Mike Russo's Spring Thing 2021 Reviews

Hello Mike.
First of all, THANK YOU for your comments which are sometimes a little severe but always very relevant.
And thanks for your time.
In this increasingly fast and “mobile” world it is nice to know that there is still someone who finds the time to sit in front of a PC to test an adventure like mine.
(Probably this will be my “final cut”.)
Eleanor is essentially a simulation (of a coma), and if not implemented well, it can turn out to be a boring and frustrating game.
I tried to avoid these two events by inserting a specific walkthrough for each location and inserting ambient music and vocals to give voice to Eleanor and to give originality to the game but obviously this was not enough.
Also the timed element needed to simulate the medical team trying to wake Alter proved annoying.
But the thing I regret most is that I failed to highlight the real purpose of the game: To save Eleanor’s soul from oblivion. (Your sentence: "I’m waiting for Father Mackenzie to show up as a defrocked exorcist tormented by literal demons and living on the edge is the proof of my failure.)

Obviously I am sorry for grammatical errors.
I was unable to find a native English speaker for a text review.
In this regard, if you can, tell me what terms are (I quote you) “lots of typos and infelicities starting on the very first page.” So that I can correct them in future versions of Eleanor.
I wish you the best.

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Many thanks for your thoughtful review, I really appreciate it. Rest assured that in the revised edition of this work there will be no irradiated swampcores in sight. I have enjoyed all of your reviews so far, and I look forward to your responses to the rest of the wonderful festival games. May you have a day radiant with the joy and serenity you deserve!

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Hey Rob! I can set your mind at ease on one point at least – I did get that saving Eleanor was the point of the game, the Father Mackenzie bit was just my bad attempt at a joke – and I definitely liked the walkthrough/hint system, which I thought was very clever (as I mentioned, I think its prompting helped me figure out how to solve the puzzle I got stuck on – I just couldn’t figure out how to type in what I wanted to try in a way the parser would understand).

I can send you a PM with some of the typos I noted, and I can try to do a more comprehensive inventory over the weekend if it’d be helpful. And I dunno if you checked here for help testing, but there is a beta testing forum that I’ve found really useful (and if you’re interested, I’m often down to help test stuff myself, so feel free to drop me a PM next time you’re working on something).

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Thanks so much for the kind words, Kaemi! And congrats on Queenlash – hopefully it came through in the review that I’m really in awe of what you’ve accomplished with it.

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Copper Canyon, by Tony Pisculi

I didn’t have “Old West YA adventure” on my Spring Thing bingo card – and wasn’t shedding tears over its absence since neither are my favorite genre – but lo and behold, here’s Copper Canyon and it’s a lot of fun. This Ink game is canny about deploying its tropes: the player character is a plucky, appealing youth in a mining town whose life is upended by an inciting incident (a big earthquake that apparently kills his dad and shuts down the town’s raison d’etre), and who gets a team together to fight back against the black hats who take over in the resulting power vacuum. There’s nothing too surprising here – there’s a shocking twist or two, but they’re the kinds of shocking twists you’d expect to see in this kind of story – but there can be a lot of pleasure in playing the classics so long as they’re done well.

Fortunately, Copper Canyon does it quite well indeed, largely on the strength of its choices. There aren’t too many of these, but I found a high percentage of them to be tough, engaging decisions. One of the best comes early on as Tom, the player character, is gathering his team: one of the other teenagers who’s been invited to the meeting is your classic heel, bad-mouthing everybody’s plans and generally irritating the group. When given the choice whether to kick him out (because he seemed like a liability) or to keep him in (since better to keep tabs on him than have him angry and likely to blab to the baddies), I actually stopped for a couple of minutes to think it through. And most of the choices are like this, getting good dramatic milage out of only two or three options.

Making this even more impressive, I was surprised when I replayed the game and tried making all the opposite choices that not very much changed. This does mean there’s not as much branching as you think on your first play-through – I believe the choice of whether to be brave or clever in the opening determines who becomes your main sidekick, and I was able to die at the end by making what were pretty clearly dumb choices. But it also allows the author to keep control of this tightly-paced story while still making it feel like the stakes are high and the player’s decisions are significant ones.

As for the story itself, it’s workmanlike enough. Again, you’re pretty much looking at tropes all the way down, but it’s still fun to play through e.g. a sequence when you drive a dandyish gunman out of town by ruining all his suits. And the game does occasionally touch on some more serious and darker emotions – largely through the prism of melodrama, but it still gives Copper Canyon a note to play besides Boys Own Adventure (not to say that there aren’t female characters, as the Chinese-American Lin was my favorite of the sidekicks).

