Mike Russo's IF Comp 2021 Reviews

Thank you Mike for your thoughtful review. I very much enjoyed reading it.

1 Like

Cyborg Arena, by John Ayliff

The credits for Cyborg Arena include thank-yous to a large number of Patreon donors, and I can see how a game like this would be perfect for building a dedicated following on that platform: it’s got a compelling and accessible hook, clean storytelling, lots of opportunities to customize the player character’s identity and key relationships, a complex but manageable set of mechanics, and a half-hour length that’s perfect for showcasing the impact of choices without things becoming unmanageable (and also makes it possible to finish projects at a reasonable clip). Turns out this makes for a solid IF Comp entry too!

The premise here is sturdy, and well-communicated by the blurb – you guide a cyborg gladiator through a climactic fight – but everything is realized with more craft than it needs to be, from the grabby in medias res opening that starts things off with adrenaline to the embedded character-defining flashbacks that go beyond the literal nuts and bolts of your stats and armaments to get at how you navigate the dog-eat-dog social milieu of the gladiator stables. While the worldbuilding doesn’t go too far beyond what’s needed to support the big fight, there’s some plausible social satire that I thought was well handled.

All this attention to bells and whistles (oh, and on that subject, the visual design is good without being overly fussy) doesn’t come at the expense of the game’s core appeal, either. The fight involves juggling two distinct tracks – there’s a set of rock-paper-scissors combat options that depend on the stats you’ve chosen for you and your opponent, but you also need to keep the audience’s interest high, which requires not repeating the same moves too many times, requiring you to mix things up and trade off fighting effectiveness against crowd appeal. It’s not especially hard, but it’s engaging to decide on your round-by-round approach, and victory feels satisfying.

If I have a critique, it’s that the game ends rather abruptly, and while there are lots of different ways the fight can conclude based on your decision, there’s not much of a denouement laying out your character’s fate beyond the immediate events of the night. But since one of the key tenets of showmanship is to always leave the audience wanting more, it’s hard to lay too much fault here – Cyborg Arena is already much more generous than it needs to be.

Highlight : The game takes a page from modern deckbuilders by disclosing what move your opponent is going to make each turn, meaning combat isn’t a meaningless roll of the dice but requires strategic consideration of your options as you consider both short-term success and your longer-term positioning in the fight overall.

Lowlight : I mentioned the abbreviated ending above, but I especially wanted a little more closure on the legal and social changes the game briefly sketches in – again, this is efficient worldbuilding.

How I failed the author : Cyborg Arena is sufficiently short and player-friendly that I don’t think I could have messed it up if I tried.

1 Like

The daughter, by Giovanni Rubino

In just about any work of art there’s a gap between ambition and implementation. Occasionally this I because a modest premise is realized with far more care and attention to detail than it needs (see my just-previous review of Cyborg Arena for an example) but more often it’s because an author’s reach exceeds their grasp. There’s certainly nothing wrong with being overambitious and stretching one’s limits, but there’s also little more frustrating than seeing an exciting idea weighed down by failures of execution.

Starting out this way obviously focuses on the critique side of things – and from the numerous typos, confusing scene- and character-shifts, occasionally odd worldbuilding, and abrupt ending, there’s definitely lots there – but I don’t want to underemphasize how good the premise is. The structure of a murder-mystery provides a great framework for exploring an alien society, as a variety of suspects can show off the different kinds of people who live in the world, and a detective’s probing questions can elucidate its hidden depths and tradeoffs, so that’s a great starting point. And the particular crime and alien society we’re talking about here – the death of the one young person in a far-future earth whose immortal residents have removed themselves from the cycle of reproduction – seem like they’d be really interesting to dig into.

The game gives occasional hints of paying off this setup, but due to the issues mentioned above, my time with it was really unsatisfying – especially the sudden-ending thing, since the game cut off just as I was starting to get my bearings. I’ve seen other reviewers speculate that some of the wonkiness here might be intentional – the typos and grammar errors could potentially bespeak a Riddley Walker-style attempt to present a far-future evolution of English, for example, and ending the investigation before it gets going could indicate a pomo refusal to endorse detective-fiction tropes. But if that’s what it’s doing, the game doesn’t even wink at the player to help bring them into the gag, so I’m left just hoping that this is an IntroComp style teaser, and we’ll eventually see a version of The daughter that gets closer, if not all the way, towards its ambitious promise.

Highlight : After finishing the game, I reread the blurb, and some of the info stated there helped me better understand and appreciate what was going on.

Lowlight : Part of the setup is that the post-scarcity residents of the new earth have mostly decided to reshape their bodies so they’re perennially “hot 30 year olds.” Being told about a “middle aged man looking a good 10 years older than anybody else” – i.e. 40 – and his unkempt appearance and “short and messy graying hairs” made me feel even older and more decrepit than usual.

How I failed the author : I was playing on my phone and kept getting interrupted, and maybe because my cookie settings were messed up, every time that wound up resetting the game, so I wound up playing the opening like three or four times.

1 Like

Dr Horror’s House of Terror, by Ade

Is there a harder genre at this point to parody than Hammer horror flicks? By this point, not too many people have actually watched the movies, but we’ve all seen a million I-vant-to-suck-your-blood-bleh-bleh sendups that make it seem like the originals were just as silly. Dr Horror’s House of Terror manages the task, though, keeping the traditional comedy monster-mash angle while adding a meta twist (you’re not running around actual Transylvanian villages and Alpine laboratories, just movie sets) and playing some moments of horror just straight enough to land. To be sure, the main draw of this big puzzlefest is working through its just-hard-enough challenges, but the tone is also just-novel-enough to make the fourish hour runtime go quickly.

