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Deep Space Drifter, by Michael J. Roberts and Steve McAdams

3 of 4 people found the following review helpful:
The IrkMaster 2000(tm), a top of the line model, April 29, 2024

Deep Space Drifter is another historically-significant game that has aged very poorly. Its place in history seems to be roughly akin to Curses, in that it was produced by the author (Michael J. Roberts) of its development system (TADS), presumably motivated by the twin goals of producing a game of the type the author liked while also serving to exercise said system.

The first time I played this, the PC died from explosive decompression after opening the hatch that apparently connects the cockpit directly to the outside. (It was not clear from the skimpy description that yours is a single-room spaceship.) The second time I played it, the PC died of sudden asphyxiation after the ship runs out of air in 20 turns. OK, then.

There are only two meaningful actions to take in the opening vignette -- pressing two buttons. In doing so, your ship will be automatically docked to a space station that serves as the first half of the setting. Since there's nothing of interest to do on your ship, it seems that, as a matter of design, one might as well have started the story with the docking sequence already accomplished.

Within the first few turns, hunger and sleep "puzzles" announce themselves. The problems to be solved consist only of locating food items and a place to sleep. You cannot sleep in your pilot's chair pre-docking because you're too worried about your survival, but you can take a nice refreshing nap on the couch in the "main room" of the exploding space station. The primary purpose of requiring sleep seems to be to deliver a dream that will serve as a clue later on. There is no purpose to requiring food.

I guess I should have trusted my gut feeling and just abandoned this game, but I wanted to see it through, so I started to consult the walkthrough. Most everything that counts as gameplay involves overcoming simplistic "tab A in slot B" obstacles, in a setting whose realism is limited solely to creating challenge-less difficulty (such as an inventory limit, and the need to lug around a single heavy power source). As Rovarsson's review notes, even keeping hold of your inventory is an annoyance in itself. Most old school games in this vein interject plenty of humor as a consolation for the frustration created by the arbitrary roadblocks, but the humor here is restricted to a long series of "___Master 2000(tm)" jokes. (Ironically, one line that I thought was an amusing throwaway joke about a fuse being "conveniently" located on the roof of a space vehicle turned out to be an accurate description of the situation. It stopped being funny.)

I'm generally OK with the old school style, which is often exclusively composed of this type of interaction. However, the network of interlocking tasks and obstacles that present themselves are usually intertwined with a narrative progression, such that advancing through even simplistic puzzles rewards the players with a steady progression through the story. That's not what happens here. Quite often, there isn't even a non-standard response to indicate that a significant action was special in some way.

The few puzzles that require thinking seem very much under-clued. (Spoiler - click to show)Can you guess that the red square is the one that controls the landing shuttle, or that it's the one you need to modify with the mysterious computer? Can you guess that you need to provide the security robot with the vacuum cleaner (hope you brought it along!) in order for your program switcheroo with the cleaning robot's tape to have a useful effect? Do you care to decode the black box of a reactor control system whose buttons are unlabeled but apparently execute nonsensical functions?

This game's writing style seems close to that of a Scott Adams game. (I've never played those, so I'm making this comparison based on second- and third-hand knowledge.) Room descriptions are so brief and unevocative that they don't even count as thumbnail sketches -- they barely meet the minimum functionality of listing the location's general type, exits and key objects (if any). Object descriptions mostly serve to confirm that the object exists as something interactable.

Lest you think my treatment above unduly harsh, allow me to quote a passage from the TADS 2 Author's Manual that describes the development of the game:

"After formulating the basic plot of the game, and mapping out the portion that takes place on the space station (roughly the first half of the game), we started implementation. We had a basic idea of the second half of the game, but it wasn’t even mapped.

Implementation went well for a while, but as we got further along, we started to run into details in the first half of the game that were dependent upon details from the undesigned second half. We improvised some details, and left others for later. As we did this, a strange thing happened: we started to realize that there were holes in the plot, and weird little inconsistencies that hadn’t occurred to us until we needed to think about details. As a result, we started to change our basic ideas about the second half, which led to even more inconsistencies and plot holes. It was like digging in sand, and before long we decided to throw out the entire original plan for the second half and start over.