The prose supporting the game is sometimes over-verbose – we’re introduced to Tom as he’s “carving a face into an old apple as a gift for a girl he thought he might be interested in” – and there’s the occasional typo or anachronism, my favorite being the description of a drunk old coot of a miner as being recently “let go,” though it’s mostly good enough, and zippy enough, to keep things moving. But really it’s not the writing but the choices that provide the real motive force here.

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Hand of God, by Dana Freitas

NOTE: The first part of this review was written about an earlier version of the game, which had a game-ending bug; read on for an addendum written after I finished the updated version.

Oof, I have to say I did not get on with Hand of God. Partially this is because I couldn’t figure out how to get to the revolt of robot fanatics promised by the blurb, and instead got stuck in the white-collar drudgery also promised by the blurb. And partially this is because I noticed an ugly detail about the characterization I couldn’t unsee, and it killed my willingness to push past the bug that was blocking my progress.

First things first – this is a Twine game, in default style though with some animated text and changes to the font colors to denote when different people are speaking. The player character is a fortysomething husband and father who’s got a government job helping develop a robot interpreter, and those two strands – family life and robot stuff – are set up to bear equal weight, at least in the portions of the game I got to. You start out at home, going through your weekday morning routine and interacting with your family; then drive to work, and after a nose around the environs and learning more about the project, check in with your coworkers.

The first section is OK as far as it goes. The family interactions are pleasant and low-key, and if they seem a bit schematic (just about the first thing we learn about the player character’s wife is that she’s a GenXer, and the daughter doesn’t have much personality besides liking an MMORPG), well, there’s nothing wrong with starting simple. There are a few implementation niggles – there isn’t any branching but you can choose which order to do some necessary tasks before getting ready for work, and they’re repeatable, meaning you can eat infinite pop-tarts. And the commuting sequence managed to confuse me since I wasn’t sure whether I was meant to be continuing on the highway or taking the first exit in order to get to work.

The writing throughout is a bit weak, with fairly unimaginative prose and a scattering of typos. The author also tends to really overuse certain words. Like, here’s a paragraph from a dream sequence that comes at the beginning of the game:

Reading that many instances of “body” is actually kind of unsettling!

Where things really went wrong, though, is at the office. Most immediately, this is where I reached the impasse I described above – after I parked, checked out the other buildings on the campus, walked into the high-security area to check out the robot (whose name and function appear to be setting up a Tower of Babel allusion), then entered my office to greet my boss and coworkers, I got stuck in a similar cycle as at home, except this time I was unable to get a new option to appear no matter how many times I went to the water cooler or checked in with my cube-mate. From a quick look at the html source, there’s a lot more story to come, but it does seem like there’s a bug that blocks the way forward.

More significant than any bug, however, was an ugly realization I made after meeting all my coworkers. Here’s the receptionist, Julia:

Here’s Emily, a fellow coder:

Here’s our boss:

And just by way of contrast, meet the aforementioned cube-mate:

So to recap – we have a lazy, flashy-dressing black woman who’s living large in a government sinecure; a stuck-up, msg-dosing Chinese-American; a cruel, physically-imposing black man; and a nice friendly blue-eyed kid. I’m sure Hand of God is not intending to be racist, but – excuse my French – holy hell this is some racist bullshit right here. I think the problem is that, much like with the player character’s family, the author is relying on stereotypes to come up with the cast of characters, and possibly had the admirable impulse to make the game more representative by including some people of color. But the problem with doing that unreflectingly is that you can wind up regurgitating some really really ugly caricatures that draw on boogeymen first conjured up by reactionaries and then filtered into pop culture – and racist tokenizing is way worse than no representation at all.

Anyway, like I said this really killed my will to continue; hopefully there’ll be an update to fix the bug and the bad racial dynamics, since I like a good story about robot zealots (admittedly, there’s Battlestar Galactica and then I’m not sure what the second example would be). But for now, I’m taking a pass.

ADDENDUM: Since I wrote the above, Hand of God has seen an update that fixes the aforementioned game-stopping bug, so I went back and finished it. The story does work a bit better now that I’ve seen all of it – in particular, it looks like some of the main character’s negative traits are intentional, and are meant to provide a bit of a character arc (I didn’t mention it in my review, but he appears to have some anger issues and is overly nostalgic for his youth). The weird racial stuff remains as it was, however, including a “joke” about how one time the translator robot malfunctioned and ran around yelling racist slurs – and with the added twist that the enemy hacker the main character thinks is behind the robot rebellion 1) is actually innocent, so the rebellion is unexplained as far as I could tell; and 2) is a Palestinian Arab who’s assassinated in what’s meant to be a feel-good epilogue, completing the perfect record of unpleasant characterization and negative outcomes for POC in this story.

