Russo-a-thon

The Revenant’s Lament, by 30x30

The Faust legend is an old one – Marlowe’s take goes back to the early 17th Century, and of course there are many medieval and classical antecedents similarly featuring deals with the devil. But it’s one that’s got many modern incarnations, too: Thomas Mann reworked the story to juxtapose Mephistopheles with the Nazi regime, The Master and Margarita does the same with the Soviets, but there are lots of other more or less elastic adaptations. The mere fact of reinterpretation perhaps doesn’t mean that much in our current reboot-heavy culture, but Dr. Faust has a couple hundred years even on Spider Man, so it’s worth considering what’s responsible for the myth’s longevity. Beyond the obvious vicarious pleasure of seeing all the joys that a life of sin can offer (portrayed inside of a moralizing frame offering plausible deniability, of course), the fun of a capering, too-clever-by-half devil, and the compelling image of a scholar who’ll stop at nothing for knowledge – surely there are more than a few literary critics who flatter their egos by seeing something of Faust in themselves – it also satisfies a primitive desire for punishment: Faust makes a rash deal, promises something he shouldn’t, and has to face the consequences. Even if he is sometimes saved in the end, he earns his redemption, and the story as a whole reifies the idea that a moral order exists, which is comforting even if the details of said order may or may not be defensible.

The protagonist of The Revenant’s Lament, John Cassidy King (who winds up going by a variety of names and pronouns over the course of the game, so I’m going to stick with King and they/them pronouns for ease of discussion) certainly seems to believe in the reality of punishment, and even crave it to a certain extent. This is an EctoComp entry so tortured protagonists are de rigueur, but the details here are compellingly specific: King is an Old West cowboy, born as a girl but living now as a man, who escaped a domineering, vicious father though not without committing some crimes in return. They ride their father’s stolen horse but expect it to turn on them at any moment, and it’s not surprising that that guilty conscience seems to hover over the conversation they have when a white-clad stranger shows up at their campfire, offering any wish King pleases just for a song and the warmth of the flames – the narration is close-third on King throughout, but it still judgmentally notes that King is being selfish when asking what the visitor can offer as a gift. And when it appears that the stranger can make good on his extravagant promise, what does King wish for but to live forever, to forestall the day of reckoning as long as they can. And when that decision has consequences – because of course it does – King fights mightily against their fate, but still seems half to believe they deserve what’s coming to them.

Tragedies can’t hold the player in suspense as to their outcomes, so they need a solid dose of pathos to really deliver, and this Revenant’s Lament has in spades. The prose here is very good, propulsive and showing equal facility with drawing characters and displaying well-turned images. Here’s an early bit of scene-setting:

The trading post is just across the street from the post office, the hitches outside occupied by tall, painted horses who graze on sparse grass, shuffle and snort and wait for their riders to return. The type of creature to make John nervous, beasts so assured of their own existence that fear becomes an afterthought.

And here’s the devil himself:

The lonesome stranger doesn’t look old. For the briefest of seconds, he looks like John’s father, smiles in the same crooked way, his thin lips curling back into a snarl or sneer, nothing real in the expression. A coyote grin; knowing something John doesn’t. And then he’s a stranger again, one with short, slicked back salt and pepper hair and the shadow of a beard across his jaw, one with eyes black as a clouded night, empty, dull, filled with flame.

Every once in a while it does tack on one clause too many after a comma, or get a small detail wrong (the dead man’s hand was a pair of aces and a pair of eights, not a full house), but that’s only the kind of thing that you’d notice if you were taking notes for a review (er.). The themes here are relatively straightforward ones – identity, sin, all that stuff – but they’re played with a lovely richness of tone, elevating what could have been merely pulp material in lesser hands.

The interactivity is also nicely handled. King is something of a passive character, often deferring their choices to what others wish, and this is nicely mirrored in choices that wind up channeled into a single outcome (either through narrating abortive attempts that turn out futile, or graying out seemingly-valid options to make clear that there’s only one path forward). There is one significant moment of choice at the end, leading to substantially different denouements; by that point events have progressed so far that the outcome is always tragic, but it is an engaging moment of agency by way of contrast with the rest of the game. And this approach does mean that the moments when King does take the reins and articulate what they want for themselves stand out, and land with some force.

The one thing holding the Revenant’s Lament back is its pacing. The plot here is compelling, with a lot of incident – I was very invested in following King’s story to its end – and the characters and prose also help sustain interest. But nonetheless there are a few sequences that felt quite slow to me, notably an extended series of vignettes towards the middle of the story that went on a bit too long, and ill-judged timed text at both the opening and closing of the game which undercut the moments that should have been the most powerful – I know the intention was to slow down and emphasize the significance of what’s happening, but the reality is that I alt-tabbed to check my email until I could actually read the story again.

If I wound up spending a bit longer with King as a result, though, that’s hardly something to lament. The game offers a compelling character study, with a meditation on guilt and violence that’s entirely in line with what the Western genre does best while interjecting unique themes and story beats I’d never exactly seen before – it’s a worthy addition to the deal-with-the-devil canon, even if the reader does wish King had been able to be better at forgiving themself.