However, we had so much time and effort invested in the space station that we didn’t want to throw it away. Instead, we tried to design a new second half that fit in with the existing first half. From this point on, the battle was lost. We went through a series of essentially unrelated plots for the game, trying to fit each new plot to an even larger set of existing implementation. We’d plan a little, implement it, then discover that the plan wasn’t working and would have to go - but the programming work we did would have to stay. The swamp, the cave maze, and the shuttle represented so much work that we couldn’t contemplate throwing them away, so whatever we came up with had to include them somehow; for a brief time, we were actually going to make the swamp a 'Swamp Simulator' because it was the only way we could make it fit.

In the end, we were totally sick of writing Deep Space Drifter, but refused to let the project die before it was complete for psychological reasons. To me, this attitude shows through in the last half of the game; I think there’s a room on the planet whose description is something like this: 'This room is very boring; you can leave to the north.' In fact, I think the entire game reflects its history: the space station is full of things to do, it has some nice running jokes, and it’s stylistically consistent. The planet, on the other hand, has an empty, barren feel; it’s spread out and there’s not much to do. The only parts that are interesting are essentially unrelated to each other and to the story in general, a reflection of having been forced into the game whether they belonged or not.

I’m not saying that Deep Space Drifter is a bad game - I like the space station a lot, and the puzzles on the planet are very elaborate and elegant. But the game has some serious flaws, most of which I attribute to the long, chaotic process of design and implementation.
"

Having gotten to the end via the walkthrough, I can't even begin to imagine having fought my way through this piece without "cheating." Can you guess your reward for having worked out a ridiculous "puzzle maze" that takes over a hundred moves to complete in the walkthrough? (Spoiler - click to show)The villain is chased away by a space beaver. You get to learn through dying just when is the best time to launch from the planet in an escape ship. Then you are picked up by the space highway patrol and thrown in the brig for operating an "unspaceworthy" vessel. Nice.

The amateur historian in me feels compelled to give this work at least two stars for recognition of its landmark status in 1990; in the aftermath of Infocom's demise and amid the general collapse of the commercial market, this game surely demonstrated that it was possible to produce large-scale, programmatically-complex works comparable to those that had set players' expectations in the preceding decade. However, there is nothing to recommend this work in terms of entertainment value, and the bulk of the educational value that can be gleaned from it is more easily obtained from the quote above than from the work itself.

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Floatpoint, by Emily Short
OtisTDog's Rating:

Scavenger, by Quintin Stone

1 of 1 people found the following review helpful:
Quite a bit like "Fallout" as IF, April 28, 2024

Scavenger is the only game listed on IFDB from author Quintin Stone. Over 20 years old now, it made a notable splash when first released, placing third in the 2003 IF Comp (after both Slouching Toward Bedlam and Risorgimento Represso) and garnering nominations (but not wins) for Best Game, Best Puzzles and Best NPC in that year's XYZZY Awards.

Although the author cites Planetfall as an inspiration, the more obvious influence would seem to be that of Fallout. The setting is strongly remniscent of that franchise's early installments, minus the more fantastical elements. I could practically hear the soundtrack of that game as I played this one. Per commentary from the author, it is officially based on a setting called "Night's Edge" that was the basis for a total conversion mod for Unreal.

I had tried Scavenger a couple of times before, but each time I gave up after getting stuck. Since the style of this game's puzzles are clearly rooted in "real-world" logic, I was loath to resort to hints. This time, however, I decided to use them if necessary -- and I soon found out that the reason I was getting stuck was less to do with me and more to do with some lurking significant problems in the implementation. (Note that there don't seem to be very many of these at all; it was just my luck to encounter some of them.) To get the resulting gripes out of the way, I will list them:

1. This is the kind of game where looking under and looking behind things is important. OK, fine -- it's justifiable in this setting -- but it's not great to add a guess-the-verb layer to that sort of interaction. For one crucial bit of progress, it is necessary to >MOVE an item that can't be >PUSHed or >PULLed. Although many puzzles have multiple solutions, I don't think the one depending on this command does.

2. There is a computer interface requiring a login (with last name and password) to obtain another piece of critical-path information. Should you enter the incorrect name, there is no way to back out of the infinite password prompt that results. Even though the terminal explicitly says you can type "CANCEL" to restart the login process, this does not actually work.

3. This is not necessarily a game-breaking bug, but it's still a small issue potentially affecting the end: If you (Spoiler - click to show)decide to rescue the little girl on the way out of the military complex, it's easy enough to get her to follow you. However, if you subsequently talk to her while (Spoiler - click to show)wearing the raider jacket (which you probably are because you need to do this to escape), she will "dash out of the shack" -- apparently becoming afraid on a much-delayed basis.

