Brief ruminations: Eleusinian Miseries. Worlds Apart

IFComp '23 taught me that I have no admiration for my own analysis or reviewing skills, but in spite of that, I still feel prompted to do a little sharing or feedback after having completed some games.

In the not-too-distant past I started a thread asking for candidates for a big, without-hints puzzler challenge. After gathering all of the suggestions and sifting the options there, I decided to start with Mulldoon Legacy. However, that (and several other titles in line after it) is the kind of IF I go to with my game face, ready to struggle with and conquer regardless of the time frame.

On the other hand, there are other titles – perhaps shorter, lighter, or significant for some reason other than puzzle challenge – that I want to experience and be conversant with as well, without being too worried about whether I access some hints to keep things moving.

So, this is a little snapshot of my occasional dabblings with “other” titles before I’ve really confronted the next big puzzler in earnest.

Enchanter
I believe this is the first Infocom game I’ve played through. I started Planetfall early in the development process of Prince Quisborne, but soon found it too hard to find time for both gamemaking and playing, and I’ve never been back to it yet.
Enchanter had some facets that took getting used to for me, since I was introduced to IF through some more robustly-implemented TADS games of the 90s. Nonetheless I found it a pretty fun excursion; spellcasting as the primary puzzle-solving mechanic is another thing that was pretty new for me, although I’d gotten introduced to it through Thaumistry and beta-testing @mathbrush 's Never Gives Up Her Dead. I tried to do it without hints, but I wasn’t really committed to it, and got a nudge from the board here at least twice. There were some fun puzzle twists and Aha! moments, but a few instances also leaving me feeling a bit shortchanged.

Slouching Towards Bedlam
This was a well-made game that had some intriguing content, but in the end I never fell into harmony with it. Somewhere about 2/3 through I mainly just walked to the end with help. The ultimate twist at the end of the game left me wrinkling my brow a little bit.

Varicella
I’ll have to admit, I’d heard rumors of this being the “super dark/disturbing” game, and I just had to see what it was about. Another very well-crafted game, with lots of parser response that I appreciate. Granted, the premise isn’t your typical save-the-[entity] affair: your goal is to connive your way to killing a half dozen rivals so you can be regent for the child king. Also depiction of a priest trying to sexually force himself on a boy, and descriptions of sexual/domestic abuse previously endured by the princesses.
Again, I tried solving the game at first, but grew more disconnected after awhile, and when I started looking up an answer here and there I felt like the expectation on the player wasn’t something that would have been readily deducible through cleverness, and may have involved some tedium or luck. Can’t be entirely sure since I didn’t commit to solving, but that was the feeling I had once I knew the answers.

Suveh Nux
Props to this game for the fun of figuring out the magical language. In the end, I can’t get as effusive about a game that takes place in one room and centers primarily on one mechanic as something more elaborate, but I enjoyed unraveling the trick.

The Lesson of the Tortoise
I’m not sure when or how I even came across this game, but there it was in my unplayed games folder, probably because it was TADS. It’s a short game with a traditional Chinese setting; not a great deal to report on, but it included one pretty imaginative and fun puzzle.

The Wizard Sniffer
I started off quite bemused by Ser Leonhart’s and Tuck’s buffoonery, but after getting further into the game got somewhat less than enchanted. It’s a cute idea to have a pig for a PC (acting as leader for a knight and his squire, no less), but I don’t get a great deal of gameplay satisfaction from games that have such a limited parser. I didn’t need any hints to finish this one, so I never even saw the famous truth/falsehood fleas.

Illuminismo Iniziato
This was my favorite of the lot, by a pretty fair margin. As one who just recently finished authoring a very prominent sidekick NPC, I appreciated the commentary and implementation of Crystal, your little girl-trapped-in-a-snow-globe companion. Most of the humor fell well for me, I got chuckles out of the ever-updating Tattler newspaper and Ninario’s denials, Yekcal had some good lines, etc. It’s been awhile since I finished this one, but I believe I wrestled through without getting any hints. My biggest breakthrough triumph was figuring out the connection between the lead lump and the springy tree. All in all quite charming and enjoyable, technical polish, etc., I suspect most anyone would enjoy it, unless light tone is specifically a strike against for you. I’ve never (yet) consciously made my own top-ten list but this one’s definitely in it. I’ve yet to play the first game, Risorgimento Ripresso, but I definitely intend to after finishing this one.

