Bliss by Cameron Wilkin [Comp99]

IFDB page: Bliss
Final placement: 13th place (of 37) in the 1999 Interactive Fiction Competition

On behalf of the argument in favor of including hints or walkthroughs in competition entries, I present Exhibit A, Cameron Wilkin’s Bliss. This is a game which gets quite interesting and noteworthy, but doesn’t actually do so until all the points have already been scored. Without the included hints, I doubt I would ever have gotten to the interesting stuff. I certainly wouldn’t have gotten there in two hours. There are enough bugs and non-intuitive puzzles in the game that without those hints I probably would have spent the entire two hours flailing about in the first section. With the benefit of the hint file, however, I was able to advance beyond the roadblocks presented by some suboptimal puzzles and coding, so that I could reach the surprise twist the game delivers in its endgame. The trip was definitely worth it. I won’t give away the surprise here, but I will say that those of you who went into spastic convulsions when you saw the words “dragon”, “village”, “orcs”, and “evil wizard” might, once you regain control of your bodies, want to give the game a second look. Perhaps even just go through it using the walkthrough. All is not as it seems, and the discontinuity provides an interesting perspective on fantasy IF and the fantasy genre in general.

The beginning of the game is pretty good too. You’re “the town hero”, and you’ve set out to capture a ferocious dragon that has been terrorizing your village. However, on the way to the confrontation you were ambushed by a group of orcs who have locked you in a dungeon. Now, with only a blanket and a tin cup, you must find a way to escape. Yes, it’s all quite cliché, but the game has two things going for it. One, the writing is strong enough that it manages to evoke the specificity of the setting, and even if each element of that setting is lifted from shopworn genre conventions, the gestalt still feels like it has a little freshness left. Second, the game displays distinct signs of being aware of its own conventions. For example, when conversing with one of your orc captors, this possibility is available:

>TELL ORC ABOUT ME
"Yur just one big, stoopid hero cliche, aincha? I 'spect it'll be fun
watchin' yu waste away an' die!"

Such glimmers of self-awareness bode well for the rest of the game. Unfortunately, it doesn’t fully deliver on their promise. There are a number of bugs; they’re not glaringly obvious, and it’s clear that the game has been tested, but it’s equally clear that the game would benefit greatly from being tested some more, even if just to add some responses to common actions which might help steer the player in the right direction. In addition, there are a number of puzzles which, if they don’t quite reach the extreme of “guess-what-the-author-is-thinking”, are at least very non-intuitive. These puzzles would benefit from just a few tweaks. An alteration of the prose here, an alternate solution there — just a few changes would make a big difference.

Overall, Bliss is definitely worth playing. Even as I write this review, I’m still having realizations about various elements of the game that continue to revise my perspective, which is a distinct pleasure. Also, its writing is almost completely free of grammar or spelling errors, which is something I’ve recently stopped taking for granted. I very much hope that the author takes into account the feedback he receives from competition authors and possibly a second round of beta testers, and releases a revised version of the game which stomps the bugs, enriches the puzzles, and cleans up the formatting errors (there are a few, though not many.) Once the polish is on, Bliss will be a very strong piece of short IF.

Rating: 7.2

Outsided by Chad Elliott [Comp99]

IFDB page: Outsided
Final placement: 34th place (of 37) in the 1999 Interactive Fiction Competition

OK, I’m starting to get a little discouraged. Maybe Comp99 has just set me up for a really bad stretch, but I have to admit I’m starting to wonder what is going on with all these substandard games. Outsided had the misfortune of coming up in my game list after five other games that I scored as a 5 or below. It couldn’t help that, so I’ll try not to let it affect my judgement. However, it also had the misfortune of being loaded with spelling, grammar, and coding errors. It could have helped that, and you can bet the house it’s going to affect my judgement. Take, for example, the first paragraph:

A pretty, young woman walks quickly towards the far end of the
resteraunt. Soon she dissapears behind two brass elevator doors. Your
stare drops downward to the small note you had written for yourself,
then back at your own reflection in the elevator doors. People
momenteraly chuckle and mutter to eachother, then continue on with
another important dinner...

That’s one sentence out of four without a spelling error. That is not a good ratio. (For those of you keeping score at home: “restaurant”, “disappears”, “momentarily”, “each other”.) I just don’t understand this sort of thing. It’s not as if spell-checkers are hard to find. Compile your game so that Inform outputs the game text, then run it through a spell-checker. Hell, you don’t even have to get that high-tech; run a transcript of your game through a spell-checker. This is a text adventure; all we get from the program are words. When the words have basic mistakes in them, those mistakes wreck any chance we have at immersion in your game! Don’t you even care about that? Aaargh! [Starting… to… rant. Must… get off… soapbox. Wipe froth from mouth. Continue with review.]

As far as I can determine, Outsided (and no, even after playing the game, I still have no idea what its title means) wants to be sort of a science-fictional high-tech thriller thing about a guy whose memories keep getting downloaded into new bodies, and some shadowy syndicate that wants to kill the bodies off. Or something like that. It wasn’t really all that easy to figure out what the hell was going on most of the time. The game’s use of these concepts is kind of cool, but it would be a lot cooler if it were more coherent. Many, many things just don’t make a lot of sense. For example, early on in the game, the PC is given his briefcase. It’s closed and locked. For some inexplicable reason, the PC doesn’t know how to unlock his own briefcase. In fact, he never figures it out. The briefcase is never useful for anything. Why does he get it? Who knows? There are lots of little things like this. Save-and-restore puzzles abound. In fact, the game reminded me of many of the more maligned members of the IF Archive, such as Detective and Space Aliens Laughed At My Cardigan. It might make a good candidate for a MiSTing, but it sure isn’t a good game on its own.