7 Likes

The Labyrinthine Library of Xleksixnrewix, by Daniel Stelzer, Ada Stelzer, and Sarah Stelzer

I believe a lot of things that might not have as much hard evidence as some people might prefer. I believe the White Album is the best one the Beatles ever recorded. I believe a good dark beer is far superior to any IPA. I believe it’s worth getting involved in politics. But no matter what receipts you show me, I don’t think I will ever be able to truly believe that Labyrinthine Library of Xleksixnrewix (I will not type that correctly ever again) was written in four hours. I’m by no means accusing the authors of fraud, let me be clear, and I can see that it leverages a bunch of pre-written extensions so I can even see how the trick must have been done. And yet, when I contemplate what’s here – a remappable maze a la the best bit of Enchanter, an intuitive automap, thirty different library sections each with their own in-jokes, and a tightly-designed Dungeon-Keeper style metapuzzle bringing all of these pieces together – I am just in awe that this was entered into an EctoComp’s Petit Mort category (there’s a cool feelie too, though I believe those don’t count against the time limit at least).

The conceit here is that you’re a kobold-librarian midway up the totem-pole at the eponymous archive, which in addition to orderly daytime visits from scholars, is also subject to nightly raids by uncouth adventurers hell-bent on pillaging the place for lost artifacts and recondite secrets. Tonight, it’s your section’s turn in the barrel, so it’s up to you to construct a deathtrap that will rebuff the intruders and leave you well-positioned for advancement to Second Assistant Librarian. The most important thing to say about this premise is that it is delightful beyond all belief; the protagonist’s doughty self-importance, and their fancy little hat, are immediately winning, for one thing. The library is also an amazing character all its own; it’s laid out in a thematic grid, with alphabetically-incrementing nouns running along the east-west axis and a series of adjectives similarly running north-south. That means you start out in archaic languages, while going south sees you visit bio-languages, which in turn is west of bio-music and then bio-numerology. Libraries with unique layouts are among my interests (…why yes, I do love Name of the Rose, thanks for asking), and this is a great one, not least because the gags are good – archaic numerology was my favorite:

Numerology ranks among the oldest fields of magical science—these tomes date back millenia! They contain more than a dash of unnecessary mysticism, although experiments done centuries later proved that avoiding beans really was necessary for good numerological work.

(I’ll just say it, Pythagoras was wrong, fava beans are delicious. Wait, unless that’s because the souls give them extra tastiness?)

All that is just flavor for the puzzle, of course – you don’t need to read a single book or pay attention to any of the room descriptions to solve the game – but they still make the process anything but dry. That’s helpful because the opening is a little intimidating; the instructions do step you through what you’re meant to be doing, but there are a lot of moving pieces so I was glad to have some solid jokes to enjoy while I was trial-and-erroring my way through the setup. The key mechanic here is that unlike in a tower defense game (or Lock and Key, this game’s clearest antecedent), you can’t set traps before the adventurers arrive: you’ve got a magic gong that opens up the secure chest where they’re kept, but that also is the signal for the baddies to start marching in. Instead, the setup phase is about preparing the layout, since you’ve go the magic ability to open and close passages between the various rooms (though only twenty rooms can be part of the maze at a time, which helps keep things manageable – an especially thoughtful limitation, actually, as I only just now remembered that the map is 3-D, since each section has a possible “above” and “below” location, too!)

This means that dealing with the adventurers isn’t just a waiting game, where you stab the Z key over and over and wait five minutes to find out whether you’ve already won – once they’re in the maze, you need to run to the area where the traps are kept, and then scramble deploy them even as those vicious miscreants are marauding through the passageways, ready to shoot you down if they catch the merest sight of you. This lends a pleasant dynamism to proceedings; even though the puzzle is pretty simple once you understand all the rules for how the traps work, and how the adventurers behave, implementing the solution still requires active thought to come up with and carry out your plan without getting skewered, and the details will vary based on how exactly you’ve constructed your maze. I wouldn’t say this gives the game replay value, exactly – there are only three traps at your disposal, and I’m pretty sure they need to be deployed in a specific way and in a specific order to attain victory – but it does mean that my playthrough felt like it was uniquely mine; I brought the adventuring party down in demonic oikology (which is to say, the interior decoration that most appeals to the mephitic taste), which seemed the appropriate place to do it.

All told, this is a heck of a clever game, marrying a lovely theme with engaging writing and a puzzle that made me feel smart. Most authors could spend 40 hours and still barely succeed at one of these pillars; to accomplish all in a tenth of that time is something miraculous – just as miraculous as me being able to spell the game’s name from memory: folks, believe me when I say you should drop everything and go play Labyrinthine Library of Xacklexendrewxixix!

Okay, I was close. Kinda.

8 Likes

Lol, oh my God what a great pull. I am simultaneously giddy and envy-angry.

