SmoochieComp reviews [misc]

[Also in 2001, I was asked to judge a minicomp organized by Emily Short. It was a SmoochieComp, themed around love and romance. Like PrologueComp, I’ve added names where authors submitted pseudonymously. Unlike PrologueComp, the entrants were proper games, albeit small ones.]

These SmoochieComp reviews are written in a similar style to my reviews of games from the Fall Competition, but their ratings are structured a little differently. Since the SmoochieComp doesn’t ask participants to rate the games on a scale of 1 to 10, I decided instead on a scale of one to five smooches, similar to the star scale used by many movie reviewers. Turns out most games huddled around the middle of that spectrum — the lowest rating I gave was two smooches, and the highest rating was four smooches. Still, the quality index was satisfyingly high, especially for a mini-comp, since these often tend to generate games that are playable in ten minutes and feel like they were written in thirty.

As I did for the Comp00 games I played, I’ve held onto the transcripts from my interaction with all SmoochieComp games (except Bantam, whose environment didn’t allow scripting.) I’ll happily send the appropriate transcripts to any author who emails me a request. I’ll probably delete all of these around March 15, so don’t delay.

Finally, these reviews are presented in the order in which I played the games. I ran a little randomizer to determine what this order would be, and strangely, what it came up with differed very little from alphabetical order, Oh well, that’s randomness for you.

And now, on with the reviews…

1981 by Adam Cadre as A.D. McMlxxxi

Urgh. This game puts me in a tough spot. It’s a small piece, with an important twist, and it’s very difficult to talk about without spoilers. In fact, most of the things I can think of to say about it necessarily involve spoiling the surprise. However, I am committed to writing this entire review without giving away the secret — we’ll see how it goes. 1981 puts you in the shoes of an apparently lovelorn young man who has cashed in some stock money to travel to the college town where the girl of his dreams resides. At the outset of the game, you stand outside her dormitory, decked out in new jacket and new boots, clutching a sheaf of poems you’ve written for her and trying to get up the nerve to walk up to her door. At this point, the game teeters on a fine line, and the player can’t be sure whether it’s going to tip towards a cute story of shy college sweethearts or towards a Moment-of-Hope-like tale of unrequited affection.

As soon as you go to the door or read the poems, 1981 careens over the precipice into a tale that not only deals with unrequited affection, but the darker themes of obsession and even insanity. The game gets these themes across in lots of different ways, from the subtle to the blatant. For the latter, we have the poems, which teem with disturbing images and buckets of adolescent angst. Lines like “Regardless of the laughter of children/ I cannot continue to pretend/ I cannot continue to live” sound like a teenager trying to imitate The Cure, but other poems mention psychiatric visits and murder, clueing us in that something that something more serious than pimply puppy love is at stake here. On the more subtle side, there’s the first room description:

New Haven, Connecticut
New Haven. The worst place on earth. The town is dirty and industrial, the students are sloppy, everything is horribly expensive. And you had to cash in $3600 of your stock to get here. But it was necessary. Four years at this place is enough to ravage anyone. You have to rescue her, your first true love.

Her dormitory lies to the north.

The game’s encapsulation of all New Haven into a few desultory, derogatory sentences demonstrates the PC’s creepily jealous disdain for the world surrounding his would-be lover, and his contrasting focus on her dorm building reveals his single-minded obsession.

From this point forward, 1981 straitjackets the player into its plot, offering no choices at any point, or at least not any which allow any alteration of the storyline. This lack of interactivity gets particularly chafing when the PC is such a disturbed and disturbing individual, but the PC’s nature also offers a rational justification for such linearity. If Alex in Rameses suffered from Social Anxiety Disorder, the PC in 1981 is in the grips of full-blown psychosis. The writing and pacing of the game, as well as the elements it includes, deftly outline the boundaries of this illness, and the effect is chilling. By putting the player into such a twisted mind, 1981 sheds valuable light on its subject; standing beneath that light is a deeply uncomfortable experience — even more uncomfortable than trying to write an entire review of the game without giving away its secret.

Rating: Four smooches

August by Matt Fendalheen

In the “about” text for August, the author claims that he learned Inform and coded the game in the space of seven days. Usually this is the sort of thing I dread hearing at the outset of a game, since it almost always signals that the experience I’m about to have is will be an unpleasant one. Indeed, the game’s own notes profess it to be “a horrid, malformed, wretched, crud-eating wreck of a failure.” With this kind of pep talk, it was hard to keep my hopes high, but when I started playing, I was pleasantly surprised. The game is written in a florid High Fantasy tone, but the writing worked for me, and I found it rich and involving rather than overblown and annoying. In addition, I came across no outright bugs in the coding, which was a relief. Finally, the character interaction… well, I’ll get to that in a minute. Let’s just say that if the author learned Inform and wrote this game in seven days, it must have been one hell of a week. Then again, perhaps those claims were just meant to keep my expectations low so that I would find the game’s achievements all the more impressive. If so, it worked. Hooray for the Low Expectation Theory.

