hobby in Games Magazine, | |
| the New York Times, or anywhere else is initially faced with. First of all, we | |
| have two major systems for writing games, TADS and Inform, each requiring their | |
| own interpreter download, plus several more less commonly used but no less | |
| viable alternatives. Once our newbie has figured out that she needs an | |
| interpreter, there is a good chance that she will end up attempting to navigate | |
| the IF Archive in search of said interpreter and possibly of games to play on | |
| it. The Archive's organization is... arcane at best, the sort of thing that | |
| might make sense to a techie but that can seem a hopeless mess to someone just | |
| curious about trying out a new type of game. And then, of course, it's slow. | |
| Boy, is it slow! | |
| There are of course solutions to these problems. Baf's Guide is a wonderful | |
| resource that eases the migraines that the unfiltered Archive is likely to | |
| induce in even experienced IFers. Yet Baf's Guide is not much help in getting | |
| started with an interpreter. There are a fair number of generously donated | |
| Archive mirrors that are generally much faster than their parent site. Yet the | |
| newbie probably does not know about these, and won't find out unless she takes | |
| the time to read the fine print on Baf's VERY carefully. | |
| But surely, I hear you say, anyone with the patience and intelligence to | |
| appreciate IF can overcome these comparatively minor hurdles? Of course they | |
| can, but I think this response to some extent misses a crucial point. A person | |
| who wanders into the realm of IF due to a mention in an article somewhere, or | |
| who stumbles across it during casual web surfing, is probably idly curious at | |
| best. If she is greeted with an experience that, as in our current model, | |
| manages to be simultaneously archaic in appearance and technologically daunting | |
| in practice, she will most likely just shrug her shoulders and move on to | |
| something else. Remember, she doesn't know how cool what we are doing really | |
| is, because she has no experience with it. We have to make it easier for her | |
| to get that experience and hopefully come to that realization. | |
| There is good news, though, in the form of some projects that might just ease | |
| the way for newbies and perhaps even be convenient for us oldtimers. Damian | |
| Dollahite has been working steadily on an IF Metadata Standard which could be | |
| the key piece of plumbing to allow a host of cool new automated applications. | |
| Tor Andersson has made considerable strides toward a unified suite of | |
| interpreters that have an identical look and feel for the user. Imagine these | |
| two innovations combined with an iTunes-like front end. Now the new IFer can | |
| browse through a database of games based on any criteria she chooses, with | |
| background information on each game and even reviews from resources like the | |
| one you are now reading available right there in this iTunes-IF application. | |
| When she finds something that looks interesting, she clicks a link and it is | |
| downloaded to her computer and launched, seamlessly. Sure, oldtimers like me | |
| and possibly you might spurn all of this fancy overhead. But just imagine if | |
| you could put the whole world of modern IF at an interested but daunted | |
| friend's fingertips by giving her one application to download and install? | |
| Wouldn't that be just a little bit cool? | |
| I feel like a bit of a hypocrite in advocating a sleeker, friendlier face for | |
| modern IF, simply because the SPAG web site, and the SPAG delivery model for | |
| that matter, is anything but. Thus, in an effort to put my money where my mouth | |
| is, I plan to begin to change that this year. First, I plan to begin working on | |
| a new version of the SPAG site using modern PHP-based content management that | |
| should make the site cleaner, easier to navigate, and in general much less 1995 | |
| in feel. After that I want to look into offering SPAG as HTML-formatted emails, | |
| with pure text of course remaining an option for the diehards. I have other | |
| ideas for the future, but we will leave things at that for now. If you are | |
| experienced with PHP and have the willingness and time to help with such a | |
| project, by all means contact me. Rest assured that I have no desire to turn | |
| SPAG into a bandwidth-heavy monstrosity. I just hope to create a more | |
| attractive, professional, and useful version of the community pillar you have | |
| come to know and (hopefully) love. | |
| In the meantime, while you peruse this issue -- one unusually large thanks to | |
| the generosity of all of you in our community, and absolute proof that in spite | |
| of the negativity of some of my comments this community has plenty of life in it | |
| even if the status quo never changes -- perhaps give a few minutes thought to | |
| how we might make IF more accessible to the masses who are not in the know, | |
| assuming you think this is a good idea at all. Feel free to send me your | |
| thoughts. Should I receive them, I will be happy to publish voices of | |
| agreement or dissension in SPAG's next issue. | |
| IF NEWS ------------------------------------------------------------------- | |
| IF COMPETITION RESULTS | |
| The 11th Annual IF Competition has come and gone. My congratulations and | |
| gratitude go out not just to the winners but to everyone who completed a game | |
| and entered it, regardless of its final finish. You are the folks who are | |
| truly, to paraphrase SPAG's byline, helping to keep text adventures alive. | |
| Keep reading for interviews with the three top finishers as well as reviews of | |
| the top ten games plus a few others. First, though, here are the final | |
| standings: | |
| 1 Vespers, by Jason Devlin | |
| 2 (tie) Beyond, by Mondi Confinanti | |
| 2 (tie) A New Life, by Alexandre Owen Mu�z | |
| 4 Distress, by Mike Snyder | |
| 5 Tough Beans, by Sara Dee | |
| 6 The Colour Pink, by Robert Street | |
| 7 Unforgotten, by Quintin Pan | |
| 8 Snatches, by Gregory Weir | |
| 9 Chancellor, by Kevin Venzke | |
| 10 Internal Vigilance, by Simon Christiansen | |
| 11 Escape to New York, by Richard Otter | |
| 12 Mortality, by David Whyld | |
| 13 History Repeating, by Mark & Renee Choba | |
| 14 Vendetta, by James Hall (writing as Fuyu Yuki) | |
| 15 Son of a..., by C.S. Woodrow | |
| 16 Xen: The Contest, by Ian Shlasko (writing as Xentor) | |
| 17 Gilded, by A Hazard | |
| 18 Mix Tape, by Brett Witty | |
| 19 Waldo's Pie, by Michael Arnaud | |
| 20 Off the trolley, by Krisztian Kaldi | |
| 21 Psyche's Lament, by Now We Have Faces | |
| 22 The Plague (Redux), by Laurence Moore (writing as Cannibal) | |
| 23 Sabotage on the Century Cauldron, by Thomas de Graaff (writing as Thomas de | |
| Graaff) | |
| 24 On Optimism, by Zach Flynn (writing as Tim Lane) | |
| 25 Space Horror I, by Jerry | |
| 26 Cheiron, by Sarah Clelland and Elisabeth Polli | |
| 27 Neon Nirvana, by Tony Woods | |
| 28 The Sword of Malice, by Anthony Panuccio | |
| 29 Dreary Lands, by Paul Lee | |
| 30 Hello sword, by Andrea Rezzonico | |
| 31 Phantom: caverns of the killer, by Brandon Coker | |
| 32 Amissville II, by Santoonie Corporation | |
| 33 FutureGame (tm), by The FutureGame Corporation | |
| 34 Jesus of Nazareth, by Dunric (writing as dunric) | |
| 35 PTBAD6andoneeighth, by Jonathan Berman (writing as Slan Xorax) | |
| 36 Ninja II, by Dunric (writing as Dunric) | |
| IF ON DVD | |
| Jason Scott, creator of an earlier documentary about the BBS world of the 1980s, | |
| is now planning to create a film chronicling the history of IF. | |
| http://www.getlamp.com | |
| THE FRENCH IF COMP | |
| Non-English IF continues to be a growing concern. The latest evidence of that | |
| is the First Annual French IF Competition, which sported five entries this year. | |
| If you are lucky enough to have French, check out the games, and perhaps report | |
| what you find to those of use who are more linguistically challenged. | |
| http://ifiction.free.fr/concours.php | |
| THE BEST GERMAN IF OF THE YEAR | |
| On a similar note, check out these six adventures written auf Deutsch, if you | |
| are able to. | |
| http://people.freenet.de/if-album/ | |
| IF IN THE SLAMDANCE COMPETITION | |
| Two games of interest to IFers have been selected as finalists for the 2006 | |
| Slamdance Guerilla Games Competition. One is Whom the Telling Changed by our | |
| own Aaron Reed. You will find a review of this game in this very issue. The | |
| "interactive drama" Facade, also reviewed recently in SPAG, is also a | |
| finalist. Congratulations to the creators of both! http://www.slamdance.com/ | |
| games | |
| AN INTEGRATED IF PACKAGE | |
| If you have already read my editorial, you will recognize this as the sort of | |
| project that is near and dear to my heart: James Mitchelhill has created a | |
| single Windows setup package that installs interpreters for all of the major IF | |
| systems along with the appropriate Start Menu shortcuts and file associations, | |
| all with the goal of giving newbies a one download entry point into the world of | |
| IF. He requests that you try out the installation if you have time, and report | |
| back to him at james SP@G disorderfeed.net. | |
| http://disorderfeed.net/xall_demo_0.1.exe | |
| IF MAP TEMPLATES | |
| Jon Ripley has created several custom map templates for all of you IF | |
| cartogrophers out there. They are available on his web site as either .ps or . | |
| pdf files. | |
| http://jonripley.com/i-fiction/maps/ | |
| SPAG NEEDS YOU! | |
| I'm very proud to note that this edition of SPAG is the largest we have seen in | |
| quite a while. This is due to a number of factors, but the principal man to | |
| thank is Greg Boettcher, who turned his Non-Comp Review Project into something | |
| of a cooperative effort with SPAG. Much of this issue's content is due | |
| to Greg's efforts alone. If you appreciate the work he puts in for our | |
| community -- running the Spring Thing, founding the Non-Comp Review Project, and | |
| of course providing a brand new and much needed Golden Banana of Discord -- drop | |
| him a line and tell him so. In the meantime, let's see if we can't keep up the | |
| momentum and make next issue another big one. I will welcome "second opinion" | |
| reviews of any of the games profiled here, and of course there are still games | |
| deserving of a first SPAG review that haven't received one. To wit: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. All Hope Abandon | |
| 2. A Spot of Bother | |
| 3. 1893: A World's Fair Mystery | |
| 4. Finding Martin | |
| 5. Dracula: The First Night | |
| 6. Mystery House Taken Over games (any, some, or all!) | |
| 7. Remaining IF Comp 2005 Games | |
| 8. Threnody | |
| 9. 2k Competition Games | |
| 10. IntroComp 2005 Games | |
| NEWS FROM THE WIDER WORLD-------------------------------------------------- | |
| ULTIMA 5 LAZARUS | |
| There have been many, many projects over the years to remake one or another of | |
| the classic Ultima games. For the first time, one has actually been completed, | |
| and it looks quite good. Ultima 5 Lazarus is built on the Dungeon Siege engine, | |
| and requires that you have that game installed. Luckily, though, Dungeon Siege | |
| is quite cheap these days, and Lazarus might just be more than enough to justify | |
| its modest purchase price. | |
| http://www.planetdungeonsiege.com/ultima5/main.asp | |
| THE INDIGO PROPHECY (A.K.A. FAHRENHEIT) | |
| Modern technology has opened up the possibility for doing amazing things in | |
| interactive storytelling, but its potential has been almost completely | |
| unrealized until now. Most video games confine themselves to the cliched and | |
| simplistic, the bare minimum necessary to justify their gameplay, which usually | |
| tends to involve killing large numbers of somethings. Those graphical games | |
| which do attempt to tell a coherent story, on the other hand, are generally | |
| built around simplistic point and click gameplay, with little attention given to | |
| realistic world modelling. The Indigo Prophecy -- known to those outside | |
| America as Fahrenheit -- is different though, attempting as it does to tell an | |
| interesting story in a novel way. The game has its share of problems and | |
| frustrations, and its script, while being miles ahead of most video game | |
| writing, is hardly ready to rival the best of cinema, but it is worth checking | |
| out to get a glimpse of what the future could hold if game developers ever | |
| begin to take the storytelling possibilities of their chosen medium seriously. | |
| http://www.atari.com/indigo/ | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| In keeping with long-standing tradition, I here present interviews with the top | |
| three finishers from this year's Competition. Roberto Grassi (one-third of the | |
| team behind Beyond) and Jason Devlin (author of Vespers) have appeared in | |
| SPAG's pages before, while the remainder are new to us. I want to | |
| congratulate all of them on their success, and thank all of them for taking | |
| the time to share a little bit about themselves and their games with SPAG's | |
| readers. | |
| =-=-=-=-=-=-=-=- | |
| Alexandre Owen Mu�z, author of "A New Life" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: So, who is Alexandre Owen Muniz? Can you share a little bit about | |
| yourself with SPAG's readers? Where you live, how you spend your days, and so | |
| on? | |
| AM: I live in a suburb of Portland, Oregon. I'm either an unemployed programmer | |
| or a bum, depending on whether I find another job soon. I sing in a Renaissance | |
| ensemble. I enjoy Irish c�il� and set dancing, recreational mathematics, and | |
| learning languages. | |
| SPAG: What is your personal experience with IF? Have you been playing for a | |
| long time, and if so can you share with us any games or authors that are | |
| personal favorites for you? | |
| AM: I had the Hitchhiker's Guide game when I was a kid, but I didn't get very | |
| far. After peeking at the solution to the babelfish puzzle I determined that | |
| actually playing the game (as opposed to blindly following the Invisiclues) | |
| would be an exercise in total frustration, so I gave up, on the game and on IF | |
| in general. At some point in the late '90s I found a set of comp reviews, but | |
| they only convinced me that playing the games would be much less entertaining | |
| than reading the reviews had been. | |
| I stumbled upon the newsgroups in early 2001, and was quite impressed by the | |
| reviews and discussions of the games from the 2000 comp. I had an idea for a | |
| story I wanted to tell that wouldn't work in static fiction, and I started | |
| sketching out the design of an IF game. Unfortunately, it would have required | |
| a huge number of NPCs, and I couldn't come up with any good puzzles, so I | |
| abandoned it. Then I thought that a bag of bag of holding holding would be a | |
| fun thing to put in a game, and would lead to some decent puzzles, and the | |
| outline of what became A New Life came together pretty quickly. | |
| As a player of IF, I haven't improved significantly since my experience with | |
| Hitchhiker's Guide. Puzzles that should be easy still flummox me, and I | |
| frequently give up on games before I get very far. I'm quite fond of Emily | |
| Short's games, and the fantasy worldbuilding therein. Photopia was quite | |
| emotionally affecting. Rematch is the one puzzle based game I've finished | |
| without relying heavily on hints or outside help. I've yet to finish So Far, | |
| but it inspired me to cram my game world with metaphorical connections. (This | |
| is an aspect of A New Life I have not seen discussed; I don't know if this is | |
| because players found it too obvious to comment on, or too subtle to notice!) | |
| SPAG: A New Life appears to be your first full-fledged, polished IF release. | |
| As such, your second place finish in this year's Comp is especially deserving | |
| of congratulations. I do notice you have been entering SpeedIF competitions | |
| since 2001, however. Was this valuable experience in the development of A New | |
| Life? | |
| AM: It's not so hard to do well with your first game if you put a really huge | |
| amount of time and effort into it. That said, I don't recommend that new | |
| authors write something this big as their first game. There were design flaws | |
| that I made due to my inexperience that I was stuck with long after I had | |
| learned why they were mistakes. | |
| Speed-IFs are fun, and I wish I had done more of them. I tend to be a | |
| perfectionist, and they force you to set perfectionism aside, although I have | |
| taken somewhat longer than the traditional two hours every time I've done one. | |
| But as experience goes, they're really just trifles. | |
| SPAG: A New Life appears to be the first full-length game to use Platypus in | |
| place of the standard Inform library. Can you comment on your experiences | |
| using Platypus? | |
| AM: Soon after I started coding A New Life I discovered Platypus, and it seemed | |
| to correct the most egregious design flaws in the Inform library, so I | |
| switched. What I didn't understand at the time was that Platypus was rather | |
| buggy, and that in the absence of a strong community of users, the only remedy | |
| was to fix the bugs oneself. What made this worse was that since I lacked | |
| confidence in the correctness of the library, I frequently sent myself on wild | |
| goose chases in the library code looking for bugs that were in my own code. | |
| Since it is still buggy and is no longer being maintained, I cannot recommend | |
| Platypus to new authors. | |
| This is not to say that the benefits of using Platypus were not real. I didn't | |
| realize until I went back to standard Inform for my section of The Corn | |
| Identity how bad the Inform library's handling of indirect objects is. | |
| SPAG: Did any particular fantasy books or games strongly influence A New Life? | |
| AM: My choice of goblins as a race came from every fantasy game that ever | |
| cribbed from D&D. Goblins are the one common enemy race that is too weak to be | |
| feared, but too strong to be pitied. I wanted to put the player into a world | |
| where racism is accepted as the norm, and the contempt towards goblins that is | |
| implicit in these games was a useful tool for that purpose. Certainly there's | |
| a lot in A New Life that's taken from fantasy literature, but it's mostly | |
| generic tropes that I'd be hard pressed to think of a single source for. | |
| SPAG: You have obviously put a fair amount of effort into the background | |
| world in which your game takes place. Indeed, I will go out on a limb here | |
| and say that the setting is probably the most memorable single aspect of the | |
| work. Did you create this world just for this game, or was it something you | |
| already had kicking around, so to speak? Any chance that we will see more | |
| games from you set in this same world? | |
| AM: I created it for this game. Sometimes an element of the game design would | |
| have pretty far reaching effects on the worldbuilding. ("I have a dish pointing | |
| straight up at a geosynchronous satellite, in a temperate region with normal | |
| seasons? Um, okay, so this must be a cold planet with a narrow temperate zone | |
| centered around the equator, and the seasons must be caused by orbital | |
| eccentricity rather than axial tilt. And the planet's woolly mammoth analogues, | |
| with their much greater range, would survive to become domesticated, and...") | |
| On top of the bog-standard political and cultural fantasy Europe, the flora and | |
| topography are based on that of the Pacific Northwest. The game takes place in | |
| the Cascades, the PC's hometown is somewhere around Walla Walla, and his | |
| destination is around Corvallis or Eugene. | |
| I have no plans to revisit this world. My ideas for future IF works are too | |
| vague to bear comment, but I expect that in future games I'll follow the same | |
| pattern of allowing each game's system of magical and science fictional | |
| devices to lead the worldbuilding. | |
| SPAG: I have to ask about the ability to change sexes at will that | |
| inhabitants of this world apparently possess. Where did you come up with | |
| this rather unique -- to say the least -- concept? | |
| AM: My initial conception of the PC was a nameless, gender-ambiguous adventurer. | |
| Then I decided that I wanted to delve into the PC's backstory, so that was no | |
| longer tenable, but I discovered that e was still genderless. (Pronouns are a | |
| problem. I managed to mostly avoid using gender-neutral pronouns, but there | |
| was one spot where I couldn't.) The gender system I came up with fit well with | |
| the theme of the blank slate running through the game. I wanted the sense that | |
| the PC could become absolutely anything, and I didn't want gender to get in | |
| the way of that. John Varley's Eight Worlds stories, LeGuin's The Left Hand of | |
| Darkness and the anime series Ranma � are all antecedents that may have | |
| provided some inspiration. | |
| SPAG: How long did you spend writing A New Life? How long debugging? (Your | |
| beta testers are to be commended, by the way, as the game seems exceptionally | |
| polished.) | |
| AM: I'd disagree strongly with your assessment of the game's level of polish. | |
| An entire major branch of the game is unfinishable due to a bug, which is | |
| redeemed only by the omission of hints and clues that would help players find | |
| that branch. (Even the "main" branch of the plot is too hard to find the | |
| thread of without resorting to the walkthrough.) [Perhaps we can at least agree | |
| then that you did a good job of hiding the bugs that were present. --ed.] | |
| I started writing A New Life in the spring of 2001. I had testers start | |