5 Likes

Dark Communion, by alyshkalia / Tabitha O’Connell

It probably comes as no surprise to anyone who’s seen the borderline-compulsive way that I can only either review zero or all games in an IF competition to learn that I can get oddly obsessive in how I approach other games too. Take immersive sims: the best ones, like Thief or Dishonored, offer a broad panoply of tools for engaging with multiple deeply-implemented systems, and are at their best when you improvise, roll with the punches, and enjoy the complex way all these interactions lead to emergent gameplay. Me? I prefer to hoard every consumable I come across instead of using a single one, and ignore just about every weapon or supernatural ability in favor of just hitting each baddy in the back of the head with a sock full of quarters. Since of these games aren’t designed assuming that you’re only using 5% of your options, this can often be quite hard, so I often wind up abusing the quickload key, running through particularly tricky setups again and again: maybe if I throw a crate over there to create a distraction, I can nab guard number one when he comes to investigate and create a hole in the patrol pattern to get the others? No, OK, so what about climbing the wall over here and getting the drop on guard number two when he briefly pokes his head into the alley? No, so maybe next time…

Playing Dark Communion is kind of like that – it’s a supercompressed horror scenario that sees you and another girl investigating an abandoned church, at which point things quickly go wrong and you’ve got to face a gauntlet of lightning-fast decision points to try to make it out. It’s clearly designed for multiple replays, inasmuch as it tracks your successes as well as your failures (plus some bonus achievements) so you can see how much of the possibility-space you’ve plumbed, and for me it evoked that same rhythm of repeating a familiar gameplay loop but intentionally introducing small deviations – maybe wait an extra beat before investigating the choir loft this time? – to see if I could get an optimal result.

Where the metaphor breaks down is that the choices you have aren’t purely about guiding your character through the scenario. In fact the very first one you’re offered asks you define your relationship with Lianna, the other girl: is she your sister, someone you’ve got a crush on, or just some acquaintance you wound up going on an adventure with? At first I was bit nonplussed by this choice, because of course the emotional connection you’ve got with Jane rando will be much weaker than the one you’ve got with a sibling, which feels like it should have a significant impact on the story. And it does! These different choices of relationship significantly alter Lianna’s motivations, and the options available to you at particularly high-stress moments. It’s a neat bit of design because the fundamentals of the narrative remain the same, which maintains the loop-y, accretive nature of the gameplay, but they get remixed and stay fresh by virtue of their new configuration.

As for what those elements are – well, they are fairly generic horror beats, though they’re worked through efficiently and effectively. The church is properly spooky, with the descriptions sprinkling in a light theme of alienation:

A space that was made to hold throngs of people, voices joined in song, speaking and kneeling in unison, eating ceremonial bread and drinking ceremonial wine. Communion. Now it’s dead and silent, and you, who never even believed in God—you’re the last person who belongs.

The terrible thing, once it gets on-screen, doesn’t get much by way of explanation, which is usually something I dislike in horror – you can definitely take the lore-dumping too far, but one gribbly monster is much the same as another, so give me the tortured backstory and scraps of worldbuilding dripping with implications – but it works fine here since it means the replays aren’t burdened by the need to run around collecting information that the player already knows. The scope of the variation in the potential scenarios means that the thematic connection between the horror and the interpersonal stuff going on with you and Lianna is sometimes tighter and sometimes looser – because of this, I felt like the playthrough where Lianna was a potential romantic partner felt more canonical than the others – but the tropes being invoked are all sturdy ones for the supernatural horror genre, so there’s never too much of a mismatch.

It all adds up to a compelling experience that maybe doesn’t have that much power in any given playthrough, but winds up more than the sum of its parts as you experiment with all the different things you can build with this Girls in Spooky Church Lego set. Even if you’re not moved to exhaust every single possibility – I confess I didn’t get two of the bonus achievements – and set of tools you’ve got to confront the monster isn’t that broad in any iteration, there’s still more than enough here to make for a satisfying half-hour of playing and replaying. It’s just a shame there are no smoke bombs to collect and never use…

6 Likes

How To Make Eggplant Lasagna (With Cats!), by Emery Joyce and N. Cormier

Okay, yes, I’ll confess it, when I read the title I did a double take and my brain couldn’t help making a terrible joke: “you just slice them really thin and layer them, same as the eggplant.” I can’t have been the only one who thought that, right?

I am going to hell.

Despite the evidence of that first paragraph, I actually do like animals quite a lot (including cats!) and so the wholesome comedy on display here quickly put that awkwardness in the past. How to Make Eggplant Lasagna was an entry in the heretofore-unknown-to-me Recipe Jam, games entered into which were supposed to incorporate a complete, cookable recipe (my brain also can’t help wondering whether anyone submitted an entry with a literal recipe for jam: it’d be the Recipe Game Jam jam recipe game). The approach to the theme here is straightforward: you’re trying to cook the eponymous recipe, but you also have two cats who like to involve themselves in the process, and making lasagna is of course relatively time-consuming, with a bunch of different time-dependent steps where a distraction can make things go awry…

I am a sucker for the one-thing-going-wrong-after-another silliness of farce, and cooking provides a perfect framework for escalating accidents, mistakes, and bad judgment calls to threaten to bring everything crashing down into disaster, while having adorable and (mostly) innocent kitties be the vectors of destruction keeps things from getting ill-spirited. And the comedy here is very well done – a solid three quarters of my notes for this game just consist of pasted-in excerpts with me saying “lol” right after them. An example at random:

Unfortunately it’s Boris. He’s the bigger (and dumber) of your two cats, but despite having the body of a black fuzzy cinder block he also has the soul of a small Victorian orphan.

