Mike Russo's IF Comp 2021 Reviews

I Contain Multitudes, by Wonaglot

Reading the blurb for ICM, I realized that just as this Comp has been thin on fantasy adventures, it’s been positively skeletal on mysteries. I really enjoy them despite being awful at them, and this Quest game has a compelling setup: we’ve got a cruise ship for the pampered elite of an Italianish steampunk world, a dead bishop, and a creepily clever mechanic where you can don different masks to vary your aspect as you interrogate the array of witnesses and suspects. Sadly I ran into some technical issues that meant I couldn’t finish the game, and the puzzles lean more fetch-quest-y than mystery-solving, but I still enjoyed my time with it – I’ll be keeping an eye out for a post-Comp release.

The biggest positive here really is the setting. There’s an air of decadence that oozes from every overdone decoration or costumed passenger on the ship, and hobnobbing with slumming sopranos and vicious empresses is quite the good time. Poking your head into all the nooks and crannies makes the initial exploration lots of fun, while the on-screen map and compact layout still make it easy to get around when it’s time to dig into puzzle-solving. The prose doesn’t go too far over the top, either, relying on a few well-chosen details rather than slathering adjectives willy-nilly. This restraint holds true for information on the overall society, too, with a few optional books and throwaway references hinting at an interesting world without getting bogged down in exposition. Sometimes the writing can err on the side of providing atmosphere and a general vibe rather than nailing down specifics of furniture, which can make some of the locations feel a little bare once you’ve read the introductory paragraph, but this again makes it easier to shift into progress-making mode. And there’s clever attention to detail, too: when you pick up a knife while wearing a bestial devil-mask, an extra sentence appears saying that it “reminds you of one of your fangs.”

Speaking of the mask, that’s the other immediate standout. Masks are a big deal in this setting, and besides going bare-faced, you have the choice of four to wear as you do your work: a devil, a cherub, a widow, and an anonymizing half-mask. Some puzzles revolve around having the right one on at the right time, with different dialogue options or actions being unlocked. I wasn’t really clear what this looked like from the perspective of the other characters in the game world – like, if there’s something supernatural changing their behavior when they see you don a mask – but it adds a needed additional bit of business to interacting with other NPCs: mysteries in IF are often tricky to solve because they can require repeat play, with careful tracking of NPC schedules, but things are more straightforward here, with movement only being triggered by your actions.

NPC autonomy isn’t ICM’s only departure from mystery orthodoxy, though. There’s some evidence to be gathered, primarily through SEARCH, LOOK BEHIND, etc., but for the most part you’re doing favors for the cast of characters, and at least in the first stages, they’re largely well-signposted scavenger-hunts. This makes it easier to make progress, since you usually have a list of specific tasks to accomplish and places to poke around. On the flip side, for the portions of the game I saw, I felt less like a detective creating a web of deductions to snare a murderer, and more a traditional adventure-game protagonist doing favors for people until they explained the plot.

This might change in the final section of the game, though, since I ran into some bugs just as thing were starting to come to a climax. After showing a piece of evidence to someone, I started getting repeated out of memory errors printing out down the screen. I was eventually able to type some commands which appeared to make the errors stop, but when I attempted to save, the interpreter froze (I was playing offline, per the recommendation in the blurb) – and what’s worse, this seemed to have corrupted the save. Since I’d already gotten close to the two-hour mark, that’s where I left things. There’s a lot to enjoy here, and depending on how the finale goes I could see ICM tipping over into something really special, but I’ll wait for a post-Comp release to find out.

Highlight : the ship’s library has a book with extensive excerpts from an in-universe opera which provides a lot of cool flavor for the world.

Lowlight : there are a few puzzles that have guess-the-verb issues – in particular, when a particular character asked me for some medical help, asking or telling the doctor about them does nothing (I had to ASK them FOR MEDICINE instead).