The other strong element here is the pacing. I find long games can often feel awkward on this score, with an intimidatingly-big environment at the beginning and too many puzzles making it hard to feel like you’re making progress, and a saggy late-middle as you run out of things to solve. Dr Horror does well out the gate with a focused, linear opening that establishes the premise and stakes – the head of the horror-movie company moonlights as a cult leader and wants to give you a starring role in the sacrificial rite to summon their demonic patron to earth. Then the map leads you to a hub where you find five different themed soundstages where the bulk of the game plays out, but you need to solve the first one, and get a feel for how the puzzles will work, before all the doors unlock.

Indeed, the game actually winds up being a bit formulaic. To fight the cult and their demons, you need to build an army of undead, since turns out Dr Horror has been cutting costs by enslaving real-life (er) zombies, vampires, and mummies. On each soundstage, you’ll need to deal with a roving security guard (in gruesome ways that raise the question of who exactly is the monster here), then figure out how to find, summon, resurrect, or control the various flavors of monster before doing it again at the next stage over. There’s enough variety of theme – you’ve got your werewolf-stalked hamlet, your sun-blasted Egyptian ruins, your voodoo-y New Orleans – as well as puzzle style – there’s some traditional object manipulation, some messing around with NPC behavior, some light futzing with machinery– that this formula winds up being a strength, since it gives the player a framework to grab onto without making things stale. Then there’s an endgame that introduces a fun new puzzle-style that’s not too out of left field, nor too hard – often the bane of late-game mechanics twists.

Speaking of difficulty (what a segue!) I found it tuned well throughout. Most of the soundstages are self-contained, with only a few requiring bringing items over from other areas, which helps limit the possibilities, and several puzzles have alternate solutions implemented. The puzzles aren’t easy enough that I solved them immediately, but at the same time I only needed one hint (I didn’t realize the animal cages were portable) which is impressive in a game as long as this. The implementation was also generally quite smooth, and once I had an idea it usually didn’t take any wrestling with the parser to make it happen. I did run into a couple of bugs, though – I ran into a thematically-appropriate resurrecting security guard in the sands of Egypt, and one time when I got thrown out of Dr. Frankenstein’s lab, the crematorium wound up accompanying me to the parking lot. But some quick UNDOing was enough to set things back to right.

The writing is another strong point, with jokes that generally land (I liked the main character’s perhaps-forced naivete about where their co-stars kept disappearing to) and some real moments of gross-out horror preventing things from getting too weightlessly silly (those poor security guards!) There are some typos, though, and I did find things got a bit overly wordy in places, leaving me scrolling through more than one page of text just to see what was happening in a location. These are small niggles that hopefully can be ironed-out for a post-Comp release – given its long run-time, I’m guessing some folks won’t completely finish Dr. Horror’s House of Terror during the judging period, but this would be a perfect one to revisit once the time-pressure is off.

Highlight: There’s one puzzle that was a standout for me, a Delightful-Wallpaper-style combinatorial riff that requires you to reenact a Cajun-spiced melodrama of family secrets and voodoo curses. The writing and puzzling are both really fun, and there are enough clues to prevent things from devolving into the trial-and-error slog these kinds of puzzles often devolve into.

Lowlight: When you solve that puzzle, instead of recruiting the cast of messy antebellum ghosts, you just got a crowd of zombies to swell the ranks of your undead army. Boring!

How I failed the author: I played the first half of the game while keeping my wife company during one of Henry’s late-night feedings, when I was feeling pretty loopy – things get rather wacky in the transcript below as a result.

Dr Horrors.txt (925.1 KB)

2 Likes

Infinite Adventure, by A. Scotts

I think the cat is sufficiently out of the bag that folks realize that this game isn’t a standalone, but rather a companion piece or interactive feelie for And Then You Come to a House Not Unlike the Previous One (which I’m familiar with, despite the lack of a review so far – I tested it a couple of months ago). In the course of that 1980s-set story, the protagonist winds up playing a game that randomly generates short Scott Adams style adventures; this is that game.

And it does exactly what it says it does! The adventures are simple to the point of minimalism: there’s always an object or character (an altar or a vampire or a idol) that requires exactly one object to be delivered to them (a flower or a kite or another flower – seriously, I ran into a bunch of those even in the half-dozen games I played). You can guess wrong, and get a losing result for that game, but you have to work to do so, since the clues are not at all subtle, and plus the neat in-game map seems to clearly highlight the location of the important object, as well as the place where it must be deposited. The prose, meanwhile, is an accurate mimic of what writing was like in the games being riffed on, which is to say, it’s also stripped down to the minimum level of descriptiveness.

Is this fun? Eh, I could see it being a reasonable way to keep your fingers occupied while binge-watching TV. But I tend to find procedural-generation in story-focused genres pretty underwhelming – I’m aware other folks feel differently, but I like to read to get in touch with the intelligence behind the words, and don’t feel like I’ve got tools for getting in touch with the intelligence behind an intelligence behind the words. Anyway once I grasped the mechanism at work, I didn’t find the game very engaging. There are indications that Infinite Adventure might have some easter eggs or connections to the main game if you delve deeply enough, but since it’s been a while since I played And Then You Come to a House… and I’m not sure I’d recognize the clues. So I think I’ll keep my eyes out for others to surface anything like that rather than doing the digging myself.