Another:

You scoop up Natasha and place her on the ground. She hops right back up on the stove. Having been left with no alternative, you grab your trusty squirt bottle and squirt her right in the face. She blinks at you indignantly and doesn’t move.

Structurally, you face a gauntlet of one dilemma after another: do you try to keep your workspace clear of cats, or leave them be so long as they’re far enough away that you can get your chopping done? When they start to tear things apart in the other room, do you pause your cooking or just let them cause damage until they get bored? There’s rarely a clear right answer, as the best-case scenario typically only allows you to keep chaos at bay for a few more minutes, but at a cost of losing some of the ingredients, or cutting short a key step in the cooking, or just tiring yourself out. I’m not actually sure what’s going on under the hood, here – there aren’t interface elements telling you how much time you have left to cook, or anything else to provide you with an objective view of how you’re doing. And when I replayed, it sometimes felt like slightly different challenges were being thrown at me even when I made similar choices leading up to them. I sometimes felt that there might be a degree of randomness determining which events happened, and sometimes that there were a few key statistics being tracked, but whether it’s one or the other, or both, I think this black-box approach was a good one: nothing kills farce deader than it feeling mechanical, so the obfuscation was worth it in my book (though I did notice one slight inconsistency: in my most successful playthrough, I was told I’d made a lasagna whose “cheese on top is beautifully crispy”, which sounds nice except the last decision I’d made before popping it in the oven was to cut my losses and not chase Natasha around in a futile attempt to get back the cheese package so I could sprinkle the final layer on top).

So yeah, if you like cooking, cats, or shenanigans, I think you’ll have fun with this one – it honestly made me glad I’m usually only cooking with a toddler these days, since at least he mostly understands English and only takes perverse delight in throwing everything everywhere like 15% of the time, meaning he compares favorably to a cat on both of those criteria. It’s funny, the cats are cut; heck, the recipe even sounds good, though I’m not fool enough to try anything this complex until my son’s much older.

8 Likes

Hot Office, by HHRichards

Porn is much like any other fantasy genre in that for it to work, you need to buy into some absurdity in the premise. Sure, in fantasy it’s stuff like trees that can come to life and people who can summon the mightiest powers of the elements exclusively going around in their PJs, while in porn it’s that five minutes of conversation is enough to get perfect strangers to get down to boning – to say nothing of the various physical implausibilities that come into play once said boning commences – but in either case it’s all about the willing suspension of disbelief. Despite making the attempt to engage with it in good faith, however, I have to admit that Hot Office struck me as completely ridiculous even by the fantastical standards of AIF.

Things start off reasonably grounded, I admit: you’re having a chat by text with your coworker Sophie, who’s on her way to the office. It’s all presented clearly enough, with a phone-mimicking interface offering you a choice of two or three terse replies to each message by which she narrates her commute in – it’s like Lifeline with boobs. The basic scenario is also a bit silly – the A/C is off in the building and everyone else is working from home, so with a bit of encouragement from you she wastes little time in stripping down to her underwear, and then beyond – but sticks to the standard tropes of the genre.

But there’s a bunch of stuff that’s decidedly not standard, or just plain odd. For example, each step of the striptease is illustrated with a picture, which is all well and good, except that these appear to have been slapped together in MS Paint – they might have passed for hot and steamy in 1991, but kind of a lot’s happened on this front since then. The conversation with Sophie is also increasingly bizarre the more you pay attention to it: she makes a note of saying that she’s wearing a winter coat as she comes into the office, but if it’s winter why is the office so hot in the absence of A/C? If she’s your coworker, why is she showing you around the place and pointing out the plant in the corner, as if you’ve never been there before? Why are we interrupting the clothes-removing process to snap a photo of Sophia’s office chair, which has a couple of discolored impressions from the weight of her sweaty butt – is that some kind of fetish? Speaking of fetishes, WHY DOESN’T SHE HAVE ANY EYES???