Speaking of the story and the rebellion, I found this rather unsatisfying too. The robots suddenly start killing or capturing humans while spouting Gnostic buzzwords, but their plot (to annihilate humanity via nuclear war) doesn’t seem to square with Gnosticism as far as I understand it. And then the stratagem the main character uses to foil their scheme is about the oldest, hoariest chestnut there is (saying a paradox aloud, at which point smoke starts coming out of all the robots’ ears). Maybe the focus is meant to be more on the family dynamics, because that’s where the denouement wraps up, but even there, the final moral – “Your loved ones don’t have to be a shackle to misery. They can be the keys to enjoying life together” – feels oddly negative, and runs up against the overall flatness of the characters.

The choice mechanics of the second half of the game also felt a bit clumsy to me, since the story requires you to be captured – escaping the robots leads to unsatisfying bad ends, meaning seeing the full story play out requires making decisions that don’t make sense for a character who’d presumably be very focused on getting away from the killbots. There were no further bugs, at least!

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Mean Mother Trucker, by Bitter Karella

The setting and protagonist of Mean Mother Trucker are pretty novel for parser IF – you’re a transwoman big-rig driver in a last-chance truck stop at the desert’s edge – though the goal (taking the pretty waitress away from all this) and approach to puzzling (a traditional collect-a-thon) are more conventional. Still, it knows not to wear out its welcome, allowing the player to get in and out before the novelty’s worn off.

I can’t place the exact antecedents of MMT’s style, since this isn’t really a sub-genre I’m that familiar with beyond having played Full Throttle back when dinosaurs ruled the earth. But nonetheless I can tell the author’s doing a good job of capturing the tropes of truckcore or whatever we should be calling this. Here’s what you get when you examine the jeans you’re wearing:

There’s the inevitable biker gang (though they’re born-again), truck-stop sexpot, and salty short-order cook, with the descriptions and dialogue all hitting a gritty, sleazy vibe that fits the material without going too far over the top. There are some flies in the ointment in the form of some small typos (quotation marks sub for apostrophes a couple of times) and spacing errors, but nothing too bad.

The puzzles are less interesting, though they’re fine enough as far as they go. To convince the lovely Flo that you’re lucky enough to make the Devil’s Taint run (like, to successfully drive through the bit of desert called the Devil’s Taint), you need to collect a pair of good-luck charms. This is accomplished through a pretty straightforward sequence of puzzles that typically boil down to USE OBJECT ON PERSON/THING. None of them are too brain-teaser-y, and while there are some unneeded objects, there aren’t so many red herrings that it gets confusing, and if it’s not always clear how any particular sub-puzzle contributes to achieving your goal, each of them is cued sufficiently well that the player can take on trust that they’re making progress.

I did find the technical implementation a little iffy. There are a couple of bugs – I was able to take my truck’s rear-view mirror, which I’m pretty sure should stay attached, and there’s one puzzle that, per some conversation on the forum, is broken in a way that made me unsure how I solved it (it’s the one about getting the roadkill that’s stuck to the road, which I later realized is supposed to require using the spatula, but the bug mean that if you just try to take it twice, you’ll get it on the second go). And overall there were fewer synonyms or alternate syntaxes than I’d like – for example, as I was trying to dislodge the roadkill with a stick I’d found, I couldn’t find any versions of PRY ARMADILLO WITH STICK that the parser would accept (even if that’s not the intended solution, it does seem the sort of thing that should lead to a useful failure message).

None of these niggles really did much to undermine the fun I had with the game, though – solving a bunch of easy puzzles creates a lot of momentum, and the short length meant that the enjoyment I got from the setting and characters didn’t wear off through the drudgery of repetition. MMT is a lightweight, but it’s endearing while it lasts – I can picture a graphic-adventure version of it fitting in seamlessly among the more offbeat LucasArts classics.

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Thanks Mike for your availability and your precious time.
In the meantime I will insert “SET CLOCK TO MIDNIGHT” as a synonym of “Move the clock hands” :wink:

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Miss No-Name, by Bellamy Briks

So this is the second entry from Bellamy Briks, and in a completely different development system (this one’s Twine, while Heroes! was Quest), which shows some impressive versatility. Though the settings are also quite distinct – we’re in a contemporary high school, not fairytale high fantasy – the vibe is once again high-energy and enthusiastic. This extends to the appealing visual presentation, which is all bright color and emphatic text effects (no drawings this time), as well as the prose, which is again appealingly bubbly. Structurally speaking, Miss No-Name isn’t a time cave and is actually fairly linear, though there are a couple of branches depending on your choices, and seven different endings; since it’s a short game, it’s easy to reach all of them, and while there are maybe only really three distinctly different ways the story can wind up, it’s zippy enough that I was glad to be a completionist.