Aw, here I am being all harsh and I didn’t even mention one of the game’s main redeeming features: its author apologizes for it right up front. Before the first prompt of the game even arrives, we see this:

A NOTE FROM THE AUTHOR:
Hi, first I would like to say 'sorry.' Good! Now that I have gotten
that out of the way, Please 'enjoy' the game.

I laughed when I saw that, especially following as it did on the heels of the error-riddled opening paragraphs. And I appreciated it too, I really did. But I have to say it confused me a little as well. Obviously the author knows that the game isn’t up to par. So instead of releasing it with an apology, why not instead fix it, then release a good version that he wouldn’t have to apologize for? I would have appreciated that a lot more.

Rating: 2.9

[Postscript from 2020: I ended my review of A Day For Soft Food with a joke, saying “See, I have a great idea for the 2000 comp: you play this pet goldfish…” In response, Eric Mayer asked, “What’s the title? ‘Jump and Die?'”, to which I said: “No, that’s what Outsided should have been named. (Actually, ‘Jump and Die and Die and Die and Die and Die and Then Die Some More and Then Consult The Walkthrough.’)” That about sums up my feelings on this game.]

A Moment of Hope by Simmon Keith [Comp99]

IFDB page: A Moment Of Hope
Final placement: 18th place (of 37) in the 1999 Interactive Fiction Competition

Remember how one-room puzzlefests were the big trend of the 1998 competition? Well, I think I’m getting a handle on what it is for ’99: non-interactive fiction. It’s the legacy of Photopia, I suppose. But how little we knew, when we played that one short, brilliant Red Planet section of Photopia where every chosen direction advances the plot, that in a year we’d be playing entire games that operate like that. So far I’ve seen Halothane, which enforces its plot fairly rigidly; Remembrance, which limits the player’s options severely by restricting them to a very short menu; and Life on Beal Street, which is no more interactive than a book. Perhaps the worst offender yet, though, is A Moment of Hope. At least Beal and Remembrance didn’t pretend to be anything but linear roads with no detours available. At least Halothane allowed some freedom of action. Because A Moment of Hope is a TADS game with the appearance of an unrestricted parser, it gives a very believable facade of interactivity, when in fact it’s anything but. Here’s a sample from towards the end of the game:

>SLEEP
You flip your pillow upside down, and hope you can go to sleep.

>GET UP
Turning to your other side, you give it another try.

>GO GET A SANDWICH
You kick at the tangled blanket, convinced it's what is preventing your
slumber.

>IT DOESN'T MATTER WHAT I TYPE, DOES IT?
In a valiant attempt to block out the sun, you vainly cover your head
with your pillow and try to relax. ...It doesn't work.

>BITE ME
You finally decide to give in. It's time to get up.

This is the most drastically non-interactive section of the game, but every section of it crowds that side of the continuum. There is only one exit from each location — even if others are described, the game forbids travel in all but one direction. When the game wants you to, for example, read an email, any other command is met with something along the lines of “Not right now, you’re busy.” Adding to the aggravation, sometimes commands have to be repeated multiple times in order to get the parser to accept them. At one point you have to repeat a command eight times in order for it to actually work.

Let’s take a moment to think about this. It seems clear that what the game wants to do is to tell me a specific story. It seems equally clear that the game isn’t much interested in what I want to do. Why, then, was this written as interactive fiction and entered into the IF competition? To really delve into the reasons would be an essay in itself, but one that comes to mind is, as I said earlier, Photopia. After all, the big winner from last year was a game that heavily emphasized the “fiction” side of the IF equation, so that must be the way to win competitions, right? Well, not necessarily. Even setting aside the fact that the three previous competitions were won by games with prominent and interesting puzzles (Edifice, Meteor, Weather/Zebulon), there’s also the fact that Photopia restricted interactivity strategically rather than just doing it indiscriminately. To take one small example, think about the Red Planet section of Photopia compared to the section of A Moment of Hope I’ve quoted above. [PHOTOPIA SPOILERS AHEAD] The Red Planet section of Photopia is part of a story being told to a small child. Even though the player may not know it at the time, the responses of the parser are really Alley’s responses, and the player’s input really Wendy’s participation in the story. This fact constitutes a sensible, cogent reason why every direction taken advances that section’s plot: Alley is telling a story to a small child, and using a clever technique to move the story along so that Wendy won’t find herself pointlessly wandering around the landscape. No such fictional level is present in A Moment of Hope. The game’s responses and player’s input are no more or less than they seem, and as such, when the game uses Alley’s trick on the player it seems rather condescending. After all, we’re not small children with five-minute attention spans. A range of choices and a landscape to traverse won’t lose us.