Highlight : I got DOSBox to work with no trouble! That felt very satisfying.

Lowlight : Once I figured out that the map marks the locations of everything important, I stopped exploring.

How I failed the author : I left the game running overnight and when I checked it in the morning, the screen was just blinking YOU WIN and didn’t respond to keypresses, and despite my highlight above, I didn’t feel sufficiently motivated to re-mount the game directory in DOSBox to play again.

1 Like

The Library, by Leonardo Boselli

The Library posits the player as a force of chaos, using the possibilities of Borges’ Library of Babel to haunt a dozen-odd works of classic literature. In pursuit of a conventional goal set out by an ersatz Morpheus (er, from the Matrix, not the god) – help Ulysses escape Polyphemus, or make sure Edmond Dantès makes it out of the Château d’If – but accomplishing that mission requires bumbling through a dozen-odd other books, sometimes simply reenacting the plot points but as often upending their plots or cross-pollinating their characters and stories.

This is a fun time! I enjoyed wandering the labyrinth, excited to see which book I would come across next – they’re well-chosen, with familiar characters and situations, ranging from The Divine Comedy to Moby-Dick. Each book sucks you into a brief vignette, requiring you to solve a single simple puzzle to progress. Despite none of the puzzles being real brainteasers, I still struggled with many of them, though. Partially this is because the game is quite linear – while you can access any of the books from the off, I think at any point in time, there are at most two where you can actually accomplish anything. Making this worse, the navigation system is pretty confusing, with right/left/back directions that change depending on where you enter each room from, so even when I wanted to check whether something had changed in a particular book, it was a real struggle to find it again. Finally, I didn’t initially twig to the fact that I needed to manually click through the provided excerpt for each book to make sure my character could act on the knowledge provided there, even if I was personally familiar with a passage.

These niggles did unfortunately undermine my enjoyment for the first part of the game – then I decided to make use of the walkthrough to at least figure out how to get from book to book, and had a much better time of it, since when you can focus on the literary playground offered by the game, it’s quite a good time indeed.

Highlight : The twist ending of the Odyssey section made me laugh with surprise – and had a satisfying denouement in one of the other sections.

Lowlight : Without getting too spoilery, the action required in the Treasure Island section seemed a little rough, all things considered.

How I failed the author : As mentioned above, despite having figured out how the relative-direction navigation system worked in theory, I could not use that knowledge to get from Point A to Point B if my life depended on it – thus going to the walkthrough sooner than I probably should have.

1 Like

The Last Doctor, by Quirky Bones

The Last Doctor is one of the slightest games in the Comp – my first playthrough took less than ten minutes, and there are only two or three substantive choices on offer. There’s basically zero context provided for anything, with the central-casting post-apocalyptic milieu only barely sketched and the doctor protagonist getting only a word or two of backstory, and certainly doesn’t have anything as specific as a name. And yet!

Since IF Comp is primarily concerned with text, writing that’s good enough can turn even the most prosaic game into a killer app – and the prose in the Last Doctor is quite good indeed. In the author’s capable hands, even a few details or a single line of dialogue is enough to conjure up an image, or reveal character. As with most of the choice games, I played this one one-handed on my phone while Henry was napping, but atypically, I actually went to the trouble of typing out some of the bits of writing I liked so I could include them in this review. Your clinic is host to “two medical beds [and] a chessboard of pill bottles”, for example, and the choice to ask a patient a bunch of questions about their condition is labeled “introduce her to Socrates.” And the writing is good enough to enliven the central moral dilemma, which could feel hackneyed and contrived if told by a weaker pen, but here feels satisfying and just right, regardless of how you resolve it. Again, this is a small thing – but it’s a small, beautiful thing, which is no bad thing to be.

Highlight : I’ve singled out some of the favorite bits of writing, but I also admired the laconic scene-setting of “Your days are long. Your hair is short.”

Lowlight : I may have found a slight bug having to do with how the game tracked my choices: I opted to treat the scavenger with all the supplies I had, and then tried to save the syndicate boss but failed due to not having what I needed. But in the final conversation with Baba, he said a line that implied the boss had died because I’d refused to provide him treatment.

How I failed the author : I don’t think I did, happily enough – the effort to type out that Socrates gag one-handed was definitely worth it.

2 Likes

Thank you very much for the review! After the first one by Mathbrush, I had no other feedback until now and I was a little “worried” thinking that no one was going to play it.
I’m happy that you’ve enjoyed wandering the labyrinth (I mean enjoyed the discovery of the available books) as I had fun in finding strange connections among the books. Unluckily I made that bad design choice of the “left, right, back” that you also pointed out. It was inspired by the dodecahedron of the Wumpus (and it’s a puzzle per se) but I realize now that it’s very frustrating when the player wants simply to find a particular book following an intuition to progress in the story.
I agree with the other weak point too: if the player is familiar with the passage, why should I force to read it to unlock items? There is space for future improvements.
Finally, the roughness of the Billy Bones’ episode: Lestrade’s pills were too intruguing not to use them, but I had no better idea than that. Do you think I had to put a warning in the blurb?
Thank you again for the review!