This was all quite confounding. Possibly as a result of being distracted pondering these imponderables, I can’t say I found Hot Office especially hot, but its very idiosyncrasies mean that I eventually began viewing it with some affection. Possibly I only feel this way because it cuts off just as Sophie really gets her kit off – it’s apparently a free excerpt from a longer, paid game, so makes sense to leave the punters wanting more – but there’s something guileless about the very specific sexual scenario being constructed. There’s of course more than a bit of male gaze creepiness in the premise, but even that is blunted by the fact that Sophie is so ridiculously eager to strip for you, to the extent that even if you try to chit-chat about the weather and stick to the most non-committal comments possible, she’ll still aggressively insist on peeling off her shirt and sending you a picture to prove it. My head-canon explains this and all the inconsistencies in what she says about the office by assuming that actually the two of you are a long-partnered-up couple trying some roleplaying to spice up your conjugal life – so go figure that she’s babbling and giddily enthusiastic. Viewed in this light, you might even say there’s something vaguely wholesome about Hot Office.

Of course I’m sure this interpretation is completely untenable if you actually play the full game, and as the encounter gets more explicit things would get unavoidably creepy. But hey, if porn requires buying into a fantasy, I can choose which impossible thing I’d prefer to believe in.

(I still don’t have a theory for the no-eyes thing, though. Seriously, is that a thing? Please nobody tell me).

10 Likes

Whoops, good to know. Thank you!

5 Likes

Thank you so much for the lovely review! Indeed, the key was that the extensions and feelie didn’t come out of our time budget—I wrote the automapper and room-opening-and-closing code for the never-finished Scroll Thief sequel years ago, and pulled them out of storage for this.

We may have spent too much of our four hours writing all the jokes for the library rooms, and not enough actually cluing what you have to do before you hit the gong, but we had a great time doing it! And we’re so glad you enjoyed playing through it!

4 Likes

:joy: Thanks so much for the review!

4 Likes

Thanks for the review! Some spoilers about how this game works under the hood:

The first decision you make determines which of the two sets of future events you get. From there each branch has the same events happen in the same order every time, with the only difference being how you react to cat shenanigans. Different kinds of actions build up points towards the different endings, i.e. leaving out ingredients and skipping steps will build points towards the “Ratatouille” ending. The “perfect” ending is available only if you spread your choices around enough to not get enough points in any one category to trigger the other endings. Is this basically the Lady Thalia messy/slow system in a fuzzy coat? …Yeah, probably. I’m glad to hear we obfuscated it enough for that to not be noticeable, though!

7 Likes

Also, during the jam @pinkunz (jokingly, I assume) suggested we should turn this into an Ectocomp entry for just this reason! You’re in good company. :rofl:

5 Likes

A1RL0CK, by Marco Innocenti

This game (no, I am not retyping the full title out again) is proof that there’s really nothing wrong with the hoariest old storytelling tropes. It trots out one of the oldest premises in parser IF – you wake up alone in a space station, with amnesia – adds the smallest imaginable twist – actually the station is underwater, not outer space – and brings it to life with tense, evocative writing. There are a couple of overly-obscure puzzles that I doubt I would have solved but for David Welbourn’s helpful walkthrough, but this remains a gripping bit of horror-tinged sci-fi.

I don’t want to say too much about the plot; while it hits pretty much all the story beats you’re expecting from the get-go, seeing them play out is a big part of the draw, and the revelations are well spaced out over the course of the game’s hourish running time, creating solid pacing (assuming you can get through the puzzles – we’ll come back to that). But suffice to say that it’s clear from the get-go that there’s something wrong with the facility, and wrong with you, too – for one thing, what’s a small child doing in such an isolated place? The intro does a very good job establishing the stakes and pointing towards where the narrative is headed:

“WE ARE APPROXIMATELY TWO KILOMETERS BELOW THE SURFACE. IF THAT DOOR OPENS—WHICH IS CURRENTLY PREVENTED BY OUR SECURITY FAILSAFES—MILLIONS OF TONS OF SEAWATER WOULD RUSH INTO THE FACILITY AND DESTROY EVERYTHING. YOU YOURSELF WOULD BE CRUSHED BY THE PRESSURE IN MOMENTS.”

You squint to compensate for the darkness and the headache returns. Instinctively, you run a hand over yourself to make sure that no pieces of glass remain on the overalls since the cocoon broke. You are clean.

The prose is a real highlight throughout; it’s typically sharp and declarative, but occasionally reaches for a striking image or presents a more confusing, impressionistic jumble when the protagonist gets knocked off-kilter. And there’s one development in the plot that yes, is telegraphed and a bit cliché, but still landed quite heavily on me (the death of Nelly). If you’re looking for a boundary-pushing think-piece, well, that’s not what’s on offer here, but as a piece of genre writing it’s quite successful.

As a work of IF, though… well, this is the kind of piece where being able to wander around at your own pace and soak up the ambiance and environmental storytelling is a natural fit for the plot. And some of the puzzles work well to get you to engage with the setting and gate out the various bits of backstory you can piece together. But too many of them are firmly in read-the-author’s-mind territory. I’m not sure how you’re supposed to intuit that the tin you find in the kitchen is poison, for example, much less what cooking cream is and that it’s explosive. And I still can’t at all picture what’s wrong with the dumbwaiter such that setting off an explosion in it sets everything to rights. The magnetic disc, meanwhile, at least feels like something you could solve via trail and error, but similarly feels more like an abstract video-game puzzle than anything organic to the environment. The good news is that most of these rough patches come in the middle of the game; the opening segment and the climax are relatively smooth sailing, so the clueing misfires don’t detract as much as they otherwise would.