The game doesn’t take that risk, though, perhaps because its main character is so unsympathetic that it can’t afford to allow any player input that might make him less pathetic. The basic plot here is that an incredibly insecure guy has gotten an email from a matchmaking website. The site has matched him up with somebody he really likes, but how serious is she about him? The game is unrelenting with the constant reminders of just how strung out this guy is. Especially in the first section, almost every single turn yields multiple messages about the PC’s deep, deep depression. No wonder, then, that the game wants to restrict player action. What if a player came along who wanted to make the choice to just forget about this girl and call a friend instead? What if a player wanted to just turn off the computer (the computer in the game, I mean) and read a good book? Hell, what if a player wanted to at least make the damn bed? Nope, wouldn’t fit the story. Wouldn’t fit the character. So it’s not allowed. But a player can’t help wondering: what am I doing in this short story? It’s written well, with no mechanical errors (or coding errors), but if A Moment of Hope were straight fiction, I wouldn’t much want to read it. But I did read this game. Come to think of it, because it was a competition entry, the whole group of judges was a bit of a captive audience, wasn’t it? Hmmm, maybe the choice to write the story as IF rather than straight fiction isn’t so mysterious after all…

Rating: 3.8

The Water Bird by Athan Skelley [Comp99]

IFDB page: The Water Bird
Final placement: 29th place (of 37) in the 1999 Interactive Fiction Competition

From the update on the comp web site, I already knew that The Water Bird had a game-killing bug in it, so I wasn’t surprised when I found it. What I was surprised by (though maybe I shouldn’t have been) was the number of other, extremely basic, bugs I found in it. This is unusual for me — usually once I see or hear of one bug in a competition game I expect them to come in droves, but the opening text to The Water Bird is so good that I allowed myself the belief that the critical bug was just a really bad-luck oversight, one of those things that makes you just about swallow your own tongue as an author the second a player finds it and it’s TOO LATE to change a thing. But no, actually, there are bugs throughout the game. In fact, in only the game’s second location, attempts to walk in an unavailable direction are met with “[TADS-1023: invalid type for built-in function]”.

This extremely fundamental omission is emblematic of the unfinished feel that the entire game has. It reminds me of a poster we have up in our bathroom, a print of an unfinished painting from London’s National Gallery. Part of the canvas is an accomplished portrait of a young woman with a dramatic landscape behind her, and the other portion of it is just a brown mass, with rough lines drawn to indicate how the rest of the painting will go. Similarly, Water Bird reveals its edges at unexpected moments. Here’s one room description:

Lodge Roof
You are on the roof of the lodge. From here you can see most of
the village. ... (good view, etc., smokehole (covered by?))

Now, to be fair, that’s not typical. Most of the descriptions are written, and written well, but there are several occurrences of the “…” symbol, which I’m guessing was the author’s Search-and-Replace code for “Elaborate on this later.” Incidents like this made me feel like I was playing a game that isn’t even ready for beta testing, let alone general release.

I have an opinion on this sort of thing. I’ve expressed this opinion before, and it hasn’t met with general approval. Nor do I expect it to now, although to me it seems like sheerest sense. But I just have to say it: if your competition entry isn’t ready by the deadline, and by “ready” I mean fully proofread, beta-tested and (please) played through at least once to ensure that it’s finishable, DON’T ENTER IT. Don’t even breathe a word of its existence. I adamantly maintain that you gain no appreciable benefit from entering an unfinished game into the IF competition. Instead, it’s detrimental to you in several ways.

First of all, many people who might have been open to playing your game will write it off as buggy and poorly done, and probably never come back to it again. After all, why should they bother with your rough draft when there are so many pieces of really good IF being published each year, and a wealth of older classics in the archive, all available for free? The audience for IF isn’t so large that an author can afford to alienate such a significant portion of it; as the hoary cliche goes, “you never get a second chance to make a first impression.”

Secondly, releasing an unfinished game tarnishes your reputation as an author, since it implies that you really don’t care how good your work is before it’s released, that you don’t take pride in it. But perhaps most heartbreakingly of all, it’s so agonizing for a player to go through a game that has lots of good pieces but is an overall bad game, and bad not because its author can’t write, not because there’s anything wrong with the concept or the programming or anything, but just because it’s NOT FINISHED. It’s like biting into a pancake and finding that inside it’s still just batter. It’s so much more disappointing than going through a game that just plain stinks on ice, because it’s so clear how much unrealized potential is present in the unfinished game.

I’m an author myself, and I understand how much time and energy goes into the writing of an IF game. Why would you want anybody to see that game before you’ve honed it and worked out the kinks? Why waste all that good effort? Instead of entering that game, finish it. Do it right. Then release it in the Spring, or the Summer. Or if you really want to be in the competition, enter it in the next year’s competition where it has a chance of kicking some serious butt over all the unfinished games in that year’s field. Exercise a little patience.

Hmmm, well I seem to have ascended my soapbox and delivered a rant, completely heedless of the fact that I’m supposed to be reviewing The Water Bird. OK, here are some impressions from what I saw of the game. It’s obviously quite well-researched, and makes a very smart move by putting most of the author’s explication of that research into footnotes, so that a player can choose whether or not to be exposed to it. This is a new approach to footnotes in IF, one that is amusingly enough much closer to how footnotes are used in actual books. The game is well-written, with great puzzles and a really interesting subject, and if it were finished I have no doubt it would make a sterling entry into that fledgling canon of folktale IF currently occupied by games like Firebird and Lesson of the Tortoise. Indeed, it’s so good that my disappointment was all the sharper when I realized that I couldn’t actually finish it, because by the time I hit that point I very much wanted to see the rest of what The Water Bird had to offer.