| looking at the game before I was halfway done, so the writing process was not | |
| separate from debugging. Even at the end, I was scrambling to complete the | |
| game as I was fixing problems that were reported by my testers, and some parts | |
| were never seen by a tester before I submitted the game. With two hours | |
| remaining before the deadline I had to ask Rachel Portnoy (who is a very good | |
| friend and an incredibly diligent beta-tester) to complete the half-finished | |
| walkthrough I had, because my brain was too burnt out from my last minute work | |
| on the game. | |
| SPAG: Did you get a chance to play some of the other games from this year's | |
| competition? If so, any favorites? | |
| Sadly, I didn't seriously get into playing the other comp games. I looked at | |
| several games, but the only one that held my attention for very long was | |
| Chancellor, in which I frequently got stuck and had to ask for help. I can't | |
| entirely blame myself, as I thought the puzzle solutions were often | |
| unintuitive and poorly clued. But I'm a sucker for certain sorts of fantastic | |
| elements, and Chancellor delivered them pretty reliably. | |
| SPAG: Can you offer any advice to prospective future Comp entrants? | |
| AM: I think it's traditional to have a question asking for the interviewees | |
| advice to future comp authors, for which the response is always, "Beta-test | |
| thoroughly!" But my response would instead be, "Look for ways to score cheap | |
| points with judges." A library extension that puts a compass in the status bar | |
| takes almost no effort to use, but makes your game look fractionally slicker. | |
| A hint system takes only a little more work, and pays off handsomely in cheap | |
| points. A New Life was not a great game by any stretch of the imagination, but | |
| it scrounged for every cheap point it could get, and managed to tie for second | |
| with a game that, judging by the number of nines and tens received, was | |
| thought by more people to be excellent. [This is definitely the most unusual | |
| and amusing response to this rather typical SPAG interview question that I have | |
| ever seen! --ed.] | |
| SPAG: Would you like to respond to the reviews or other commentary on your | |
| game? | |
| AM: I have been accused, somewhat justly, of making up nonsense fantasy names | |
| for things. However, I must state for the record that "palapala fern" was not | |
| one of these. The name (and the game played with them) were shamelessly ripped | |
| off from the native peoples of the Puget Sound and Vancouver Island, as | |
| described in Plants of the Pacific Northwest Coast, (ed. Pojar, MacKinnon). | |
| =-=-=-=-=-=-=-=- | |
| Mondi Confinanti (Roberto Grassi, Paolo Lucchesi, and Alessandro Peretti), | |
| authors of "Beyond" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: Your game is rather unusual in that it has three authors. Can each of | |
| you tell SPAG's readers a little bit about yourself? Where you live, how you | |
| spend your days, that sort of thing? | |
| PL: I'm 37 and live in Livorno (port city on Tuscany coast). I'm graduated in | |
| Computer Science but I work in naval design. I divide my time between my job | |
| and my family, so I don't have much free time. Apart from computer and computer | |
| games, my interests are reading, writing, playing table-top rpgs and boardgames | |
| and playing bass guitar. | |
| AP: I'm 26, I live and study in Torino. I've always loved fantasy and science | |
| fiction literature and role playing games, but I approached interactive fiction | |
| late (just a few years ago), and thanks to my graphic works, 'cause I'm a | |
| drawing-painting amateur too. | |
| RG: I'm 35. I live and work in Brescia as Project Manager for an ICT | |
| organization. I'm married with Paola and father of Cesare, my two years old | |
| baby. I've been recently interviewed by SPAG so I believe you could read more | |
| about me on SPAG #40. | |
| SPAG: Beyond is credited to the software house Mondi Confinanti (http://www. | |
| terradif.net/mondiconfinanti). Can you tell us a little bit about this | |
| organization? What is the group's "chartar," so to speak, and what are your | |
| long-term goals? | |
| PL: One of the tasks of MC is to coordinate the efforts of several authors, | |
| programmers and artists to create good quality IFs, with multimedia and, often, | |
| something more: experimental things, we could say. | |
| RG: Mondi Confinanti has been created with the mission to let multiple authors | |
| work together in order to share knowledge, discussions, ideas and so on. The | |
| basic idea is "Why do it alone?". I've been the promoter of the group together | |
| with Paolo Lucchesi and Alessandro Schillaci (the main author of Little Falls). | |
| Then we asked for help and the other five guys joined (Giancarlo Niccolai, | |
| Alessandro Peretti, Paolo Maroncelli and, more recently, Fabrizio Venerandi and | |
| Pierpaolo Colucci). About the 'chartar'. My tasks are mainly plot, design and | |
| music related (and let me say some sort of 'final quality assurance' and | |
| coordination), since i'm a very bad programmer. Paolo Lucchesi, Giancarlo | |
| Niccolai, Paolo Maroncelli and Alessandro Schillaci mainly deal with the | |
| programming side (and they do it very, very well, let me say) but they also do | |
| really great work on the design side. On the graphics side Alessandro and | |
| Pierpaolo provide the artwork (and sketches, in some cases). Fabrizio Venerandi | |
| will help us to improve the quality of writing. Our long-term goals are to | |
| allow for cohoperation of people writing IF, not only italian (infact, we've | |
| recently ask the collaboration for non-italian developers), and overall looking | |
| for new ways and forms of IF in order to revitalize the genre. I think that IF | |
| has still many things that deserve some improvement or, let me say, "evolution". | |
| One of them is the proper use of multimedia or a "movie-like" approach of the | |
| narration. Anyway, the topic is too vast to be treated here. Furthermore, we'd | |
| like to promote and experiment with new forms of IF (to be intended as 'games' | |
| in which narration is the most important part of the game, but interaction | |
| could be completely mouse- or voice-driven, and investigate multiplayer IF in | |
| more detail). | |
| SPAG: It is my understanding that none of you speak English as your first | |
| language, yet Beyond reads very smoothly. I would never have guessed it to | |
| be the work of non-native speakers. From one who knows how difficult just | |
| mastering the basics of a foreign language can be, congratulations on that | |
| achievement. Was Beyond written in English from the beginning, or was it | |
| written in Italian and translated at some point? Is there or will there be a | |
| separate version for Italian players? | |
| PL: Well, most of all we have to thank our beta testers, who have done a | |
| wonderful work in polishing our writing. Beyond was written in English from the | |
| beginning, and yes, there will be an Italian version. | |
| AP: At the beginning I was pushing for an Italian writing, English translation | |
| work. But then, because of the time limitations, we went for a should-be-faster | |
| English native writing. The reviewing work was really... Endless! So I missed | |
| the advantages. No, talking seriously, the programming part would have been | |
| more complicated with the translation. I think the next (Italian) version would | |
| be a little more accurate (it couldn't be different, because we three are | |
| Italian), but no significant changes will appear. | |
| RG: There will be an italian version, my estimates are around February. And, | |
| yes, Beyond was written in english from the beginning. I started coding in | |
| Adrift around January of 2004. Then Paolo took over the programming and the | |
| game was developed in Glulx. Anyway, editing and debug phases made by english | |
| players helped a lot. Particularly, I would like to thank David Welbourn for | |
| this particular aspect. | |
| SPAG: You credit Neil Gaiman as a strong influence on Beyond. As one who has | |
| read only American Gods and Good Omens from Gaiman, I perhaps speak from a | |
| position of ignorance, but I am nevertheless curious what drew you to | |
| Gaiman' s work. What work of Gaiman's would you consider to have had the | |
| strongest influence on Beyond? PL: Most of all, the "Sandman" comics; the | |
| presence called SHE is exactly Death. But other parts are indirectly | |
| influenced by Gaiman's books. | |
| AP: As I'm interested in graphic artwork, I'm very fond of the Sandman comics. | |
| They've been truly a revelation for me, developing greatly my "comics" | |
| conception. So if you ask me, I'll rate Neil's comics much more than his novels, | |
| but Paolo and Roberto like so much all of his works that they wanted to make | |
| some "quotations". | |
| RG: As Paolo said, most of all the "Sandman" comics. Some characters in Beyond | |
| have been inspired by Sandman characters. Rat Angel has been inspired by | |
| Wilkinson, the rat-in-a-trenchcoat. "Death" citation is explicit. I think that | |
| the 'mood' of the story is Gaiman-ian and the fact that a surreal and a real | |
| world intersecates (like in "Sandman"). | |
| SPAG: Your game is lovely to look at, featuring some of the best artwork I | |
| have seen in the modern IF era. What tools did you use to create such | |
| professional work? Has your artist, Alessandro, been involved in any other | |
| projects, particularly Internet projects that SPAG's readers could check out? | |
| AP: Hey, stop the compliments please! :D I'm very happy for your appreciations, | |
| but I know I have still much more technical stuff to learn (do you really think | |
| simple black-pencil drawing is easier than colour painting?). The material | |
| involved here is relatively simple: pencils and papers, a scanner, a graphic | |
| tablet, and some basic effects you can find in almost all photo-retouch | |
| programs. The trick is that I negative-drew the images (on semi-transparent | |
| paper mosto of the times) and turned them to positive after the scanning and | |
| colour changing process. For now I haven't done any more works you can find on | |
| the net, but I'm still in the Mondi Confinanti's staff. Although the final | |
| result is a little different from what I had in mind at the beginning, I'm | |
| satisfied by the result and I hope (also thanks to you and this interview) that | |
| Beyond and IFs in general will receive more attention and increase their | |
| popularity, 'cause some of them are really worth playing, as some books are | |
| really worth reading in a man's life. | |
| SPAG: As I mentioned earlier, collaborative IF efforts are comparitively rare. | |
| Judging by your excellent results, however, I have to assume that the process | |
| worked very well for you. Did you strictly divide the duties of game design, | |
| technical implentation, and artwork? Would you recommend this method of | |
| development to others, and do you have any advice to offer about organizing a | |
| collaborative effort? It certainly seems an excellent way to complete larger | |
| projects more quickly while giving folks who might otherwise find IF | |
| development daunting a chance to be involved. | |
| PL: The duties were divided between us, but not strictly. Roberto is | |
| responsible for the main concept and plot outline, but the plot details were | |
| discussed between us (as an example, at the beginning the story was placed in | |
| modern times, and in U.S.A.). Implementation details were discussed too (so we | |
| decided together to use a menu based dialog system, to switch between first and | |
| second person, to use a variable layout for graphics). Images were discussed | |
| too sometimes (we have three versions of SHE). And although I did most of | |
| programming stuff, often Roberto and Alessandro helped me coding rooms and | |
| scenery. Infact, all this made the whole creation process slower. But we ended | |
| up with something that we three really liked and, we think, something of good | |
| quality. | |
| AP: Surely it's true: duties assignment works good; but since we were just | |
| three people, we were involved in every branch of the work. Paolo and Roberto | |
| told me suggestions and comments, on drawings; they also refused some. I and | |
| Paolo reclaimed modifications on the plot (the original concept was entirely by | |
| Roberto). And my main work, at the end, was not only the graphic part, but the | |
| text reviewing too. | |
| RG: Dividing the tasks is advisable, but most of all, aside from specific tasks, | |
| it is important that someone must have the final word and decide for the group, | |
| in most critical decisions. These aspects can be applied in many fields (design, | |
| plot, technical implementation, and so on...). It is not a 'democratic' way to | |
| work, but when decisions are critical (or yes/no) and the group doesn't come to | |
| an agreement, some sort of decision is preferrable. One of the positive | |
| aspects of cooperation, on the other side, is that new and fresh ideas | |
| strengthen the plot and the design and, if someone is overloaded by 'real life' | |
| commitments, the work still goes on because it's rare that ALL of us are not | |
| free to work on IF. | |
| SPAG: How long did you spend writing and debugging Beyond? | |
| PL: Something like 18 months, I believe. Yes, it's a very, very long time. But | |
| I have very little time tp spare, and Beyond was seriously changed in the | |
| meantime. At the beginning it was a z-code game, but halfway through the | |
| process we decided to add multimedia. | |
| AP: For me... Not enough! I think it was about a year. | |
| RG: It took around 20 months, considering the first implementation in Adrift | |
| (the corridor and the first room) from January 2004 to September 2005. Debug | |
| was done concurrently with the development (the fact that the game is in | |
| 'episodes' helped a lot). I have to thank Dan Shiovitz for the help in | |
| debugging and the editing help in the first phases of the project. | |
| SPAG: I see from your website that Mondi Confinanti has another completed | |
| game, Little Falls, in the process of translation into English. Can you tell | |
| us a bit about this project? And what can you tell us about Nemesis, the all- | |
| new project that you have in the works? | |
| AP: Regarding myself, just this: In Nemesis, I should do nothing more than some | |
| artwork. Many more people are involved and for now, sadly, I don't have much | |
| time to spend on IF. | |
| RG: Little Falls was our first game and was released in Italy in June 2005. The | |
| main author is Alessandro Schillaci. I helped a bit on the writing and plot | |
| side. Enrico Simonato did the artwork. It relies heavily on the use of | |
| multimedia (particulary sounds and music but the artwork is very good, anyway). | |
| English translation is on the way and hopefully it will be released in the | |
| first months of 2006 (after a debug and editing phase). Nemesis is our main | |
| title for 2006 and my high hopes rely on that. We're in plot and design phase | |
| at the moment. It's a sci-fi ('a-la Philip Dick') story set in the very next | |
| future. We're considering some innovative solutions for layout and artwork (and, | |
| consequently, how the things can be narrated). It's the first project in which | |
| all of the staff will be involved, so i hope that we'll do a very good work. On | |
| the other side, implementation looks difficult because the plot is evolving | |
| fast and the story is turning to be "difficult to be told". Anyway, we'll see. | |
| SPAG: Did you get a chance to play some of the other games from this year's | |
| competition? If so, any favorites? | |
| PL: I didn't had time to play anything, but I found a lot of unappealing games. | |
| I played Vespers only after the comp end, and I agree with the competition | |
| results; it was very good. | |
| RG: I've had a quick look at "On Optimism", "Escape to New York", "Cheiron", | |
| "Jesus" and "Vespers". I appreciated very much the last (and i think it | |
| deserved the victory) for the mood and the setting. The beginning of the game | |
| was a bit aimless but later the game turned out to be very interesting. On the | |
| other side, I' m interested to identify which were the weak points of Beyond in | |
| order to improve the quality of our game and studying "Vespers" and "A New Life" | |
| in more detail will help us to improve our games. | |
| =-=-=-=-=-=-=-=- | |
| Jason Devlin, author of "Vespers" | |
| -=-=-=-=-=-=-=-= | |
| SPAG: Readers of SPAG probably already have an idea of who you are, both | |
| through the introductory texts of your two games and through the SPAG | |
| interview you were gracious enough to participate in last year, so I will not | |
| bore you with too many more "getting to know you" questions. One thing I am | |
| curious about, though, is how you balance your academic studies in biology | |
| and chemistry -- does that add up to biochemistry? -- with your obvious | |
| talent as a writer and game designer, particularly in that your writing | |
| doesn't really feel like the work of a scientist. Do you ever feel pulled | |
| in two directions, or does it come naturally to you to engage in two such | |
| completely different pursuits? | |
| JD: Reading and writing science is what I do | |
| pretty much every day in my academic and working life, and while I like it, | |
| it gets tiresome: writing interactive fiction is a fun break. It's nice to | |
| be able to write something completely under my own direction. It's nice to | |
| not have to worry about harsh criticism and maintaining a GPA. Reviewers in | |
| the interactive fiction community are million times more gentle than some of | |
| my profs. As for my work not sounding like the work of a scientist, that | |
| makes sense, as my school work doesn't sound like the work of a scientist | |
| either :) . But really, I just write what I'd want to play, and I'm not | |
| really sure I'd like to play the work of a scientist. | |
| SPAG: I am always gratified when someone arrives in our community who is NOT | |
| a child of the eighties, for it reinforces my belief that this is a viable | |
| artform as opposed to an exercise in retrogaming nostalgia. It does beg the | |
| question, though: the nostalgia factor presumably being completely absent, | |
| what most draws you to write and play text adventures in 2005? | |
| JD: You're right, it isn't nostalgia that brings me to IF: I think it's | |
| probably the independence of the medium. I can write an entire game by myself | |
| (with the exception of betatesters) that other people can play and enjoy. I | |
| couldn't do that with anything else. The world is rife with static fiction, a | |
| lot of which is way better than anything I could hope to write. By writing in | |
| this community, I can be assured that people will actually play my games and | |
| possibly enjoy them out of the fact that there simply isn't that much IF | |
| produced each year. I couldn't expect that with static fiction. But in all | |
| honesty, if I could draw/design pretty graphical adventures, I'd be out of IF | |
| so quick (well, maybe not). I like IF, but I'm still drawn to games with | |
| pretty pictures. As for why I play IF, I think it's because good stories are | |
| really lacking in many games. I've played a lot of good graphical adventure | |
| games, but I could probably count the number with really great stories on my | |
| fingers. With IF, there's so much great stuff out there, that it would take me | |
| years to get through even the top 5% of games. | |
| SPAG: While I recall that Sting of the Wasp was to some extent inspired by | |
| your own friends and experiences, you yourself mentioned in your introductory | |
| notes to Vespers that you have little experience with organized religion. | |
| What drew you to the austere atmosphere of a Medieval monastary as the | |
| setting for your game? | |
| JD: Well I wanted to write a horror game with a really strong atmosphere. And | |
| something about real-world settings appeals to me a lot. I think it adds to a | |
| lot to a game if you kind of think it is possible that what goes on actually | |
| could go on in the real world. While a lot of what goes on in Saint Cuthbert's | |
| is purely fantastic, I think the fact that people in the medieval period | |
| actually believed that Saints could intercede and the Devil walked among them | |
| helps somewhat with the story's believability. Also, I've always been | |
| fascinated by religion and the way someone can live in a different world just | |
| because of it. | |
| SPAG: Did any particular works of fiction, interactive or traditional, | |
| inspire your latest effort? (I was reminded of The Name of the Rose, A | |
| Canticle for Leibowitz, and -- strange as it may sound -- Paradise Lost, for | |
| what it's worth.) | |
| JD: Vespers was originally gonna be more along the lines of slasher horror, so | |
| I was kind of going for a Five Days a Stranger/Seven Days a Skeptic (two great | |
| amatuer graphical adventures by Ben Croshaw) or Enclosure (by Femo Duo) feel. | |
| All those games have a rigid plot based structure where certain events cause | |
| the passing of time. Also, they have a mounting tally of dead bodies | |
| throughout the game which I find really spooky (and it also removes those pesky | |
| NPCs so you don't have to keep updating their conversation topics). Other than | |
| that, I can't say much influenced me consciously. Many people have mentioned | |
| In The Name of the Rose, but it's been so long since I've seen it that I can't | |
| imagine much has stuck. I think something more along the lines of Tapestry | |
| might have been more influential: choice and morality was a huge theme in it. | |