How I failed the author : life’s been pretty busy the last few days, (including Henry getting some vaccines yesterday that led to a stomachache and bad sleep last night), so I had an extended pause after my first forty-five minutes in the game that meant that when I came back to it, I had to spend a bunch of time reading back over what had happened – which in turn meant that when I ran into the bugs, I didn’t have enough time left to start over.

2 Likes

How it was then and how it is now, by Pseudavid

This Comp has had a good number of surreal games featuring relationship allegories pitched at varying degrees of abstraction, and most of them haven’t grabbed me very hard, making me wonder whether this subgenre just isn’t for me. But here we are with the last one of these, and I actually kinda love it? The premise sounds absurd when you state it flat-out – the world is being taken over by Platonic solids, and you need to go on a puzzle-solving mission with your ex to try to save it – but it winds up being surprisingly rich, and the writing is a joy, allusive yet precise in just the right measure.

How it was… has the courage of its convictions, meaning it’s not afraid to lean way, way into its abstractions, but also doesn’t get stuck there. There’s not a simple, one-to-one mapping between the rather bonkers central metaphor and the issues the main characters are confronting, at least so far as I can decode, but it’s clear there are deep veins of meaning being mined. The weird geometry is breaking down and fraying, maybe suggesting the way clear ideals and emotions get muddy and messy in the crucible of a relationship. The main character has more specific associations, recalling analogies to the domestic geometries of the house they shared with their ex as they traverse the hostile landscape. And the puzzles are all about decoding fuzzy signals, trying to wrest meaning from ambiguity – given that the relationship ultimately fails, maybe it’s appropriate that I sucked at them.

On the flip side, the game doesn’t stay at this high, abstract level, showing a keen eye for detail and making clear that idiosyncratic specificity has just as much importance as totalizing ideals. Here’s an early bit, which also shows off the strength of the prose:

The first street where we lived together was lined with orange trees. In January, when everything else was pale and lifeless, our street would be bursting with radiant spheres.

The oranges were bitter, of course. The metaphor is too evident to be useful: too hard to wrestle into a different meaning.

Similarly, Clara, the main character’s ex, comes across as a person, with a distinctively laconic lilt to her dialogue – she’s not simply a vague stand-in for a generic beloved. Putting all the pieces together, the writing creates a compelling allegory about how this specific relationship failed, rather than issuing mushy-mounted platitudes about how any relationship can fail (though of course there’s universal resonance and relatability in this specific story!)

As for the puzzles, there are two kinds, one about translating an image into numbers and the other about recognizing deformed shapes. As mentioned I thought they were thematically resonant, though I also found them pretty tough. Even once I basically figured out the gist, there’s some fuzziness baked into them, sometimes literally, that made it hard to be sure I was getting the right answer (I was also playing on mobile, which might have messed with some of the layouts). As a result, I wound up getting a really bad ending – the weird geometry took over everything, meaning my poor communication skills doomed not only my relationship with Clara but also the whole world. I guess that’s a little harsh, but losing your partner can certainly feel apocalyptic, so while I wish the story had resolved on a more positive note, the ending I got did feel like a satisfying resolution. Did the world need another game in the surreal relationship-issues drama? On the basis of How it was…, yes, certainly – and now when I run across one in next year’s Comp, I’ll know I can really like the genre.

Highlight: fittingly, this is a bit abstract, but one of the strongest elements of the game is its pacing. There are a lot of elements here, from present-day dialogue with Clara, flashbacks to the mission briefing, deeper flashbacks to the relationship, and puzzle interludes, and the game shuttles between them with a light touch, keeping the momentum up without the central narrative thread feeling disconnected.

Lowlight: as mentioned, I kinda destroyed the world through incompetence so that feels like a lowlight?

How I failed the author: this was a near-miss failure, thankfully, because when I first started the game on my iPhone none of the text other than the links was coming through. Thankfully the author put in a theme select to tweak the colors, which allowed me to read the rest of the words.