It’s hard to talk too much about the story without spoiling it – the setup is that you’re the coolest kid in school, and you’ve taken a bet to learn the name of the mysterious new girl who just enrolled mid-year. For the most part this plays out about how you’d expect, with your choices either offering different strategies to pursue your goal, or giving you the option of having the main character stick to the bet or start to develop a real friendship with Miss No-Name. While there’s the possibility of a couple of different twists depending on how you play things, the game doesn’t have anything especially surprising in story – but that’s OK. Its strengths are using breezy prose (I loved all the little asides about how cool of a guy the main character is) to create a fun, relaxing mood, rather than in ratcheting up high drama. The mystery of Miss No-Name is mostly an excuse to hang out in this pleasant world, which is no bad thing.

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Misty Hills, by Giuliano Roverato Martins Pereira

I feel like there are a lot of chill, hang-out-y games in this year’s Spring Thing. I don’t know if that’s a coincidence, or a result of the past year meaning that spending some low-key time with other people seems especially appealing, but I’m all in favor of it – I’ve beaten a lot of evil overlords in a high-stakes race against time, so sometimes it’s nice to just smell the roses. This is pretty much the setup of Misty Hills, in fact: the main character has just come through an adventurous journey with only a few coins and miscellaneous possessions to their name. There’s one final step left in their quest – since you just missed the funicular to take you up the hill to home, now you’ve got half an hour to kill before the next one arrives.

You can definitely find some dangerous situations in Misty Hills – in fact you can even die, though the choices leading to those ends all but have neon signposts on them so it’s pretty much an opt-in affair. But you can also spend the time just chit-chatting with some locals, browsing a merchant’s wares without buying anything, or playing a dice game with the funicular operator for a few coppers. The time limit means you could even fritter away the thirty minutes taking half-hearted stabs at all of the above and not accomplishing much of anything before it’s time to run to the funicular.

While I usually find timers irritating, this one I didn’t mind it at all, since it’s integral to establishing the proper way to play: Misty Hills isn’t a game where you’re trying to optimize a complex series of tasks or beat the clock, but, as the author’s note says, you’re basically playing someone waiting for the bus. I’ve often been in that situation myself (is it weird that public transit is one of the things I’ve missed most during the pandemic?), and it definitely rings true that if you have one positive exchange with someone else, or notice one neat thing in the neighborhood, that’s more than enough to have gotten out of the experience.

This isn’t to say that the different diversions on offer aren’t interesting. I really enjoyed figuring out what was going on with the merchant and experimenting with the various items you can buy, learning a bit more about the funicular operator’s philosophy and backstory, and taking my tea a bunch of different ways, to say nothing of the more game-y exploits of exploring the well and the magic forest – the gambling game I thought was a little too random to be as enjoyable, but oh well, that’s how I feel about most gambling in real life too. There are a number of different interactions to discover, depending on the order you visit the different areas and what, if anything, you’ve gotten in your inventory. There are some typos, and I found a few small bugs (sometimes the game lost track of how much money I had, and one time after I restarted, it seemed to remember my previous interactions with some of the options in the well) but none of it’s especially goal-oriented: my biggest accomplishment was being adopted by a cat, which is actually a pretty big deal!

That was the only thing I did that I noticed changing the ending text – and that only slightly, because of course the story always ends in the same place, with the main character riding the funicular up the hill. But that’s all right – this was just a stop along the way, an opportunity to kill some time and maybe create one or two small memories to bring home.

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Some Space, by rittermi

Graham Nelson’s adage about an adventure game being a crossword at war with a narrative doesn’t fully apply to Some Space, but it came to mind when I was playing because while both the puzzles and the story are robustly worked out, it didn’t seem like they interacted with each other all that much. There were some loose thematic links, and some minor fallout for success or failure, but nothing that felt commensurate with the difficulty of the puzzles, which are occasionally quite involved. And then I got to the end and it turned out the game’s concerns were actually quite different than I thought they were, and I felt like the narrative wasn’t just at war with the crossword, but with itself.

Backing up, said narrative is one of space-immigration, as the main character is a human who’s decided to take a new job on an alien planet. The overall setting is lightly sketched – it appears to be somewhat Star Trek-y, with multiple species all more or less getting along in a single interconnected society, albeit the economy is clearly still capitalist and the different species still strongly retain their native culture. That sketchiness works because this isn’t a space opera with deep politics or galaxy-shaking revelations: the main character’s new job is in marketing, and the story is about being far from where you come from, trying to make new friends and fit into a new home that plays by very different rules.