| SPAG: The setting certainly seemed very authentic and well-realized to me. | |
| Did you invest a lot of time in research to make it so? Did you envision | |
| Vespers as taking place in any historically particular time and place? | |
| JD: I did a fair bit of research before I started writing, but most of it got | |
| thrown out in the end. I probably should have thrown out even more. Calling | |
| the sitting room a locutory may add a little atmosphere, but it probably causes | |
| more confusion than anything. The plague symptoms I found really didn't add | |
| anything to what I already knew: you cough, you get sores, you get a fever etc. | |
| The part that I kind of wished I had found more on was medieval theology. | |
| Originally I had planned to make the sin counter a lot more complex with the | |
| character having to pray at each canonical hour (which is reason for the waking | |
| up to the murderer outside your door on the first night) and do all sorts of | |
| piddling stuff, but I realized it would bog things down a lot and just be | |
| ridiculous to expect people to know unless they happened to have been | |
| researching medieval sins for writing a game. Vespers actually takes place in | |
| Italy (I found the village Rovato by randomly pointing to a map of Italy), but | |
| I pretty much threw out everything to do with regional monastic conventions, so | |
| you could pretty much swap it out if you changed the NPC names. [Personally, I | |
| think that there are two approaches to the incorporation of historical detail | |
| into fiction. On the one hand, the author can try to throw it all in | |
| explicitly. On the other, he can allow his research to inform his piece without | |
| necessarly incorporating every piece of minutae into his text. See Neal | |
| Stephenson's Quicksilver trilogy for an example of the generally coma-inducing | |
| results of the former approach, and Gore Vidal's American history novels for an | |
| example of just how well the latter approach can work in the hands of a master. | |
| I would submit to you, Jason, that you may have engaged in the Vidal approach | |
| without entirely realizing it, and that perhaps all that research was not quite | |
| as wasted as you think. --ed.] | |
| SPAG: Did you find it difficult to dwell in the starkly desperate world of | |
| your game during its creation? | |
| JD: Hah. It wasn't so bad when I was writing it, but when I played it a few | |
| weeks after I had finished it, I was kind of grossed out that that kind of | |
| stuff came from me. I felt a little weird showing it to friends and family, as | |
| it is a little gruesome. I'm just glad that I came out with Sting of the Wasp | |
| before Vespers, so I didn't look too creepy and disturbed (well maybe just as | |
| creepy and disturbed, but for different reasons :) ). | |
| SPAG: Vespers has a lot to say, but unlike some "highbrow" efforts does a | |
| good job of balancing its literary ambition with the interactivity that makes | |
| our field unique. How did you go about balancing these literary elements | |
| with the gamelike elements? | |
| JD: I think the reason why the literary and gamelike elements were as balanced | |
| as they were was because it was requirement that they be. A story about choice | |
| would be pretty lame if there was no choices to make. And if those choices are | |
| immediately apparent and spelled out for you, then it loses a bit of depth. | |
| SPAG: Vespers gives the player the freedom to be evil if she so chooses. | |
| Indeed, it actively tempts the player to embark on that path. I have to say | |
| that the scene in the bell tower early in the game, when the game whispers | |
| its temptations to murder in the player's "ear," was absolutely chilling. Was | |
| it difficult to not only allow the player the freedom to either | |
| metaphorically fall or resist temptation, but even to subtly tailor room | |
| descriptions and the like to reflect the player's actions? | |
| JD: It's not so hard to allow the player the freedom as it is to ensure | |
| everything remains consistent afterwards. I would have liked to make the game | |
| more responsive to the player's actions, but it would have been too complicated. | |
| Basically, the events remain the same throughout the paths, it's the PC's | |
| perspective that changes. This is a lot easier to do (by changing descriptions) | |
| than it would be to change the consequences of the PC's actions. | |
| SPAG: IS choice really better than happiness? | |
| JD: Haha, God no! I'd much rather be happy. | |
| SPAG: Did you get a chance to play some of the other games from this year's | |
| competition? If so, any favorites? | |
| JD: I didn't play many: a half a dozen or so. I looked through the | |
| introductions to all the games and only played the games that really leapt out | |
| at me. I liked Tough Beans for its smooth implementation and good | |
| characterization of Wendy. I liked Distress also for the smoothness of play | |
| and neat story; I just wish the twist at the end had found itself more in the | |
| game proper. My favorite game by far though was Chancellor. I didn't quite | |
| get all the subtleties, but it was a brilliant game nonetheless. I'm quite | |
| disappointed it didn't place higher (which I'm almost certain is due to the | |
| lack of hints). | |
| SPAG: Your $500 prize means that you are one of very few people who got paid | |
| this year for writing IF. Will you be putting it to any particularly | |
| exciting use? | |
| JD: I had a rather drunken celebratory bash with a quarter of the winnings, | |
| spent some of it on Christmas presents, and the rest I will spend on eating | |
| something other than potatoes and discount chicken for a few months. | |
| SPAG: So what's next? I am sure I speak for all of SPAG's readers when I say | |
| that I would love to see more work from you. Any thoughts about your next | |
| project? | |
| JD: I have a couple of ideas floating around but not enough time to do them all | |
| for a while. I'll probably enter anonymously in next year's IFComp: I just | |
| don't want anything I release to go completely unnoticed and the reviews of | |
| IFComp games are great incentive. Now that I've won, I'm not concerned about | |
| placing. In fact, I don't really want to take away any high spots from anyone | |
| else. So I'm gonna do something a little more experimental: a little more odd. | |
| Something that I'm sure a lot of people will hate, but I hope it will make some | |
| kind of big impact on a few. More currently, someone approached me with an | |
| idea to adapt Vespers into a semi-different medium. I'm quite interested in | |
| doing this and am gonna take an active part in the adaptation. I don't wanna | |
| reveal too much, as it's still in the planning stages, but if this pans out, it | |
| could really be quite neat. | |
| 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. | |
| MONSTERS!: AN IF COMP 2005 REVIEW PACKAGE----------------------------------- | |
| From: Valentine Kopteltsev <uux SP@G mail.ru> | |
| Have you ever thought about how an IF game author chooses the genre her/his | |
| game's going to belong to? And why certain game themes undergo a splash of | |
| popularity in certain years? This subject is interesting on its own, and | |
| certainly worth a separate study. For now, I just like to state that there were | |
| at least five horror games entered in the last IF-Comp -- a good deal over the | |
| average of a number of previous Comps, as it seems (although I might be wrong). | |
| Two of them could have borne the subtitle "Terror from Ancient Graves", one | |
| tells a chiller-diller story taking place underground, and the remaining two | |
| entertain the player with SciFi-styled horror. Well, a good enough occasion to | |
| write a review package, the more so as it's been ages since I've written one. | |
| A SHORT PRELIMINARY NOTE ON THE SCORING SYSTEM | |
| Usually, I rate all games (including competition entries) I review for SPAG | |
| using the traditional scoreboard-style system. However, I use a different | |
| system when being a judge in the Comp - a system based entirely on how much | |
| I liked a game (I know, it's pretty subjective). Well, this isn't the first | |
| IF-Competition I participate in, but until this year, it never occured to me | |
| the ratings sometimes turn out to be different depending on the rating | |
| system I use. There are several reasons for that, but I'm not going to | |
| discuss them here. Instead, I'll just adduce both ratings (the usual SNATS | |
| and the score I've given the game as a Comp judge), accompanying them with a | |
| short comment explaining why they're different; I thought this could be | |
| interesting for the game authors. | |
| And one last diversion describing what my ratings actually mean: | |
| 1 - couldn't find anything good to say about it; | |
| 2 to 5 - seriously flawed game; | |
| 6 - solid, but nothing special ("uneven" games - like, if Photopia had a few | |
| show-stopping bugs - also fall under this category); | |
| 7 to 9 - excellent games; | |
| and, the (one and only) 10 - my favourite. | |
| And with that off my back, let's proceed to the reviews. | |
| NAME: Phantom: caverns of the killer | |
| AUTHOR: Brandon Coker | |
| EMAIL: grimslade1135 SP@G yahoo.com | |
| DATE: 2005 | |
| PARSER: Inform | |
| AVAILABILITY: Freeware | |
| URL: http://ifarchive.org/if-archive/games/competition2005/zcode/ | |
| phantom/phantom.z5 | |
| An example of an unsuccessful attempt at the genre. You play an archeologist | |
| trying to find the burial place of a legendary Egyptian warrior. Most of the | |
| game, you just wander around, collecting artifacts for non-obvious purposes. I | |
| expected them to become more clear later, but in vain -- said artifacts didn't | |
| affect the outcome of the story in any way, only reflecting themselves in the | |
| number of points I received. Although the author demonstrated intentions to | |
| inject atmosphere into his work, and to sorta build up tension towards the | |
| finale, the results turned out to be pretty pathetic. To a no small degree, | |
| this was the fault of the writing, and the many spelling mistakes. | |
| Phantom failed entirely as a representative of the horror genre, and hardly won | |
| any points back even as a puzzlefest. Most of its puzzles could be subdivided | |
| into two categories: (fairly generic) mazes (there were three of them), and | |
| "choose the right option or die". It seems the author invested a lot of work | |
| into making up intricate clues for the second ones, and believed them to be | |
| fairly challenging. However, he overlooked the fact they could be solved by | |
| brute force (pick option -- die -- undo -- pick another option -- repeat until | |
| solved). | |
| I don't want to offend anybody, but, speaking in F1 terms, this is the Minardi | |
| of our today's race. | |
| SNATS (Score Not Affecting The Scoreboard): | |
| PLOT: Generic (0.5) | |
| ATMOSPHERE: The author did his best to maintain it, but failed (0.5) | |
| WRITING: Clumsy and full of spelling mistakes (0.3) | |
| GAMEPLAY: Pointless treasure hunt (0.6) | |
| BONUSES: None I could think of (0.0) | |
| TOTAL: 1.9 | |
| CHARACTERS: None | |
| PUZZLES: Rather unoriginal (0.2) | |
| DIFFICULTY: Nearly trivial (3 out of 10) | |
| COMP SCORE: 3 | |
| COMMENTS: OK, I encountered a few games (even) worse than Phantom, and thus | |
| had to set it off a bit. Besides, the author's intentions clearly | |
| were good, his work didn't take too much of my time, and wasn't | |
| meant to annoy me -- all that was worth an incentive in the form | |
| of an additional point. Wasn't it. | |
| NAME: The Plague (Redux) | |
| AUTHOR: Laurence Moore | |
| EMAIL: adv SP@G turntopage.com | |
| DATE: 2005 | |
| PARSER: Adrift | |
| AVAILABILITY: Freeware | |
| URL: http://ifarchive.org/if-archive/games/competition2005/adrift/ | |
| plague/The Plague - Redux.taf | |
| NAME: Space Horror I: Prey for Your Enemies | |
| AUTHOR: Jerald M. Cooney | |
| EMAIL: jcooney_email SP@G yahoo.com | |
| DATE: 2005 | |
| PARSER: HTML-based CYOA | |
| AVAILABILITY: Freeware | |
| URL: http://ifarchive.org/if-archive/games/competition2005/windows/ | |
| space/space.exe | |
| These two games have a lot in common. First of all, both of them represent | |
| first episodes of their respective series, implying there's going to be a | |
| continuation, and thus stipulating their stories being incomplete. Then, both | |
| works don't entrust the arduous task of frightening the player to | |
| individualists, employing whole teams of eminently qualified specialists for | |
| those purposes -- Plague benefits from the services of old trusty zombies, | |
| while Space Horror resorts to the help of no less reliable murderous aliens. | |
| Finally, both games represent carefully implemented, solid, and well- polished | |
| efforts -- especially Space Horror, which only contained very slight glitches. | |
| On the other hand, the author of Space Horror probably has had it somewhat | |
| easier, since his work is a CYOA. At this point, it must be said I don' t share | |
| the rather widespread in the IF-community bias against that kind of game. | |
| Especially if it is done as careful as Space Horror -- with several fully | |
| fleshed out plot lines, well-defined characters (although, of course, they | |
| aren't too interactive), and great illustrations. The author even managed to | |
| squeeze in a couple of puzzles -- quite a feat, considering the game format. | |
| The puzzles are logical enough, and fit well into the story. All in all, once | |
| you let this game play on its home turf and don't cry for the moon, Mr. | |
| Cooney's work leaves nothing to be desired. | |
| Plague isn't as strong at presentation and multimedia effects -- it's a text- | |
| only adventure, but it possesses its own trump cards, which allow it to stay | |
| abreast. The very first of them is the game name -- with all due respect to Mr. | |
| Cooney, the title "Space Horror" is one of the leading contenders for the top | |
| ten of the Most Generic Names Chart. Besides, Plague has a much more intense | |
| beginning that sets the pace and atmosphere for the rest of the game. In fact, | |
| the atmosphere and the setting make up about 80 percents of it. They're best | |
| described with "bloody chaos". Of course, people could have different opinions | |
| on it, depending on their personal preferences -- some players would find it | |
| disgusting, others would dismiss it as rather hackneyed -- but as for me, I did | |
| like it. | |
| The characters... Now, Stacie, our main hero, was well defined from the | |
| emotional point of view, so that I found it easy to identify with her. Although | |
| the wondrous transformation of a rather inexperienced town girl into a rough | |
| zombie slayer came kinda sudden and thus seemed somewhat unrealistic, I guess | |
| it was part of the genre... or maybe I'm just underestimating inexperienced | |
| town girls (typical case of male chauvinism;). Other characters only have been | |
| good enough for a crowd scene -- maybe they'll hit the big time in the next | |
| episode(s). | |
| Plague is by no means a puzzle-oriented game; the puzzles present are kept | |
| rather easy, and their main virtue is not hampering the story too much. They | |
| cope with this task pretty well, except for one scavenger hunt requiring | |
| careful examination of lots of scenery objects. Fortunately, the walkthrough | |
| helped me to get over this unfavourable design choice without any losses. | |
| The conclusions. It's true there's nothing groundbreaking about either of these | |
| works -- they don't even try to expand the genre boundaries, and probably | |
| reproduce every cliche existing within them. However, it's no less true both of | |
| them represent solid, competently implemented efforts, and I don't regret any | |
| minute spent playing them. I honestly hope the authors won't be put off by the | |
| relatively low ranks they got in the Comp, and release the next episodes of | |
| their respective works. | |
| SNATS (scores before the slash apply to Plague, after the slash to Space | |
| Horror): | |
| PLOT: Adequate (1.2)/"Truly" branching (1.3) | |
| ATMOSPHERE: Makes up most of the game charm (1.5)/Exciting enough (1.2) | |
| WRITING: Supports the atmosphere very well (1.3)/Supports the atmosphere | |
| very well (1.3) | |
| GAMEPLAY: Now that one comes to think of it, it was pretty standard, but when | |
| playing, I was too thrilled to notice;) (1.3)/Well... CYOA (1.2) | |
| BONUSES: Identifying with the player character (0.9)/Graphics, fake websites | |
| and other similar stuff (1.1) | |
| TOTAL: 6.2/6.1 | |
| CHARACTERS: Rather generic (0.8)/Nice, but not very interactive (1.0) | |
| PUZZLES: Not very remarkable, with at least one unfortunate design choice | |
| (0.9)/The very fact there are puzzles in a CYOA is a feat on its own | |
| (not rated) | |
| DIFFICULTY: You should have no troubles completing it (5 out of 10)/ | |
| Again, this doesn't apply to a CYOA (not rated) | |
| COMP SCORE: 6 | |
| COMMENTS: I think no comment is needed. No matter how you slice it, those are | |
| good, solid games. | |
| NAME: Snatches: An Interactive Horror Story | |
| AUTHOR: Gregory Weir | |
| EMAIL: Gregory.Weir SP@G gmail.com | |
| DATE: 2005 | |
| PARSER: Inform | |
| AVAILABILITY: Freeware | |
| URL: http://ifarchive.org/if-archive/games/competition2005/zcode/ | |
| snatches/snatches.z5 | |
| In a number of respects, this game is so unusual I haven't been sure how to | |
| start reviewing it. Finally, I've come up with drawing an analogy with a | |
| theatre play. | |
| So, imagine a dark stage, on which, in a circle of light, a fight is going on -- | |
| a fight between the main hero and a strange, evil creature. Searchlights start | |
| to flare up in a seemingly random fashion, illuminating various spots on the | |
| stage for short periods of time. Finally, putting the single pieces of this | |
| mosaic together, the spectators get an integral picture of what's going on. | |
| And that's how Snatches is set up. It consists of several episodes from the | |
| perspective of different characters in the game (so that there're many player | |
| characters, but only one main hero), following in a random order. The narration | |
| is threaded by the aforementioned fight, cut-scenes of which occur after each | |
| episode like a refrain. This technique works very well -- to a no small extent | |
| thanks to the catchy writing (I've even considered to imitate it in my review, | |
| but finally let it be, realizing I'm not up to the task). There have been minor | |
| implementation issues regarding overlapping of, uh, let's call it "character | |
| experiences" (in the single episodes, different actors often are able to visit | |
| the same places and interact with the same objects, which sometimes can have | |
| effects unforeseen by the game author), but they are completely forgiveable. | |
| The main problem the work has is (I'm returning to our theatre parallel), | |
| after the searchlights have finished scanning the stage, and the battle has | |
| ended, the director doesn't quite have an idea what to do next, and | |
| effectively just rings down the curtain. Sure, Snatches featured several | |
| endings, but none of them seemed worthy. In my opinion, a "the evil can't be | |
| defeated" type of epilogue (in the style of the X-Files movies) suggests | |
| itself here -- but it's just what I think. Anyway, in my eyes, this is the | |
| only snag that prevented Snatches from being a major challenger for the | |
| podium. | |
| SNATS: | |
| PLOT: An appropriate ending would help it a lot (1.2) | |
| ATMOSPHERE: Satisfyingly sinister (1.5) | |
| WRITING: One of the best in this IF-Comp (1.8) | |
| GAMEPLAY: Ragged but integral (1.6) | |
| BONUSES: The unusual story-telling approach (1.3) | |
| TOTAL: 7.4 | |
| CHARACTERS: Mostly adequate (1.4) | |
| PUZZLES: Modestly stick to their last (0.6) | |
| DIFFICULTY: Trivial -- except for a couple somewhat tricky points | |
| (4 out of 10) | |
| COMP SCORE: 8 | |
| COMMENTS: The correlation between the SNATS and the Comp score is pretty | |
| good. The slight difference is caused by the fact that, when I | |
| replayed Snatches for the review, I fished out the technical issues | |
| mentioned there (somehow, they eluded me during my first | |
| play-through). | |
| NAME: Distress | |
| AUTHOR: Mike Snyder | |
| EMAIL: sidneymerk SP@G hotmail.com | |
| DATE: 2005 | |
| PARSER: Hugo | |
| AVAILABILITY: Freeware | |
| URL: http://ifarchive.org/if-archive/games/competition2005/hugo/ | |
| distress/distress.hex | |
| Quite a time ago, I read an article in a sports newspaper comparing the two | |
| German football players, the famous Karl-Heinz Rummenige and his younger | |
| brother Michael. Well, I can't vouch for the exactness of the following | |
| quotation, because more than ten years strolled past since then; however, in | |
| the section dedicated to the brothers' manner of dribbling, it said something | |
| like, "Karl-Heinz can get past a couple of backs after gaining a good speed in | |
| an open space. Michael is an entirely different type of player -- he can make | |
| fools of four or five opponents 'on a handkerchief'". | |
| The latter can be applied to Distress: the game is tiny -- slightly more than | |
| ten rooms, most of which you run by in a rush, but it manages to unwind an | |
| intricate plot with an ending, which manages both to be immensely satisfying | |
| and to neatly tie up all loose ends. And it's not too wordy, either -- but the | |
| reticent descriptions are just long enough to create a truly creepy atmosphere. | |
| The puzzles also are set up with a minimum of items to manipulate, yet they are | |
| both challenging and logical. | |
| It's been said the game sometimes restricts the player's actions in a manner | |