4 Likes

Thank you very much for your review! This year I’m not really engaging reviewers, especially since most are disliking the game so much, but I’m reading everything with a lot of attention.

when I first started the game on my iPhone none of the text other than the links was coming through.

Did you play the live version from the IFcomp site? I made an update to fix precisely that on October 29, I hope the bug doesn’t remain on iPhone…

And a small spoiler…

I kinda destroyed the world through incompetence

The bad ending is not supposed to suggest that the world is doomed! Only that the PC won’t get out.

Again, thank you for a extremely encouraging and amazingly in-depth, analytical review! I’ve especially loved this bit:

There are a lot of elements here, from present-day dialogue with Clara, flashbacks to the mission briefing, deeper flashbacks to the relationship, and puzzle interludes, and the game shuttles between them with a light touch

If the game was about anything for me, it was about this: jumping in time fluidly, without following the almost universal continuous time of games and IF. I’m so glad that someone has highlighted that.

2 Likes

Thanks for the reply, and glad the review picked up some points that were important to you when writing the game - I know I always find it super gratifying when that happens for me so I’m happy I get to pay it forward! I’m sad to hear other reviewers aren’t enjoying it so much, though as you say it does mess around with some IF conventions so I wonder whether it’s partially about mismatched expectations? On its own terms I thought it was super successful.

On the display issue, I was playing the October 29 version so unfortunately that bug might be persisting. And thanks for clarifying the ending - I’m a new parent and generally playing the games while sleep deprived and juggling taking care of the baby, so my reading comprehension has taken some hits!

1 Like

(Sighs)

I wonder what I could do if I had half the focus needed to write something like Sting and review almost the full Comp in such detail while having, first a pregnant wife, then a baby.

1 Like

RetroCON 2021, by Sir Slice

Okay, real talk: I found RetroCON 2021 – a low-key, low-plot collection of minigames – kind of boring. But as the last game to come up in my Comp queue (I still need to play more than the first sequence of Cygnet Committee, but I beta tested all the remaining ones), actually it was kind of pleasant to have something so inoffensive to close things out. It was nice to dip into the seven different activities on offer, dig into the one or two that interested me, and quit without feeling like I needed to exhaust everything the game has to offer. It’s an inoffensive time-waster – and an impressive demonstration of programming skill – that’s not especially memorable but sometimes there’s a place for that.

There is a thin frame story tying this all together: you’re in Vegas for a retro gaming convention, providing justification for the three different games on offer as well as four opportunities for gambling. But there are no characters to interact with in this layer, or any consequences so far as I could tell for winning games or money, so it’s really just there as a semi-elaborate menu for the minigames. I’d roughly divide these into the fun ones, the duds, and the ones that are fine but left me cold. In the third bucket I’d put all the gambling ones – I’ve never found straight games of chance at all compelling, so the horse-betting, keno, and slot machine didn’t hold my attention for more than a minute. The fourth gambling game – video poker – I’d technically classify as fun, though there’s nothing novel about this implementation so I didn’t feel inclined to spend much time on it either.

That least the three games, which are presented as retro throwbacks to old, late 70s-early 80s vide games. Two of them fall into my dud category, sad to say: there’s a zombie-themed card game you play against the computer that relies heavily on take-that gameplay, meaning that in my first go-round it took me 22 turns before I could do anything at all useful, at which point the computer was a turn away from winning. There’s also a text-based football game that’s got a complex and interesting set of choices, though I found it was tuned too hard to be fun (my passes failed just about every time, even when the defense was focusing on the running game).

Thankfully, the final game is a full, albeit small text adventure, with a text parser integrated into Twine. This isn’t anything to write home about, as the parser is pretty bare bones, the adventure has a generic plot (you’re searching for a hidden inheritance from your uncle), and there’s only one and a half puzzles to solve, though there are multiple solutions. But again, for me at least at the end of the Comp, I enjoyed going through the generic house and yard searching the furniture for hidden keys and working out the simple challenges that don’t overstay their welcome. With a more robust frame story, some incentives to reward success in the minigames, and a smoother difficulty curve for some of the rougher ones, RetroCON 2021 could have been more than the sum of its parts – but eh, as is there are still worse ways to kill twenty minutes.