Some Space starts in medias res, as the main character is chatting with a fellow human expat also on his way to that same alien planet. We never get much of the main character’s backstory, but this expat – named Amar – plays a significant role in the plot, as he’s one of those gregarious types who makes friends everywhere, and as it turns out is soon the only other human the main character knows on the whole planet. The story’s structure alternates between three kinds of scenes: the main character starting the new job; exploring the city and running errands on their own; and hanging out with Amar and, eventually, his friends. Transitions between the scenes are usually punctuated by the main character checking their phone for news and messages, usually getting one from Amar or another friend – which will typically lead into another scene – and almost always having one from the main character’s mom – which they invariably ignore and leave unread.

Speaking of messages, that’s also where the puzzles come in, because your new hosts, the Koilians, communicate via “puzzlespeak,” which means that you can’t read an orientation memo without looking for hidden meaning. There are a number of puzzle types, mostly different kinds of ciphers, and you need to demonstrate you’ve solved them by choosing the right option for where and when a meeting is being held, or occasionally by typing the answer into a text box. I’m not a cryptographic maven, so I found the puzzles rather challenging, or at least I did until I decided to bend the rules and use various online solvers to expedite matters – I figured the main character has a smartphone and access to a forum for expats swapping tips about how to understand puzzlespeak, so it’s not implausible that they’d be doing the same thing!

For the most part the puzzles don’t gate progress – rather, you can solve them and behave appropriately, or fail to solve them and irritate the Koilians by your inability to follow simple directions. As far as I could make it, there aren’t significant consequences, though, with a missed message meaning that you might be in for some minor embarrassment but no real plot impact. Puzzles that lack much narrative impact are fine, I think, so long as they’re simple – which these aren’t – or if they’re thematically connected to the narrative. Here, the puzzles are all cryptographic, and as an immigrant, the main character faces lots of difficulties communicating, so there’s some general linkage – or at least I thought there was, until I got to the last fifth or so of the game.

Despite appearances, Some Space isn’t primarily about the immigrant experience. I’ll put the rest of this discussion behind spoilers, but to summarize, a different theme becomes very prominent towards the end, and I thought it didn’t fit well with what came before as well as not having any resonance with the codebreaking puzzles.

What Some Space actually wants to talk about is domestic violence. This is part of the main character’s backstory – a primary reason we’ve left earth and are ignoring our mom, it appears, is that our brother hit his kids, and our mom is defending him. And it’s also part of the main action, as the final sequence hinges on Amar being beaten up by his Koilian boyfriend, and then arrested by racist (Koilian) cops who blame him while letting the abusive boyfriend go free. I didn’t feel like this twist worked. First, it undermined the rest of the story for me – I was enjoying the experience of learning about another culture and trying to fit in with it, so seeing that society and one of its main representatives suddenly portrayed in this way made it feel like the main character’s efforts to get along with the Koilians were misguided. Second, it didn’t feel like it rang true with Amar’s characterization, as he’s portrayed as a kind, outgoing, talkative person, while his boyfriend comes off as a monosyllabic grump even before he’s revealed as an abuser; it was very hard to understand what we were supposed to understand Amar saw in him. I get that it’s hard to write this stuff in a way that doesn’t come off as melodramatic Lifetime-movie-of-the-week material, but all the more reason not to cram such a plot into a small part of the story. And finally, the swerve into melodrama made all the time spent on letter-substitution ciphers seem even more incongruous and unrelated to the story Some Space is telling.

It didn’t help matters that I sometimes found the game a bit clunky. There’s timed text, and I thought the custom font the author used wasn’t easy on the eyes. I did run into a few technical issues, with the game once hanging and forcing a restart after I failed to type in the correct answer to a puzzle. And while the writing is generally good, beyond the characterization issues mentioned above sometimes I found the worldbuilding didn’t fully hold together. For example, even though the Koilians are portrayed as hard for humans to understand, the main character often decodes their emotions with no difficulty, noting that one looks aghast, or perks up when you enter, which is at odds with the sense of displacement that the main character should be feeling.

Still, none of this slight wonkiness did much to detract from my enjoyment of the game, since for the first 80% of the game I was having fun as a code-breaking fish out of water – but for me, unfortunately the final act left Some Space less than the sum of its parts.

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A Strange Dream, by Anais Tn

A Strange Dream doesn’t seem finished. The first sign is that the game’s file name is “test.aslx” and opening it pulls up the Quest editor rather than launching into the game proper. The intro text positions the player character as confused and discombobulated, waking up with a pounding headache in a strange, decrepit mansion, so perhaps this is a fourth-wall-breaking bit of metafictional slyness? But given the slapdash quality of what’s on display, unfortunately it’s more likely a sign of a game entered into the festival before it was ready.