| that may appear a little blatant to some people, but, to be honest, I only | |
| learned about this issue from other reviews -- the restrictions seemed | |
| perfectly reasonable for me when I was actually playing. | |
| As you may have guessed already, this is my favourite entry in this year Comp. | |
| Finally, I'd like to explain why I ranked it higher than, say, the actual | |
| winner of the contest, Vespers (a disclaimer right off -- it's not my intention | |
| to set anybody at loggerheads or to start a flame war). | |
| Vespers is a splendid, wonderful game -- but it calls heavies into play where | |
| Distress does with minimalist resources. Now, who is greater a commander -- a | |
| general capturing a town by force of a brigade after days of preparatory | |
| bombardment and carpet bombings, or a lieutenant infiltrating it with a small | |
| troop by stratagem, and managing to sabotage the garrison to an extent it can't | |
| put up a proper resistance? | |
| SNATS: | |
| PLOT: Outstanding, with an immensely satisfying ending (1.6) | |
| ATMOSPHERE: Ominous (1.7) | |
| WRITING: Masterfully terse (1.7) | |
| GAMEPLAY: Gripping (1.6) | |
| BONUSES: The ability of being expressive with minimalist means (1.2) | |
| TOTAL: 7.8 | |
| CHARACTERS: You can't converse with them -- in every other respect, they are | |
| faultless (1.4) | |
| PUZZLES: Best in this review package (1.3) | |
| DIFFICULTY: Fairly challenging (6 out of 10) | |
| COMP SCORE: 10 | |
| COMMENTS: Well, this has been my favourite game in the Comp, so I had to give | |
| it a ten. A typical case of a "normalizing effect" in scoring (I'm | |
| afraid that without this normalization, hardly any game would get | |
| more than an 8 from me for a very long time, because of Blue Chairs | |
| being entered in the previous Comp). | |
| THE IF COMP 2005 TOP TEN -------------------------------------------------- | |
| ********************************** #10 ************************************ | |
| From: Michael A Russo <mar2116 SP@G columbia.edu> | |
| (review originally published on rec.games.int-fiction) | |
| TITLE: Internal Vigilance | |
| AUTHOR: Simon Christiansen | |
| EMAIL: simonchrist1729 SP@G hotmail.com | |
| DATE: October 1, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/competition2005/zcode/vigilance/ | |
| vigilance.z5 | |
| VERSION: Release 1 | |
| When writing this review, I've continually been aware that perhaps I'm taking | |
| the game more seriously than it wants to be. I work at a human rights | |
| organization directly involved with issues - U.S. detention and interrogation | |
| policy, the proper role of civil liberties in wartime - which are very close | |
| to those implicated by Eternal Vigilance. As a result, I found the premise of | |
| being put in an interrogator's shoes and turned loose fascinating, if | |
| disturbing, and was eager to explore the dynamics of security. | |
| That the game turned out to be more spy-thriller than political-thriller was | |
| thus disappointing; both main factions appear rather cartoonish, and again, | |
| the struggle is rarefied and divorced from social reality. The fate of the | |
| poor writer is somewhat problematic, but not especially so - given my job, I | |
| feel like I'm rather more sympathetic to the civil liberties side of things | |
| than are most people, so if I thought his detention and interrogation was bad | |
| policy but ultimately justifiable, I suspect most players would be even less | |
| bothered. Internal Vigilance employs the rhetoric of the ideological struggle | |
| between liberty and security, but it fails to really address the issues, and | |
| they act more to flavor the plot than drive it. This is a valid approach, | |
| certainly, and can make for an enjoyable game - but it wasn't what I was | |
| looking for. | |
| Of more moment is that the game ultimately feels superficial. All through | |
| high school, my English teachers would repeat that most annoying of mantras: | |
| show, don't tell. Internal Vigilance presents a 1984-style dystopia, but | |
| doesn't provide any details or specificity on what, exactly, the society does | |
| that's so terrible. We're told that the Union tramples on individual freedoms, | |
| but the primary example is rather problematic - the writer who's been arrested | |
| on suspicion of being involved with terrorism in fact does have a link to a | |
| terrorist faction dedicated to the overthrow of the Union, after all. | |
| Once the plot picks up speed and the player begins investigating said faction, | |
| instances of government oppression are few and far between. The interrogation | |
| methods employed by the player are generally unsavory, but not so terrible in | |
| the grand scheme of things - indeed, the game perhaps includes an implicit | |
| anti-torture message, as direct beating gets you nowhere. As a result, the | |
| proceedings feel bloodless; the central dilemma which is meant to give force | |
| to the plot lacks tension, and the ideological struggle is an abstraction | |
| without weight. | |
| All of the above is rather personal and ideological (as opposed to the rest of | |
| my reviews, the arch reader points out), which is perhaps testament to the fact | |
| that the game doesn't really have any major problems. A few sloppy mistakes | |
| appear to have slipped through - I noticed some capitalization errors in the | |
| Investigation section, and the apartment number given for the author's mother | |
| is inconsistent - but overall the plot proceeds logically, the player has a | |
| reasonable amount of choice of where to push the story, and the puzzles are | |
| clever and well-clued. Indeed, the opening interrogation is a highlight - | |
| it's a conversation puzzle which involves asking probing questions and | |
| researching background intelligence on the subject, exactly what's required in | |
| actual interrogations. I would have liked to see more options for ideological | |
| debate - throwing the fact that the anti-statist author was able to write his | |
| book because he was on welfare, for example - but the options that are there | |
| are fairly robust. And while the password puzzle is reasonable enough, it's | |
| almost unnecessary, as I came very close to guessing the phrase without any | |
| clues. The game also shows flashes of humor - the record will show that I am | |
| a sucker for X ME descriptions which work in "as good looking as ever." | |
| In the end, my objections to Internal Vigilance probably boil down to wanting | |
| something out of it that it wasn't meant to give. As a spy story with an | |
| oblique nod in the direction of current political debate, it works quite well. | |
| But the focus on bombing plots and digging up conspiracies causes the social | |
| milieu to recede, and the governmental oppression which theoretically drives | |
| the story isn't sharp or specific enough to be anything but background. One | |
| advantage of this is that the player is relatively free to decide whether the | |
| Union or the terrorists have the right of it, and act accordingly. But this | |
| moral weightlessness prevents the game from really engaging with the issues | |
| it raises. | |
| *********************************** #9 ************************************ | |
| From: Valentine Kopteltsev <uux SP@G mail.ru> | |
| NAME: Chancellor | |
| AUTHOR: Kevin Venzke | |
| EMAIL: stepjak SP@G yahoo.fr | |
| DATE: October 1, 2005 | |
| PARSER: TADS 2 | |
| AVAILABILITY: Freeware | |
| URL: http://ifarchive.org/if-archive/games/competition2005/tads2/chancel/ | |
| chancel.gam | |
| Kevin Venzke is the author of Kurusu City, the entry in the previous IF-Comp | |
| that (at least as far as I'm concerned;) would have won the TADS division if | |
| the division rating still was there. Well, the reviewed work is *entirely* | |
| different; the light-hearted atmosphere of Kurusu City made way for gloominess | |
| and mysteriousness, and probably the only thing that remained unchanged was the | |
| player character being a young female. | |
| Chancellor rather brought up reminiscences of two other IF-classics: for one | |
| thing, Dave Lebling's Lurking Horror, from which it inherited parts of the | |
| setting (a deserted college building), along with a couple of characters | |
| (including a murderous janitor); for the other, Losing Your Grip by Stephen | |
| Granade that lent to it the way of telling the story in several fits, the | |
| switching of the player character between two fairly distinct worlds, as well | |
| as the extensive usage of deeply symbolic (well, maybe pseudo-symbolic) stuff. | |
| Actually, a superposition of elements from other works alone isn't a suitable | |
| tool for creating a decent game, no matter how splendid the "donors" have been. | |
| OK, OK, I probably don't have the right to say such things, because | |
| Chancellor's inheritance of certain features from other games is entirely my | |
| assumption, and the similarities mentioned earlier might be purely coincidental. | |
| Anyway, coincidence or not -- Chancellor does better than just mixing up | |
| ingredients of other games, and introduces a device personally I quite rarely | |
| (if at all) encountered in IF: it lets the two game worlds melt together. This | |
| process goes on not too quickly, but steadily, progressing with each episode: | |
| first, items from one world start appearing in the other one; then, | |
| interconnections between the worlds begin to crop up, and finally, the two | |
| worlds become one. It's been a thrilling experience indeed, which has been | |
| enhanced even more by the magnificent writing and the very comprehensive | |
| setting that implemented every object mentioned in the descriptions, and | |
| responded adequately to every action I could think of. | |
| Unfortunately, the game isn't crowned with a worthy end; rather, it shakes off | |
| all the mysterious stuff the player has encountered using a quite battered | |
| excuse. In this respect, it called to mind yet another work of IF -- this time, | |
| Rippled Flesh by Rybread Celsius, where the player, after being taken through a | |
| series of weird rooms and shown a number of scary things, receives an ending | |
| that is essentially unrelated to the game itself, along with an explanation of | |
| all the oddities he encountered (in the vein, "the bloody corpse in the bedroom | |
| was a practical joke of your second cousin once removed... and the hellish | |
| sounds coming from the hall was your dog Berny toppling over the clothes tree".) | |
| Now, Chancellor acts very similarly -- only the explanatory note isn't needed, | |
| and thus (thankfully) absent. That's a pity; while cutting the Gordian knot is | |
| a handy approach for a number of real life situations, it doesn't work half as | |
| well for entangled IF-plots. On the other hand, I can understand the author's | |
| point -- resolving the story properly probably would double the game size, thus | |
| rendering it totally unsuitable for the Comp. | |
| Still, in spite of this not minor issue, Chancellor remains a notable game, even | |
| -- I dare to say it -- a "must play". You just don't see worlds being melted | |
| together every day. | |
| (See the NOTE ON THE SCORING SYSTEM in the "Horror in the IF Comp" review | |
| package above) | |
| SNATS (Score Not Affecting The Scoreboard): | |
| PLOT: The ending spoils it somewhat (1.0) | |
| ATMOSPHERE: Galore (1.5) | |
| WRITING: Discreet but effective (1.5) | |
| GAMEPLAY: Unhurried (1.4) | |
| BONUSES: Two worlds blending together (it seems I can't stop saying that | |
| again and again;) (1.5) | |
| TOTAL: 6.9 | |
| CHARACTERS: Quite good, but not the kind I'll remember for the rest of | |
| my life (1.2) | |
| PUZZLES: Just solid (1.2) | |
| DIFFICULTY: Manageable (6 out of 10) | |
| COMP SCORE: 6 | |
| COMMENTS: Chancellor was one of the few entries in this Comp not providing | |
| any hints or a walkthrough (the stub of a hint file that was | |
| accompanying it contained clues for the prologue only). Combined | |
| with the unhurried gameplay (and it must be said that the rich | |
| setting practically pleads for not moving ahead too fast and for | |
| fiddling with the environment instead), this resulted in me getting | |
| stuck somewhere within the third fit by the end of the judging | |
| period. At that stage, there was no sign yet of the two worlds | |
| growing together -- the feature that, in my opinion, makes | |
| Chancellor outstanding. Thus, I had no other choice than to give | |
| it a rating corresponding to solid yet non-exceptional games. A | |
| simple inclusion of a walkthrough would earn it at least one extra | |
| point from me. | |
| *********************************** #8 ************************************ | |
| (See Valentine's review of Snatches as part of his "Horror in the IF Comp" | |
| review package above.) | |
| *********************************** #7 ************************************ | |
| From: Michael A Russo <mar2116 SP@G columbia.edu> | |
| (review originally published on rec.games.int-fiction) | |
| TITLE: Unforgotten | |
| AUTHOR: Quintin Pan | |
| EMAIL: expiation SP@G devils.com | |
| DATE: October 1, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/competition2005/zcode/ | |
| unforgotten/unforgotten.z5 | |
| VERSION: Release 1 | |
| Clearly, I haven't sufficiently internalized the tropes of adventure gaming: I | |
| was stymied for quite a while in the opening of Unforgotten, because after | |
| being told that my friend really didn't want anyone to break into his | |
| belongings and read his diary, my reaction was to respect his privacy. More | |
| the fool I. For much of the game, Unforgotten seems primarily about sticking | |
| one's nose into other people's business - the primary action is in unraveling | |
| the secrets of the family of the player's friend. Unfortunately, the contours | |
| of the central mystery - not its solution, simply the setup - are very unclear | |
| until relatively late in the game, and the author's penchant for twists make | |
| the story more confusing than it needs to be. Underneath the continual Big | |
| Reveals, there's an interesting story, but I felt like the thriller tropes | |
| wound up getting in the way of the interesting relationships. | |
| Unforgotten's beginning is probably its weakest section; after the rather | |
| forced searching of the friend's possessions, the player is thrust into a | |
| conversation which reveals some backstory, but leaves important concepts and | |
| facts unexplained. Then without warning, the setting abruptly shifts, without | |
| the player being aware of what exactly has happened. This middle section, | |
| which contains the meat of the game, is clearer, and the player has specific | |
| goals to work towards, but just when I felt like I had my bearings, an NPC - | |
| the aforementioned friend's sister - began launching into exposition whose | |
| relevance wasn't immediately clear. Soon after, the player is thrust into two | |
| vignettes, widely separated in time and space, which are likewise fairly | |
| disorienting, and cast everything that's come before into doubt. And then | |
| there's a final big twist at the end (albeit this last one is rather heavily | |
| choreographed). I do enjoy games which are one big meta-puzzle - Jon Ingold's | |
| corpus comes to mind - but here, the twists just sort of pile up on each other, | |
| yanking the player one way then the other. Eventually whiplash - and fatigue - | |
| set in. | |
| This is too bad, because the relationships between the three main characters - | |
| the player character, his friend, and the friend's sister - are interesting, | |
| and really drive most of the action. Foregrounding them a little more, keeping | |
| the friend around for a while longer so the player can form an attachment to | |
| him, and keeping the story more focused by more aggressively framing the | |
| problem which the player is attempting to solve, would have made for a stronger, | |
| sharper, more affecting game. The wall-to-wall twists make the proceedings | |
| feel contrived, and the game doesn't allow sufficient space for the | |
| repercussions of each individual revelation to play out, which really reduces | |
| their impact. | |
| Unforgotten does do a good job of integrating puzzles into what's a fairly plot- | |
| heavy game. The initial journal-stealing sequence, for all my grumbling, is | |
| actually well-put together; depending on how exactly the player goes about it, | |
| there are a number of possible outcomes. There's a lot of fairly intuitive | |
| sneaking around, and except for that first sequence, the player usually knows | |
| precisely what he's working towards. I found one puzzle in particular to be | |
| shaky - lowering a doped pie to attack dogs on the end of a fishing rod feels | |
| far too slapsticky for the rest of the game, and LOWER PIE seemed a much more | |
| natural way of doing this than LOWER ROD - but otherwise the puzzles are well | |
| clued, even when the player doesn't necessarily know what he's meant to be | |
| doing. | |
| One sequence does remind me of a comment I made about Tough Beans, to the | |
| effect that too few games depict the player character reacting to events. | |
| There's a scene in Unforgotten where the player is controlling a little girl | |
| who, while hiding, overhears two soldiers talk about raping her mother - this | |
| strikes me as a rather traumatic event, but for all the game discloses, the | |
| girl reacts with stone-faced impassivity. I'm not lobbying for histrionics | |
| here, but any human being would be really upset in this situation, and the | |
| tension of perhaps calling attention to yourself could make for a more | |
| dramatically interesting scene. | |
| Still, Unforgotten does pay more attention to questions of character than do | |
| most games, and its narrative shortcomings are real but not fatal. Definitely | |
| worth a play. | |
| *********************************** #6 ************************************ | |
| From: Mike Snyder <wyndo SP@G prowler-pro.com> | |
| (review originally published on Mike's web site, http://www.sidneymerk.com.) | |
| TITLE: The Colour Pink | |
| AUTHOR: Robert Street | |
| EMAIL: robertrafgon SP@G hotmail.com | |
| DATE: October 1, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/competition2005/zcode/pink/ | |
| pink.z8 | |
| VERSION: Release 1 | |
| I love this game. | |
| This is old-fashioned puzzle goodness. You are sent to investigate the | |
| disappearance of a colony, missing from an alien planet. Eating a suspicious | |
| bird egg � for no good reason other than an irresistible urge � puts you into a | |
| surreal, alternate reality. I did something similar way back in the �99 | |
| competition. It was met with mixed reactions. | |
| You must be thinking �Great. Another one. Everything is all random and unreal, | |
| but it�s all just part of the fantasy and that�s supposed to make it okay.� | |
| That�s one way of looking at it. Yes, this does allow for some wacky encounters | |
| in which animals (both real and mythical) talk and ask for help with personal | |
| dilemmas. The puzzles are well-clued and not very difficult (aside from a | |
| carrot-harvesting bit that�s optional anyway), and most importantly, the entire | |
| game is fun. It�s really fun. This is what adventure gaming is all about. | |
| I solved the game along one path (not realizing another was even possible) | |
| without hints. The various endings are picked CYOA-style (following a CYOA | |
| ending in the game I played just prior, Vendetta). I was left missing 5 points, | |
| and a few objects/areas seemed unused. So, a peek at the hints, the after-game | |
| notes, and finally the walkthrough put me onto an alternate path that not only | |
| expands the enjoyment of the game, but actually changes much of the second half, | |
| resulting in two additional endings. | |
| The first two areas are quads that require no real mapping. The next area is | |
| larger, but arranged in a pattern that looks pretty cool on paper. Another quad | |
| underwater reflects some aspects of the �real� world, as does the interior of | |
| the red tower. As was probably the author�s intent, no single ending seems like | |
| the best or the most real, and it�s never quite clear how the things in the | |
| alternate land (either of them, since there are two paths) relate to the | |
| missing people or the lost inventory from the real world. | |
| The writing in The Colour Pink isn�t particularly colorful or clever (although | |
| it is pink in spots), lacking complicated metaphors and dense descriptions. | |
| This keeps it unpretentious and more game-like than story-like. The focus is | |
| always on the puzzles. I have little else to say about this game, except that I | |
| highly recommend it to puzzle fans � especially those who like the easy, | |
| traditional kind, where the gold key always opens the gold door and the carrot- | |
| loving rabbit is always going to give you something good if you feed him. | |
| As for the story, it�s not complicated, but it could be deeper than it seems. | |
| I�m not sure why the pink theme was abandoned mid-way, nor why the love potion | |
| was just a segue to the fantasy world. I�m basing the game at 9.0 on my scale, | |
| skewing +0.5 for an �unofficial� 9.5 because I had so much fun playing. | |
| *********************************** #5 ************************************ | |
| From: Mike Snyder <wyndo SP@G prowler-pro.com> | |
| (review originally published on Mike's web site, http://www.sidneymerk.com.) | |
| TITLE: Tough Beans | |
| AUTHOR: Sara Dee | |
| EMAIL: saradee123 SP@G gmail.com | |
| DATE: October 1, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/competition2005/zcode/toughbeans/ | |
| ToughBeans.z5 | |
| VERSION: Release 1 | |
| All in all, Tough Beans is a fine piece of work. It isn�t often where a | |
| person�s first game (assuming Sara Dee isn�t a pseudonym) is so polished and | |