Highlight : I took two runs through the horse-racing game, and in the second one I won big putting my money on the dark-horse contender, so that was fun (and a nice justification for stopping gambling now that I was ahead).

Lowlight : I only dimly remembered what Keno was, and then once I clicked on it I remembered that it’s the world’s most boring “game” (you pick a bunch of numbers, then they get called or not).

How I failed the author : I played this one with only half my brain at best, but I think that’s more or less the expectation here so hopefully it’s not too big a failure to wrap up on!

1 Like

Thanks for the kind words – though it’s amazing how far 8 weeks of parental leave and a questionable set of priorities will get you!

2 Likes

Congrats on finishing everything! Hopefully I can follow your example.

And yes, I remember a Keno computer game when I won. I saw a big board of 80 numbers and thought there must be some grand brilliant strategy at play here. When I found out there wasn’t, I was disillusioned.

1 Like

Thanks for the review! I can’t believe you got so far only to encounter a glitch like that. I have no idea what happened, as I’ve never replicated anything like that! I guess something can’t be playtested enough no matter how much we try. Thanks for playing!

2 Likes

Yeah, it seemed weird – I tried searching for the error phrase and didn’t find any other mentions of the specific one I ran into on the Quest forums. I think it had something to do with memory, and maybe it had the word “transcript” or “transcription” in there too? I was keeping a transcript, but it looks like it got cut off around the point it hit 1 MB, so dunno if that’s part of what was going on or just a coincidence. Sorry not to be more helpful, and thanks for the game!

1 Like

Just bumping the thread to note that I’ve added a longer, real review of Cygnet Committee, as well as short updates to my Kidney Kwest and Belinsky Conundrum reviews – so that’s all the games I didn’t beta test! I’ll probably wrap up this thread with some quick highlights of those, since I don’t have time to fully replay those and it’s unfair to write a review based on my months-old memories of beta code.

3 Likes

Thanks for following up!

Lowlight winning the game gives you the option of unlocking a new “hard mode”, which I’m guessing fleshes out the plot a bit further…

I think I oversold hard mode. There is no special ending at the end of hard mode. Nobody should feel the need to play hard mode, as it doesn’t change the plot.

But depending on how much you enjoyed the mechanics, it will probably be interesting to see how quickly you can get a high score.

Note that, as you open up movement by spending the chips, you will also encounter more drones (and get more chips) because you’re moving more.

requiring two full playthroughs to open up the option to play a third time feels like inaccessible design.

You probably won’t want to play hard mode unless you’ve mastered it after two playthroughs or more—the death and capture system is much less forgiving. Drones also have more HP as the game progresses, which can really set you back if you lose a fight. It really is hard!

I turned up two, and am pretty sure I missed a bunch more – finding these was really rewarding.

Curious as to which two you found—one of them has a list of all the secrets, and some of them help you farm for chips more quickly.

1 Like

Ah, that sounds interesting! I got the dark alcove, and the crate of chips after the helicopter blew away some of the undergrowth at the mountain heliopad. Though I did feel like the drones were dropping more chips in the last half of the game so maybe I’d figured something else out without realizing it?

Though I did feel like the drones were dropping more chips in the last half of the game

Drones seem to show up in the forest more often; I think it is just because there is more outdoor space and backtracking to trigger their appearance.

There is also an issue with the way I triggered random numbers that I couldn’t entirely figure out, so sometimes you will get 2-3 drones in a row. This problem can happen anywhere, but happens a lot more in the forest because of the open space.

Re: increasing payouts, there is a special control panel at the “Airfield” room that increases payouts; it is a big, timed runaround challenge so you would know if you got it.