Your goal is to unlock the front door and escape this crumbling manor, but within a few short actions it’s clear that it’s not that the place works according to dream-logic, it’s that it just doesn’t work. Interacting with the game is simple, with a subwindow allowing for compass navigation and another for examining and manipulating nearby objects via a menu. But if you exit and then re-enter the lobby, every time you look around you’ll see the exact same text about confusedly waking up that you get at the beginning of the game. Objects that the text implies should be hidden – like a silver key that’s described as being revealed when you pull out and look behind a book on a library shelf – are clearly listed in the subwindow from the get-go. It appears there’s meant to be a light puzzle, as upon lighting a match the game says “you can now go downstairs”, but you only find the match in the one downstairs room in the house, which you can get to and explore just fine without any extra light.

I found some flat-out bugs – trying to re-open the table after closing it threw off a scripting error – and wonkiness in the taking code meant that while the game cheerfully told me I was picking up keys and trying them in the front door, they never actually showed up in my inventory. After getting stuck, I wound up pulling up the editor to see if I could figure out what was supposed to happen – again, maybe this is what the author intended? – and as far as I could tell, a gold key I’d found in the upstairs office was meant to have allowed me to escape. Entering that office and taking the key appears to be the only actual puzzle, unless some of the other keys were also supposed to have gated other parts of the house?

The premise here would allow for a good bit of puzzle-y fun, and I did enjoy the use of pictures to show the often-beautiful furnishings of the house. I also laughed at the sentence “looks like you are in an old mansion, falling apart” (we’re all getting older, let’s not throw stones). But unless it’s all meant as some kind of ironic commentary and I’m just too thick to get the joke, it sure seems like A Strange Dream just isn’t a complete game at this point.

2 Likes

Picton Murder Whodunnit, by Sia See

I can certainly see the appeal of the randomized murder-mystery. More than most genres of IF, once you know the solution to a mystery there’s not much to hold interest on subsequent replays – and even on the initial play-through, if the author’s telegraphed the true culprit too strongly it might be even less compelling. On the other hand, mysteries tend to be really engaging puzzles for players. If you could write a good mystery that could be randomized, so the player knows the game is playing fair and can be surprised the second, third, fourth, and fifth time they run through it – that’s a game you could enjoy for a long time.

While I think I’ve played maybe half a dozen iterations of the concept, though, they’ve always left me cold. Some of this is I think is down to the fact that I tend to be less interested in randomized narratives – I’ll gladly sink untold hours in a pure, zero-story roguelike, and I’ve 100%’ed every single Assassin’s Creed game save the most recent one. But even in those often-grindy games, if there’s a system for randomly generating quests, my brain just flips a switch and is completely uninterested, even if functionally the random ones are almost exactly the same as the bespoke quests I just put a hundred hours into playing through. But I think my diffidence at the sub-genre isn’t due to personal preference alone: it’s hard enough to write one mystery, much less a mystery that can be reshuffled multiple times and still be satisfying.

Picton Murder Whodunnit – yes, we’re finally getting around to it – is, of course, a randomized murder mystery. It’s built using the Strand system, which I wasn’t previously familiar with, but looks like it was designed to create updated versions of some of the old Magnetic Scrolls games. Anyway I like the engine well enough, offering the option of choice-based or parser-based interaction, though there isn’t the ability to play offline so far as I could tell and the online version was sometimes laggy.

The conceit here is about as traditional as you can get: you play a police inspector called to a country manor to investigate the suspicious death of a peer of the realm, and you’ve got to identify which of a quartet of suspects (the conniving widow, the vicious son, the grasping brother, or of course the supercilious butler) did the deed. The game discloses that the solution is randomized each time, so while e.g. the widow is always portrayed as conniving, only one time out of four does this tip over into a murderous motivation.

As you can tell from the characters straight out of central casting (the butler’s even named Jeeves), the milieu is spot on, and the writing is full of cheerfully over the top Britishisms that I quite enjoyed – the brother is described as wearing a “pompous cravat and tweedy, shoulder-patched green shooting jacket,” which definitely conjures the character. This is where the randomized nature of the game starts to pose problems, though, as every character is described in dark, unpleasant terms, even if that seems to make little sense. Here’s the ten-year-old son, Jimmy: “piercing, piggy blue eyes stare back at you fiercely. You get the impression he totally despises the police and you in particular. He’s probably guilty as Hell!” I mean, steady on there, matey, he’s not even a tween. But in order for the randomization to work, everyone has an equally-plausible motive, and everyone has a key to the gun cupboard (yes, even little Jimmy) which I thought felt artificial – at least give us one character who doesn’t seem to have a reason to off the Major!