All told the positive parts of the game are definitely enough to make this one I’d recommend; there’s something uniquely likeable about a familiar story that’s well-told, especially one that’s spooky and has a good eye for a compelling image. Playing it entirely straight, without hints or a walkthrough, is likely to be an exercise in frustration, though – there are no heroes in this story, so there’s no upside in gritting your teeth and trying to tough it out.

8 Likes

Thanks! You liked all the things I was “proud” of (well, the things I think I made right—pride is an off-scale concept here) and ofc disliked the parts in which I always sucked at (puzzles). I will not justify myself by saying that it was a speed-IF and there was not much time to develop better puzzles—I know for sure they would have stood there like writings on an obsidian slate, if not better clued… :slight_smile:

Honestly, writing IF is my surrogate to writing regular fiction, with the facilities of the former lasting a few weeks (I usually lose my momentum at page 140 of anything I write—I have a closet full of novels I will never complete), with the added spice of making me young again, when all I used to play were text adventures. That’s why narrative and writing will always be my main motor.

As for the obscurity of some puzzles, I think I can say you envisioned them wrong (the writer is the culprit here, ofc: means I was not good enough at describing things, another one of my usual shortcomings). I’m in a smartphone in Salzburg and cannot for the sake of me remember how to spoil-tag text: I will probably come back to this in a few days when I’m front of a laptop.

6 Likes

Codex Crusade, by lycheekeen

Codex Crusade has the kind of premise where if you explain it to someone else, they’d check the back of your skull to see if you’d suffered a head injury – and I mean that in the best possible way. Stop me if you’ve heard this one before: you’re a library intern at the University of Turin (Georgia, not Italy), where the geographical confusion adverted to in that parenthetical has led to a collector of arcane lore to leave a treasure trove of books to your otherwise-agronomy-focused archive, which in turn prompts a mysterious woman to charge you with entering the stacks to find a mysterious tome that contains all other books within it, offering you access to all the world’s knowledge if you succeed, delivered in the shape of a cat that answers to “the Akashic record” (you can pet the cat) (okay, having typed all that out, after checking for head trauma they might also just ask if you’d been playing a bunch of Mage: the Ascension).

This off-kilter mix of scholarly references and giddy humor continues once you get through the intro and enter the game proper, which presents you with the first of what will presumably be many challenges in your quest (the game only offers this teaser, but says there’ll be sequels to come). Your task is to navigate through a sort of cross-dimensional cafeteria to reach an elevator to the deeper levels; standing in your way is the elevator security system, which requires a keycard to bypass, and the elevator security guard, who isn’t going to let you by even with said keycard (his first name is Jorge, and I’d eat my hat if his second name isn’t Luis). There isn’t a lot of incidental scenery to take in before puzzle-solving imperatives take over, but what’s there is is fun, like this dialogue from some pretentious scholars:

“Maybe if you read Heidegger, you’d understand why your pedestrian takes on morality aren’t useful!”

“Yikes! Have you considered that if your source is a Nazi, you’re on the wrong team?”

“Well, I think you’ve both missed a big point. Have either of you read House of Leaves…?”

And in trying to wake up a dozing diner, you can shake him and say “hey”, “wake up”, “fire!”, or “hey look there’s Pedro Pascal.” Sure, to a degree these are empty references, but a) they’re funny, and b) given the setting and premise, empty references seem entirely on point. It’s true that I did find the very end of this installment of the game teetered a bit too close to the edge of absurdity, but for the most part Codex Crusade walks a fine line between silliness and profundity.

The puzzles are also engagingly off-beat, though one ill-advised interface decision made the game’s central challenge much more frustrating than I think was intended. You see, through a set of circumstances that don’t fully make sense, you need to follow a half-completed recipe (that you find in the Canterbury Tales!) for posset, a medieval medicinal drink, using only the ingredients you can scrounge up from the criteria. That means raiding the drink area for a choice of two beverages, and the snack bar for a bit of food, which you can then combine as best you see fit. When mixing the beverages, the interface is a conventional choice-based one – you say you want to start preparing the drink, then a pop-up asks you which liquid you want to add first from a multiple-choice list, followed by another prompt that allows you to add a second. But then it prompts to ask you if you want to add a third ingredient, at which point you need to write something into a text bar (and then click the forward link, just hitting enter doesn’t work).

The recipe is especially cryptic, so I ran through a whole bunch of different choices for things I could put in, since the game doesn’t give any indication whether what you type in is being recognized. I tried putting in the seitan-jerky snack I’d picked up just for the heck of it, before shifting to cinnamon, ginger, and lemon, which are the most common additional ingredients in posset from the recipes I found online (there’s also a set of clues you can find by rifling through one of another student’s books, which point in the same direction). Finally after fifteen minutes I checked out the source code to discover what I was missing: turns out you’re just supposed to write in the name of the snack you want to try. I was intensely frustrated by this design choice, since it would have been far simpler and intuitive – not to mention in line with how the beverage-choosing interface works – to just select an inventory item from a list, rather than go with a free-input parser box. The particular solution also doesn’t make much sense on its own terms, either (if the key additional ingredient is breadcrumbs, why should you put in oatmeal, rather than wheat-based seitan?)