The game’s story is of a warrior lord, Hakuin Ikthanadar, returned home from a great victory in which he killed the most dangerous enemy of the realm. He is attending the annual Feast of August in order to fulfill a promise he made to his beloved Rosalyn, and as the game begins we find him searching the revel for signs of her. As time progresses, August deftly unfolds more information about the victory, the enemy, the feast, and Rosalyn herself, mixing flashback, dialogue, and description to weave its story. I was pretty impressed with the way this was done, and the most impressive part was the centerpiece of the game, an extended conversation with a key figure in the plot.

The game uses the standard ASK/TELL conversation model, and the instructions warn that subjects should be limited to one word — “ASK CATHBAD ABOUT UNDERWEAR will get you somewhere… while ASK CATHBAD ABOUT HIS UNDERWEAR will not.” I was ready for this to feel pretty restrictive, especially when the questions I had were very difficult to encapsulate in just one word. However, I frequently had the uncanny sensation that even though my language was amputated, the game was able to figure out exactly what I meant. For example, I wanted to ask the person why she had come to the feast, but all I could type was ASK HER ABOUT WHY. Imagine my pleasure when the game displayed this text:

You extend your arm, keeping her distant in the motion of the dance.
“Why did you come here?” you ask. “I doubt you were invited.” Or welcome.
“I go where I will.” she states, lifting her chin defiantly. “If these perfumed cattle object to my presence, they can leave.” She swings about, pulls herself close to you again.

Even better, when she returned the question, I was able to TELL HER ABOUT ROSALYN, and the game understood exactly what I meant. I’m not sure whether the game’s ability to predict what I was thinking came from its precise coding or its precise writing, but every time it happened, I was made very happy.

Sadly, for every time something like that made me happy, there were two times that the game disappointed me. None of them were crashing disappointments, but each one made it a little easier to believe that the game really was done in a week. Something is described as happening to the east when I know it’s actually to the west. Something is mentioned about the PC’s right hand that is really about his left hand. Its/it’s errors. Sometimes August can’t even seem to make up its mind about how the names of its own characters and places are supposed to be spelled. Basically, the game just needs a good round or two of proofreading and betatesting, because even though it’s solid at its core, its surface is badly lacking in polish. In the author’s lengthy introduction, he implies that he’s ready to write this game off as a failure and move on to his next piece of work. I hope he reconsiders, at least enough to clean up the basic errors in August, because once it’s been refined a little, this will be an enjoyable work of IF with some extremely satisfying moments.

Rating: three and a half smooches

Even Bantams Get The Blues by Eric Mayer

If there was some kind of meta-competition for writing games that fit into as many parameters as possible from past mini-comps and themed releases, Even Bantams Get The Blues would make a perfect entrant. This is a Frogger-style game about a lovesick chicken (with no inventory) who must cross a road to find emotional release. See what I mean? It’s got the chicken from the ChickenComp, the Frogger theme from the IF Arcade, and of course a bit of romantic backstory so that it actually fits into the SmoochieComp. I’m not sure if the lack of inventory was an intentional reference to that mini-comp, but the chicken certainly isn’t carrying anything (well, not really, anyway). All it needs is a toaster, a dinosaur, a dragon, and some aliens to complete the picture. Ironically, the romantic element feels pretty tacked-on, so the game’s least significant element is the one that pertains to the comp in which it was actually entered, but hey, I’m not complaining.

Unlike the other two SmoochieComp games I’ve played so far (1981 and August), this one is pretty lightweight (or should I say bantamweight?) There is very little freedom available, even less than in the original Frogger, really — this chicken can’t even change direction. The game only allows travel to the north, so cars and trucks can’t be dodged by backpedaling or sidestepping. Then again, the Frogger element is completely deterministic, so winning is still pretty easy once you’ve recognized the pattern.

However, there are some pleasures to be found beyond the simple task of conquering the road-crossing ordeal. For one thing, Bantam offers a LITERARY mode alongside its default ARCADE mode. This mode offers plenty of fun little Easter eggs; for example, if you type “X ROAD” in ARCADE mode, you get an extremely terse key to the game’s ASCII graphics:

A road ... trucks == cars +.

However, in LITERARY mode, “X ROAD” yields this:

The four lane highway. before you is a breathtaking sight, a vast smooth expanse of night-black asphalt, flecked in spots with some trace of mineral that sparkles with a star-like effulgence in the brilliant sunlight blasting down from the cloudless blue dome of the overarching heavens.

And it goes on like that for an extremely long paragraph. Actually, I should say that there are Easter eggs to be found in both modes, and part of the fun is seeing the differences between them — the sensation reminded me a bit of the differences between the two modes of alien speech in Stephen Granade’s Arrival. The game also suggests that there are several ways to win besides crossing the road, though I didn’t find any of them. (I did find some amusing ways to lose, though.) Bantam probably won’t occupy your attention for too long, but it’s good fun while it lasts, and if you’ve enjoyed a mini-comp in the past few years, it’s probably got something to appeal to you.