| playable. �This is Sara Dee�s first game.� I kept thinking, though, that my | |
| entry last year was Sidney Merk�s first game, too. Why didn�t she say ��my | |
| first game� instead? Just semantics? Moving on. | |
| Tough Beans does a better job of describing a day where everything just goes | |
| wrong than does Son of a...(another entry in this year�s competition). The | |
| story hints at something deeper, which remained unexplored up to my 3-point | |
| ending. Was the early elevator scene a premonition of one possible ending | |
| (mishap with the firework)? Does Wendy have a mental illness, or some kind of | |
| tumor that�s causing her numbness and flashbacks, or is that just for narrative | |
| effect? What was her boyfriend�s motivation, beyond the obvious? The | |
| walkthrough claims there are five endings, with variations to each. Does that | |
| include the firework mishap? If not, then I found only one. I did identify a | |
| key decision early on (it�s pretty obvious � the game tells you it�s a key | |
| decision, more or less). I played briefly into each, and settled on just one. | |
| The puzzles aren�t complicated, but they aren�t always easy. For puzzle experts, | |
| this is probably perfect. The clues are usually just right. I made it to the | |
| coffee shop before feeling stuck enough to peek at the walkthrough. I felt | |
| guilty here, though, because I should have noticed what�s important after Rhoda | |
| broke her pen. Some of it may still walk the border between fair and unfair � | |
| the form goes unnoticed, for instance, even when looking right at the spot | |
| where it�s found. I guess if I visualize the scene, and consider what I might | |
| see walking up to my own desk � the orientation of it, and the angle of | |
| approach � I guess I can see how a form might remain unnoticed until further | |
| action is taken. I guess since it did work, and I found the form, then the | |
| puzzle worked. | |
| The bugs � what few there are � are minor. Looking at the kitchen table reports | |
| a bowl, but searching it states nothing is on the table � that kind of thing. | |
| Errors in the text are almost non-existent. The game succeeds very well as | |
| fiction, where the level of implementation is deep and the writing stands out | |
| as descriptive and emotional. | |
| It�s a story about breaking cycles and standing up for yourself. Some of that | |
| is obvious from a 3-point play-through, but the scoring hints in the | |
| walkthrough make it more clear. I couldn�t quite decide what the story was | |
| meant to achieve, though. Was it meant to be a poignant introspection into | |
| Wendy�s psyche? Should I have felt bad for her, or should I have resolved to be | |
| more assertive? Both? It wasn�t easy for me to recognize decision points aside | |
| from the early one, and it wasn�t easy to think like a weepy 22-year-old | |
| secretary. This game is going to hit the proverbial perfect note with some | |
| players, but I never quite connected with the PC. | |
| Fiction is less about writing main characters that are familiar to the audience | |
| � that�s a playground for stereotypes � and more about writing main characters | |
| that will become familiar to the audience. Games with a deemphasis on the PC�s | |
| identity avoid this almost entirely, except where the PC�s motivations are | |
| concerned. Whether or not Wendy is familiar to the author, she probably isn�t | |
| familiar to many of us. The game succeeds in making her real, but not (for me, | |
| anyway) in making her evolve. | |
| I think more can be learned in the unseen, alternate endings. It�s a shame the | |
| author didn�t include alternate walkthroughs, showing a ten-point ending. I�m | |
| curious about what other actions I might take as Wendy, and how this will | |
| reflect on those endings. | |
| My scoring scale fits Tough Beans in somewhere between 8 and 9, so I have based | |
| it at 8.5. I think it�s a great game even though I couldn�t connect with the | |
| protagonist, and I think it�s going to do very well in the competition. It | |
| deserves a +0.5 skew for great writing and a convincing game world. Unofficial | |
| score: 9.0. | |
| *********************************** #4 ************************************ | |
| (See Valentine's review of Distress as part of his "Horror in the IF Comp" | |
| review package above.) | |
| ******************************** #2 (tie) ********************************* | |
| From: Mike Snyder <wyndo SP@G prowler-pro.com> | |
| (review originally published on Mike's web site, http://www.sidneymerk.com.) | |
| TITLE: A New Life | |
| AUTHOR: Alexandre Owen Mu�z | |
| EMAIL: munizao SP@G xprt.net | |
| DATE: October 1, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/competition2005/zcode/goblin/ | |
| goblin.z5 | |
| VERSION: Release 1 | |
| Once again, I have jumped ahead to a game later in my list. This time, it�s | |
| because A New Life was recommended to me. If I really won�t have time to finish | |
| all the games before November 15th, I might as well take them in any order, | |
| right? | |
| I�ll probably go back to the list now. I enjoyed this game, but I found it | |
| incredibly difficult. Maybe it�s just me and my sub-par puzzle-solving | |
| abilities, but I was only able to complete the game down the path set by the | |
| walkthrough. I was already over two hours into the game my own way, using the | |
| built-in hint system more and more, and I had exhausted all of those options. I | |
| may have been in an unwinnable state. I�m not sure. | |
| It�s a very unique story, hinting at parallel realities and mythical races | |
| where a person�s gender can be changed from time to time. While playing, I kept | |
| wondering if the goblins were really humans and vice-versa, but this was never | |
| confirmed. A New Life has a lot going on, and much of it surfaces as memories | |
| (a �remember� command does this), or as considerations when examining scenery | |
| or talking to the game�s characters. The back-story is an epic tapestry of | |
| magic and mystery. Much of the fun comes from learning more and more about the | |
| unique world in which the game is set, and about the people who inhabit it. | |
| The biggest problem is, it�s sometimes (okay, often times) unclear what to do | |
| without getting pointers from the hints. Even then, it can be a little | |
| confusing. This is the kind of game that would be great outside the competition, | |
| where it might be played over the course of three or four nights without that | |
| two-hour mark looming ahead. I think it would be more rewarding taken at | |
| leisure. I spent three hours on it, and the last of that was just typing from | |
| the walkthrough. My original path might have been interesting, if I had been | |
| able to figure it out. The thing with the three bags and the two staffs was | |
| pretty clever, but even putting them to use, I never quite felt as though I had | |
| solved everything. On my own plot branch, I couldn�t figure out what was | |
| important about the stars and panels, even though I could make them light up as | |
| described in the hints. | |
| This is either a really great game I just didn�t fully understand, or a pretty | |
| average game that does a great job of seeming to be a really great game I | |
| didn�t fully understand. If taken without recommendation, I might have based it | |
| at 6.5 or 7.0 � lower because of the complicated puzzles, and the lack of clear | |
| objectives. This is the trap we fall into when judging a game we know is or | |
| isn�t liked by others. If I�m to trust in someone else�s opinion, I have to | |
| believe the game is better than it seems. And now it�s my turn, to pass my | |
| opinion along to others by way of this review. | |
| The writing in A New Life is excellent. This is one of the few games where the | |
| text just flowed right. It wasn�t forced, it wasn�t overdone, and it wasn�t | |
| choppy. Good writing makes a game seem more real, and when the unique world | |
| seems to be the focus, that�s important. This is the basis for my +0.5 skew, | |
| from a base of 7.5. A New Life may fare well in the competition. It�s a good | |
| enough game: worth the time, but not my favorite. I recommend playing it | |
| without expecting an easy, two-hour experience. Don�t rush, ease into it with | |
| exploration and experimentation (looking, remembering, asking), and you�re | |
| likely to have a great time. | |
| ******************************** #2 (tie) ********************************* | |
| From: Michael A Russo <mar2116 SP@G columbia.edu> | |
| (review originally published on rec.games.int-fiction) | |
| TITLE: Beyond | |
| AUTHOR: Mondi Conifanti | |
| EMAIL: beyond SP@G terradif.net | |
| DATE: October 1, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/competition2005/glulx/beyond/ | |
| beyond.blb | |
| VERSION: Release 1 | |
| I recently made my way through a video game called Indigo Prophecy. Initially, | |
| it looked like a dark and brooding game of psychological horror, but about two | |
| hours from the end the wheels fell off and it devolved into, to put it | |
| charitably, batshit lunacy. What started out as a compelling examination of | |
| the intrusion of random, terrifying violence into an ordinary life, dealing as | |
| much with the emotional fallout as with the inevitable whodunit, metastasized | |
| into tripe about Mayan prophecies, Matrix-style kung-fu, Illuminati-style | |
| conspiracies, and sentient AIs. The transformation cripples the game, making | |
| it impossible to take seriously - one gets the feeling the designers wanted | |
| to pull out all the stops and reveal twist after twist, but didn't realize | |
| that the more stripped-down, impressionistic stuff at the beginning was the | |
| best part. | |
| Don't get me wrong, Beyond certainly isn't crippled by its twists to nearly | |
| the extent of Indigo Prophecy, but I did find that my enjoyment of the game | |
| steadily eroded as time went by, not so much because the writing or puzzles | |
| got less compelling as due to the fact that the slow hints led up to | |
| revelations which seemed disappointingly over-the-top. The early stages of | |
| Beyond successfully invoke world-weariness, wistfulness for what might have | |
| been, and a compelling investigative urgency, but the endgame turns into | |
| something different, more garish and obvious and inferior to the understated | |
| early sequences. | |
| The opening is very strong, introducing the central mystery and the framing | |
| device which turns it into something other than just a commonplace cop-show | |
| procedural. The authors manage to evoke real pity for the fate of the central | |
| protagonist, and the complicated way she interacts with the character who the | |
| player guides through most of the game winds up being enjoyable - trying to | |
| solve the mystery of one's own death is a compelling premise. In the first | |
| viewing of the corpse, for example, the player in his detective-guise is | |
| presented with a young victim of violence, leading to a hint of paternal | |
| feeling, while simultaneously in the child-protagonist's eyes, the body is | |
| that of a lost parent. The overlapping impressions create dynamic frisson | |
| which very much deepens the experience. The small Italian village in which | |
| the main action is set is well-drawn, and the characters quickly manage to | |
| make an impression. Indeed, the detail of the real-world vignettes make for | |
| an effective contrast with the overtly fantasy-based interludes. | |
| One could perhaps complain that these interludes occasionally suffer from | |
| being overly-precious - the Mad Joker's transformations do sometimes feel too | |
| zany for the surrounding narrative - but when they work, they're absolutely | |
| devastating. The authors managed to make a sequence of chores into the most | |
| compelling thing in the story; this luminous portrayal of a casual domesticity | |
| rendered impossible by violence is far more effective and heart-wrenching than | |
| the late-game reveals on what was going on in the shack's cellar. There is a | |
| noticeable missed opportunity in this sequence, however - when fetching well | |
| water, DRINK WATER returns a default "you're not thirsty" response. The | |
| protagonist, a child who's never been born, has never tasted water before; | |
| this would have been a perfect chance to zoom in and bring home the poignancy | |
| of lost possibilities, of the mundane experiences the protagonist will be | |
| denied. | |
| The puzzles are well-clued and unobtrusive, which is almost a shame, as the | |
| integrated hint system is elegant and enjoyable in its own right. Finding the | |
| secret door in the shack is nicely handled, and the initial investigation is | |
| more entertaining than just Xing everything in sight, as the player | |
| demonstrates that he's figured out what the murderer did by walking through | |
| the same steps. A word should be said about the accompanying artwork, which | |
| is evocative and very successful at setting a mood of obscure dark fantasy - | |
| again, especially in the opening, where everything is threatening and | |
| unfamiliar. | |
| So I did very much enjoy most of Beyond, but as alluded to at the top of the | |
| review, I found the game got decreasingly effective as it wore on. From the | |
| set-up - a young girl, murdered as her pregnancy becomes obvious - I'd assumed | |
| that the crime was essentially domestic and squalid, arising out of a | |
| relationship which never should have happened, the fruit of desperation and | |
| anger and stupidity. The murderer, I imagined, was somebody who acted out of | |
| recognizably human motives - evil, sure, but still essentially a person. The | |
| authors, however, went in a rather different direction: the killer is a Satan- | |
| worshipping priest who'd been ritually and sexually abusing two different | |
| girls of the town. This felt disappointingly over-the-top, turning the | |
| villain into a cartoon and rendering everything far too simple and pat. | |
| Besides this aesthetic objection, conjuring up the specter of ritual satanic | |
| child abuse brought to my mind the famous hoaxes,like the McMartin Preschool | |
| case, which further undermined its effectiveness. Sure, there's something | |
| horrific about discovering that your father is a demon-worshipping sexual | |
| predator, but since the character is so unrecognizable, it's essentially safe. | |
| Presenting the villain as an actual person who did something terrible for all | |
| the wrong reasons would have been far creepier, and more memorable. I'll | |
| willingly concede that choosing this particular trope isn't by any means | |
| invalid or wrong, and it certainly pops up in fictional portrayals with some | |
| regularity, but again, I think a more humanistic approach to the evil would | |
| have made for a more satisfying experience. The final real-world sequence | |
| compounds the mistake in my view - the hostage drama, replete with guns and | |
| shouting, lacks the grace and subtlety which are the game's greatest strengths. | |
| In the final sequences, understatement is deprecated in favor of spectacle and | |
| narrative pyrotechnics, but I think the detail-work of the opening is superior | |
| to the broad strokes of the endgame. | |
| Additionally, while the game is quite solid, a few mistakes did seep through - | |
| I noticed misspellings of "chamomile" and "consecrating," but these are | |
| forgivable. Likewise, in one place I saw "e" used in place of "and," | |
| presumably due to the authors' native language being Italian. There also | |
| appeared to be some inconsistencies involving the appearance of the | |
| protagonist; during the first interlude, she is supposed to look like a woman | |
| in her twenties, but looking in a mirror returns a description about her being | |
| a child in a pink dress, and X ME gives the newborn response. And in a few | |
| places, I ran into disambiguation issues. | |
| I feel churlish even mentioning these, though - as is often the case with | |
| games I enjoyed, I think I've spent most of this review harping on things I | |
| disliked, which might give the wrong impression. To state it baldly, Beyond | |
| is a good game, and has all sorts of highlights - from the moody art to the | |
| artful juxtaposition of fantasy and reality, with plenty of imaginative | |
| flourishes (the discourse on bright and dark inspirations sticks in my head as | |
| particularly clever). I think the choice of making the bad guy a *really* bad | |
| guy broke the emotional realism of the scenario, but up until that point, I | |
| got as much enjoyment from the game as from anything else in the Comp, and | |
| even looked at in aggregate, I still think it's one of the very strongest | |
| games on offer. | |
| *********************************** | |
| From: Michael A Russo <mar2116 SP@G columbia.edu> | |
| (review originally published on rec.games.int-fiction) | |
| TITLE: Vespers | |
| AUTHOR: Jason Devlin | |
| EMAIL: jdevlin1984 SP@G hotmail.com | |
| DATE: October 1, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/vespers.z8 | |
| VERSION: Release 1 | |
| Vespers feels a lot like Name of the Rose. I know, I promised I'd stop with | |
| the using other works of fiction to make comments, but I'm not so much drawing | |
| functional comparisons as I am pointing out topical and thematic similarities | |
| here, so according to my head it's all right. The primary reason why I bring | |
| this up isn't to do something so dreary as to accuse the author (responsible | |
| for last year's Sting of the WASP, an excellent but very different game) of | |
| lack of originality or anything like that - in IF as in every other medium, | |
| it's all about execution, and the best creators are plunder-happy magpies, | |
| ripping off ideas from wherever they can find them. I mention the Eco | |
| connection mostly to disclose that I liked Name of the Rose a lot, am a sucker | |
| for Medieval Catholic eschatology, and therefore might be biased towards | |
| Vespers due to an affinity for the subject matter and residual good-will for | |
| works which hoed much the same row. | |
| So with that out of the way, I can now start praising Vespers. It has | |
| numerous strengths, but I think the most important is how well paced it is. | |
| The introduction slopes in gradually, and while I generally like to have some | |
| idea of what I should be accomplishing from the very beginning, here the more | |
| leisurely approach worked well - knowing that plague was loose and the | |
| monastery was locked in made things more interesting than the standard wander- | |
| corridors-until-something-happens opening, and front-loading much of the | |
| exploration allowed later sequences to play out tauter, since the player knows | |
| exactly where everything is. The number of NPCs is initially a little | |
| overwhelming, but the author does a very good job of giving each of them a | |
| distinctive feature, so that the player soon remembers which is the crazy one, | |
| which is the terse, practical one, and so on. Besides, things pick up fairly | |
| quickly once the player's visited all the important areas - Cecilia's arrival | |
| kicks off a string of clear, well-motivated puzzles, and from there | |
| interaction with her serves to give the player character his next objective. | |
| The narrative doesn't just progress, though - it deepens. As time passes and | |
| the malady which has laid claim to the player character does its work, | |
| descriptions change quite strikingly, which is a very nice touch - not only | |
| does it effectively convey the character's deteriorating mental state and | |
| effectively underline the thematically central mood of decay, it also makes re- | |
| visiting already-explored areas a pleasure rather than an invitation to tedium. | |
| The player is also allowed to complete major goals along the way, which lead | |
| fluidly on to the next. The arcs of individual monks are continually resolved | |
| (usually, sad to say, this involves their death), which each add something to | |
| the larger puzzle. The game also does a good job of unlocking new areas to | |
| explore in a controlled fashion; the player is introduced to a few new | |
| locations at a time, generally already knowing what he wants to do, which | |
| helps create a fleshed-out world without unnecessary disorientation. | |
| Speaking of avoiding unnecessary disorientation, the puzzles are another | |
| strong suit of Vespers. The player knows about most of the major puzzles | |
| (finding the hidden diary, gaining access to the cellar) from the early | |
| stages of the game, which serves to alert him to any tools or clues which might | |
| help with those tasks. Smaller-scale, more immediate puzzles (the avalanche, | |
| the wolf attack), often confined to one particular area, are introduced cleanly, | |
| usually requiring some quick thinking but no items from previous scenes. The | |
| prayer system is particularly elegant, almost serving as get-out-jail-free | |
| cards - I think in every case, the player can find a solution which doesn't | |
| involve prayer, but if you're having trouble coming up with the answer, a | |
| saint's intercession will do the job, without forcing recourse to the hints | |
| file. This middle ground of providing the player with a limited number of | |
| expendable puzzle-solving tokens is very good game design, and evocative too - | |
| before bedding down on the first night, I thought the good abbot should say | |
| his nightly orisons, and was pleasantly surprised by the fact that this | |
| preemptively solved a puzzle which otherwise might have required a die-and- | |
| undo! | |
| So Vespers is already a very good game, before you get to the endgame and the | |
| rug gets pulled out. Not only is the narrative twist nicely done - it both | |