1 Like

Thank you so much for this review! You’re right that the ending is abrupt…if I come back to the game after the comp, it’ll be to add some kind of epilogues.

1 Like

Thanks for making the game! I hear you on the wait for reviews – it’s so tough! – so glad I could help on that front, though I’m sure there’ll be more coming in in the next few weeks, as folks get deeper into the Comp.

For reading the passages, I think the thing that really got me was the arrows to continue – a couple of times I read the book, recognized the passage, then didn’t click through. So maybe if all the excerpts were on one page, or if the trigger was flipped when first reading the book rather than finishing it, that could work? (It’s possible that is how things already work and I’m just misremembering – if so, sorry!)

On Billy Bones, I don’t think you need a warning (you can’t very well play adventure games without being OK with randomly poisoning people just because you can!), and Treasure Island was the one book that I haven’t actually read and know only from a vague sense of the plot, so it could be for folks more familiar with things the action makes more sense.

It works that way. In a first version the items were already available without reading the passage. then I had the “nice” idea to unlock the items only after reading. I think to follow your suggestion in a future release, at least unlocking after the first passage.

1 Like

Kidney Kwest, by Eric Zinda, Luka Marceta, Art by Kirstina Ness

Kidney Kwest is an educational game, aimed at helping kids with kidney failure learn more about how to manage their condition (in a heartbreaking detail, the blurb mentions that it’s meant to be played during three-hour dialysis sessions). It’s also unintentionally educational in showing why natural-language parsers aren’t dominant in IF.

Taking the first part first: the game’s gets off to a sweet start, with the player character worried about finding a costume for a school play and unable to find anything until the Kidney Fairy takes a hand. She sweeps you away to the fairy world, where you need to solve some small puzzles to get the pieces of a costume. The educational angle also kicks in once you move to the other world, as a hunger timer starts up, but with a twist – in addition to regularly finding (ideally healthy) food to eat, you need to take your medication (a phosphate binder) before or after each meal. Taking a pill also shifts you into a Fantastic Voyage style minigame, where you roam your body looking for rogue phosphate molecules to hoover up before they accumulate.

This is all charmingly realized – I liked the little drawings that pop up in the sidebar – and the couple of puzzles I solved were reasonably satisfying. I didn’t find the full costume and make it to the end of the game, though, because the hunger timer is tuned really aggressively, and requires a restart once you get too hungry. This makes some sense given that that timer, more so than the costume-gathering puzzle, is the main point of the game, but I still found it frustrating, all the more so because of the second notable thing about the game, which is the custom natural-language parser, which is meant to make the game more accessible to younger players who aren’t versed in IF conventions. The details are well above my head, but I read a linked blog post which provides an overview, and the parser does appear to live up to its billing: it understands complete English sentences, including asking questions about the state of the world.

The cost of this success is high, though. First of all, the parser is finicky, requiring you to speak in formal English (you can’t even drop a “the” without making it do extra work) in a way that feels fairly awkward at least to me as a seasoned player of IF (and I suspect would also not be a good fit for how digital-native young people expect to type things into a computer). Second, some of the standard conveniences of mature IF languages are missing – pronouns aren’t recognized, UNDO does nothing, disambiguation is painful, and there’s no command buffer. And most critically, the engine ran very slowly for me, with each command taking at least a few seconds to process, and some even requiring ten or so to complete. This added so much friction that every interaction became really frustrating – and since running around trying to deal with a hunger timer is already kind of annoying, this makes for a bad combination!

If the natural language engine brought something new to the gameplay, maybe this tradeoff would be worth it. But Kidney Kwest, at least the portions I saw, just requires very simple object-management commands that any traditional IF language could handle quite easily. Sure, there’s added functionality if a player wants to request the detailed description of an object using more convoluted syntax (like “what’s in the safe?”) – but teaching a player how this works seems harder than just teaching them to type X SAFE, and the frustration of waiting so long for a response seems greater than the frustration of struggling with a quickly-responsive parser, at least if a game’s implemented well. Eventually, these kinds of parsers could replace the ones we’ve got, which are based on decades-old models at this point – but we’re not there yet, and that shift will probably be ushered in by games that make good use of the new affordances provided by natural language, rather than doing the same old stuff in a slower, more convoluted way.

Highlight : I liked the miniaturized segments where you explore your own body – there’s some good detail, and it makes for some novel gameplay.

Lowlight : much of the feedback the game gives feels very close to the world-model, without being translated into more accessible text. For example, “examine myself” gave this response: “you is a person, a physical object, a place, and a thing. It also has a hand, a hand, a body.”

How I failed the author : Henry hadn’t been sleeping super well when I played this one, so I was nodding off while waiting for the game to respond to my commands, which is why I didn’t feel up to a third try.

MUCH LATER UPDATE: I went back for a final replay after the author mentioned that the server’s responsiveness had gotten better. It still wasn’t lightning fast, but was much less frustrating to play nonetheless. I also didn’t worry about eating “bad” food this time out, so the hunger timer was less of an issue, and I was able to get an ending. There’s a neat mechanic where your choice of items to pick up along the way give you a different costume (I got scientist, appropriately enough), and a metal rating depending on your dietary choices (I wound up with bronze, given my damn-the-torpedoes approach to food this time). I can see a couple of places where I could have done things differently, so there’s definitely replayability, and I can see kids swapping stories of how they did. I still think the game’s intended purposes would have been better served by just using one of the existing languages, but now that the optimization is a little better, and I’ve got more familiarity with the parser’s idiosyncracies, it definitely worked a bit better.