Rating: 4.1

SNOSAE by R. Dale McDaniel [Comp99]

IFDB page: SNOSAE
Final placement: 32nd place (of 37) in the 1999 Interactive Fiction Competition

By the time I hit the end of the two hour mark on SNOSAE I was just laughing. Most of my second hour I was basically cutting and pasting commands from the walkthrough, stopping only long enough to read the text and save the game from time to time in case I screwed up. Even so, when I reached the time limit I still had over half the walkthrough to go! If this is a two-hour game, The Brothers Karamazov was a short story. I doubt I could finish the entire thing in two hours even if I had already solved it once. Without the walkthrough I don’t think there’s a player in the world who could finish it in two hours. Now, whenever I make sweeping statements like this I always regret it, and no doubt somebody will follow this up with a post saying “Gee, I had no trouble at all. Finished it in 45 minutes flat!” But let me put it this way: I spent a half hour on the first puzzle (of about a zillion in the game), and only cracked it because of a pretty left-handed hint in the documentation.

That first puzzle reminded me of a game on the archive called +=3. Dave Baggett wrote that game to prove that a puzzle could be entirely logical but also completely unsolvable without hints or random guessing. The puzzle in +=3 is this [and spoiler warnings are beside the point here]: You have to cross a troll bridge, and nothing in your inventory satisfies the troll. The only thing that will satisfy it is if you remove your shirt and give it to the troll — not that the shirt was mentioned in your inventory or that the game gave you any hint the PC is wearing a shirt. A similar thing occurs in the opening sequence of SNOSAE — you have to cut some wires, but you have nothing in your inventory. There are also no takeable objects in the initially limited landscape. None at all. It was only in desperation that I was combing through the game’s documentation and saw that the game allowed the command “LOOK IN”; the docs suggested that the command was useful for pockets. For laughs more than anything else, I tried “LOOK IN POCKET” and what do you know, the game told me “In it you see: A small pair of nail clippers.” Turns out that I’m wearing coveralls, and these coveralls have a pocket — they just aren’t mentioned in the inventory anywhere. Sure, the coveralls are mentioned in the opening text included in the readme file, but I maintain that they are absolutely indistinguishable from a simple scene-setting detail, and that when they don’t appear in the game the player cannot reasonably be expected to know that they’re really there anyway.

Many of the puzzles after this are of the “save-and-restore” variety. “Oh, that killed me without warning. Well, let’s get a hint from this death message and restart.” These sorts of tactics really raise my hackles as a player, because they use the IF conventions I’ve learned against me, and give me no warning they’re doing so. When I solve one, I don’t think, “Aha! I feel so clever now!” I think, “What an irritating puzzle.”

Puzzle expectations aren’t the only IF conventions overturned in SNOSAE. For one thing, it’s a DOS-only program, a PC executable with an apparently homemade parser. Now let me be clear that I always believe in giving credit where it is due for these sorts of efforts. I can’t imagine wanting to build a parser and game engine from scratch, but I recognize that for some it’s a fun exercise, and I certainly understand that writing an IF game from “the ground up” is more work than writing the same game using an established IF language and libraries. On the whole, SNOSAE doesn’t do a bad job, but as usual it’s not up to the very high standard set by Inform, TADS, Hugo, and their ilk. There’s no “SCRIPT” capability, which makes the reviewer’s job much tougher. The “OOPS” verb is missing, which is a minor inconvenience. “UNDO” is also missing, which is a major inconvenience, especially considering how thoroughly this game is infested with instant-death puzzles. On the other hand, there are also some cool things about the interface. It uses colors to nice effect, putting room descriptions in light blue, commands in dark blue, inventory listings in white, etc. It also displays the available exit directions as part of the prompt, like this:

INTERSECTION OF FOUR HALLWAYS:
You're at the intersection of four hallways. Down each of these
hallways you can see a door. There's a ramp going up into the flying
saucer.
n,s,e,w,u>

I liked that, although I found it didn’t really add that much to the gameplay experience. There’s also a very cool command you discover about 1/3 of the way through the game which speeds navigation significantly. But all these frills didn’t make up for the missing “UNDO”, especially when the game kept cavalierly killing me off.

The one unblemished positive that SNOSAE has going for it is its sense of humor. This is a game that knows it’s a wacky romp and acknowledges it frequently, usually by breaking the fourth wall and displaying awareness of itself as an adventure game. This tendency is evident almost immediately, when the game describes a door thus: “There doesn’t seem to be a lock on the door! All adventures should start out so easy.” That isn’t anywhere close to the funniest example of the game’s writing, but I couldn’t make a transcript of the thing, and there’s no way in hell I’m slogging through 500 commands again just to find a funnier example, so you’ll have to just take my word on it. I was laughing for much of the time I played SNOSAE, and only part of the time was it at the ludicrousness of entering this game in a competition for short IF.