I agree with Lipa's review that this game delivers solid entertainment, and on the whole it seems to be very well constructed. The issues listed above wouldn't loom so large in my mind if the rest of the interaction wasn't so smooth and polished. The NPCs are well-done, seeming sufficiently life-like without doing anything too fancy by way of implementation. Forewarned is forearmed, so don't let these quibbles deter you from trying out this work, which is one of the better sci-fi scenarios I've played.

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Shades of Gray, by Mark Baker, Steve Bauman, Belisana, Mike Laskey, Judith Pintar, Cindy Yans, and Hercules

1 of 1 people found the following review helpful:
An historically significant work, the crown jewel of AGT, but..., April 27, 2024

Anyone interested in the history of interactive fiction will sooner or later come across references to this relatively famous piece from the "dark ages" of the genre, i.e. the period after the collapse of the commercial market and before the "renaissance" triggered by Graham Nelson's release of Inform 6 and the publication of the Inform Designer's Manual, 4th edition. In this period, the most prominent tools available to would-be authors were TADS 2, a C-like language of considerable power, and AGT, a less flexible and capable system designed to be easier to use for non-programmers.

Critically, the author of AGT sponsored contests (with at least the first prize paying money) for the best game written in the system, which surely served to spur the completion of many works and began the tradition later continued by the annual IFComp. Shades of Gray is among the works submitted to these AGT contests, and it won in the year that it was submitted. It was constructed by a group of seven disparate authors, one of whom was Judith Pintar, author of the well-regarded CosmoServe. Notably, the seven contributors cooperated exclusively through contact via the CompuServe platform, to which they all subscribed.

Based on the final result, it's not clear that there was much in the way of overarching design concept. As others have noted, the game's separately-developed segments vary in quality, but overall they are well-implemented by the standards of the time, and I must say that this was the highest level of command parsing quality that I have ever encountered in an AGT game. (AGT parsing is quite limited compared to TADS or Inform, based on word-for-word pattern matching instead of attempts to identify parts of speech. This creates a much higher burden on the author to ensure smooth interaction, and it also reduces the transferability of learning about what counts as proper interaction. For example, when trying to use a shovel -- of which there are a surprising number in this game -- the player will find that the correct syntax changes across different segments, reflecting each contributing author's own preferences.) In general, the quality of the interaction seems to go up as one progresses through the game, with its disjointed (and somewhat irritating) opening giving way to large portions of relatively smooth sailing.

What the work lacks is any sense of true coherence. While individual aspects can be picked out as high points for quality of implementation (e.g. the (Spoiler - click to show)tarot reading scene that is the structural backbone of the first half of the middle game) or writing (e.g. the various interactions with (Spoiler - click to show)spirits from voodoo mythology that are the backbone of the second half), the narrative is something of a mess -- layers of unmotivated and unedifying twists abruptly transform the story from gothic horror to lazy psychological drama to magical realism to Civil War survival story to medieval adventure tale to cheap political thriller. It's a ride that keeps the player guessing, which keeps up interest, but looking back from the end of it the question becomes: Why?

The title suggests that the theme is intended to be the difficulty of achieving strong moral clarity in the messy real world, but the gameplay does little to support this. The most direct treatment is in the climax scene, in which the protagonist must choose between (Spoiler - click to show)delivering some incriminating documents to either those incriminated by them and (Spoiler - click to show) delivering those documents to members of a law enforcement agency. This is... insufficient. As a clever person to whom I described the plot quipped: "Nothing says 'shades of gray' like a binary choice!" To the extent that this choice presents any kind of quandary to the player requiring thoughtful reflection, the game subsequently undermines itself by assigning one more point to (Spoiler - click to show)turning the evidence over to the CIA assassins threatened by it than (Spoiler - click to show)handing it over to the FBI, whose interest in it may be more about inter-bureaucratic infighting than bringing the conspirators to justice, which implicitly makes the former the "right" choice after all. (To be fair, the denouement section that describes the long-term effects of various events does not seem to put its thumb on the scales this way, and the various interludes of history supernaturally revealed to the protagonist present multiple perspectives... but in the long run that just makes the score's coded commentary less excusable.)