3 Likes

A Papal Summons, or The Church Cat, by Bitter Karella

One thing is clear straightaway about A Papal Summons, or The Church Cat: if the Comp were judged based solely on content warnings, it would be far ahead of the rest of pack. Just reading the list of stuff that’s included is enough to raise the hackles, even before starting in on this Twine game’s theatre of horrors. These aren’t idle warnings, either – while I’m not sure I ran into everything on this list in my playthrough, based on what I did see, I’m more than willing to believe that the missing enormities were lurking close behind some of the doors I left unexplored.

The parade of horribles isn’t just here for shock value, either. The game’s plot sees the priest protagonist summoned to the 15th-century Vatican to present a prodigy of nature to the pope, but the structure is a descent through greater and greater depravity, with some of the contemporary Church’s well-documented crimes presented alongside supernatural violations that are polemical exaggeration, not mere fantasy. I’m running out of euphemistic synonyms for “really bad thing”, but suffice to say that I ran into Torquemada and one of the authors of the Malleus Maleficarum and purchased a plenary indulgence (albeit from a shrine dedicated to Mammon), but also found a brothel being run by an Abbess right next to the construction site for St. Peters, and far more besides.

The writing effectively conveys the awfulness of what you’re seeing, with some more modern touches to the dialogue preventing the distancing effect of history from undercutting the impact of what’s happening. Indeed, given the way harm to children becomes a more and more salient motif as the game progresses makes it clear that it’s not just the 15th-Century incarnation of the church that’s being critiqued here. Again, this is all fair enough – there’s a reason the Reformation kicked off shortly after the time being depicted here – but at the same time, it’s not exactly unplowed ground, and while the critiques maybe land with a bit more force than usual given the luridness on display, I wound up wishing there was a bit more flesh on the bones here, a bit more complexity in the portrait of how a horrible institution perpetuates itself that doesn’t rely on painting everyone concerned as a villain or a dupe. If the game was content with deploying its imagery just in the service of scares, that would be one thing, but since it’s clearly more than just a haunted hayride I wound up wanting more.

Commenting on the game-y aspects of The Church Cat feels a bit besides the point, but it’s generally well-structured, with choices allowing you to select which terrible thing you’ll confront next on your trip into the bowels of the Church (mercifully, you also sometimes are allowed to run away from some of the more disturbing scenes). There were a few aspects of the implementation that aped some parser conventions, like a persistent inventory link and occasional directional navigation – typically I like this sort of thing, but they’re best suited for a puzzle-based experience, which this definitely isn’t, so they felt redundant and like they were setting expectations the game didn’t deliver on. Streamlining them away wouldn’t make it more fun , but would probably make it more focused on its core, horrible themes.

Highlight : Slight spoiler here: the cat that speaks to quote from scripture is neat, and I appreciated that it lifted up some of the wilder bits of the Bible – the passage where a bunch of kids make fun of Elisha for being bald, so the prophet curses them and two bears maul them to death, is a personal favorite.

Lowlight/How I failed the author : Hopefully the author will not be offended if I say that the game was pretty much all lowlight for me – it’s gross and scary and horrible, and as a new father I was especially not excited to read about bad stuff happening to small kids. I still think it’s good at accomplishing what it sets out to, but man I did not enjoy it one bit.

3 Likes

Enveloping Darkness, by John Muhlhauser, Helen Pluta, and Othniel Aryee

Enveloping Darkness is a straightforward fantasy story, requiring a ten-minute series of binary choices to navigate. There’s nothing here anybody hasn’t seen before – there are raiding orcs, a desperate quest to find a kidnapped brother, picking up weapons and armor at the main city, and negotiating with potential allies. And the narrative feels like it’s on rails, with few choices mattering very much except to avoid an instant death midway through – in fact I just went back to check on this, and yeah, this is pretty much the case. In particular, while you’ve got a number of opportunities to talk to a particular beggar or walk by, or how much to engage with him while you’re talking, no matter what I picked he still wound up tagging along on my journey.

There’s nothing wrong with a straightforward premise and disguised linearity in my book, but if a game is forgoing those opportunities for engagement, ideally there’d be some other aspect of the game that’s grabby – an interesting prose style, well-drawn characters, good jokes. Enveloping Darkness does okay but not great on this score. There’s not much that really jumps out as distinctive, but there’s solid execution. The writing is generally clean and typo-free, with an understated voice that can lead to a bit of humor. There’s only one other character worth noting – the aforementioned beggar, who turns out to be a half-orc who acts as your sidekick – but I enjoyed him, especially once I realized he actually winds up doing most of the work. I can’t say the game will stick with me, but it’s a fun enough way to while away a few minutes, which I think is most of what it’s trying to do.

Highlight : I liked the sequence where your character, who works as a miner before deciding to go on their quest of rescue, just walks up to the king and asks for stuff to help on their mission. And it works!

Lowlight : Once again, this is a game that ends pretty abruptly once you complete your mission. Authors, once you’ve done so much work to set up a story, it takes so little additional work to make the ending a satisfying victory lap or opportunity to reflect on what’s happened – don’t neglect the denouement.