Rating: 5.0

Strangers In The Night by Rich Pizor [Comp99]

IFDB page: Strangers in the Night
Final placement: 20th place (of 37) in the 1999 Interactive Fiction Competition

Strangers In The Night starts out with a cool premise: You are a vampire, and you awaken with a terrible thirst for blood. You must feed on at least three different victims (draining each only a little, so as not to arouse undue attention.) However, it’s the summer solstice, the shortest night of the year, [The longest day, and therefore the shortest night. Thanks to Daphne Brinkerhoff for helping me through my apparently immense confusion on this issue. –Paul] and so you have only a limited time to slake your desires. Done well, this could be a sort of undead Varicella, where with every iteration of the game you figure out more and more about how to satisfy your needs. Unfortunately, Strangers In The Night turns out to be more of an undead Fifteen. You wander around an extremely minimally described cityscape (most rooms have no description at all) solving rudimentary puzzles, most of which just amount to unlocking a door, then walking in and typing “BITE “. What little writing is present has some nicely gothic moments — I particularly enjoyed the descriptions of the PC’s apartment. On the other hand, it is also riddled with a goodly number of errors, including two in the first two sentences. Misspellings, plural/possessive errors, awkward phrasings — they’re all there.

Compounding this problem is a generous serving of bugs. The game credits no beta testers, and the lack of testing definitely shows. Some locations (restaurants and the like) are described as closed when they definitely (at least, according to the information you get from the doorman) should be open. My first time through the game I failed to find any victims before the sun came up, mostly because I was exploring the gridlike map to see if it was really as empty as it seemed, and as the sunrise approached the game started giving me warnings. This is great, although giving them EVERY SINGLE TURN NO MATTER WHAT I DO might be considered a little excessive. In addition, the warnings describe the sky getting pinker, etc., even when I’m inside locations like a dank night club or my own windowless apartment. Anyway, heeding the warnings I returned to my apartment and got back in bed, but when the sun came up, the game told me I was trapped where I didn’t belong. It then helpfully chided me “Pity you never made it home.” In addition, there are lots of spots where the game displays the default response abutting a specialized response. If this were an Inform game, I’d say the problem is a lack of “rtrue”s. I don’t know what causes it in TADS, but I suspect it’s something roughly equivalent. Here’s an example:

>ask bouncer about bouncer
You have no interest in or use for the bouncerThe bouncer is in a rather
public place; that kind of interaction isn't advisable.Surely, you can't
think the bouncer knows anything about it!

After hitting a long stretch of bugs and writing errors, the novelty of the premise wears off pretty quickly.

It’s that much more frustrating, really, because an IF game from the point of view of a vampire is just a really cool idea waiting to be done well. It just seems that nobody quite gets to it. Infocom had one in the planning stages before they folded. (It was to be written by Plundered Hearts author Amy Briggs). A guy named Sam Hulick made a big announcement that he was going to write one — even got a piece of it included as an example in the Inform manual — but it never materialized. Now there’s Strangers In The Night, which definitely has some nice conceptual elements but whose execution (no pun intended) is sorely lacking. The vampire PC is so rife with possibilities — it can have unusual goals and vulnerabilities, as demonstrated in this game. It can have unique modes of travel. It can allow the author to play with all sorts of interesting questions of moral ambiguity and complicity within the player/PC relationship. Even better, it gives the writer access to a wealth of popular and canonical allusions, and allows the kind of rich gothic writing practiced by Anne Rice and any number of Victorian writers. Frankly, I think it would be awesome. Hey, all you IF writers out there: write that great vampire game! I know it doesn’t exist yet, but I very much want it to, because Strangers In The Night really got me itching to play it.

[I just reread this and something in the back of my mind said “Horror of Rylvania.” I haven’t played that game yet, and the only review I’ve ever seen was very brief. Somebody care to review it for SPAG so I know if it’s what I’m looking for?]

Rating: 3.5

Chicks Dig Jerks by Robb Sherwin [Comp99]

IFDB page: Chicks Dig Jerks
Final placement: 31st place (of 37) in the 1999 Interactive Fiction Competition

[NOTE: There are some obscenities in this review.]

Yecch. After an hour of playing Chicks Dig Jerks, I feel like I’ve been swimming in sewage. The PC and his friends are some of the most repulsive human beings I’ve ever seen described, and spending time looking through their eyes was pretty sickening. Now, it’s clear that the author is aware of this fact. The game begins with a big banner reading, in part, “There are absolutely no role models in this game.” Fine. But if it was intended to be some sort of satire, it didn’t work, at least not for me. Perhaps some reader smarter than I am will explain how in fact the whole game brilliantly skewers the emptiness and horror of its protagonist’s life, but for me, that didn’t come across. Instead, it just felt like living some stereotyped nightmare for no particular reason. Remember those fratboys at the beginning of Photopia? This is basically an entire game from their viewpoint, with some off-the-wall supernatural stuff thrown in for no readily apparent reason. The fact that the game was loaded with bugs and writing errors didn’t give me much confidence that it had some sharp, intelligent viewpoint behind its ugly veneer, but I don’t think that’s the main reason why I found Chicks Dig Jerks so unpleasant. That reason can be summed up in one word: misogyny. The game’s fear and hatred of women starts at the title and just snowballs from there.