Other aspects of the game relate only weakly to the supposed theme. Robin Hood is a good guy fighting against abuse of power! No wait, he's a forest-dwelling thief and thug who must be punished for breaking the law! (I didn't bother to use spoiler tags for those because the two segments involved seem ultimately irrelevant to the main plot.) The protagonist shouldn't feel bad about (Spoiler - click to show)his father's death; he was just a kid, and it was an accident! (That's ultimately irrelevant, too.) It's probably OK that the protagonist (Spoiler - click to show)has a dalliance with a voodoo love goddess; it was a rare honor, and she'll (Spoiler - click to show)grant protection to him and his (alleged) true love forever after. I get the distinct impression that there were some last-minute adjustments made after the title was selected, in an attempt to better justify it.

Although there are frequent guess-the-verb and guess-the-syntax issues (as is typical for the era and the development system), these are offset by the very good integrated hint system, to which I found myself resorting frequently when my patience wore thin. Hints are graduated, so it's not necessary to completely spoil the puzzles in order to get help, but I recommend that the modern player make liberal use of them -- for the most part, the obstacles that I used them to bypass were not the type likely to be considered as rewarding to overcome unaided. I also strongly recommend that any player reaching the voodoo-themed jungle section reach for David Welbourn's excellent map of the area (available in the download links) -- this whole zone is a nasty and pointless old-school maze, and the game doesn't even have the good graces to provide sufficient objects to use as markers. On top of that, two rooms that are different enough from the others to not seem to need markers both have identical descriptions but are, in fact, different -- a design choice that comes across as pure spite. The hour that I spent trying to navigate the maze "properly" was completely wasted time. (The author of this section most definitely anticipated the difficulty being created; there are three tone-breaking "comic" cameos of other people wandering through that zone that are encountered if one spends enough time there.)

On the whole, I didn't find much to recommend about this piece. It does remain historically significant, and it clearly stands out from the pack when gauged against its contemporaries, but these qualities do more to justify its place as an exhibit in the museum of the history of interactive fiction than they do to earn it a place in the library of classic works worth playing today. One can point to it as an early example of collaboration-at-scale such as would later produce Cragne Manor or note surprising similarities between one of its segments and Adam Cadre's Shrapnel, but if one is not interested in deliberately evaluating it within its historical context, there is little reason to spend the time playing it.

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Pascal's Wager, by Doug Egan

2 of 2 people found the following review helpful:
Sophomoric (High School Level) Take on Religion, April 26, 2024

The original Pascal's Wager is a "proof" that following the Christian faith is a rational thing to do. It is a fundamentally flawed and reductionist approach to a major philosophical question, which tries to make an arithmetic problem out of concepts that do not translate well into quantitative terms. Put simply, it is: "If there's any chance at all that God is real, then worshipping him is the smart thing to do, since going to heaven is infinitely rewarding."

This is not an argument that should be taken very seriously. Even granting its conceptual framework, the god in question is hypothesized to be omniscient and not particularly well-disposed toward hypocrites. It's also questionable whether "infinity" is a valid term to use in an expected reward calculation, or that the probability of a god's existence can be meaningfully established.

Pascal's Wager, the game, presents itself as an extension and criticism of Pascal's Wager, the thought experiment; specifically, it challenges Pascal's implicit assertion that the Christian God's existence (P) or non-existence (not-P) together cover the full range of relevant possibilities. This is a pretty good concept, and a pretty good hook -- the premise creates (as Emily Short's review puts it) "an invitation to explore or express one's own personal morality through the player character, by choosing and acting out an alignment." However, this work makes no attempt to grapple with the deep metaphysical questions inherent in its premise and instead seems to target the very concepts of religion and morality themselves.

Pascal's Wager treats each of its six chosen religions equally negatively in that every one of them is conveyed as shallow and simplistic farce. Want to be a good little worshipper of Hanuman, the "Hindi god of strength and fitness?" (Spoiler - click to show)Disobey your parents and hit a baseball! Join a sports team instead of doing homework! Escape from prison on a rowboat to prove you are strong! How about a worshipper of Bacchus, the "Roman god of intoxication?" (Spoiler - click to show)Pop a Valium instead of caring for your infant sibling! Smoke a joint plucked from a urinal instead of doing homework! Inject yourself with an overdose of morphine instead of bothering to escape from prison! These are laughable misrepresentations of what are (or were) serious beliefs for many people, and the treatment of other religions is no better.