How I failed the author : about midway through the game, I faced a moral dilemma as I came across a golem about to harm a baby, and I had the choice of saving the kid or trying to fight the monster directly. Given my current day-to-day I of course opted for the former choice – which was 100% the wrong answer as it led to death and a restart (I guess this is more me failing myself than failing the author, now that I think about it).

2 Likes

The Best Man, by Stephen Bond

The Best Man sits firmly in a genre that’s typically less well served in IF than in static fiction: it’s a piece of literary fiction, with nary a spaceship, broadsword, dead body, or tentacle in sight. For all the mundanity of the setting – we’re at a wedding in a small, well-realized Irish town twenty-odd years ago – though, I found the protagonist the most bone-chilling character I’ve seen in the Comp so far. By dint of his predicament, Aiden could be sympathetic – after a stag night mishap, he’s called up to be the stand-in best man, with the twist being that he’s been nursing a years-long crush on the bride. Being relegated to the friendzone is, I think, a broadly-shared experience, so heightening the drama around this common situation makes for compelling drama. The Best Man isn’t trying to create a universally-resonant story, though – it has a very specific narrative, with very specific characters, and what really drives the story is Aiden’s toxic self-involvement.

This is all extremely well-motivated: long-term romantic disappointment can be tough to weather for anyone, but Aiden has a combination of vain self-regard, social awkwardness, and inability to self-regulate this emotions that means his infatuation with Laura immediately curdles, and by the time of the wedding, he’s developed a whole alternate universe in which his sense of his own intellectual and emotional development means that he is now a fitting romantic partner for her (or at least will be after the inevitable divorce). The twist of fate that’s led to his brevet promotion is reinterpreted as meaning he’s now playing a leading role in the wedding, and I felt a queasy sense of anxiety as he ran pre-ceremony errands for fear of what awful gesture he had planned for the big moment.

Fortunately for my enjoyment of the game, we’re not locked into Aiden’s claustrophobic viewpoint the whole way through. In addition to chapters alternating wedding business with flashbacks to Aiden and Laura’s college days, there are also several that follow residents of the town incidentally swept up in the nuptials: the widower Aiden bumps into mid dog-walk, the partner of the Civil-War-obsessed florist (Roundheads vs. Cavaliers, not Blue vs. Gray), the church organist who could have been so much more (maybe?) Besides providing some relief for the reader, these vignettes also highlight Aiden’s self-absorption, laying out the rich seams of life he’s oblivious to in his inability to see anything but Laura. There’s also a sequence from the viewpoint of another wedding guest, Nick: a pleasant fellow who tries to make friends with Aiden but is instead ruthlessly judged, partially on the basis of his lower-class food preferences (though being a vegetarian from California, I share some queasiness at Nick’s love of white and black puddings).

Literary fiction lives and dies by the quality of its prose, and The Best Man for the most part gives a good account of itself, with lots of well-observed details and generally naturalistic dialogue. I’m adding caveats because I found the Aiden sections to have noticeably weaker writing than the rest of them. Given the contrast, this is clearly the result of authorial choice: his voice is generally intense to the point of histrionics, and the thing about histrionics is they do sound clangy when written out. Still, I found the dialogue of some other characters also felt clumsy during these sections – the opening dialogue with Laura I think has some of the weakest prose of the game, unfortunately – so feel like another editing pass wouldn’t have gone amiss.

I’m quite deep into this review and haven’t mentioned anything about interactivity yet, which isn’t necessarily a kick against how the game deploys its choices but just an indication that that isn’t what’s of most interest here. There are opportunities to decide on different high-stakes courses of action for Aiden – most notably how he behaves when it’s time to hand over the rings mid-ceremony, and what he says in an impromptu post-wedding speech – but in most passages, there are options to expand different sections of the text through inline links. While this is definitely a game with a specific story to tell, and you can’t change the viewpoint characters into people that they aren’t, the process of playing The Best Man definitely feels engaging enough.

I can see this game bouncing off of some people, given the comparatively low-key setting and the off-putting central character (the closing narration from Aiden made me think that in the years since the wedding, he’d become an incel or something – he’s that awful). But anyone who likes literary fiction, or a good antihero drama on TV, will find some real enjoyment here.

Highlight : I really, really loved the sequence with Bill, who can turn even the most innocuous of questions into a disquisition on the New Model Army – it made my sympathize with what my loved ones put up with.

Lowlight : The whole sequence with the bride’s 15-year-old sister. Ugh. Just ugh.

How I failed the author : As mentioned in my squib on Cygnet Committee, I don’t generally listen to sound when playing IF, and that’s true a fortiori now with the baby since I’m typically playing while Henry’s napping and I don’t want to wake him up (or not hear if he makes noises). From the listing in the credits, though, it seems like there’s a great soundtrack for The Best Man that I’m a bit bummed to have missed – though if there was going to be a Pulp song, I question going with This is Hardcore when Disco 2000 seems to have by far the clearer thematic resonance.