The game’s basic notion is that women come in two varieties. There’s the Dumb Chick, who is prey to the PC’s predator. She has no illusions about her status, and apparently likes it, because she’s attracted to men who will treat her like dirt. Then there’s the Evil Bitch, who hates all men and is out to kill them and/or drain them of their vitality, at least until she can find one strong enough to dominate her and turn her back into a Dumb Chick. The male characters wandering through this world have two basic goals: score with (i.e. fuck) the Dumb Chicks and avoid or kill the Evil Bitches. We see the former in the game’s first sequence, in which the goal is to get two phone numbers from a group of women at a bar. The PC does this by approaching them with the dumbest lines imaginable, and guess what? Because they’re even dumber then the lines, they think he’s cool and give him their numbers. Here’s what the PC has to say after accomplishing this goal: “Word up.”

Then one of the Dumb Chicks takes the PC home and they have “animal sex for the better part of the night.” Then the PC bolts, leaving “a little note” and his number. What a guy. Thus ends the Dumb Chicks portion of our show. Moving on, the PC then invades a graveyard (did I mention he makes his living as a grave robber?) where an Evil Bitch tries to kill him. He ends up killing her, which is too bad, because I was really rooting for her. Then he gets real sentimental because his best friend (male, of course) was killed in the battle. Damn those Evil Bitches and their short male accomplices! (The game also seems to have a problem with short men.) Damn them to hell!

There are two dreams described in the narrative which illustrate this dichotomy perfectly. In the first, the PC is lured into an unoccupied room by a seductive woman, and in the room he sees the dried, dead husks of all his male friends. Then the succubus drains him too, and sticks his skin to the wall with thumbtacks. You can probably guess which side of the coin she represents. Then, in the second dream, the PC is having a fight with his old girlfriend, who apparently was the one person with whom he didn’t act like total scum. She breaks up with him, and in remembering the breakup, he wishes he had given into his impulse to “rock the bitch’s world and leave her reeling and bleeding.” He also regrets all the time he didn’t spend “being an exciting, unavailable, uncontrollable asshole.” Hey Avandre, here’s a hint: if your girlfriend left you because you weren’t enough of a jerk, the answer isn’t to be more of a jerk. The answer is to FIND A SMARTER GIRLFRIEND! But that might be too much to ask of this character — a woman who he sees as a human and who is as smart as or smarter than him would just be way, way too scary.

Speaking of scary, let’s talk about this game’s code. At one point a character playing a video game exclaims in frustration, “This fucking thing has more bugs than a tropical swamp!” I had to smile at this, since the sentence (with the exception of the expletive) is lifted almost verbatim from a SPAG review of the author’s last game, Saied. The description is also apt for Chicks Dig Jerks. Unless you go through the game exactly as described in the walkthrough, you will find bugs. At one point, I was talking to a character, and one of my conversation options actually put me back in a previous scene. That scene went differently, and then I had to sit through the whole “animal sex” thing again. At another point, two characters are described as being disintegrated, then proceed to take some actions in the following paragraphs, then get re-disintegrated. There’s an item you can pick up, and no matter where in the game you pick it up, the description always indicates that you find something else under it, even if the thing you supposedly find is already in your inventory. You get the idea — examples abound. Chicks Dig Jerks is the Cattus Atrox of the 99 competition — I had a strong reaction to it, and that reaction was: I never want to see this game again.

Rating: 1.9

[Postscript from 2020: Adam Cadre wrote a contrarian review of this game in which he asserted it has “the best writing of any game in the comp.” Since then, Sherwin has proved to be one of the stalwarts of modern IF, releasing several full-sized games and even packaging them commercially. I wrote a long, appreciative review of his game Cryptozookeeper, which no doubt I’ll post here at some point. In it, I described the friendship Robb and I have developed: “Belying the outrageousness of his writing, the man himself is a gentle, witty, soft-spoken presence, a real mensch who’s done me many a good turn over the years.” Funny old thing, life.]

Remembrance by Casey Tait [Comp99]

IFDB page: Remembrance
Final placement: 27th place (of 37) in the 1999 Interactive Fiction Competition

Unlike all the other entries in this year’s IF competition, Remembrance isn’t a story file or program. Rather than the product of an IF language, or even a standalone executable written from scratch, the game is a collection of web pages, each one leading to the next. At the bottom of each web page is a little piece of JavaScript, sometimes just a button reading “Continue”, other times a pull-down combo box with a list of possible actions (never any more than three) and a “Try Action” button. Many attempted actions bring up input boxes, asking for further clarification (e.g. “What would you like me to get?”). Once the command has been fully entered, the page will do one of two things. One possibility is that the browser will display a JavaScript message box indicating the results of the command, either the generic failure message “Your action has no effect” or some longer response which advances the plot. The other option is that the browser will simply bring up the next web page in the sequence. This web implementation has some advantages. Guess-the-verb problems are entirely eliminated, and for one particular puzzle in the game that is a distinct benefit. The web-based approach also allows the author all the traditional advantages of a web page — colors, pictures, fonts, etc — though I can’t say that the game did much with the possibilities. The plot concerns World War I, and the pages do have a color scheme which matches (black on olive drab), but that’s about as fancy as it gets, aside from the JavaScript parts. In addition, there were some serious problems with the web-based approach. For one thing, I found that the chosen color scheme made the text pretty difficult to read. Also, the pages are hosted by tripod.com, which generated an inexpressibly irritating pop-up window every time the game moved to a new page. On top of that, whenever the JavaScript message boxes would appear, my browser would sound a chord; this is the same chord that Windows 95 sounds for urgent warnings and notifications that the hard drive is about to melt, so hearing it over and over was a pretty unpleasant experience.