| comes out of nowhere and had me slapping my forehead for not noticing it | |
| sooner - there's also a mechanical twist, as this whole time the game has been | |
| keeping track of the sins you've committed. It would be very easy to have put | |
| the mechanic front and center and transparently informed the player when he's | |
| moved down on the degeneration track, but keeping it hidden was definitely the | |
| right call, as this way the player isn't even aware he's being judged until | |
| it's too late, and it's never obvious which particular decisions were decisive. | |
| My only objection is that I think the scale might be too unforgiving - my | |
| first time through, I got the "evil" ending, even though of course I think my | |
| transgressions were relatively minor (I'd once prayed to Cecilia, and attacked | |
| the unknown figure I'd tripped down the stairs since I wasn't sure if he was | |
| incapacitated from the fall). Still, given the setting, an unforgiving | |
| morality is definitely appropriate. | |
| Flaws? A few. The mystery of what Constantin's been up to is a major driver | |
| of the narrative, so the rather hasty reveal felt abrupt and therefore had | |
| less impact than it might have. The last scene, while a nicely calculated | |
| sucker-punch, also has about it a faint redolence of a heavy-metal album-cover. | |
| And sometimes the header quotes (which are nicely done, by the way, like the | |
| scenery descriptions starting out familiar, almost banal, but slowly growing | |
| strange and threatening as the plague progresses) wouldn't properly erase, so | |
| that bits of earlier quotes would stick around and overlap on the new ones. | |
| But that's literally all I can come up with, which is pretty impressive, given | |
| how much of a stickler I can be. My notes don't record any disambiguation | |
| issues or typos; they're basically just reminders not to forget how neat | |
| particular elements were. | |
| Overall, Vespers was my favorite game of the comp. | |
| OTHER REVIEWS ------------------------------------------------------------- | |
| From: Greg Boettcher <greg SP@G gregboettcher.com> | |
| TITLE: Attempted Assassination | |
| AUTHOR: Matt Slotnick | |
| EMAIL: mslot722 SP@G yahoo.com | |
| DATE: April 16, 2005 | |
| PARSER: Quest | |
| SUPPORTS: Quest 3.53 | |
| AVAILABILITY: Freeware; IF Archive | |
| URL: http://ifarchive.org/if-archive/games/quest/AttemptedAssassination.zip | |
| VERSION: 3.0 | |
| This was the first Quest game I've ever played, and my goodness. I have to | |
| start by telling what I've observed about the Quest system before I go on to | |
| review the actual game. | |
| *The Quest System* | |
| Some people might only barely consider Quest games to be interactive fiction. | |
| Although you can type in commands, the range of commands is extremely limited. | |
| From what I could tell, Quest is used mostly to make adventures that can be | |
| solved by using no verbs other than "look at," "examine," "take," "drop," | |
| "speak to," "give," the ever-popular "use," and the directional verbs such as | |
| "north" and "south." To input these verbs, you can type them in, but you can | |
| also input them via a graphical user interface on the right side of the game | |
| window. Also in that part of the screen there is also a list of nearly all the | |
| objects you can interact with. By clicking buttons and dragging various words, | |
| you can do 90% to 100% of everything you need to do to win a Quest game, | |
| without the need to type anything, and without the need to use any verbs not | |
| listed above. | |
| In the game I played, I only found one case where a non-standard verb was | |
| implemented. In the case of one noun, it actually does work to type "open noun." | |
| But this verb was implemented badly. If you try to "open X", where X is almost | |
| any other noun, you get the same response as if you type "asdf X". | |
| Thus, it is not very rewarding to spend much time using non-standard verbs in | |
| Quest games. There is no illusion of being able to try to do anything you can | |
| think of to type. As such, I would expect most people to almost always use the | |
| click-and-drag interface on the right-hand side of the screen. This is IF at | |
| its most rudimentary; in fact, it is barely IF at all. | |
| Aside from verb problems, there was also a tendency for noun problems, at least | |
| in the game I played. If you want to take a beach ball, for instance, "get ball" | |
| might not work; you might have to type "get beach ball." Not very impressive. | |
| As a result, the level of interaction in a Quest game is not adequate. At best, | |
| it feels like a graphical game with a clunky interface. But to me, having a | |
| trimmed-down interface without graphics is like having the thorn without the | |
| rose. And when it comes to interpreting textual input, Quest does a bad job. | |
| *Attempted Assassination* | |
| I keep thinking to myself that, to be fair, I should not ask whether Attempted | |
| Assassination is good, but whether it's good as a Quest game. On this basis, I | |
| have to ignore the game's shallow interactivity, bad parsing of verbs, bad | |
| parsing of nouns, clunky interface where almost all interactive objects are | |
| listed, etc. By Quest standards, is Attempted Assassination good? | |
| Well, the game begins when you wake up at 8:05, already late for work. You run | |
| to the car, arriving there at 8:08. There you find a note that says, "Your car | |
| will detonate at 8:08 this morning. Have a nice day!" So you hightail it out of | |
| there, seconds before the explosion. Then, later, you find out that the bomb | |
| was planted between 8:00 and about 8:02. My, but your guardian angel was quick | |
| at writing that note! Ah, the realism. | |
| In another part of the game, you chase a suspicious man, who jumps through a | |
| window. You follow him until you have him cornered. Finally he says, "I don't | |
| know of any bombing on your car. I jumped out of that window because I dropped | |
| my watch." How do you respond? You say, "Oh, sorry to have bothered you then." | |
| These cornball events might make you roll your eyes, or they might make you | |
| laugh. But even if there's some humor here, how are you supposed to enjoy it | |
| when the game is so sloppy and badly designed? The game contains rooms named | |
| "room03" and other such things; there are gruesome spelling and grammar | |
| mistakes ("no where in side" should be "nowhere in sight"); there is a car that | |
| you can' t drive, but behaves for all the world like a door; and so on. | |
| No, I can't call this game successful even by the standards of what Quest could | |
| achieve. And even if it was good as a Quest game, that would still make it | |
| pretty far from being a good game. | |
| On the other hand, this was the author's first game. The good news is, there's | |
| plenty of room for improvement. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jose Manuel Garcia-Patos <josemanuelinform SP@G josemanual-gp.jazztel.es> | |
| TITLE: Book and Volume | |
| AUTHOR: Nick Montfort | |
| EMAIL: nickm SP@G nickm.com | |
| DATE: November 17, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/bookvol.z5 | |
| VERSION: Release 7 | |
| It is my great pleasure to write the review of the game that brings back to the | |
| genre one of the best authors and theorists in the IF community. Book and | |
| volume, Nick Montfort's latest work, possesses two fundamental virtues: it is | |
| extraordinarily entertaining and intellectually stimulating. It also has one | |
| problem: it hides these virtues with a lot of talent. The arbitrary deaths, the | |
| large number of ways of getting stuck in an unwinnable position, and the never | |
| too clear statement of the final objective of the game play against it. I think | |
| this can be attributed to the technique employed (maybe unconsciously) by the | |
| author in the design of the game, which could be summarized as: "Trust me. In | |
| the end everything will make perfect sense". | |
| And it's true, for the game leaves, like good wines do, a great taste and a | |
| strange melancholy. Not only because the ending opens the door to multiple | |
| interpretations and passionate reflections, but also because all the crazyness | |
| that wraps it up finally finds its sense -- even though it never ceases to be | |
| just that: crazyness. | |
| I must admit, however, that I miss more literature. Nick is a brilliant writer, | |
| but he seems not to want to demonstrate it here with better descriptions of | |
| places and stuff, or more possiblities of interaction with the NPCs. I think | |
| this was a lost opportunity, because the game is so entertaining that even the | |
| most "arcade inclined" among us would have been delighted to read a little more. | |
| This deficiency reveals itself more notably if we take a look at the list of | |
| games that he recommends for those new to IF, which includes some titles that | |
| even I consider boring and too literary, like Savoir faire, by Emily Short, or | |
| Varicella, by Adam Cadre (about which Nick even wrote a very good essay years | |
| ago). I am afraid that, due to this dryness of its style, some of the people | |
| who decide to try Book and Volume will lose many of the big and little ideas, | |
| suggestions and winks that fill almost every moment and place in it. This game | |
| contains much more than meets the eye, but that's exactly the problem: the | |
| player has to look for everything by himself without any indication from the | |
| author of what he might find if he does. (One example, the title: Probably most | |
| of you know where it's taken from, but do you know where does it appear in the | |
| game?) In a game like this the author should sting the player's curiosity, but | |
| here its own mechanics kind of forbid that, at least the first few times. It is | |
| my opinion that doing that (giving more room to the player for moving, | |
| exploring, interacting) everyone would enjoy it more and they all would be | |
| taking more out of it. What were Nick's reasons for not taking this approach? | |
| My bet is that he did it out of respect for the player. Respect to his freedom | |
| to interpret the game in any way he wants to or to not interpret it at all and | |
| just play and have fun with it. | |
| So, what's the game about? That's a good question. Thanks for asking. Our role | |
| is that of a sysadmin in the city of nTopia. The game begins with a call from | |
| our boss telling us that several of our servers are down. One of the reasons | |
| why we must leave our apartment in the wee hours of the morning to reboot some | |
| stupid servers is that in a couple of days will take place a mysterious demo | |
| which we seem to be the only ones in town who haven't heard about. From this | |
| moment on, things will be getting more and more bizarre, and more and more | |
| complicated, to the point that, almost certainly, we'll end, not just once or | |
| twice, but lots of times, in a snowy white hospital where our only | |
| entertainment will be to play cards with a tall, deaf and dumb indian. | |
| Talking about indians and hospitals, I'd like to mention a detail that I think | |
| is a bug in the game, and it is that after doing (or not) certain actions, we | |
| can be sent to this pillowed white room which you can only get out of to play | |
| cards with the indian. My question is: if you can't get out of the room | |
| (according to the author's own confession), why should you spend there such a | |
| long time trying to escape or whatever? I'm sure there is an explanation for | |
| this behaviour, as it just seems illogical, but I honestly didn't see it. | |
| Another detail, that others may consider a bug, although I don't think of it to | |
| be one at all, is the measure of time. Time is very important in this game. The | |
| player, as he dies and achieves tasks (in this order), will realize that he's | |
| got a lot of free time. One of the things he must do with it is wander around, | |
| examine every spot of the city. Almost every location in the game has something | |
| interesting to offer, although it's true that you must look a little harder | |
| than usual, and, more importantly, look at the right time of day. As in any | |
| other town, not all places are open 24/7 in nTopia. | |
| From: Neil Butters <NEIL.BUTTERS SP@G SYMPATICO.CA> | |
| Book and Volume is a sci-fi/fantasy/techno mind game that could have been much | |
| more interesting and satisfying. It may be entertaining for some but others may | |
| find it tedious. I, unfortunately, fall into the latter category as I found | |
| wandering around the city fixing computers less-than-compelling gameplay. The | |
| game is short and could probably be played in a couple of hours. It opens with | |
| you lying on your couch. Your beeper sounds and you are then sent on a series | |
| of tasks by your boss that take you into the city. As you perform the tasks | |
| weird things happen and you come to question reality. I think there is only one | |
| conclusion although maybe had I tried a few more things after finishing the | |
| tasks there might have been more to the game. The conclusion I reached was | |
| obtuse, it didn�t help me to understand the game at all. It should however | |
| cause you to at least pause and think about the preceding events even if you | |
| may not come up with a satisfying explanation of the game. | |
| The game has stripped-down prose that only contains essentials. The interiors | |
| of buildings are in a few sentences at most. For example, your apartment | |
| consists of a couch and some clothes and no other rooms. The NPCs do not | |
| generally stick around to chat and those that do aren�t particularly helpful. | |
| This helps keep you focused on what needs to be done, and you don�t spend time | |
| needlessly performing useless actions. This terse approach gave the game a | |
| cold, impersonal feel that may or may not be what the author was striving for. | |
| At times this approach was frustrating. The setting is a futuristic city with | |
| some really interesting places that I would have liked to learn more about. The | |
| airport for example is not what you would expect but when you try to examine | |
| objects you get two-word descriptions. | |
| The game�s puzzles consist mainly of wandering around the city doing tasks to | |
| get a job done. The tasks are not particularly difficult. There are no hints or | |
| walkthroughs but there is a map available at http://www.xs4all. nl/~rlbos/ | |
| bookvol%20feelie%20map.pdf . On the plus side the growing realization that | |
| something odd is definitely going on is well done. The conclusion fits nicely | |
| with the game�s feel even though it is difficult to interpret and I don�t think | |
| anyone will see it coming. It may have some meaning that was lost on me. The | |
| game is technically sound and I did not find any bugs. I had no problems doing | |
| what I wanted to do and tasks that should not be difficult, ie working with | |
| your laptop, are made simple. | |
| I don�t think this game will appeal to everyone. If you don�t know your server | |
| from your waiter you may find the game uninteresting and a bit tedious. But if | |
| you are a techno/ sci-fi enthusiast you may appreciate some of the goings-on | |
| and the general feel of the game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Daphne Brinkerhoff <cendare SP@G hotmail.com> | |
| TITLE: Building | |
| AUTHOR: Mike Tulloch | |
| EMAIL: poster SP@G aurora.cotse.net | |
| DATE: July 2005 (original release) | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: freeware; IF Archive and author's website | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/building.z5 | |
| VERSION: Release 15 | |
| BUILDING: RED HERRINGS, PURPLE PROSE, AND A CORRIDOR OF BLUE LIGHT | |
| (Disclaimer: I played an older version of Building than what is currently | |
| available. So I have not mentioned bugs or typos in this review, assuming that | |
| they're probably fixed. But if I've criticized something else that's changed | |
| in the newer version, please let me know.) | |
| My friend oh-so-casually remarked, "You know that new game Building? I hear no | |
| one has beaten it yet." "I know a dare when I hear one," I said. I played it | |
| anyway. My goal was to win without hints. I didn't quite achieve that, but I | |
| still feel a sense of satisfaction. Building is a toughish game. It's not | |
| Curses-level long, or Curses-level tough, but it's no CYOA IFComp entry. If | |
| you're going to play, be prepared to spend a week or two with it. | |
| The game begins with some nightmarish visions, after which you wake up with | |
| amnesia, standing in front of a building. I don't think it's giving too much | |
| away to say that it's an office building. Building is about how office work | |
| turns people into soulless drones. Yes, we've had Little Blue Men on that | |
| subject, but in LBM your character was angry and still fighting the inevitable. | |
| Here there is just a sense of hopelessness. | |
| The story in Building is minimal. You're supposed to be figuring out who you | |
| are, but really from the beginning you know everything important about yourself | |
| except your name. It's an office building, you worked here, and it sucked (one | |
| "remember" will tell you all that). Gradually you do discover hints that your | |
| bosses might have been doing something odd, above and beyond the usual | |
| corporate evils. | |
| Generally, though, this game is more about atmosphere than story. Dark, dusty, | |
| uninhabited (mostly), a little off-kilter, with remnants of technology lying | |
| around, seemingly abandoned mid-use... If I may get all English-majory for a | |
| moment, this just reinforces the artificiality and transience of the office | |
| life that came before. At least that's how it made *me* feel, especially given | |
| the contrast between your memories and the present disrepair. Another plus: | |
| the author paid a lot of attention to implementing as many of the five senses | |
| as possible. I particularly noticed sounds in various locations (the cicadas, | |
| the generator, ghostly voices), but there are smells and textures mentioned too. | |
| This worked for me. | |
| A few people have commented on the purple prose in the game. It's a fine line | |
| between lush writing and overwriting, and I think this game has examples of | |
| both. Sometimes the author relies a little heavily on adjectives (emphasis | |
| mine): | |
| Second-floor Stairwell | |
| FLUORESCENT lights mounted at ODD angles send down DYING, ARTIFICIAL light that | |
| provides a HARSH, CLINICAL hue for the DINGY carpet and YELLOWED walls. A set | |
| of stairs descends into shadows nearby, and OPEN hallways lead east and west. | |
| Out of 39 words in this room description, 9 of them are adjectives. This felt | |
| overdone. In contrast, strong verbs make this room description work better | |
| (again, emphasis mine): | |
| Authorized Room | |
| The remnants of a COMPUTER CONTROL room, this room now provides a case study in | |
| destruction. SEVEN-FOOT HIGH cabinets lie face down, their GLASS windows | |
| shattered in BRILLIANT LIGHT-REFRACTING sprays of BROKEN glass; cables of every | |
| shape and hue lie severed from the wall as though victims of a BIZARRE type of | |
| autopsy. Computers lie caked in dust with their innards utterly removed and | |
| scattered in pieces across the floor. Dust covers even these, as though these | |
| acts occurred several generations ago. | |
| Here there are 9 adjectives again, out of 82 words, a much more reasonable | |
| proportion (IMHO). And verbs like "shattered", "severed", and "caked" | |
| strengthen the description. | |
| Although the main strength of the game is its atmosphere, it's not a story- | |
| based game, but instead is packed with puzzles. The structure is extremely | |
| loose. There's one opening puzzle (get into the building), and then the game | |
| opens up with multiple puzzles that can be completed in any order. It's almost | |
| like a treasure hunt -- once you've remembered enough, you can go on to the | |
| endgame. | |
| For the most part, the puzzles are difficult but fair, requiring intuitive | |
| leaps that are more-or-less well-clued (getting into the corridor of blue light, | |
| finding the Ruined Lobby, even getting a light source). But occasionally | |
| almost-right actions don't give any hint of the proper solution (I'm thinking | |
| here of getting the ring). | |
| There's also a plethora of red herrings. I spent quite some time trying to get | |
| into inaccessible places, interact with scenery, and look under immobile | |
| objects. I rather like red herrings -- they give a sense of a world that's not | |
| just created for these specific puzzles. However, in Building it's a little | |
| frustrating, since the game doesn't really give you a sense of what you need to | |
| be working on next at any particular time. So my advice to players is, don't | |
| assume you have to open a locked door just because it's there, or make use of | |
| some unusual room feature because no one would ever put a salsa-dancing Venus | |
| flytrap into their game if it weren't part of a puzzle. | |
| I found the inventory limit imposed by the game to be extremely irritating. | |
| There doesn't seem to be any reason for realism in a game with such a surreal | |
| setting. And I didn't find any puzzles related to the inventory limit (e.g., | |
| the kind of thing where you can only take five things with you to the next | |
| stage of the game, choose carefully). I ended up just dumping objects in a | |
| centrally located room and coming back later. I also found that sometimes the | |
| game would let me drop an object I was carrying but not pick it back up again | |
| on the next turn -- granted, a bug, but one that wouldn't happen without the | |