4 Likes

Thank you for the How the monsters… review!
Judging by the feedback, I see that most players have problems with the interface, such is the fate of trying to reflect the parser-like world-model through hyperlinks.
Glad you liked the views of the Wasteland)

1 Like

Fourbyfourian Quarryin’, by Andrew Schultz

I primarily come to IF for the story, but I have to say, I really appreciate it when a pure puzzler comes up in the middle of the Comp: there are usually lots more narrative-focused entries, so it’s really nice to have a change of pace that exercises completely different parts of my brain. This isn’t to say that FQ doesn’t have words – there’s actually a robust introductory story that follows on from where the prequel game (Fivebyfivia Delenda Est, entered in this year’s ParserComp) left off, and there are some good jokes as rewards for solving each challenge, hinging on a series of diplomatic “gaffes” being interpreted in bad faith as casus belli – but the main engagement here is working through a series of well-curated chess puzzles, as you place a limited set of pieces in a stripped-down five-by-five chess board to defeat a series of opposing kings.

Doing chess via parser-IF commands could be a fiddly nightmare, but the mechanics here are smooth as silk. There’s a really well-done ASCII-art depiction of the chess board, plus an accessible description mode, so it’s always clear where things stand, and it’s simple to move the player around and call in new pieces to your position (this sequel switches up the gameplay from FDE by dropping the requirement that your character navigate the board via the knight’s move). And the number of pieces at play in each puzzle isn’t too large, which keeps the gameplay focused on thinking of solutions, rather than having to type a bunch of commands implementing them. Similarly, the game’s overall length and pacing are great, providing just enough time to lay out the mechanics, develop them a bit, and end before it wears out its welcome.

As with many of Andrew Schultz’s games, the core gameplay is supported with lots of documentation, a tutorial mode, help commands, and options. And in addition to some gentle hints, there’s a robustly-annotated walkthrough fully explaining the solutions (actually there are three, one each for the hard and normal versions of the game, as well as a brief version with just the key commands). It’s all very helpful, but I do wonder whether it might be a little much for a new player who didn’t play the prequel. Relatedly, I really enjoyed the introductory text, but it is fairly dense and could take some effort to decode in order to understand what the goal of the puzzles actually is – I know we’re in the press of the Comp so it’s hard to recommend playing another game right now, but I think FQ would be more satisfying if you play the first game first.

While I’m mentioning small cavils, I did find the game text introducing the idea of the “traitor” pieces pretty confusing – the game told me that “[y]our trips to Southwest Fourbyfouria and West Fourbyfouria will include the yellow knight who is not as loyal to their King as they should be,” but it seemed like the yellow knight was actually on my side, and the traitor was actually grey, so this threw me for a bit of a loop. Rearranging my pieces could also sometimes be a little more awkward than I wanted – in particular, when I wanted to reposition my own king, rather than summon the opposing one, requires typing “twelvebytwelvian” for disambiguation, which is a mouthful (maybe “your king” vs. “their king” could be an option, or something like that?) But these are very minor niggles that did nothing to reduce the fun I had solving the puzzles and adding to the Twelvebytwelvian empire.

Highlight : I mentioned the hint system above – after being a bit stymied by one mid-game puzzle, I had recourse to one, and it did a marvelous job of getting me unstuck without ruining the fun of solving the puzzle!

Lowlight : This isn’t much of a lowlight, but it took me a while to twig to the fact that winning each section required forcing a stalemate before getting the mate – I’m spoiler-blocking that because it’s possible that figuring that out is an intended part of the challenge, but I had more fun once that light-bulb had gone off for me.

How I failed the author : this is another one where I don’t think I did! Even though I was sleep-deprived and I’m not that good at chess, the game’s difficulty curve is well judged and I was able to work through the hard version pretty quickly during one of Henry’s naps.

2 Likes

The Spirit Within Us, by Alessandro Ielo

I can’t say I fully understand the impulse behind making a custom parser – I mean, beyond the desire to test one’s programming chops – but one thing I’ve noticed about custom-parser games in recent IF Comps is that they tend to share an old-school sensibility that’s hard to recapture with the modern languages. The Spirit Within Us seems at first blush to be a case in point, from its white-on-black text, its amnesiac protagonist, the stripped-down prose, and the my-first-apartment setting of the first half of the game. There’s also a hunger timer of sorts: you wake up wounded, in the aftermath of a fight, and you bleed over time, reducing your “energy” stat, which only increases after eating (there’s a combat system you get into later on, which is also based on energy). Rather than being a lighthearted puzzle-fest, though, the game’s fairly story-focused and hits on some heavy themes, and I think the mismatch here doesn’t serve to add a frisson of novelty but rather make it feel incoherent.

Let’s start with the gameplay. For the first section, largely consists of exploring the strange house where you find yourself, trying to piece together the backstory from a few scattered clues. And per the above, since you’re bleeding and aren’t able to bandage yourself (I wasted a lot of turns trying to rip up the sheets in the opening location to staunch the bleeding), instead you keep death at bay by eating the various foodstuffs you find, so as you’re learning details about the horrid events that got you here, you’re also hoovering up raw eggs and vitamin pills. The second section, meanwhile, opens up as you leave the house and start blundering around the woods exploring both the physical geography and trying to figure out what you’re meant to be doing next.

The good news is that it doesn’t take long to basically figure out what’s going on; the bad news is that it’s also quickly clear that the game is going to be dealing with the fallout of the sexual abuse of children. There are no details depicted, thank God – you’re only told that you’re finding photos depicting awful events, and come across vague excerpts from the self-justifying writings of the predator whose actions have set this story in motion. Still, this is a heavy, heavy topic, and it sits awkwardly with the Hungry Hungry Hippos vibe of the first part of the game.