But the biggest problem with the web approach is that the interface itself dramatically curtails interactivity. At its worst, the interactivity is limited to a “continue” button, which is about as interactive as turning the page in a book. At its best, the interface is reminiscent of the “command menu” interface of some point-and-click commercial adventures, only with a drastically limited menu. Compounding this problem is the highly linear design of the game itself. Not only is there just one path through the game, but there is really only one path through each substep of the game as well. For example, in the opening sequence there are three commands which must be entered in order. It isn’t tough to guess which three, because the combo box at the bottom of the screen only contains three options. Nonetheless, choosing the wrong command to start with, no matter what further explanation you put in the input box, just gives one response: “Your action has no effect.” Choosing the right command, but putting the wrong thing in the subsequent input box just gives the same terse (and improperly punctuated) hint line every time. Once you get the first command right, the process starts again for the next command. After a few iterations of this process, it becomes eminently clear that Remembrance is less interactive fiction than it is forced-participation fiction. That is, to see the next page of the story, you have to enter the magic word. There is no possibility of exploring the landscape, no opportunity to attempt other routes, and very few things to even try along the way. To further enforce its boundaries, the game uses the technique of regularly shifting viewpoints and settings, a la Photopia.

In fact, the comparison between Remembrance and Photopia is a fruitful one. Remembrance feels very much like it wants to emulate Photopia, changing Alley to Alex and the dangers of irresponsible driving to the dangers of trench warfare. You might even say that it starts down the trail blazed by Photopia and walks it all the way to its logical conclusion: highest level of tragedy, lowest level of interactivity. However, there are some important differences between the two as well. Foremost among these is the writing. Where Photopia maintained a consistently excellent level of prose, Remembrance is more uneven. The bulk of the writing is clean and well-done, but there are also a number of misspellings, punctuation errors, and awkward phrases. In addition, where Photopia‘s scenes are non-sequential both chronologically and in terms of point-of-view, in Remembrance it is only POV that shifts, with the exception of a short prologue. This difference probably contributed to the fact that the twist in Photopia is quite surprising the first time through, whereas in Remembrance the climactic event is visible several miles off. However, all that aside, I still found Remembrance touching. Perhaps I just have a soft spot for World War I stories ever since I saw Gallipoli, and certainly the type of tragedy depicted in Remembrance is an easy target for a tearjerker, but the interplay of letters and scenes, encompassing the trenches, the planning rooms, and the homelands, made for a nicely affecting overall presentation. It’s not the sort of thing I’d want to see very much of, but it was definitely worth my time once through.

Rating: 6.7

On The Farm by Lenny Pitts [Comp99]

IFDB page: On the Farm
Final placement: 7th place (of 37) in the 1999 Interactive Fiction Competition

Like last year’s Arrival, On The Farm casts the PC as a small child. You’ve just been dropped off to spend two interminably boring hours on your grandparents’ farm. (No, the game isn’t interminably boring. That’s just a bit of characterization.) What’s worse, Grandma and Grandpa are in the middle of a fight with each other, and you have to try to find some way to help them make up. When so many IF games take place in science- fictional or fantastic settings, it’s quite refreshing to play a game that is firmly grounded in the real world. Even better than that, the setting is fully realized, to an impressive level of detail. Most all of what I call the first-level nouns (that is, nouns that are mentioned in room descriptions) are implemented with descriptions. The writing is crisp, conveying an excellent sense of place. Lots of details are present, not because they somehow serve the game’s plot, but simply because they bring the farm and its environs to life more vividly.

Yes, there are some problems in the writing as well. There’s the occasional comma splice or punctuation stumble, and from time to time the sentences seem to lose their rhythm, foundering like a lame horse. In addition, the prose sometimes descends into a sort of juvenile, scatological humor that works against the sincere tone of the rest of the game. Despite these few flaws, in general the game’s prose achieves a satisfying clarity. I grew up in suburbia, and my ancestry is decidedly urban, so I’ve never experienced firsthand most of the game’s referents. Nonetheless, after playing On The Farm I really have a sense that I’ve been there.

The puzzles, too, are mostly rather clever, and feel quite original. In particular, there is one multi-step puzzle which is integrated seamlessly into the game’s setting, so that it feels organic rather than tacked-on. Each component of this puzzle makes sense, and the feeling of solving it is quite satisfying. This is the main puzzle of the game, and it makes a very good linchpin. There are also a number of optional puzzles, which do little or nothing to advance the plot, but which deepen the characterization of the PC or enrich the setting. These are optional puzzles done right — they don’t feel like padding, but rather like fruitful avenues which branch off the main drag, rewarding exploration with further knowledge. There was a moment where I found myself quite skeptical (in the rope-cutting puzzle), and another where the default messages for some objects misled me into thinking that certain things weren’t important when they actually were (the levers puzzle.) However, such breaks of mimesis in the puzzles were the exception rather than the rule in On The Farm.