| inventory limit. I'd definitely consider getting rid of the limit in a future | |
| release. | |
| The limit makes things especially hard because of one recurring puzzle of sorts. | |
| I'm trying to avoid spoilers here, so I'll just say that several objects in the | |
| game are keyed to particular rooms. But it's almost always an arbitrary | |
| connection, so there's no way to know which room unless you bring the object | |
| there. As an imaginary example, you might think that a dictionary would be | |
| connected to a library, but in this game it's likely that the dictionary would | |
| instead be connected to the bathroom. This really makes the inventory limit | |
| feel constricting. You have to make sure you've carried every object into | |
| every room, but you keep having to leave objects behind and pick others up, and | |
| unless you've got a better memory than I do, it's just about impossible. | |
| As you travel through the building and its environs, you gain memories of | |
| yourself a la Babel. However, unlike in Babel, there's no way to replay a | |
| memory. Once it's gone, it's gone, and you'd better have gleaned everything | |
| the first time. You can get the game to list memories with short descriptions | |
| (an imaginary example: "Grocery shopping with Nyarlahotep"). I would have | |
| liked it if typing "REMEMBER X" with some of the key words in those | |
| descriptions (in this example, "REMEMBER GROCERY" or "REMEMBER NYARLAHOTEP") | |
| would work. That seems easier for the player than having to go back to the | |
| location of the original memory. But any mechanism for remembering would have | |
| been useful. | |
| So, do I recommend this game? My main experience in playing it wasn't | |
| enjoyment but frustration, as anyone listening could attest. "What do you mean | |
| I can't?... Oh, great, now what?... Somehow solving this didn't get me as far | |
| as I'd hoped." But that does go to show that I was engaged in the game. I | |
| wasn't bored. And it's also typical of puzzle-based games. Basically I don't | |
| regret having put in the time to play it, and I'll definitely download the | |
| author's next game. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Aaron Reed <aareed SP@G gmail.com> | |
| TITLE: The Corn Identity | |
| AUTHOR: The "IF Whispers" Project | |
| EMAIL: mark.musante SP@G gmail.com | |
| DATE: September 26, 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/whispers.z5 | |
| VERSION: Release 1 | |
| The Corn Identity is a unique experiment in collaborative interactive fiction. | |
| Thirteen authors were each responsible for taking the previous author's source | |
| code and, without having seen the whole story, constructing a new segment | |
| before passing their code on to the next author. The concept is somewhat | |
| similar to the party game "Whispers" or "Telephone," where a phrase is passed | |
| from person to person with increasing loss of fidelity. | |
| The release notes say "It should be obvious that this idea can't be effectively | |
| applied to interactive fiction. So of course we had to give it a try." But | |
| what emerges is not the muddled mess one might expect: instead, the | |
| conspirators have created a dreamlike pastiche of corpses, puzzles, a | |
| distressingly ballooning inventory, and scenarios alternatingly disturbing and | |
| goofy. It manages, surprisingly, to be entertaining. | |
| Awakening groggy and trapped in a twenty foot steel cube, the player must | |
| explore a sequence of connected areas and solve a variety of puzzles from | |
| simple to middling-tricky, in order to unravel a mystery that seems to involve | |
| corn, murder, shadowy powers-that-be, drugs, and a lot of colorful buttons. As | |
| might be expected, the style of the game varies; in some parts you may die | |
| without warning and need past-life experience to solve puzzles, while in others | |
| you can't die at all and the puzzles are self-explanatory; some parts of the | |
| game feature well-implemented areas while others are bare-bones and empty. | |
| Interestingly, the tone of the story also varies, from deadly serious "X-Files"- | |
| like mystery to goofy self-referential comedy to political satire and back | |
| again. | |
| What's perhaps not so expected is how smoothly the game transitions between all | |
| these states. Any given moment feels self-consistent; it's only when you think | |
| back to fifteen minutes ago that you realize you're essentially playing a | |
| different game. Like a dream or a David Lynch movie, the game hustles you along | |
| through self-contained situations that flows smoothly into each other, almost | |
| succeeding in distracting you from the fact that the big picture is making less | |
| and less sense all the time. | |
| This is often annoying, as items tend to become useless as you move on to the | |
| next segment, and plot threads are introduced and discarded so frequently that | |
| the story slowly becomes a tangled mess. You never know when the game will | |
| throw you a curve ball revealing that the new author has no idea what a certain | |
| plot thread signifies, or rather, used to signify. The ending, in particular, | |
| is unsatisfying, since it fails to tie up the myriad of loose ends that the | |
| hapless final author could not even have known about. | |
| But on another level, the experience is fascinating. Something taken for | |
| granted in interactive fiction is that the game always knows more about its | |
| story than you, and your goal is to figure out what commands will convince it | |
| to give you more of its knowledge. Here, after the first few segments you | |
| honestly know more about what's going on than the author did, and the game is | |
| funniest when it acknowledges this shortcoming: | |
| >>EXAMINE MAN | |
| ... He resembles no one you know, either from your scientific life or your | |
| family life (the two of which you take great care to keep separate). | |
| In a context where the author knows nothing about the character's distant or | |
| even immediate past, and indeed has no idea what the character is even meant to | |
| be doing, this otherwise humdrum line had me grinning from ear to ear. | |
| "The Corn Identity" is by no means a great game, and by many standards may not | |
| even be a good one: it is often sparsely implemented, breaks no new ground in | |
| terms of story, structure, or content, has a poorly-hinted puzzle or two and | |
| enough dead-ends and red herrings for three games its size. For IF novices in | |
| particular, it would be an off-putting introduction to the medium. But for | |
| those familiar with the conventions of IF or the styles of the individual | |
| authors, it's an amusing, sometimes clever, and always surreal adventure. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: David Welbourn <dswxyz SP@G look.ca> | |
| TITLE: Dawn of the Demon | |
| AUTHOR: Paul Drallos | |
| EMAIL: pdrallos SP@G tir.com | |
| DATE: May 2005 | |
| PARSER: Inform | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware; Author's website; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/dotd.z5 | |
| VERSION: Release 0 | |
| Dawn of the Demon is a text adventure set in the world of Infocom's Zork about | |
| a thousand years before the founding of the Great Underground Empire and the | |
| use of G.U.E. dating. It is also a prequel for a graphical game, Zork: The | |
| Hidden Evil, which is being produced by The Zork Library (http://thezorklibrary. | |
| com). In Dawn of the Demon, you play a nameless adventurer in search of the | |
| Demon's treasure which is rumoured to be hidden somewhere in the forest south | |
| of the One River. | |
| Geographically, the game is fairly large with over 130 locations, including the | |
| cities of Pheebor and Borphee, a large forest, a maze, and a sizeable network | |
| of grue-infested tunnels. I was a bit disappointed with the cities which were | |
| portrayed blandly and with few Zorkian characteristics. Pheebor, for example, | |
| does not yet sport the aqueducts or marble spires mentioned in the Encyclopedia | |
| Frobozzica, but instead offers an understated royal palace with guards, an | |
| "acedemic-looking" library with yet another librarian sporting glasses and a | |
| hairbun, and a coffee shop which somehow isn't called Starbloits or Pheebucks. | |
| The great Arch is being built in the plaza, however, which does help connect | |
| this Pheebor to the ruins seen in Beyond Zork. | |
| Minor touches like this aside, I can't help but feel that several game | |
| locations were unused for either story or puzzle purposes. The forest, for | |
| example, does its best to have enough landmarks to distinguish one part from | |
| another, but there's still very little in there for the player to interact with. | |
| Likewise, Borphee has to have a harbour and marina because it's famous for it, | |
| but it's just filler here and plays no part in your story. | |
| For your Zork nostalgia dollar, the game both hits and misses, not unlike Star | |
| Trek: Enterprise. The hungus, easily my favourite NPC in the game, scores a | |
| bullseye by deftly combining humour, plot exposition, and a puzzle into one | |
| neat package. Instead of zorkmids, which won't be minted until about 1600 years | |
| later, we have zoons, another borrowing from Beyond Zork. There is some clever | |
| business with the grues involving how they perceive the world, but I was less | |
| happy with the portrayal of grues as a people with a primitive culture, as if | |
| they were Morlocks. A more obvious miss is an accidental mention of the | |
| Flathead mountains long before there were any Flatheads; the coffee shop and a | |
| CD-like disk are anachronistic. Some of the events in Hades might contradict | |
| what we think we know about Yoruk, who won't show up for centuries. | |
| It gets tiresome to point out unpolished prose and spelling errors, but darn it, | |
| they're in there. The game also inspired me to invent two new terms to describe | |
| particular style errors -- the "pointless porch" and the "duh-scription" -- | |
| both of which are exhibited in the following example: | |
| Outside the Pheebor Public Library | |
| You are standing outside the Pheebor Public Library. | |
| A "pointless porch" is a unnecessary location between a street and a building. | |
| And could there be a better example of a "duh-scription" than the description | |
| of the hilt below?: | |
| >x sword | |
| The broadsword has a shiney blade and a jewel-encrusted hilt. | |
| >x hilt | |
| The jewel encrusted hilt is encrusted with jewels. | |
| Even with these weaknesses, I still liked the game for its attempt to add to | |
| the Zork ouevre. I appreciated the in-game help menus which helped me through | |
| the game's major bottleneck. If you dislike mapping, there is a pdf file of | |
| maps available. Also, the game will detect if you're having trouble talking | |
| with an NPC and suggest topics to ask him or her about. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Greg Boettcher <greg SP@G gregboettcher.com> | |
| TITLE: The Lost Kingdom, Brainf*ck Edition | |
| AUTHOR: Jon Ripley | |
| EMAIL: jon SP@G jonripley.com | |
| DATE: June 12, 2005 | |
| PARSER: extremely crude | |
| SUPPORTS: brainf*ck | |
| AVAILABILITY: Freeware; Author's site | |
| URL: http://jonripley.com/i-fiction/games/LostKingdomBF.html | |
| VERSION: 0.11 | |
| I'm not sure why I like The Lost Kingdom, Brainfuck Edition. Its parser is | |
| crude in the extreme, and when you play it, you spend a lot of time mapping out | |
| mazes. That's not exactly a recipe for success. However, within the modest | |
| constraints of what this game tries to do, it is very well polished and | |
| playable. It's also rather amazing from a technical point of view, and it comes | |
| with an interesting backstory. For all of the above reasons, I think it's worth | |
| a play. | |
| The Lost Kingdom was originally entered into the 1st Annual 1 to 2K Classic | |
| Text Adventure Competition, back in 2004. It took first place out of six games, | |
| and the competition organizer, Paul Panks, called it "head and shoulders above | |
| any game thus far!" This new edition of the game is not just a new port of the | |
| game, but a considerable expansion of it. The new version has new features, | |
| better descriptions, and one or two new puzzles, in addition to the distinction | |
| of being written in an esoteric programming language. | |
| Jon Ripley claims that this game is "probably the first ever piece of | |
| interactive fiction written in an esoteric programming language and probably | |
| one of the largest non-trivial Brainfuck programs ever written." Indeed, the | |
| game is written in brainfuck, which does make it rather remarkable. Brainfuck | |
| is an esoteric programming language, a fully functional language, but one that | |
| is not at all designed to be practical, instead aiming only to be amusing to | |
| programmers due to its extreme minimalism. In Brainfuck programs, there are a | |
| maximum of eight commands, each of which are represented by a single character. | |
| (For more information, see http://en.wikipedia.org/wiki/Brainfuck.) Thus, the | |
| first line of the source code of The Lost Kingdom BFe looks like this... | |
| [-][.]>+<+[>[>[-]+<-]>[<+>>[-]>>>>>>>[-]+>>>>[-]<<<<[>>>>+<<<<-]<<<<<<<[ | |
| ...and the remaining 29,000+ lines of code look rather similar. The code is | |
| thus nearly inscrutable, and so it is not hard to figure out how brainfuck got | |
| its name. Obviously, Jon Ripley found a way of machine-generating all this code, | |
| but the game is still quite a piece of work from a technical point of view. | |
| The parser in this game is more crude than any I've ever seen. In the game's | |
| documentation, that author claims that a full-blown two-word parser might have | |
| made the program run too slow on some computers, given the very sub-optimal | |
| efficiency of brainfuck. As a result, Jon Ripley has set up a system where all | |
| nouns are referred to not by a word, but by a number. Thus: | |
| You can see: | |
| a small wooden box of matches sitting on the table. (2) | |
| To pick up the matches, type "take 2". At first this seems awkward and annoying, | |
| but there is an advantage here. Every verb has a one-letter abbreviation, and | |
| you can issue commands of no more than two characters. "t2" is an easier way of | |
| picking up the matches. Once you get used to the verb abbreviations, the system | |
| has a kind of simple elegance. Nobody will extol the game for giving you a | |
| feeling of complete freedom -- you can't use more than 22 verbs -- but within | |
| its constraints, it works well. By the way, it is worth noting that this | |
| brainfuck edition of this game allows you to save, making it much preferable to | |
| the version in the 2K Comp. | |
| Likewise, the game's help menus are well-designed, as are the menus that | |
| provide the backstory. Speaking of which, the backstory is another of the game' | |
| s great virtues, one that is shared with the original version of The Lost | |
| Kingdom. Although the game itself is very simple, even crude, it is surrounded | |
| by a very interesting backstory that gives the story more depth. (And you | |
| should definitely read the entire backstory if you want to win.) You can read | |
| all this at Jon Ripley's web page for the game's 2K Comp version -- http:// | |
| jonripley.com/i-fiction/games/LostKingdom.html -- or within the game itself, by | |
| using the "!" command. | |
| There is one other technically interesting aspect of The Lost Kingdom BFe. It | |
| is actually two games in one. When you begin the game, you get a chance to play | |
| it with either "short descriptions" or "long descriptions." The "short | |
| descriptions" version closely resembles the original 2K Comp version of the | |
| game, while the "long descriptions" version has much longer and more | |
| atmospheric room descriptions, as well as one or two different puzzles. | |
| That just leaves the game itself. Well, what can I say. You pick stuff up, you | |
| manipulate the stuff with the 22 verbs, you wander into a cave, you map out a | |
| couple of mazes, you defeat the bad guy (albeit a bad guy who is unusually well- | |
| characterized in the game's backstory), that sort of thing. The game itself | |
| says, "This game is intentionally written as a classic model text adventure | |
| game." Either you can get into that, or you can't. | |
| Anyway, in short, this game is pretty bad in some ways. In other ways, however, | |
| it's very impressive. I recommend reading the backstory, and if that sounds | |
| interesting, then this game is probably worth a play. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Jose Manuel Garcia-Patos <josemanuelinform SP@G josemanual-gp.jazztel.es> | |
| TITLE: Narcolepsy | |
| AUTHOR: Adam Cadre | |
| EMAIL: acmail SP@G adamcadre.ac | |
| DATE: December, 2003 | |
| PARSER: Inform | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/glulx/narco.zip | |
| VERSION: Version 1.07 | |
| The first modern IF game that I ever played was I-0. I downloaded it because | |
| its description began with the words: Warning: sexually explicit. It actually | |
| wasn't that explicit, but I enjoyed it anyway, and I thought that its author, | |
| Adam Cadre, was someone whose career deserved to be followed. This was the year | |
| 2001, or maybe 2002. So suffice to say I wasn't making any new nor slightly | |
| original discovery. | |
| But then there was nothing. I mostly forgot about him and his works. I decided | |
| I wanted to write my own games, so I had to learn Inform well enough as to | |
| accommodate it to the ideas I had. One of these ideas was this story that I | |
| wanted to tell in this particular non-linear way. One day, while I was already | |
| struggling with the program, a friend came home and asked me what I was working | |
| on, an so I told her. She inmediately said: `That looks a lot like Photopia.' | |
| `What's that?' `It's a piece of IF written by Adam Cadre. It's pretty good, | |
| though I missed the puzzles. It's almost puzzleless.' I am the optimistic kind, | |
| so I didn't let that bring me down. `I have another idea. It's completely | |
| different. In this one the PC dies several times before completing the game. I | |
| like it because it's stretching the limits of the genre, you know, the death of | |
| the PC as the real end of the game and all that.' `Oh', she said. `Oh, what?', | |
| I asked, surprised by her lack of amazement at my talent. `That's Shrapnel.' | |
| `Shrapnel?' `Another game by Adam Cadre.' `No shit.' `No shit at all.' `Oh.' | |
| Now I'm glad I didn't tell her about my last idea: a game in which the PC | |
| assumes to be someone that he later finds out he was not. Anyway, that was the | |
| moment when I began to hate Adam. And it explains too why I haven't written any | |
| games to date. I'm still waiting for an idea he hasn't had yet. | |
| Narcolepsy is my favorite IF game. And that's because it is, in a way, the | |
| ultimate game. It's not that I think you can't do any better, I just don't | |
| believe that anyone can make something substantially different with the current | |
| development tools. Adam (with the help of his collaborators) has not pushed the | |
| limits any further on this one, he just has reached them. | |
| So, let me get this straight, are you saying that IF has reached its limits | |
| with this game? No. What I'm saying is that certain development tools are | |
| finally falling short for IF writing. | |
| Look at books. Real books from your shelves. Do you think we have reached the | |
| limits of them as a form of expression? And they've been here for more than | |
| five hundred years (in their printed form). How could IF, which has been around | |
| for barely thirty, reach its own? I think we need new development tools, and we | |
| need to base them on a new paradigm, because all those that exist today have | |
| not been made with that idea in mind. Most have been designed following this | |
| reasoning: Well, I have Inform, but Inform has this limitation I want to | |
| overcome, so I'm gonna create my own system and it will let me do what I need. | |
| But what you want or need is not the ultimate frontier of IF. It's just | |
| Inform++. | |
| We need a paradigm, something that clearly defines what IF is and is not, and I | |
| think this should be the book. The real book. Remember some of the surrealists' | |
| works, remember Finnegans Wake. (I'm not talking about Literature here, but | |
| about aesthetics, about typography, about Fine Arts applied to the | |
| communication of the written word. Why can't I as an author place the elements | |
| of a game precisely on the screen and expect that every player could see what I | |
| intended them to see and just the way I wanted to independently of the device | |
| and platform the game is run on? Is it possible to write games in Greek, or | |
| even just words in exotic alphabets? How easy it is to translate a game?) Have | |
| we got that far yet? No. And we still should add the features that come with | |
| interactivity and computing. (Can you easily change the way the parser works so | |
| it can accept, for example, input in a programming language or even in an | |
| invented one?) So how can Narcolepsy be the end of IF? It just can't. It just | |
| can't. It's all a matter of freedom. If you're writing a book, you can't make a | |
| movie, but you still can decide if you want to write poetry or a novel or an | |
| essay or a play. Or mix formats or whatever. You know what you cannot do, you | |
| know your limits, but, inside those, you must be allowed to do what you want | |
| any way you want to and to do it easily. Right? | |
| But I digress, so let's get back to the game. In it you play a narcoleptic, and | |
| this gives the whole thing a surrealistic atmosphere. When you live in dreams | |
| as much time as you do in reality, almost everything that happens to you, no | |