The ludicrous and over-the-top portrayal of these faiths may be intended to be humor. It does not strike me as funny. It seems mean-spirited ("mean" in the senses of both "cruel" and "petty") and anti-human. Perhaps the worst part is that its mockery is so lazy -- I learned more about several of the religions portrayed in a half-hour's reading on Wikipedia than the author seems to have ever researched in the course of writing this piece. (For example, in some traditions the infant Hanuman mistook the sun for a fruit and tried to eat it -- a metaphor that seems apt to mention in this context.)

Emily Short's very evenhanded review suggests that this game has only minor flaws. In my opinion, it has major flaws. It verges right on the cusp of 1-star territory for me, but I am forced to recognize that programming it was not a trivial effort, and -- again -- as a concept, the premise is solid. To the extent that I would recommend this game, it would be as a warning to would-be authors about the amount of work required to even begin to fulfill the expectations set by such an ambitious premise, and the disastrous outcome certain to result from massively underestimating the scale of one's chosen subject.

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Renegade Brainwave, by J. J. Guest

2 of 2 people found the following review helpful:
Campy, goofy pseudo-horror comedy skit, April 25, 2024

OK, so you're a police officer. A cross-dressing police officer who likes the styles of the 60s. (And a werewolf, but that's not important.) And you have a sidekick: the creepy, giggling pyromaniac Donald McRonald, who is technically not a trademark violation. And you have a gun, which: "Sometimes you shoot folks with it, other times you just point it at folks." And a boa -- the constrictor sort, but that's really more of a deadly prank played by your fellow police officers than anything you can use.

And you are investigating a disturbance at the cemetery. A cemetery where the locals buried all the members of an "evil circus" that once terrorized the town, an incursion handily repelled by the trigger-happy constabulary to which you belong. And there are jelly doughnuts.

So... this is the kind of situation that, as a player, one has to embrace wholeheartedly in order to get any enjoyment out of the game. If the wacky, goofy, random and bizarre doesn't amuse you, then you may find yourself blinking in incomprehension at this enthusiastically off-beat work by J. J. Guest, noted author of To Hell in a Hamper. Personally, I found it to be about 90% amusing. There were some wrong notes that didn't jibe with my own sense of humor, but it was generally an entertaining and engaging short play experience. (Note that I played the expanded Inform 7 version, not the original ADRIFT version.)

However, I got really, really stuck. A lot. So much was going on in terms of joke delivery that it was almost hard to pay attention to what serves as the plot on a mechanical basis. Implementation is very spare with respect to NPC interactions, many of which are required to advance the game. With so many generic negative responses to various attempts, the modern player is quickly trained to stop trying -- it takes a concerted old-school style brute force approach to discover certain possibilities(Spoiler - click to show). I'm thinking specifically here of the gorilla, which must be threatened for no good reason to obtain the cigar, and the fact that escaping the first encounter with the main villain can only happen at a certain point. This results in guess-the-verb situations that are always offputting in such an otherwise polished work, and the very constrained implementation of interactions leaves little to do by way of experimentation when one doesn't have a clear idea of what to do next. (Although there is a hint system, it's very vague and, as MathBrush notes, occasionally non-functional.)

The thing that impressed me the most about this game was the soundtrack. Guest assembled an interesting ambient score from various bits of free-to-use music and sound effects, and the game cycles through them over time. (It's actually one giant 17 1/2 minute track; the length keeps the repetition below the threshold of obvious notice.) The soundtrack plays extremely smoothly, and unlike many attempts at background music which I've encountered, this one does not begin to grate in short order. In fact, rather than searching for a way to turn it off, I found myself turning it back on whenever it was automatically stopped by an >UNDO command.

This work gets high marks as a concept, but the execution falls a little short of what it needs in order to be truly recommendable to the general public or the novice. For those who like "weird" humor, there is plenty to like about it as is, and for those who don't, well... Guest provides occasional laughworthy quips that don't rely on weirdness at all. (Example: "For the record: Alligator breath smells like people who wondered what alligator breath smells like.") I'm putting it in the "good, not great" category, which means I think it's worth taking the time to play and study, and I would gladly revisit an updated version.