Brute-forcing my way through this puzzle dimmed my excitement momentarily, and while I’m grousing a bit I’ll say that I thought the two “battles” that wrapped up this section of the story were a bit repetitive. But given the scale of the creativity on offer in Codex Crusade, I’d still gladly sign up to play the next instalment – it tickles a lot of my areas of especial interest, and when it’s on, it’s very on. Just no more parser interfaces where they’re not needed next time, please!

7 Likes

We’ll keep the light on for ya.

2 Likes

I … must resist … quoting a Radiohead song …

2 Likes

For what it’s worth I found the clueing pretty solid – it took me a little bit of trial and error to suss out exactly how things like line of sight and adjacency worked, but only a little bit, and the interface was pretty solid (it helped that my first layout was already pretty maz-y since it seemed like that was where the brief was pointing me). And I very much enjoyed all the book-jokes, so I think you allocated your time well!

Ha, looking at the details of what the system resembles, that’s pretty funny but also makes for a great fit!

Wow, I didn’t know this was speed-IF – that’s very impressive! But yeah, I’d be curious to get a clearer sense of how some of the puzzles I had a tough time were meant to work, since I think the good ones were quite solid ([ spoiler ] [/ spoiler], without the extra spaces, works to blur things FYI).

5 Likes

Well, first of all, “speed-if” in this case means 2/3 weeks. (Usually they are 2/3 hours)
Let’s call it a “pace-if”.

Let’s try the spoiler tag.

The cream can is pressurized, as any other spray. Yeah, of course it will never be “charged” enough to tilt back an elevator but… guess no one tried it before, right? :slight_smile:

The piece of exploded tin can is not actually poisonous. It’s just a twisted shard of metal, that bites you back if you bite at it. I guess. I don’t actually remember it being pointy and sharp is in any description, to be honest.

The disc is really far fetched. But if you try it where you found it (in the alcove) you should understand it’s magnetic. So when it goes down in the shaft it then is captured by the door underwater. What I did not foresee—that’s when running on a deadline awakens my demons—is that one can actually use it BEFORE one discovers the door it should go into (namely: the underwater airlock).
I found this out by following the ClubFloyd play though.

LOL. Took me 6 edits to understand how it worked. Cheers :slight_smile:

4 Likes

Lysidice and the Minotaur, by manonamora

There are, I am sure, many IF reviewers who can cooly and dispassionately evaluate the merits of lighthearted parser romps set in Ancient Greece – but I, sadly, am not one of them. Lysidice and the Minotaur has a lot of points of difference from my first game (it’s riffing on the mythological rather than historical eras, for one thing, and it’s not written in a trying-too-hard Wodehouse-aping style), but still, this kind of thing is very much my jam – and actually, now that I think about it, my objectivity could probably be called into question for another reason, which is that I actually helped a tiny bit with this game because when a couple months ago Manon mentioned wanting to know what kinds of foods they ate in Ancient Greece, I passed along the food-y (and pottery-y – there are a lot of funny-sounding jugs) bits I’d written up as potential inspiration. All of which is to say that this is the kind of thing that I like, so it’s maybe not much surprise that I like it.

Still, I think there are defensible reasons for that! This Adventuron entry into the most recent Text Adventure Literacy Jam does a nice job running players through the basics of parser gameplay. There’s a maze (duh), albeit a rather simple one, but also a lot of object manipulation puzzles, a couple fetch-quests running between different characters, a riddle… The solid gameplay is paired with nice quality-of-life features, too; beyond the de rigueur tutorial, exits and usable objects are highlighted in each room’s header, and while the critical path to finish the game is easy enough to figure out, there are a number of satisfying optional puzzles that make the ending more satisfying and give more experienced players something to do.

The plot is similarly solid. You play as the eponymous maiden, who was brought to the Labyrinth as one of the Athenian sacrifices paid as tribute to Minos, but who’s befriended the minotaur who now serves as your protector. After the latest would-be hero grievously wounds your bovine pal, you decide it’s time for the two of you to bust out and make your own way in the world. It’s an appealing premise, and the puzzles do a good job of involving the minotaur so that it feels like he’s pulling his own weight, and the two of you are working together (you providing more of the brains, he more of the brawn, of course), which strengthens the central relationship of the game. I also enjoyed how deeply the game engaged with the myths; this is still a game aiming more for fun than verisimilitude, but it does draw in some more esoteric bits of the stories, and puts its own spin on traditional elements like the Daedalus/Icarus relationship. It’s well done, and I think would appeal even to players without a predisposition to this particular body of legends.