Thanks for hearing my blabber! Feel free to chime in with rebuttals or confirmations!

13 Likes

When I saw you say at the top that you were introduced via polished 90s TADS games, I wasn’t surprised at all when you said Illuminismo Iniziato was your favorite. It really does a great job of recreating that type of game, very verbose and filled with puzzles and life, and with a dry sense of humor. Thanks for sharing your thoughts, this was fun to read!

5 Likes

Eleusinian Miseries
My primary motivation for playing this game after the batch in the original post and before I started burying myself in an old-school puzzler was sort of as “returning the favor”, because @DeusIrae spent so much time beta-testing, feedbacking, and reviewing Prince Quisborne for IFComp '23.
As this post is, after all, called “Brief Ruminations” I do not even want to pretend that I have some kind of commentary on par with his thoughtful and thorough reviews. But I did want to play his game, try to provide some feedback á la beta tester, since that’s the one thing I feel qualified to do, and let him know what I thought.
And it turns out, this one really is a jolly little gem. It’s already been many months ago that I finished it, so I couldn’t quote too accurately on the context details, but we’re in ancient Greece taking part in the rites of some kind of special-admittance club. Russo’s really got a flair for turn of phrase; prodding around and reading the parser responses was one of my favorite parts. There is also an absurdly comical sequence of events, which I won’t reference spoilers-wise, but apparently turns out to be based off of a historical actuality.
Well implemented, good puzzles, just the right size for its premise. Without being qualified to firsthand verify it, I sense that the scene-setting is done with a lot of historical acuity and conscientiousness. Of puzzles, I discovered two if not more in there that were eerily analogous to puzzles in Prince Quisborne, the more interesting/amusing that both of those games were probably being written simultaneously.
Worth your time; I suspect that this game gets less acclaim than its due.

Worlds Apart
Alas, alas! I wanted very much to become another herald and advocate for this game. I wanted to thrill to its richness and majesty. I fear that in the attempt to realize those wishes I have failed. Those of you on this message board who know who you are, I am sorry. I am not worthy. I hang my head. I haven’t been able to get drawn into this game.
I haven’t finished it. I just feel like it’s better for the game and I to part now, as friends. It isn’t that, having played it, I have bad things to say about what is undoubtedly a meritorious work. I’ve just kept waiting for its particular brand of alternative reality to suck me in, and now I don’t think the moment is going to come. I eventually devolved from trying to make my own way, to peremptorily accessing the hints to keep the story moving, till I realized I wasn’t motivated enough to keep going even in walkthrough mode.
I’m certainly game for strange races of beings, fanciful planets and ecosystems and caste/culture drama. Is it because there’s so much “mind” stuff, worlds within worlds that I just don’t understand the purpose in or significance of? I can’t really tell. Maybe I tried to chew on this game when there’s too much other life going on and I couldn’t give it the dedicated focus it needs.
Alas.

6 Likes

Nice job following up on this thread, and I mean it serioiusly–it reminds me of a lot of games I said “I’ll play/review this in the next year” and didn’t. (Like Prince Quisborne!) These are both games I want to look at. (Also, it’s nice to know someone else’s non-super-long views on a long game are worth it. It makes me feel mine might be too.)

If we all had just one of those per year we’d add a lot to the pile of knowledge, discussion, etc.

4 Likes

Hey, thanks for posting this! Glad you had a good time with TEM, which is now (gulp) nearing its five year anniversary. And yes, hopefully you now have more context for all the times my Prince Quisborne testing transcripts were peppered with “wait, I wrote a version of this puzzle so I think I know how to solve it!” Great minds and all that, or our minds at least :slight_smile:

1 Like

A ton of what made Worlds Apart for me was racking the characters’ brains for conversation topics. It’s the major thing that separates it from a linear book for me. If that’s not up your alley, you’re correct in that the gameplay is about half-literal worldbuilding, half-dream/imagination/memory/mental world sequences. It’s the typical IF “cheat” of not having to have characters always be around through the whole game. Some people think that dream etc. sequences can compound upon the “vibe” of a literal world, and some people think they’re cheatsy ways of conveying emotion and exposition, and that’s okay.

1 Like