I got [spoilers]

Congrats. Did you figure out the alcove without hints? I can’t remember when the hint comes up exactly now that I think about it…

I just opened up the twine game to count the secrets and there are four others, only one of which is an actual room on the map…the rest are just chip payouts.

2 Likes

As mentioned above, I beta tested the remaining games and I don’t feel able to do full reviews since I don’t have the bandwidth to replay them, much less the mental energy to try to compartmentalize away my experience of playing the initial beta versions, in some cases several months ago. But these are all great games so I don’t want to wrap up the Comp without saying at least something about them, so I’m just going to lift up a quick highlight for each.

AardVarK Versus the Hype, by Truthcraze

Highlight : I adore the period details in this high-school-set comedy – the bonkers school assembly, the house party – but it’s the attitude of the various bandmates towards their music, and the mainstream represented by the eponymous zombification-inducing soft drink. In our current later-capitalistic hellscape of paid influencers and multimedia content-leveraging strategies that operate mostly independently of the artists they’re notionally built around, the GenX energy of these kids, who believe, correctly, that their music can save the day (and maybe get one or two of them a date), brings some heartfelt sincerity that makes the game more than just a hilarious romp – though of course it’s that too.

And Then You Come to a House Not Unlike the Previous One, by B.J. Best

Highlight : There’s loads of cleverness on display here, including a game-characters-as-gigging-actors conceit that’s honestly maybe a little too clever for me but leads to a lot of really fun conversation options that flesh out the game’s cast as well as providing a bit of a lens on the main character’s feelings as he navigates recent grief and puberty (not necessarily in that order). That’s of a piece with many aspects of the game, which has gameplay resembling many an IFComp puzzlefest of years past, but stands out by making sure all the puzzle-solving, location-navigation, and NPC-interaction help drive the character’s arc.

At King Arthur’s Christmas Feast, by Travis Moy

Highlight : Adaptations are famously difficult to manage in IF, because there’s an unavoidable tension between fidelity to the static source text, and offering the kinds of interactivity that tend to provide strong engagement. AKACF is one of the best at managing this tension, I think for two reasons: the first, straightforward one, is that the source text does revolve around an extended dilemma, and it’s one where the protagonist does kind of fudge his way through – meaning that I felt freedom to fudge things in a slightly different way. Second, even just inhabiting the tension of the dilemma, regardless of how it’s resolved, felt rewarding to me, because it offers an opportunity for some historical tourism. The past, as they say, is a foreign country – they do things differently there – and while it’s possible to intellectually understand the way Sir Gawain is torn between the duties of chivalry and the duties of hospitality, these duties can feel pretty abstract to modern sensibilities. So the way AKACF expertly communicates his internal conflict wound up working really well for me, since it made me appreciate the alien values of a past era in a way a straightforward history, or static fiction, couldn’t do.

The House on Highfield Lane, by Andy Joel

Highlight : As befits its top billing in the title, I found the eponymous house one of the best pieces of this old-school puzzlefest. This isn’t to slight the puzzles, which are pitched just right in terms of difficulty (OK, except for the final one, which I floundered on at least as it was presented in the beta) – but in a mansion-crawl like this, it’s easy for the setting to feel incoherent, with a mish-mash of different environments and thinly-justified puzzle elements pushing the player out of the game. The house in HHL does have its obscure touches, from a steampunk elevator to a creepy arboretum (not to mention the mad-scientist’s laboratory in the basement), but a few canny touches create a real sense of place: you can catch glimpses of your own house through the window, you can see blocked-off locations before you get to them, and the map of the house changes over time, keeping the player on their toes but also forcing you to think about how to navigate the space. Even though it’s been a couple of months since I’ve played it, I can still close my eyes and remember how the map fits together, which isn’t something I can do for half the games I just played in the Comp over the last month.