The investigation is also less fun than I wanted it to be, though here the randomization is only partly to blame. There isn’t any physical evidence to examine, nor are there any clues to uncover or forensic details to analyze. Solving the mystery reduces to asking every character about their alibi, then doing another round to ask about everyone else’s alibi to see who’s the odd one out. This is made slightly more difficult by the fact that the murderer, of course, is happy to lie, and by the fact that I found some of the clues ambiguous, though possibly that’s down to me not fully understanding the manor’s layout rather than fuzzy writing. The alibis are also functionally the same in repeat playthroughs (like, maybe the brother will be writing a novel instead of smoking a pipe, but he’s always in the drawing room and always relies on Jimmy for corroboration), making the investigation feel repetitive even though the ultimate culprit may be different. This is especially the case because after the first run-through, which took maybe ten minutes, I managed subsequent replays in maybe two minutes apiece since there are so few things that need doing.

All of which is to say that while Picton Murder Mystery works fine and supports at least one or two fun go-rounds, the nut of the tightly-plotted but randomized mystery remains uncracked, and I’d personally trade it for a non-replayable but deeper investigation with the same setting and characters in a heartbeat.

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Lady Thalia and the Seraskier Sapphires, by E. Joyce and N. Cormier

Thalia is the Greek muse of comedy, and she’s an apt namesake for what’s the most purely fun game I’ve yet hit in the festival. It felt like LTSS was grown in a lab to plaster a grin to my face – I’m a sucker for anything involving British twits, heists, libraries, and museums, and here we’ve got the eponymous burglar planning not one but three heists (at a library, a museum, and a British manor), all to tweak the nose of a supercilious society doyenne. Oh, and there’s an extended game of cat and mouse played against a sexy art-theft consultant to Scotland Yard. Still, even if these particular tropes aren’t your specific cup of tea, the breezy, clever LTSS is a rewarding gem of a game.

Admittedly, I went into this one expecting to like it – one half of the authoring duo, E. Joyce, previously wrote What the Bus? for the 2020 Comp and Social Lycanthropy Disorder for last year’s EctoComp, both of which I’d played and really enjoyed. And the gauntlet thrown down by the ABOUT text got me even more excited:

Happily, LTSS lives up to this initial promise. The opening does a great job of establishing the milieu, the antagonist, and the player character, who’s a social climber with a masked alter-ego and a fondness for relieving snobs of their possessions. Hearing her stuck-up hostess brag about the gems she’s about to parade at a fancy party, our heroine takes it upon herself to lift not just the jewels, but also a rare book and valuable painting in the lady’s possession.

The game thus plays out as a trio of heists, each proceeding according to a well-paced structure: there’s an initial planning meeting with your sidekick Gwen, who’s a seamstress and gadgeteer of no mean skill, then a sequence of casing the joint incognito, before the final nocturnal visitation to put the scheme into action. Of course, the best laid plans of mice and muses gang aft agley, so even the most meticulous preparation doesn’t save you from occasionally having to improvise. And then after each heist is done, you get to read about your exploits and get debriefed – and rated – by Gwen.

These sequences are all really well done – none wear out their welcome, and each builds momentum into the next as you’re eager to see how the groundwork you’re laying will pay off. Each works differently, too, which helps keep interest high. The briefing scenes are pure dialogue, primarily giving you a chance to add some shades to Lady Thalia’s characterization as the outlines of the plan get established. When you hit the streets, you usually get a choice of three or four leads to pursue to gather information, hide your tools of the trade in a useful spot, or recruit confederates, before time is up and it’s time for the heist. It’s possible to succeed or fail at each of these subtasks, which could make the actual burglary sections faster and easier, or more time-consuming and challenging – these bits are set up as linear gauntlets, and can be appropriately nerve-wracking, though generally you’re more in danger of making a mess of things and having to endure Gwen’s mockery than of losing life and limb.

The challenges are varied, too. Most of the social challenges use a system where you choose an approach from a menu of direct, friendly, or leading (this last meaning you’re asking leading questions aimed at getting more voluble types to share more than they ought). This is a nice framework, since it creates some structure around what could otherwise be very fuzzy social challenges, and it also prods the player to think about the personalities and desires of the other characters rather than as mechanical obstacles to circumvent (admittedly, sometimes using the direct route with servants and employees can feel a bit like bullying, though Thalia typically stays on the right side of that line). One heist largely hinges on a word puzzle; another’s all about planning ahead; and a third involves Burke’s Peerage, because of course this is that kind of game.

The writing is just as good as the puzzle design, in particular when it comes to the protagonist. Thalia herself is a joy to inhabit, and has some of the best lines. Here’s her reflecting on how her status has risen after many successful jobs:

And here she’s sizing up a potential mark:

(Yes, Thalia is unashamedly randy).

