As in previous years, since I don’t have a blog, I’m going to be posting reviews in this thread. I’ll be playing games in a shuffled order, and I’ll get through as many as I can, but I can’t guarantee that I’ll get through all of them. I don’t post scores. I’ll spoiler tag liberally; but in the past I’ve tagged the whole review, and I think that goes too far. If you prefer to play games utterly uninfluenced by what others have said, just wait to read the review until you’ve played.
Authors: If you think I’ve said something that’s just wrong, or if you want to discuss anything, feel free to PM me here.
Grandma Bethlinda’s Variety Box
Arthur DiBianca
Z-Code
As with his entry last year, Di Bianca offers a “stripped down” puzzle game, in which you have only two in-world verbs to interact with objects: EXAMINE and USE (understood broadly as “do something with this object”). This time he’s given more thought to the scenario in which these limited commands work. The game involves interacting quite intensively with a single complex (multi-part) object, a whimsical mechanico-magical box, the puzzle being to try to “find” as much as possible that is hidden in it, which requires interacting with the things it produces, in order to produce further interactions. There’s a sort of in-built hint system, in the form of a display on the box which (sometimes) provides guidance about what you can or should do next.
Freed of the problems of making USE work in a broad environment, and presenting a situation where it seems, if not natural, then at least tolerable, I found the “pared down” experience rather better here. But I still don’t see the point. If there’s only really one way to interact with an object, then “USE” is fine, but unnecessary: you could just code for the obvious verb. If there’s more than one way, then it’s frustrating, like trying to do something delicate with gloves on. It doesn’t seem to add value.
[spoiler]Still, the experience is quite smooth. I didn’t find the puzzles especially intriguing. Sometimes (especially later in the game) I felt I knew what I was trying to achieve so that the puzzle held some interest as a brain-teaser; but quite often, especially early on, it was just a question of trying things in more-or-less arbitrary sequence until something worked. The pay-off was modestly satisfying. None of the puzzles struck me as particularly fascinating, and there doesn’t seem to be any real connection between them. I was hoping that over time I might actually begin to understand how the machine worked internally, that there would be a chance for understanding and some payoff from it. But it doesn’t seem to be so: there is no consistent puzzle mechanic, no “key”.
The writing is spare, but I thought it mostly did a good job of saying enough to help me picture the scene but not so much to make that a chore. In technical terms, then, a well-made object.
(One beef. The very first thing everyone is going to do is examine the box. And be told it’s just a red box. Three problems: (1) I intend to wage war on any description which tells me that X is “just a Y”. That “just” is a reproach to player (why bother asking?) and author (“Why do I have to trouble with this damn description. OK, I’ll make it count for little, but make it clear I know I’m doing that!”). (2) I have no idea what something that is “just” a two-foot red box would be like. “Just a chair/table/desk/bed/cabinet” I can just about do, but “just a two-foot square levitating red box”? No. (3) Of course it’s not just a box. So the response is, in a sense, a joke. But it’s a joke that you cannot understand at the time it’s cracked, so it falls flat.)
The best moments for me were when the box produced little mini-stories: a tiny play; some sort of struggle within the box; a sense that I was interacting not merely with an object but with an object populated by homunculi.[/spoiler]
And yet . . . in the end, it’s just a vehicle for a succession of unmotivated puzzles. We have more or less no hint about why, or by whom, this box has been built. No reason why we should wish to interact with it is given. We do it because that is apparently the puzzle. There’s nothing wrong with that; but it’s not my thing. It’s not as if it’s hard to give a puzzle object like this some sort of context, to give it and the player a reason. Refusing to do so seems either lazy or (perhaps) a passive/aggressive challenge to puzzle-free IF.
Partly a matter of taste then, but I didn’t get much from this. I hit the walkthrough pretty heavily, and I didn’t feel I was cheating myself by doing so. It gets credit for the decent writing, clean grammar, and technical solidity. But it’s not for me.