The Libonotus Cup, by Nils Fagerburg

Highlight : I feel churlish picking this given the embarrassment of riches this game offers, from the Monkey-Island-ish humor to the surprisingly open-ended race that caps things off, but Libonotus Cup has the best Easter Egg of the Comp. Spoilers, obv: it’s tied to what’s also I’d say the best feelie of the Comp, the included crossword puzzle that at first looks like a neat little add-on. But once it’s solved, the solution cleverly provides a key to some mysterious text on a couple items in the game, which in turn opens up a cool hidden interaction that also provides a boost to your winnings in the race. Like the game as a whole, it’s fun, smart, and tightly-designed!

Walking Into It, by Andrew Schultz

Highlight : Given that it’s an Andrew Schultz game, it’s unsurprising that the implementation here is smooth and robust (not to mention a story and characters that are way more emotionally impactful than they needed to be for such a puzzle-focused design), but it’s the premise that’s a stroke of genius. Flipping the goal of Tic-Tac-Toe from winning to losing in a plausible-enough fashion transforms the world’s most boring game into a surprisingly-engaging intellectual challenge that had me smiling as I worked through all the cases. I gained a new appreciation for this humble pastime – and now I’m wondering if there’s hidden fun if you somehow manage to reverse Monopoly!

What Heart Heard of, Ghost Guessed, by Amanda Walker

Highlight : WHHGG (look, I’d give the author a hard time for the title, but my entry last year was called “The Eleusinian Miseries” so I have no leg to stand on) has probably the most sheer pathos of any Comp game I can easily recall. It’s a bold choice for a first-time author to go downbeat, but one that pays off: the puzzle-solving mechanic, which revolves around manipulating the player-character’s emotions, could easily have come off gimmicky if it was embedded in the Comp-traditional light-comedy vibe, but here it lends surprising thematic weight to the lonely house-exploration that makes up the gameplay.

5 Likes

Half and half – I was actually messing around with the menu options to see how the hints worked, and as soon as I saw that it added extra text to the link to the alcove, I put two and two together. It’s a really clever puzzle!

1 Like

The Libonotus Cup, by Nils Fagerburg

Highlight : I feel churlish picking this given the embarrassment of riches this game offers, from the Monkey-Island-ish humor to the surprisingly open-ended race that caps things off, but Libonotus Cup has the best Easter Egg of the Comp.

Hate to threadjack your own impressions here and tell you that you are wrong about the best Easter Egg from the Libonotus Cup, especially since that is a personal preference, and personal preferences can’t be wrong (“Don’t yuck a yum”, as my kids tell each other when one of them puts ketchup on grapes), but you are wrong.

The best Easter Egg from the Libonotus Cup is the response to XYZZY, and the fact that it changes room chats. There’s one particular “setting” for the XYZZY response that triggers a particular chat for the jungle puzzle in the boat race that actually made me laugh out loud, and curse Nils for being TOO CLEVER.

4 Likes

Oh my gosh, I’m an inveterate XYZZY-overlooker so I had no idea! Ugh, guess my arm has been twisted and I’ll have to replay Libonotus Cup after all.

Anyway, that is I believe the lot! I’ll be migrating cleaned-up versions of these reviews to IFDB once the Comp wraps up, and also probably updating this thread with a couple closing thoughts on the Comp overall.

2 Likes

Aww, rats, I was hoping to overtake you briefly in review count :slight_smile: . But I’ll settle for appreciating the nice words on WII and a bunch more neat insights on other games I liked.

Good job fully running the IFComp reviewing gauntlet and keeping engaged with authors who added their own thoughts. Reviewing every entry is so much rarer now that IFComp’s bigger!

3 Likes

Thanks for the nice review! And the beta-testing too, of course.

Actually, that is - kind of - how it was originally designed. The objective was to teach children the horrors of people/companies have monopolies - the perils of capitalism. Instead, it ends up teaching them how to be a good capitalist.

1 Like