| matter how strange, looks like normal, because your own situation is weirder. | |
| And that's the exact sensation you get when playing Narcolepsy. That you may be | |
| the only normal person in town and all the rest be weirdos, but, at the same | |
| time, if you're the only one who's normal, that means you're the weirdo. | |
| One question: Did any of you identify with the PC? I didn't, and that made me | |
| feel a kind of double-sided estrangement: one between the PC and his world, and | |
| the other between the PC and me. But it was a good thing, because it stimulated | |
| that sense of alienation the author --I think-- wants us to experience. Quick | |
| theoretical note: Is it important to feel identified with the PCs? | |
| On the technical side, the game is outstanding (I especially like the way he | |
| creates a complete and believable world without making the interaction too | |
| complicated, as it did happen --in my humble opinion-- in Slouching Towards | |
| Bedlam, for example). Probably the best thing about it, though, is that it is | |
| fun, tons of, as all his other games; the worst being that it is dumb. That's | |
| why most people will love it while they're playing, but will easily forget | |
| about it afterwards. So what?, you might say. Yeah, I guess it all depends on | |
| what you're looking for in a game. I, for one, would like to see ideas. | |
| Something I could take home, like I did with Photopia. Games with ideas are as | |
| scarce as hen's teeth, and they are not always the most praised ones. | |
| Incidentally, this is one of the reasons why it is impossible to talk about | |
| real IF criticism. Criticism's main goal is to promote discussion based on the | |
| contents of some artwork, discussion that may lead to the evolution of that | |
| form of art or even of our own lives. Something that is made only for fun can't | |
| be discussed, because it is intellectually void. You can't criticise The Da | |
| Vinci Code, because what would be the point? Would it make you wiser? Criticism | |
| is not meant as a recommendation ("Oh, I wanna go to the movies. Let's see what | |
| Roger Ebert says it's good.") just like wine is not meant to get you drunk. In | |
| its ideal form it should be read a posteriori so it could be a dialogue (or a | |
| monodialogue, as Unamuno put it) between the critic and the reader. A | |
| discussion. An enhancement of the pleasure of the game/book/movie/whatever. If | |
| there are no ideas in games, what can we say about them? Yeah, it was fun. I | |
| hope you agree. Yes, I do. Oh, great. Well, bye. Bye. Lack of ideas and lack of | |
| author's freedom. Those are the challenges the IF community (if such exists) | |
| should face in the foreseeable future. That is, if they want to call themselves | |
| artists and not just amateurs. | |
| IF is still in its teens, and we know only people like Mozart or Rimbaud have | |
| done something really valuable and mature in their teens. | |
| As for the author, I'll just say this: John Carpenter used to distinguish | |
| between two kinds of film directors: the Hitchcocks and the Hawks. His point | |
| was that in Hitchcock you can see what he's doing, you can see why he is so | |
| good; Howard Hawks, on the other hand, is just as good, but he's invisible. | |
| Adam Cadre is a Hitchcock. His brilliance is (mostly) in what you see. IF seems | |
| to be for him an intellectual game. What can I do now that hasn't been done | |
| yet? I wish he was not so brilliant, but more profound (what can I say now that | |
| hasn't been said yet?). I wish he was a Billy Wilder. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Dan Shiovitz <dans SP@G drizzle.com> | |
| TITLE: The Snowman Sextet (Parts 1, 2, 4, and 5) | |
| AUTHOR: Roger Carbol, Jessica Knoch, Josh Giesbrecht, and Tommy Herbert | |
| EMAIL: david.cornelson SP@G gmail.com | |
| DATE: May 26, 2005 | |
| PARSER: TADS2 and Inform | |
| SUPPORTS: TADS and Z-Machine interpreters | |
| AVAILABILITY: freeware; IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/mini-comps/segment | |
| I am totally interested in continuity in IF. I like it intra-game, like in time | |
| travel games where you get to visit a place at different times and see how it's | |
| changed; and I like it inter-game, like how in Unnkulian Unventure II you play | |
| the famous hero of Unnkulian Underworld, or how Paul O'Brian's Earth And Sky | |
| series develops a storyline over three games. The obvious next level of | |
| complexity is to try for continuity involving multiple authors. I've heard | |
| several proposals for doing this -- some kind of shared-world deal, or | |
| different authors working on a single game -- but the most complicated multi- | |
| author setup I've seen is the Snowman Sextet that David Cornelson organized | |
| earlier this year. | |
| Perhaps a little too complicated -- although the name suggests it was to be a | |
| six-part story, parts 3 and 6 never got completed. Nevertheless, there's a | |
| pretty decent story that can be pieced together from the existing four parts, | |
| so I thought I'd take a look at what's there, and see how the different games | |
| compare. | |
| The overall setup seems to be some sort of story about a family travelling up a | |
| mountain to make a snowman and coming back again. The individual games are | |
| pretty small -- usually only four or five rooms each -- with one or two puzzles. | |
| Each game advances the plot a bit and the next one picks up more or less where | |
| the previous game left off. None of the games are particularly hard; you should | |
| be able to play all four in an evening. | |
| The first part of the story, But For A Single Flake by Roger Carbol, is set in | |
| your family cabin in the mountains. It seems like Carbol may have expected the | |
| players to know the overall premise coming in, since the game never explicitly | |
| tells it (or even tells the player what their immediate goal is). On the other | |
| hand, the game is small enough that this isn't really an issue -- there're just | |
| four rooms and one puzzle -- so you can pretty much bumble through without | |
| knowing exactly what you're supposed to be doing. In fact, it's small enough | |
| room-wise that I'm surprised that the implementation isn't any deeper: your | |
| wife is in bed asleep in the first room, but you can't wake, kiss, or talk to | |
| her. On the other hand, there are a number of bits of writing that are quite | |
| snappy, and I was evilly pleased to see a response for >PUSH GRANNY. | |
| The second segment, by Jess Knoch, is set on a boat in the middle of the lake. | |
| Just starting this shows a few bumps in the segment-game idea -- the story-so- | |
| far at the beginning of the game disagrees with the previous game over whether | |
| your wife came along, and the boat's suddenly gotten a lot bigger than it was | |
| last game. This segment has the best puzzles of the four, I think: they're not | |
| too hard, but they fit the environment and I had to think about them a bit | |
| (although there's one thing that seems like a puzzle but as far as I can tell | |
| is just a red herring -- sort of a weird choice to make time for in this short | |
| a game). The writing is fairly straightforward, but Knoch definitely gives the | |
| impression of having done her homework about boats. Unfortunately, there's no | |
| game three in the series so I was unable to find out what happened next, but | |
| it wasn't too hard to pick up the plot with game four. | |
| Game four, Josh Giesbrecht's Kaboot's Story, was my favorite of the four games, | |
| and not just because the PC is a hamster. Well, ok, it's *mostly* because of | |
| that, but it's also funny and cute on its own merits. My notes for this game | |
| say "storing things in cheekpouches = awesome", and I don't think I can put it | |
| any more clearly than that. The family seems to have weird priorities if they' | |
| re more worried about building a snowman than freezing to death, but luckily | |
| the heroic hamster is here to save the day. Save the day multiple times, in | |
| fact -- I played through this game in just 22 turns and still had to shepherd | |
| the family through three crises. The puzzles themselves aren't particularly | |
| challenging but they don't slow the game down either, so there's nothing wrong | |
| with them being the way they are. I guess that's really the secret to the | |
| appeal of this game for me: it was about the same length as the other three | |
| games, but had like three times the number of events, and that made it feel | |
| extremely fast-paced and fun, especially with the cheerful writing to back it | |
| up (the thing with gangster chipmunks was totally ridiculous but also pretty | |
| funny). | |
| Game five, the fourth and final game written for this project, is Tommy | |
| Herbert's Fran and Bart Want a Snowman!. Despite the previous game being about | |
| a hamster who fights off a puma, I found this game the least plausible of the | |
| four. Possibly this was inevitable given the premise -- you have to bring the | |
| snowman back down off the mountain, and there's no real way to do that without | |
| pretending snowmen are much less likely to fall apart than they actually are. | |
| The game also feels a little overwritten most of the time, but there are a few | |
| very funny bits -- especially the ending text -- that are noteworthy. The | |
| coding, on the other hand, was uniformly solid: this felt to me like the best- | |
| implemented of the four, despite requiring the most complex commands. | |
| Unfortunately, there was no game six written, so the cliffhanger that game five | |
| ends on won't be resolved, but I'm sure it all worked out happily in the end. | |
| Overall, the Snowman Sextet is a useful look at the benefits and drawbacks of | |
| doing a multi-author series like this. The most obvious issue is, of course, | |
| that if not everyone gets their parts done you're left with holes in the story. | |
| And really, even if they do, you're still likely to have more issues keeping | |
| strict continuity from game to game -- Susan's re-/dis-appearance between games | |
| one and two, but also more subtle stuff like how the characterization of the | |
| NPCs (sulky or cheerful? quiet or loud?) changes from game to game here. | |
| Playing these also pointed out the usefulness of having a story-so-far summary | |
| at the start of each game -- I only got it in game two, but it was really nice | |
| there to re-establish the backstory as the current author understood it. | |
| On the plus side, though, I really think it's cool to have a bunch of games in | |
| the same story. The viewpoint switch on one of the games was especially nice to | |
| provide a different perspective on the story while advancing the overall plot, | |
| but even when authors didn't switch viewpoints, they still provided a unique | |
| style for their games that made the series as a whole better than any part. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Greg Boettcher <greg SP@G gregboettcher.com> | |
| TITLE: Space War!...and the PDP-1 | |
| AUTHOR: Paul Allen Panks | |
| EMAIL: dunric SP@G yahoo.com | |
| DATE: June 2005 | |
| PARSER: Simple | |
| SUPPORTS: DOS/Windows | |
| AVAILABILITY: IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/pc/pdp1.zip | |
| VERSION: 1.03B | |
| If you played the games in IF Comp 2005, you may have played Paul Allen Panks' | |
| game Ninja 2, which took last place in the comp. It begins with a dragon who is | |
| programming a PDP-1 computer and shouting "Spacewar!" If you looked at this and | |
| thought it was sort of weird and irrelevant, then you may not have realized | |
| that the "Spacewar!" remark was a reference to this game. Well, okay, it was | |
| still pointless and irrelevant. Nevertheless, just in case you're interested, | |
| it was a reference to this game. So what is this game like? | |
| Some people complain that Panks' games are all full of generic fantasy cliches. | |
| If you are among these people, then you should know that this game is not in | |
| some generic castle or dungeon, but is set solidly in the real world -- | |
| specifically, on the M.I.T. campus in the year 1962. The goal of the game is to | |
| locate a tape of the then-new computer game Spacewar and find a way ot play it | |
| on M.I.T.'s PDP-1 mainframe computer. Of course, to do that, you have to kill a | |
| dragon that inhabits M.I.T., and maybe deal with the campus werewolf too. But | |
| mind you, such combat is only the means to an end. The main purpose here is to | |
| play Spacewar. In such a way does this game depart from the usual dragon- | |
| slaying conventions of Paul Allen Panks. | |
| Oh yes, and I forgot. In this game, you are Master O'Ryoko, a "ninja of peace." | |
| Also, sometimes another ninja will come from out of nowhere to fight you. | |
| Therefore, let no one say that this game does nothing to escape from the drab, | |
| boring atmosphere often to be found in games set on college campuses. | |
| I wish I could say that this game is better implemented than many of Panks' | |
| earlier efforts, but I'm afraid I can't. Few verbs are recognized, and none of | |
| the items mentioned in room descriptions can be interacted with at all, unless | |
| they are listed individually as something "you see." Basically, if you can't | |
| take it or kill it, you can't do anything with it, with only two exceptions. | |
| This is a step down from the likes of The Golden French Fry, which Panks at | |
| least had beta-testers for. | |
| Maybe the weirdest thing about this game is the scoring system. Sometimes your | |
| score goes up or down based on your achievements, but more often it depends on | |
| verb usage. If you want to boost your score, just take something and drop it | |
| repeatedly. Each time you do, you get ten points for taking it and four more | |
| for dropping it. Taking inventory gets you two points every time, and examining | |
| anything is good for three points (even if you just type "examine asdf" or just | |
| "examine"). However, be sure not to use a verb the game doesn't know, such as | |
| "wait" or "listen" or "put," because then your score goes down by ten points. | |
| In conclusion, if you liked Ninja 2, you'll probably love Space War!... and the | |
| PDP-1. But, oh wait, based on IF Comp statistics, there is roughly a 0% chance | |
| that you liked Ninja 2. Well, anyway. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Greg Boettcher <greg SP@G gregboettcher.com> | |
| TITLE: A Sugared Pill | |
| AUTHOR: Colin Borland | |
| EMAIL: colin SP@G colinborland.com | |
| DATE: December 30, 2005 | |
| PARSER: TADS 2 | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware; Author's site or IF Archive | |
| URL: http://www.ifarchive.org/if-archive/games/tads/pill.gam | |
| VERSION: 1.0 | |
| Although A Sugared Pill has a few flaws, its story and its puzzles were | |
| interesting enough to keep me feeling involved all the way until the end of the | |
| game. It's worth a play. | |
| As the game opens, you are walking out of a social club, when suddenly a hit | |
| man tries to kill you. This is rather unexpected, since you are more or less an | |
| everyman character (or maybe an "everywoman" character, considering your | |
| character's taste for Whitney Houston). Anyway, your first job is to prevent | |
| yourself from being killed by the hit man. After that, you will naturally want | |
| to uncover the reason for your attempted assassination. By the time you solve | |
| this mystery, you will have gone through both the upper crust and the shady | |
| underworld of modern-day Scotland, and you will be in a position to stop the | |
| plans of your would-be killer. | |
| Certain elements of this game are rather impressive. At the bottom of the game | |
| window, there is an attractive, custom-built set of icons, telling you where | |
| the exits are, and giving you shortcuts for driving, walking around, and | |
| talking to people. Also favorable is the fact that many of the puzzles are well | |
| designed and satisfying to solve, and the story is likely to hold the attention | |
| of anybody who likes mysteries. There's also quite a bit of humor in the game, | |
| poking fun at bureaucrats, executives, security guards, and other components of | |
| modern-day society. For instance: | |
| The clerk opens a desk drawer and takes out a box of staples. He | |
| then fills in the relevant form, recording that he has done this. | |
| Unfortunately, the game also has quite a number of bugs. For instance, "open | |
| car" and "close car" doesn't work, while "close car door" actually produces an | |
| error message in some cases. There are also annoying aspects of game play, such | |
| as the fact that, in more than one case, you have to look behind objects in | |
| order to win the game, even though examining those objects gives you no hint | |
| that there is anything behind them. | |
| The worst aspects of the game involve puzzles that are harder than necessary | |
| due to flawed game design. A couple of such problems are created by the game's | |
| conversation system, which is not implemented in a consistent manner, thus | |
| making things harder than they should be. You can talk to characters using a | |
| number of methods, including (1) the traditional system of "ask," "tell," and | |
| "character, command"; and (2) the command "talk to character," which sometimes | |
| brings up a list of options and sometimes doesn't. The problem is, these two | |
| systems are not interchangeable. There is a case where you need to tell a | |
| character about something, but if you use the "tell" verb, you will never | |
| accomplish this. You must instead use the "talk to" verb. Then, after you've | |
| gotten used to the idea that "talk to character" is the primary format for | |
| conversation, it later turns out that there is a puzzle you cannot solve | |
| without using the "character, command" format; the ability to give the | |
| corresponding command is not available in the "talk to" conversation menu. | |
| Due to these problems, A Sugared Pill can be quite a frustrating game, and I | |
| probably wouldn't have solved it if I hadn't emailed the author more than once. | |
| On the other hand, most of the puzzles are satisfying to solve, and the game | |
| has plenty of funny moments. What's more, the game's story may well appeal not | |
| only to mystery lovers, but also to those who are interested in the author's | |
| ideas about a few things that are wrong with modern society. As far as I'm | |
| concerned, that makes A Sugared Pill well worth playing. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Felix Plesoianu <felixp7 SP@G yahoo.com> | |
| TITLE: Whom the Telling Changed | |
| AUTHOR: Aaron A. Reed | |
| EMAIL: aaron SP@G aaronareed.net | |
| DATE: March 13, 2005 | |
| PARSER: Inform Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: Freeware; IF Archive and author's site | |
| URL: http://www.ifarchive.org/if-archive/games/zcode/telling.z5 | |
| VERSION: Release 2 | |
| I don't normally review interactive fiction because I'm very picky, not to | |
| mention an awful puzzle solver, and I'd rather not be unfair as well. Often, I | |
| would type quit as the first and only command in a game. Especially when the | |
| work announces itself as experimental. | |
| Not this time around. Whom the Telling Changed begins so... relaxed. You're a | |
| prominent member of a shepherd tribe in the ancient times. Every full moon, | |
| everyone gathers to hear a tale of even more ancient times. Only, tonight the | |
| telling will change the fate of the tribe, and it's up to you to get it right. | |
| The tension, virtually inexistent at first, builds up in perfect gradation. You | |
| can't miss the climax, it's obvious. | |
| Right at the beginning I thought I was facing a guess-the-noun situation but | |
| the vagueness was in fact intentional. At first, I didn't know what I was | |
| supposed to do, either, but it became clear soon enough, thanks to the well- | |
| placed characters, and by that time I was already hooked, anyway. Speaking of | |
| nouns, the writing uses few but effective words, and some of them are keywords; | |
| typing one of these by itself performs the most obvious action for it at the | |
| time, usually ask about. The full command works just as well. | |
| This system showed its strength as the story proper began. My, I love | |
| conversation-based games. It's just that sometimes these are too subtle for me. | |
| Again, not this time around. I really liked how the game decided to convey | |
| important information when I didn't ask about it (here's that command again). | |
| My reactions were probably inappropriate at times, but Telling... weaved them | |
| gracefully into the story. Not that I had many reasons to react: through most | |
| of the second part, the only required command is z. Which was so much the best, | |
| as I didn't quite agree with the player character's views. | |
| Not everything's perfect, of course. At one point, I was told I speak too much, | |
| though I had been silent for most of the time (as another character later | |
| confirmed). At the peak, it finally saw the opportunity to alter the course of | |
| the story, as the author had promised, but choosing the right keyword for the | |
| desired effect required a bit of guesswork; and until the very end, I wasn't | |
| sure I actually made a difference. But the story came out the way I wanted, so | |
| I guess the game works as intended after all. | |
| Telling... is a short, but fresh and satisfactory experience. Play it to the | |
| end, read the afterword, then play it again. You'll have a big (and pleasant, I | |
| hope) surprise. I know I liked it, and I'm waiting for more games in the same | |
| vein. | |
| 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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