It’s also one that I don’t think is handled especially sensitively. Some spoilers here: there’s an indication that the protagonist, who’s one of the victims of the villain’s abuse, has wound up with violent tendencies that almost rise to the level of a split personality as a result of their trauma. And speaking of the antagonist, turns out he’s the school janitor, which fits in a not-great tradition of inaccurately portraying the most common perpetrators of sexual violence as low-class strangers. Beyond these specifics, another challenge is that the writing is pretty minimal, as befits its presentation – most locations get only a sentence or two, and even the throes of combat aren’t described especially fulsomely. Doing justice to the emotional heft of the subject matter, though, would require something a little more robust than what the game delivers, especially after it reaches a violent catharsis.

The parser is generally solid enough, though I did spend some time wrestling with it. Disambiguation was often very tricky, and examining objects often requires you to be holding them, which is made harder by the low inventory-limit. Still, overall the custom-parser experiment is a success – I think it’s just married to a game that it doesn’t fit.

Highlight : I usually detest hunger timers, but here it’s implemented pretty generously, so I found it added a prod to move efficiently through the world but didn’t add too much stress.

Lowlight : Trying to get a bunch of pills out of a vitamin packet required something like two dozen trial-and-error commands before I understood how to refer to them.

How I failed the author : I played this late at night, while pretty bleary-eyed, which meant that I really couldn’t read the blue on black text the game uses to update you on your energy levels, so I was flying blind most of the game.

2 Likes

Thanks for the review! Your note about the yellow/purple knight–well, that’s a bug, and it was text I slipped in in the last few days, ostensibly to help the player. Oops. So I appreciate you finding this, especially since it (along with the nice words) gave me motivation to push a trivial update to the IFComp site.

I wanted to mention that pairs of stalemate quests were identical for W/SW and E/NE, so I didn’t want the player to repeat themselves, and somehow, when I wrote everything out, I wrote in your other ally when I meant to write in the traitor.

And yeah, it’s tough to shake that 5x5 is a good intro to 4x4, and people have enough games to play right now. I didn’t realize how difficult it might be until I put it aside for 2 weeks, came back, and got frustrated a solution wasn’t working. Before that break, I’d forced the player to find a new stalemate in the north/northeast on hard mode, which I promptly forgot I’d added.

2 Likes

Smart Theory, by AKheon

Smart Theory is part of a sub-genre of games that, by my lights, has yet to produce a single successful entry: the much-dreaded polemic about current events. Don’t get me wrong, I like politics in my stories, but using narrative to convince, rather than to explore, sets authors up for failure, and often the temptation is to use thin plots and thinner character to prop up an ideological point, rather than using beliefs to enrich the people and stories we follow.

Smart Theory does not break this streak, and doesn’t beat the already dismal batting average of the sub-genre. I suppose it’s possible I think that because I’m on the opposite side of the particular culture-war fight being picked – the game appears to be an attempt to take down Critical Race Theory, and inasmuch as I work for a civil rights organization and took a class in law school from one of the founders of CRT, I’m on team wrongthink as far as it’s concerned – but at the same time, Stand Up / Stay Silent from last year’s Comp was basically Defund the Police: The Game and I thought that one profoundly didn’t work too. No, the problem isn’t that Smart Theory is trying to gore my oxen: it’s that it’s rather a bore about it.

Things start to go wrong from the very premise. Where other polemical games dress up their ideological agendas in at least some narrative fancy-dress, here the story is tacked-on as can be: you’re a student who attends a college lecture by a proponent of the new “Smart Theory” craze, which again is a very thinly-veiled CRT stand-in (like, a book called “Dumb Fragility” gets name-checked). There’s barely any plot to be had other than talking-heads yelling at each other, and the lecturer doesn’t get any characterization beyond “over the top charlatan.” So things that stories are traditionally good at are off the table, and the game lives and dies by the quality of its arguments.

Reader, these are not good, on either end! The lecturer’s explication of the theory is glib and parodic, which I guess makes the polemic go down easy but there’s not much here that a CRT proponent would recognize, as Smart Theory seems way more focused on French structuralism and postmodernism than on the actual stuff CRT deals with. On the flip side, partially due to the nature of the choice format, where you can’t easily have the player’s choices go on for paragraphs, the counterarguments the player character raises are also so superficial and unconvincing that a tiny part of me wonders whether the game is sort of double-agent, secretly parodying the anti-CRT position.

This ain’t changing anyone’s mind – it’s comforting pabulum for those who already agree that CRT is poisoning our children, trivially dismissible by those who don’t, and I’d wager completely incomprehensible to those who don’t already have their minds made up. Maybe someday someone will write the game that changes peoples’ politics by main force, rather than by grounding their ideas in compelling characters, rich settings, and satisfying plots, but today is not that day.

Highlight : Again, these barbs are largely mis-aimed (protip: critical theory and critical legal studies are not the same thing!), but there are some good jokes about postmodernism – the best being a mid-lecture celebratory announcement that “our crack team of social scientists has successfully added one more [post] prefix” to the modernism, postmodernism, post-postmodernism, etc. that Smart Theory is based on.

Lowlight : I think I’ve said enough on this score.

How I failed the author : er, fairly comprehensively, I should think. I really liked the author’s Ascension of Limbs from last year, for what it’s worth!

7 Likes