Review: Grue

Ceci n’est pas une grue.

As expected, this is more or less Colossal Cave from the perspective of an old school grue. That’s a fun premise, and reminds me of John Gardner’s story Grendel, which is the Beowulf saga from the monster’s perspective.

Reliance on senses other than sight is a core mechanic in this story, since grues spend their lives in the dark. Here, the author had to make a decision: to require the player to type an action every time they use one of their senses other than sight, or to assume that these senses are always engaged and to constantly update the scene description in terms of these sensory modalities. In this game, the author went with the former.

However, because the standard turn loop for Inform games is visually oriented, without sight, room descriptions are omitted. Similarly, the room title is printed before the room description and often appears in the title bar as well — unless you are in the dark. In that case, you are just informed that you are in the dark. Entering a new room for the first fires off a description of what you see. By setting the game in the dark, these niceties are lost — but they shouldn’t be for a grue.

[Some spoilers follow beyond this point]

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Review: Deshaun Steven’s Ship Log

In this short Twine game, Deshaun works tech for shows on the intergalactic equivalent of the Love Boat. As the story begins, he has a few not very ambitious aspirations to improve his station in life: things like do more exercise, work out his relationship with his ex-girlfriend (or maybe find a new one), and perhaps get a better job.

The story is told through his personal log entries, which serve as a diary. The informal language, abbreviations, and content make it clear that he expects that he is the only one who would read this log, so he is honest in what he records in it. As you would expect, the reader follows the log entries in chronological order, learning Deshaun’s story as he sets down his thoughts and impressions of the day. Occasionally, there must be nothing to write about, and the date skips forward.

[Some spoilers follow beyond this point]

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Review: a partial list of things for which i am grateful

This short work is implemented in twine and is more something that you play with than play. There is no narrative thread. Unless I am missing something, this really is a list (partial) of things about which the author is grateful.

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Review: The Fifth Sunday

In my post about first impressions of games based on the IF listing and their cover art and blurbs, I criticized a few of the entries for lack of detail, but have since become aware that some of these entries are ports of games developed by Chinese authors. As far as I know, this is the first time these games have made their appearance in IFcomp, and I want to welcome them and thank them for making the effort. Still, I hope that in future IFcomps they submit some sort of blurb for the listing page, because that would improve their chances in the competition and also increase the chances that their games will get played and judged.

The first of these games that I played was “The Fifth Sunday”, which does not have religious significance as I had speculated, but relates to a month with five weeks. On that last week in this particular April, the main character is invited to a week-long party, which turns into a setting for serial murders. Finding the murderer is the goal of the game, but I won’t say in this review who the murderer is, so it’s safe to keep reading.

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Review: The Cube in the Cavern

Make a note: today, for the first time, I got through an entire game by Andrew Schultz, more or less on my own. I’ve played many of Andrew’s wordplay games, and I have always had a hard time getting on the same wavelength, but in this game, the logical seemed to flow naturally once I caught onto the general scheme.

[Some spoilers follow beyond this point]

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IFcomp 2017: First Impressions

I haven’t done online reviews for IFcomp since 2013, but this year I will give it a try.

Let me start with first impressions of the 2017 IFcomp entries based on nothing beyond the list provided on the contest website. For each entry, this list provides a cover image, blurb, content warnings, and a download link. For each, I tried to glean what I could from this sparse information. Based entirely on my own speculation and without having seen anything of the games themselves, I also made a [perhaps wildly inaccurate] prediction for each entry. I make no claim that these predictions will have anything to do with the actual games, but by sheer numbers, I hope I’m on the mark with a few of them.

I mostly did this for my own amusement, and should point out that when I started I didn’t really appreciate how very many entries IFcomp received this year. This is probably TLDR; for most folks, so feel free to skip around to any entries that interest you. The order of listing is based on my personal shuffle, and will be the order that I follow for subsequent reviews, except where noted.

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Pogoman Go!

coverIt’s been a few years since Ben Collins-Sussman and I put out a text adventure game, but we were inspired this summer by the painful rollout of Pokémon Go! to write a new one for entry in this year’s Interactive Fiction Competition (ifcomp.org). This year’s competition brought in 57 works of interactive fiction, all of which can be played for free online (or downloaded). I’d encourage folks to try a few of the games including Pogoman GO! If you are willing to rate at least five of them, you can participate in online voting, which is open through mid-November.

We hadn’t originally meant to target the competition, but timing more or less worked out that way, and it seemed like a good way to get lots of eyes on the game, while it was still relevant. The game is in a part a parody of the mobile game, but a good portion of it goes in a different, and it has been said, more surreal, direction.  More about the game over on its own website.

 

Concours IF 2015: Sourire

15391458183_f602481b75_o“Sourire” s’agit d’une courte histoire racontée du point de vue d’une marionnette. Vingt-quatre commandes — 19 de spécifique et 5 juste pour passer le temps — suffissent pour atteindre la solution. Néanmoins, j’ai bloqué quelques fois et de temps en temps j’ai eu besoin de jeter un coup d’oeil au walkthrough.

C’est un imposant défi d’écrire une IF dans laquelle le jouer est littéralement pendu des fils et presque immobilisé. Le joueur apprend immédiatement que ce n’est pas possible de se déplacer dans les directions cardinaux. D’ailleurs, il n’y a beaucoup de voir est les objets vus sont hors de portés du joueur. Qu’est-ce qu’on doit faire? C’est un bon commencement, pourvu que le joueur ne devient pas frustré après quelques tentatives de faire avancer la scène.

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Concours IF 2015: Comédie

730px-New_Theatre_-_stage_-_The_Architect_1909Voici ma première critique d’une IF française en français (ou, j’espère en une langue qui se ressemble un peu au français)…

Comédie par “Edgar Havre” est composée des scènes liées par les courtes conversations. Grace au module “Simple Chat” par Mark Tilford, les conversations se déroule comme une série de choix. Pour commencer une conversation il faut “parler à qqn”. Les conversations se modifie un peu en fonction des événements observés. En cette manière, les conversations sont limitées, mais elles servent pour introduire les puzzles.

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