So the bones here are good ones, but unfortunately the flesh is not without its blemishes. The game doesn’t have quite as much polish as I generally like to see, and I think the standard for a game intended for IF newbies is generally set higher than that. While I didn’t run into any game-breaking bugs, there were definitely some instances of confusing behavior, like GIVE WAX TO MINOTAUR leading to me giving wax to Daedalus, and this disorienting output when I tried to TAKE SACK

I don’t need to carry that old thing around.

You can’t take it.

You pick up the a sack of grains.

(I didn’t actually pick up the sack, at the end of all that).

The prose is also a little rough in patches, especially around more idiomatic English. Here’s a bit on your history with the minotaur, which includes a few of the relatively-common infelicities I noticed:

The Minotaur would often come back from his strolls in the treacherous maze with drinks and food, usually in too large quantity. You never missed for a thing.

It’s nothing that sinks the game – actually the writing is breezy and engaging, for the most part – but again, for a game that’s intended to provide an on-ramp to people unfamiliar with IF, it’d be nice if things were a bit smoother.

As always, though, these are cavils. Lysidice and the Minotaur is a straightforward but effective introduction to traditional parser IF, with an appealing cast and good pacing (I haven’t mentioned that different sections of the maze are unlocked successively as you solve puzzles – it’s a good mechanic to keep the possibilities manageable, and ensure exploration is never overwhelming). It could use a little more time in the oven, but even in its current state, and even for experienced players or those who don’t find its premise immediately entertaining, it’s very much worth a play.

6 Likes

Andromeda Chained, by Aster Fialla

The randomizer always enjoys its little jokes, its latest being to sequence a somber choice-based retelling of a Greek myth right after a parser romp riffing on one. For all that the games are quite different, the particular stories at issue aren’t too dissimilar: while Lysidice and the Minotaur centered on a young woman dedicated as a sacrifice to a monster, only to be rescued by a demigod, Andromeda Chained centers on the eponymous princess who’s dedicated as a sacrifice to a monster, only to be rescued by a demigod. Both even subvert the stories in analogous ways, with the former swapping the roles of monster and rescuer, whereas the latter makes the rescuer a dunderheaded representative of the patriarchy. They have their differences, though – Lysidice is a romp that ends on an optimistic note, whereas Andromeda Chained is a somber reflection on fate that may end differently in multiple replays, but never ends happily.

It’s also a focused game: it starts on the rocks by the sea where your father is about to chain you – for those unfamiliar with the backstory, your mother boasted of your beauty in a way that offended Poseidon, so he sent a sea monster to ravage your home and the Oracle has said that it’ll only go away if you’re offered up as a snack – and proceeds through a few beats of isolation and fear before Perseus shows up to destroy the serpent, and off-handedly mention that he’s decided to marry you once he completes the rescue. This is still plenty of time to engage with the situation, though, and the available choices do a good job of articulating various stances towards what’s happening without changing the fundamental direction of the myth, which would undermine the theme of inevitability that permeates the work. Here are the options you’re given after you’ve been chained, but before you have any hope of rescue:

-Look for a means of escape.

-Await your fate.

-Wonder why you have to be naked.

-Think about how glad you are to be helping your kingdom.

-Think about your father.

This division – some options indicating resistance, others indicating acquiescence, and one emphasizing the more ridiculous or credulity-straining aspects of the myth – runs through most of the game’s choice points, and helps unify the emphasis on fate with the emphasis on patriarchy: after all, it’s a god whose curse has doomed you, your father who personally chains you up, and Perseus who decides that he can do whatever he wants with you since you would have died without him. As a result, your attitude towards inevitability maps to your attitude towards these domineering men.

The language throughout is effective; there’s a note of archness or wryness running through even the non-snarky options, and it’s couched in archaic-sounding syntax that doesn’t draw attention to itself. It doesn’t strike me as a distinctively Ancient Greek voice, but it’s solid enough for what it needs to do, and most of the key moments land, like this reflection on how blameworthy you find your father:

Is your father a good king? Does he truly love you, to do something like this? These questions glide in and out of your mind like gulls on the water, but you’re not sure their answers are relevant. You decide that at the very least he is competent. After all, a single life for the safety of his entire kingdom? It makes a certain kind of sense, and you’re sure he did a lot of beard-stroking to figure that out himself. Yes, it’s your life, and no, you don’t particularly want to die. Still, it’s only a single life.

The only real criticism I’d levy at Andromeda Chained is that it never surprised me: from its framing, it looks like a feminist take on the Andromeda myth, and if you’re familiar with the rudiments of feminist deconstruction and the major beats of the legend, there’s a lot that you’ll see coming. Part of me wishes the game had leaned harder into idiosyncrasy in some way – by making the characters more naturalistic and less archetypal, say, or risking a stranger prose style, or confusing the themes a little so they feel less stark. But that’s just a judgment based on aesthetic preferences; making any of those changes would shift the flavor of the game without impacting its already-high quality, and there’s certainly always room for more engaging, clear-eyed pieces like this.

9 Likes