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Tales of the Traveling Swordsman, by Mike Snyder
OtisTDog's Rating:

Trading Punches, by Mike Snyder
OtisTDog's Rating:

Mother Loose, by Irene Callaci
Fun and engaging short puzzler suitable for children and adults, April 4, 2024

Mother Loose is one of those games that was developed as a labor of love and then subsequently released to the world. Its public debut was via IF Comp 1998, only the fourth such competition at the time, where it placed 6th of 27 in IF Comp 1998. This first effort by author Irene Callaci is now largely forgotten -- its more subtle charms lost in the glare of the multiple novae (Anchorhead, Spider and Web and Photopia) that dominated the public's attention in that year.

Ms. Callaci seems to have been something of a natural in producing interactive fiction. For a first effort, especially one that the author claims was produced while learning not just Inform 6 but object-oriented programming in general, Mother Loose is a remarkably high-quality result. It has a rich level of object implementation that encourages exploration and delivers plenty of vividly descriptive prose but which nonetheless does an excellent job of focusing the player's attention on those few things that are important. It makes use of a compass display in the status bar and has a built-in menu supplying author credits, an introduction to playing IF and in-game hints. There were essentially no bugs at the coding level, and I don't recall any misspellings or typos in the text.

This work includes several NPCs reflecting various levels of programming effort. Taken together, they are practically a guided tour of the major implementation styles, ranging from the practically inert and lifeless (a lamb) to the mute and command-ignoring flavor element (a kitten) to the comic relief chatterbox (a wolf) to the well-crafted exposition vending machine (an egg) to something occasionally engaging in life-like social interactions (a little girl). Ms. Callaci's successful efforts here were recognized; this work was nominated for both Best Individual NPC and Best NPCs in the 1998 XYZZY Awards.

Puzzle implementation is by contrast much sparer. There are only handful of obstacles in the game's dozen or so rooms. However, these have multiple solutions, and the greater difficulty in solving them comes from minor guess-the-verb issues rather than from deducing what must be done. (Of particular note here is one solution to a puzzle involving the well: (Spoiler - click to show)If you try to communicate with the stuck cat, be aware that it does not understand generic commands; one can only speak to it like a real cat. Commands that specifically work include (Spoiler - click to show)>SAY HERE KITTY or >CAT, COME OUT.)

The game's greatest innovation is the way that it gently mocks standard IF tropes by categorizing all significant PC actions as either naughty or nice. It's quite funny how certain actions yield both points and disapproving remarks. In addition to the running commentary provided by the narrator, the player's choices become significant at the end of the game. It's clear that the author intended the game to be enjoyable either way, and it definitely adds some richness to the limited scenario -- I couldn't resist replaying it to try out both paths.

A minor but still interesting novelty was the way that certain NPCs seem to "take over" some of the parser's responses when they are around. Where a command like >ASCEND TREE will normally result in a message about an unrecognized verb, when the wolf is present, the game instead responds "'Huh?' The wolf raises an eyebrow." This type of interaction does not seem to have much function and may be only a side-effect of the implementation of one particular puzzle, but it has a subtle though definite effect, reorienting the player's attention to the NPCs' presence in response to fruitless experimentation.

If there is a notable weakness to this game, it's that it takes some poking around to figure out what kind of game this will be and what kinds of goals are suitable. If one lacks the old school sensibility of wanting to solve puzzles just because they're there, it would be easy to walk around for a while and then give up in frustration. (This is especially true in light of the inclusion of several prominent objects without much apparent function. Some of these may be simple flavor elements, but others suggest the leftovers of abandoned lines of development.)

With a little guidance, this work is a very good introduction to IF for children. Even without guidance, the built-in hints will probably be enough, if they are necessary at all. Modern kids may need to be introduced to the very idea of nursery rhymes before any of it starts to make sense, but, as others have noted, nothing about the gameplay requires any deep knowledge of them in order to make progress. The more kids introduced to interactive fiction early, the more players there will be in the future, and games like this are essential to creating a positive impression of the art form in young readers.

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A Flustered Duck, by Jim Aikin

1 of 1 people found the following review helpful:
Promising start, not fulfilled., February 1, 2024

A Flustered Duck starts out seeming promising enough: The PC, a downtrodden pig-boy working on the farm of the tyrannical Granny Grabby, has somehow scrimped and saved enough to finally buy the diamond ring that he needs to propose to the girl of his dreams -- but, he is thwarted in his designs when the farm's duck, a favorite of Granny's, ingests the ring during an unlikely accident.

