IFDB page: Escape to New York
Final placement: 11th place (of 36) in the 2005 Interactive Fiction Competition
I had to swim through some choppy technical waters to even get to this game. Apparently ADRIFT’s latest version isn’t backwards-compatible with games generated by previous versions, or at least it didn’t appear so — the interpreter squawked something about generator libraries at me, giving me an instruction it wasn’t capable of letting me carry out. (I’m guessing the instruction was for authors?) So back I went to a previous version, which required a full windows install and when run complained about how it didn’t have the right permissions to update the registry (surely something the installer could have taken care of?) Anyway, I fought through that — let’s chalk it up to me trying to play this game 16 years after it was released, and move on.
Escape to New York has an intriguing albeit somewhat odd premise. You play a thief who has boarded the Titanic. Now, the game is extremely coy about actually acknowledging the fact that you’re on the Titanic — the name isn’t mentioned anywhere in any of my game transcripts or the supporting materials. In the game, it’s just a big fancy ship that happens to leave Southampton for New York on April 10, 1912. Oh, and it also sinks. Hey, just like the Titanic! I’m not sure why the game is so reluctant about naming the ship — you can even find a pamphlet that tells you a million facts about it (perhaps somewhat anachronistically expressed in metres and metric tons?]… but not the ship’s name. A strange choice. Another strange choice: it names its protagonist “Jack Thompson”, which is really awfully close to Leonardo DiCaprio’s “Jack Dawson” from the massively popular 1997 film. Why?
In any case, placing the PC on the Titanic creates a weird sense of dramatic irony — we know the ship’s going to sink, but he doesn’t, and therefore it’s a little odd to be running around trying to liberate loot from the passengers on a ship you know is doomed. Apparently the game’s idea of a successful run is to steal as much as possible and make it to a lifeboat, but it’s not clear from the outset that this is your goal. I kept expecting a big twist to happen where suddenly you forget about being a thief and just try to make it out alive, but nope. The game’s insistence on petty goals when the player knows a life-or-death situation is coming made for an offputting dissonance.
The other offputting part is the underimplementation. Some aspects of the game are quite lovingly crafted — it provides lots of good descriptions and creates a fine sense of place, but just as often it frustrated me with its seemingly arbitrary requirements and boundaries. For example, the first section of the game requires you to wander around the ship’s corridors until you find the mailroom. Fair enough, but sometimes travel directions are closed off with the message, “Something tells you that wandering around the corridors of the ship is not the best use of your time.” Well, maybe not, but it certainly is what the game requires! You can’t succeed without doing that, so “something tells me” the PC’s intuition is a little off in that regard.
There are also several learn-by-dying or learn-by-undo puzzles scattered throughout the game. You might enter a room in which someone suddenly pounces on you based on something you’re wearing or carrying, with no warning whatsoever. In another section of the game, you require a disguise to get past a watchful policeman. The only ways to get through this are to either try it and fail with a game-ending message, or to finally acquire enough disguise-ish items that the game tells you, “That lot should make a good disguise.” Mind, it’s given messages before about individual items, saying that they’d make a good disguise on their own, only to snatch the rug out when you try to actually use them. It seems to me that if the PC is capable of assessing how complete a disguise needs to be, he should also be capable of assessing whether or not to assay an attempt at passing a policeman with an incomplete disguise, but the game provides no such internal monologue.
At some point I got annoyed enough with this bait-and-switch behavior that I switched over to using the walkthrough, and once I did I started having a reasonably good time. For one thing, it helped me understand what sort of playthrough the game had in mind — run around gleefully nicking stuff and stuffing it in a suitcase, so that you can escape to boat with your big prize (a stolen painting you connived to get into the mailroom) and a bunch of other loot as well. Strip away the historical scaffolding and it’s essentially a Zorky treasure hunt, albeit with far less clever puzzles — you mostly get stuff via LOOK ON [object] or LOOK UNDER [object].
I also found myself really appreciating ADRIFT’s autocomplete feature, which surprised me a bit. I’m sure it’s been at least 15 years since I played an ADRIFT game, and having recently reposted all my previous comp reviews, my memories of it are not kind. This time, though, I enjoyed the way that its autocomplete let me type just one or two letters of verbs and nouns, really smoothing the playing experience. It was also a useful (though not entirely reliable) way to see if the game had implemented something — it yielded some false negatives, but if you saw it autocomplete something, you knew it was in the game somewhere. It did have a downside, sometimes anticipating nonsensical input and leading me to accidentally enter commands like “put parcel in baggage slip” when I meant “put parcel in bag”, but overall it was a feature I found myself wishing were in other games.
Overall this was a pretty flawed game, with mild issues in premise, writing, and implementation, but once I allowed myself the walkthrough I found it fairly enjoyable, and I appreciated the chance to be in a story that takes such an unusual approach to the hoary set-piece of “You are on the Titanic.” Once I knew it was a treasure hunt, I could gleefully romp through the ship ripping off valuables, in hopes that me, my giant suitcase, and my stolen painting could end up safe on a lifeboat while the rest of my luckless fellow passengers scrambled for their mere lives.
Now, the game is extremely coy about actually acknowledging the fact that you’re on the Titanic…
Possibly because the author knew enough IP law in 2005 (or earlier) to understand that he can’t use certain elements, but his knowledge was insufficient for him to realise that there are things not covered by the law as well as exceptions to it. I’ve seen this kind of thing a few times in standard fiction too, where an author will put an unecessary trademark symbol by every mention of Mountain Dew (for example) or go out of their way to describe a branded product rather than name it just in case doing so brings IP lawyers down on their heads.