All Hands Abandon Ship, by David Lee
Interactive fiction, we’re told, can be conceptualized as a crossword at war with a narrative (this obviously isn’t true for much, if not most, contemporary IF, but please just go with it). All Hands Abandon Ship is what happens when they’re enmeshed in a three-front war with an all-encompassing pile of Easter eggs and pop-culture references, and actually neither of them are putting up much of a fight.
This sounds like I’m saying the game is bad. It isn’t bad! Mind, it’s not great, either: the escape-the-doomed-spaceship premise isn’t just old enough to drink, it’s got a Facebook account it uses to post photos of the grandkids and share awkward grumbling about foreigners; the implementation is pretty thin, with lots of generic descriptions and unimplemented synonyms; and there are no characters or much in the way of environmental storytelling to liven things up. But there are attractive feelies with a cool map of the ship, there’s a pretty solid amount of geography to explore, and I didn’t notice any bugs. So it’s got solid enough bones for a low-narrative sci-fi puzzlefest.
The trouble is, there aren’t really any puzzles. Okay, I guess there’s an overall time limit that counts, but since that just makes escape impossible (after 100 turns, you drift beyond a black hole’s event horizon so life pods can’t get out) and you can continue running around the ship exploring, all that means in practice is that you’ll run out of your time on your first go-through, figure out how to win, then type RESTART to do so. Outside of the countdown, though, all you need to do is wriggle down a dumbwaiter (this doesn’t require any commands more exotic than ENTER DUMBWAITER and D, then get an electrical system working again by the simple expedient of OPENING a panel and then TURNING ON a circuit breaker. I spoiler-blocked the details to be polite, but trust me, this is stuff that anyone with even minimal experience with parser games would do in their sleep. In fairness, there is one alternate path to victory that involves a tiny bit of problem solving, but this is marred by some guess the verb issues (you need to put a yoga mat on some live wires to provide insulation, but various iterations of PUT MAT ON CABLES fail; only DROP MAT works) so I think best not to count it.
This isn’t to say that there’s nothing to do, though, since the game actually has a reasonable amount of things to mess around with and places to explore. Some of these include some reasonable jokes – when you’re told, of an unremarkable head, that “[y]ou wouldn’t be at all surprised to see its design aesthetic featured on the front cover of Brutalist Architecture Monthly” it’s inevitable but still entertaining that you’ll eventually come across an issue of just such a magazine. And there are lots of little optional interactions, like microwaving various inappropriate foodstuffs or getting a physical from the holographic doctor.
But mainly what you do is notice references. Past a certain point, my notes just became a litany of all the in-jokes I’d seen – there’s a strong 80s/90s pop-culture angle here, since I came across a Soundgarden CD, a Presidents of the United States lyric, a Scarface reference, and of course a couple from Aliens. But lest you think there’s a consistent retro pre-millennium revival across the futuristic society, there are also prominent mentions of the Doors and the Great Gatsby.
Look, I know I sound like a scold. And I can’t lie, it is a fun idea to have a holodoc that goes by T.J. Eckleburg. But, like, what am I, as a player, to do with that idea? The doctor doesn’t have any dialogue, I don’t think, beyond “open up and say ahh” (I thought he was an optician, not an ENT); he doesn’t have a fascination with the book, or provide a thematically similar role by witnessing and judging the player’s activities. Like all the other references, it’s an empty signifier, there to provide a frisson of recognition and that’s it. This sort of thing can be entertaining in moderation, as a break from more engaging business, but again, the game doesn’t have a story to speak of and lacks much in the way of challenge. To risk a culinary metaphor (I know, that’s @Truthcraze’s job), the author phoned in the entrees and spent all their time on the side dishes instead – but actually, the side dishes are junk food, conveying an instant pop of flavor but containing no nutrition – so go figure, I didn’t leave especially satisfied.
abandon mr.txt (76.8 KB)