It's a fanciful setup, vaguely remniscent of Lost Pig, and after 50 moves or so (enough to get out of the prologue and off the farm), I was well-primed for the series of mildly-comic obstacles that would surely stand between the protagonist and his goal. What I was not prepared for was being plunged into a nonsensical world of odd vignettes connected only by the most tenuous moon logic.

I don't really have a problem with the classic "pastiche" style of Adventure and the Infocom canon. Nor am I opposed to humor based on silliness. This world, however, just fundamentally didn't make sense, often veering past silly to a level of weirdness that was so unexpected as to be disconcerting. I and the two people with whom I was playing lost our ability to suspend disbelief within a few hundred moves, but we persevered in order to give the game a fair chance to recover.

Unfortunately, it never did. Though we did finish the game, we did so only after receiving plentiful help from the integrated hint system, which is context-sensitive and well-implemented. There was no occasion on which we regretted having consulted it. Even after having run the gauntlet of puzzles, all three of us were fairly horrified by the actual retrieval of the ring -- instead of being triumphant this moment was more than a little repugnant, as it involved (Spoiler - click to show)hacking into the duck with a knife and pulling the gore-covered ring from its torso. Although this act has no lasting physical consequences due to a magical countermeasure, I think the experience would leave the duck in a state better described as "traumatized" than as merely "flustered." After delivering the ring and mentally reviewing the activities of the PC that day, I cannot say that I was left thinking that he and his love interest would share a happy future, which rendered the end unsatisfying.

On a technical front, this piece was put together pretty well. Aside from a scoring bug (explained below), the only other one that stands out is a repeated message on picking something up (Spoiler - click to show)(the television) that doesn't make sense after the first time. The prose is very serviceable, and I can't recall any typographical errors.

Although this game didn't work for the three of us, your mileage may vary. For the edification of would-be authors and to advise potential players, following are some specific gripes that we had with the game. Many of these are generic gripes against the "very old school" style, but I will still call them out here because the introduction of this game falsely suggests the more player-friendly style of later eras.

(Spoiler - click to show)
1. Information given about the observable environment is deliberately incomplete. Objects in plain sight of the PC (Spoiler - click to show)(e.g. a penny on a table) go unmentioned unless the supporter on which they sit is examined. In some cases, objects in unobstructed view must be located with specific >EXAMINE commands. In an early and egregious case, even the presence of objects comparable in size to the PC (Spoiler - click to show)(furniture objects in the living room, including the penny-concealing table) are omitted from the initial description of a room.

2. Numerous objects are hidden inside or under objects described vaguely, often things whose existence and/or reason for being in that location are unhinted. While >EXAMINE and >SEARCH are generally equivalent, in at least one case (Spoiler - click to show)(berries on some bushes), >SEARCH gives no indication of a critical object's presence while >EXAMINE does.

3. The game implements a novel mechanic in which, upon taking an object for the first time, it is automatically examined... if it has not yet been examined. This is a neat idea, but it does not work well for a particular object (Spoiler - click to show)(a surfboard), which provides more information when examined while holding it. This critical extra information is easy to miss as a result. The effect is particularly off-putting in the context of a game including many objects that serve no specific purpose.

4. The game implements a hold-all object, but the logic controlling automatic shuffling of objects into it has faults, such that sometimes the object-juggling fails, causing the intended action to fail. It's not clear whether that's due to a bug affecting the "player's holdall" type of object in Inform 7 5U92 or due to an issue with custom code. While this would normally be a minor annoyance, this bug interacts with another bug related to scoring (Spoiler - click to show)(a point awarded for putting the poodle into the correct object so that it can be smuggled past its owner), such that the correct command will result in no score increase the second time it is tried. The combination of bugs creates an unintentional (and extremely irksome) last lousy point scenario.

5. Some actions must be repeated multiple times in order to trigger progress, even though the response to earlier attempts are failure messages that logically discourage additional attempts. This is particularly problematic in the game's opening vignette, in which the PC must try to >CATCH DUCK no less than four times to cause it to fly away, which allows the PC to leave the farm. (This was, incidentally, the first circumstance prompting use of hints -- an ill omen.)

6. In one miniature scene, the PC must select one of several items being offered by an NPC (Spoiler - click to show)(the gnome wizard). In reality, only one of the items can actually be selected, though choosing an "incorrect" one results in what seems to be a YES/NO prompt to confirm the choice. There doesn't seem to be any gameplay purpose to the frustration created for the player here; the scene would work just as well if the NPC just handed over the only allowable item.

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