The other thing that interested me about On The Farm is the way it chose to characterize the grandparents. First of all, depiction of elderly people in IF as anything other than drunkards, lunatics, or the butts of jokes is noteworthy in itself. But let’s think a little more about these grandparents. They obviously have been married for a great many years, and yet they still bicker and argue with a great deal of intensity. Their age might suggest that they’d be rather conservative and prim, but instead they seem, if anything, rather earthy. The area around Grandpa’s chair is covered with tobacco juice stains because he “no longer has the range to clear the edge of the porch.” When the PC sees his grandmother after having entered a manure pit, she exclaims “you’re covered in shit!” They are by turns affectionate, nagging, and abstracted. In fact, they act a lot like real people. I guess what I’m driving at here is that the game does an effective job of giving depth and life to its NPCs by making choices that go against stereotypes. Because the grandparents in On The Farm don’t always do what we might expect, they seem just a little more real. In fact, the same might be said for the game itself.

Rating: 8.4

Halothane by Ravi P. Rajkumar, as Quentin.D.Thompson [Comp99]

IFDB page: Halothane
Final placement: 6th place (of 37) in the 1999 Interactive Fiction Competition

Halothane is an intriguing, ambitious mess. First of all, it’s way too big for the competition. I spent two hours with the game and didn’t even score half the points. This review is based on those two hours. Maybe the game pulls everything together at the end — I’ll never know, because what I saw in the first two hours didn’t interest me enough to make me keep playing. Don’t get me wrong, there are a lot of good things about the game. It reveals glimpses of an interesting premise: when an author abandons a work in progress, the characters live on. They must try to continue their lives without the structure of a planned story to support them; they sometimes even drift into works by other authors, still carrying the burden of their former backstory. Some of the settings are interesting, and there are some devices here and there that are fun to play with. The problem is that all these interesting snippets are just fragments, floating free in search of a consistent plot. The game moves you from location to location as if you were on rails — in fact at one point the PC is literally bound and gagged to have the plot shouted at him. Unfortunately, the rails don’t seem to go in any particular direction, and Halothane starts to feel like a story that can’t make up its mind what it wants to be about. Adding to the disarray are an unedifying prologue and a few “interpositions” which seem altogether orthogonal to the main story, such as it is. Oh yes, there are also a few in-jokey text adventure allusions, though they seem to have little impact on the plot. Then again, most things seem to have little impact on the plot — it just rolls along, whisking you to the next chapter when you simply move a certain direction, or sometimes even when you just sit around doing nothing.

Player freedom of action is unreasonably constricted in Halothane. The game is constantly giving available directions in room descriptions, then preventing travel in those directions with one of a hundred variations on “You don’t really want to go that way.” Moreover, the game logic is inconsistent. For example, I got in the habit of looking under every single stick of furniture, because about 15% of the time I’d find something and score points for having done it. But some of the other times the parser sniped at me. We actually had this exchange at one point:

>LOOK UNDER COUCH
Suspicious bloke, aren't you?

>NO, YOUR GAME JUST MAKES ME LOOK UNDER EVERYTHING
That was a rhetorical question.
That's not a verb I recognise.

As Groundskeeper Willie on The Simpsons might say, “Ach! Good comeback!” Anyway, the writing is similarly uneven. One significant flaw is that every character seems to talk as if they have an M.D. A portion of a letter that you find reads thus:

The doctor came and gave me three hundred minims of pyrazinamide,
and I was sick the whole day. Beastly, unfeeling physician! The
haemoptysis seems to have cleared up, but the laboratory pathology
report says that my sputum smear is still ++++, which I assume is
good. They're considering a repeat biopsy, because they didn't find
any Langhans giant cells the first time.

I found the “which I assume is good” particularly funny. First of all, it’s set in opposition to saying that something “cleared up”, despite the fact that (I would think) the “clearing up” is good too. That’s just bad sentence structure, but also I found it very difficult to believe that somebody who casually refers to “minims of pyrazinamide” and “Langhans giant cells” would be in the dark about the meaning of test results. For all I know, that may happen in real life, but it certainly didn’t feel real to me, which after all is what fiction aims for. In addition, one character thinking or speaking this way is fine, but even the PC does it! At one point, the parser tells you, “If this heat continues any longer, you’ll soon have first-person knowledge of what the proteins in a boiled egg actually undergo.” Really, doctor? Even the game’s title and opening screen are guilty of this fault. On the other hand, when the plot pauses a moment to take a breath, the writing can manage to set an effective scene. One good sequence occurs when the PC (after a POV shift… don’t ask) comes upon her house, dark and empty. The game creates an effective atmosphere of mystery, so that when surprises jump out they’re good for a little thrill.

Oh, hell. This review probably makes it sound like I thought Halothane was just abysmal, and I didn’t, really. The overall impression that I got was that the game is just sort of… half-baked. I don’t mean this in an offhand sense, nor is it intended to be derogatory. I just felt like I was playing a game that was not suited for the competition, nor fully realized by the time the deadline arrived, but was entered in the competition anyway, for who knows what reason. Lord knows I’ve played a lot of games that are worse, even in this year’s comp entries. But it’s a pity to see the potential in a game like Halothane squandered so. Put that sucker back in the oven and wait for it to rise.

Rating: 4.6