There are a few flies in the ointment: I ran into a couple of small bugs (when faking a swoon in front of one of the museum guards, I got a “cannot execute macro” error, and when chatting with Lady Satterthwaite’s maid, one of the friendly dialogue options appeared to redirect back to the same passage, so I had to choose a different approach to progress). There was one sequence that I found hard to parse –the duel of wits with Mel in the museum – where I understood what Thalia was planning but wasn’t clear on how to implement it given the options available (this was the one place where I save-scummed). Gwen also scored my performance on the first heist as a 15 out of 13, which could be an error or just an indication of how awesome Lady Thalia is, I suppose. But these minor flaws do nothing to detract from the zippy, cannily-designed pleasures on offer – LTSS is a must-play, and here’s hoping this isn’t the last we see of its dashing heroine.

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An Amical Bet, by Eve Cabanié

Much like Lady Thalia and the Seraskier Sapphires, An Amical Bet is about a dashing lesbian thief committing crimes in a lavish setting, but unfortunately this one doesn’t rise to nearly the same heights. The premise bodes well – unwinding after a big score, the protagonist and her lover relax by seeing who can be the first to steal something shiny, something useful, and something unexpected while at a party in Rome. Unfortunately, the implementation doesn’t live up to the hook.

Partially this is because of the writing. There are a host of typos and strangely-written passages, including the title which I think is supposed to be “Amicable”, and some of these phrases are so tortured I can’t even tell what the mistake was – like the corridor that’s described as “fastuous” (that could be a typo for “fatuous”, but that still wouldn’t make any sense?) With that said, occasionally some humor gets through the tangled prose – this response to TAKE STATUE made me snort:

The major issue is that the scavenger hunt, such it is, doesn’t hold any interest. Unlike the locked-door puzzle in fellow Quest game A Strange Dream, it is possible to complete this one. But there aren’t actually any puzzles to solve – you just go from room to room looking for portable objects, and if you take something that satisfies one of the conditions, the game will tell you in bolded text that you’ve got one of the three necessary items. None of the objects are hidden or gated in any way – it’s just a matter of hoovering your way through the dozen-odd locations – and for the “unexpected” and “useful” objects, I have to confess I didn’t fully understand the logic behind their selection.

There is a small, fun twist at the ending, and the game definitely wouldn’t have been better if it took longer to get where it’s going. Still, An Amical Bet is a very small, very slight thing that serves to pass five minutes of time but not much else.

4 Likes

Hi :smiley: thank you for your review, I’m french so i surely made some mistakes and i’m sorry about that ! :sweat_smile:
It was an exercise we had to do at my school and my teacher told me to submit my Quest here, so i promise that next time i’ll submit a better story :relaxed:

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Thanks for the great review! And double thanks for the bug reports - I’ll get to work breaking into our code vault to fix them. (I might leave the 15/13 bug in there though, that’s almost too funny not to).

The goal of the showdown in the museum is to goad Mel into dropping her guard, but not to anger her so much that she just rushes you. You can always take the slow or messy ways out, but getting the best finesse score requires carefully winding her up and then going for the window at the right moment. (Flirting is a great way to wind her up quickly, of course). I think if we did a better job signposting exactly HOW mad Mel is at any given point in time it might make it easier for the player, so thanks for the feedback!

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Hi Eve – that’s really cool! I studied French in school and if I tried to write a game in it it’d be nowhere near as good as yours :slight_smile: Hope it was a fun exercise!

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Of course! In case it’s helpful for tracking them down, here’s a little more detail on the bugs:

Museum bug

For this one, here’s the error message that came up: Error: cannot execute macro <>: unable to parse macro argument “[[’“I doubt it. Isn’t there a closer door?” (L)’|escaperoute3>><<set $convVar = 3>><>
<<link [[’“How can you even ask me that, you brute?” (D)’|escaperoute4]]”: unterminated link markup.

Lady S's maid

This was the offending dialogue option: ““Goodness, no, I wouldn’t do her a favour like that.” (F)”

As for the bit with Mel, yeah, I understood that my goal was to manage her anger to get it high but not too high. I think some of the feedback could have been a little sharper in communicating where she was at, but the bigger issue I ran into was not realizing that I should be proactive about going for the window rather than waiting for Thalia to do that automatically when I succeeded at the social challenge. I think partly this is because most of the other challenges to this point had worked that way, and also because I was enjoying the banter so didn’t want to end it prematurely, if that makes sense. It might make the puzzle too easy if there was a more direct prompt that it’s time to go once you get Mel wound up an optimal amount, but I think that’s what I felt myself missing.

Congrats again on the game!

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Thank you Mike :relaxed: (french is really hard btw so it’s okay haha)
Have a nice day :smile:

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