Rating: three smooches

Pytho’s Mask by Emily Short

Believe it or not, here’s another large, impressive Inform game that the author claims was written in a week. Like August, the other game in this category, Pytho’s Mask takes place in a fictional kingdom, at a large gathering whose purpose is to celebrate a cyclical occurrence. The party in Pytho’s Mask is called The Celebration of the Night of the Comet, and the astral event it marks occurs only once every hundred years. When it does, the forces of stability in the kingdom are at their weakest. This concept is of a piece with the astronomical imagery used throughout the game: the king represents the Sun, and he is served by a Moon Minister and an Earth Minister. What’s more, he is currently being eclipsed by a mysterious illness that could allow insurgent forces to exploit his Comet-induced vulnerability. The PC is charged with investigating the illness and protecting the king.

The setup worked wonderfully for me, and the writing was, predictably, a pleasure to read, infused as it was with Short’s gift for evoking dazzling scenes through terse, elliptical language. The use of such fundamental symbols as the Earth and the Moon felt a bit reminiscent of books like Mark Helprin’s Winter’s Tale, and as in that book, the imagery helped give the setting a magical feel without explicitly invoking any particular supernatural occurrences.

The other important thing about Pytho’s Mask is its experimental conversation system. The game eschews the ASK/TELL interface that Short employed so effectively in Galatea, opting instead to offer a menu-based system… with a twist or two. The first innovation is that all of the menu options reside in the status line, and all players need do at the prompt is to type the letter (A, B, C, D, etc.) corresponding to their selected menu item. This removal of menus from the main window makes the transcript read a bit more like a dialog, though it does divorce the entries at the prompt from all context. The other unique aspect of the conversation system is that if none of the menu options offered seem right, the topic can be changed. As the game explains it:

So for instance if your options listed at the moment are all vapid remarks about fashion and you would rather say, “Pass the Stilton, please,” you might try >TOPIC CHEESE. >TOPIC does not cost a turn to use, so you can explore a number of topics if you’re looking for something specific to say.

The great strength of this system is that it combines the freedom and openness of the ASK/TELL system with the more realistic dialogues permitted by menu-based systems. This combination makes it powerful, but as Spider-Man says, with great power comes great responsibility, and this game doesn’t always live up to its responsibilities. Several times, I found myself presented with options that seemed inappropriate, if not downright nonsensical, and from time to time the replies fit this description as well. Moreover, there were instances when the conversational menus didn’t seem to keep up with the plot; when I encountered the masked man after he had already confessed his identity to me, one of my options was “Are you going to tell me who you really are?” “Not yet,” he said. Indecisive fellow.

A number of little warts like this tarnish what would otherwise be an outstanding game. Some, such as those described above, were continuity problems, while others came down to a lack of robustness in the interface. The worst of these was an unfortunate guess-the-syntax problem at a critical moment, which rather wrecked my immersion in the game’s climax. Finally, Pytho’s Mask occasionally shares a problem which plagued Short’s acclaimed comp game, Metamorphoses: there are a couple of moments where the game executes a series of unprompted “hit any key” pauses, and since I’m usually already typing the next action, I would end up startled to discover that reams of text were flowing by me unexpectedly.

Still, these blemishes are probably attributable to the fact that the game was done in a week, and even with them, Pytho’s Mask is immersive and highly entertaining. There are a couple of wonderful swashbuckling moments, and the PC’s propensity for sneaking around, bribing servants, pumping NPCs for information, and getting into romantic entanglements made for an immensely enjoyable playing experience overall. If you’re the impatient type, it won’t be a big problem for you to dive into Pytho’s Mask as it stands. However, if you’re a fan of Emily Short, or if you want the best playing experience possible, I’d advise you to wait. Short has an excellent reputation for fixing bugs and adding improvements to her games, and once this one has received that treatment, it will be a terrific slice of romantic adventure.

Rating: four smooches

Sparrow’s Song by J.D. Berry

What becomes apparent is that J.D. Berry has a talent for creating fictional universes. Sparrow’s Song is the third game he’s entered in a competition, and it’s the third time he’s given us a fresh, interesting setting, replete with its own culture, people, and idiosyncrasies. His Comp99 entry, Jacks Or Better To Murder, Aces To Win, revolved around a rigidly hierarchical religion of Berry’s devising, one in which Machiavellian scheming was the norm and the highly-ranked PC was always on guard against assassination attempts. The Djinni Chronicles, from Comp00, contained an intricate magic system to explain the motivations and capabilities of magical spirits summoned from bottles, lamps, and suchlike.

Now we get Sparrow’s Song, with another new set of characters and situations. Some of the stuff is fairly standard-issue fantasy: the PC is Baron of a sorta-medieval keep, and in his travels may encounter nymphs, rocs, or the occasional pegasus. However, the predictable elements are spiced with some intriguing personal relationships and a refreshing lack of ethereal elevation in the dialogue. Take, for example, your servant’s response when asked about a treaty:

“Where’s you head today, Kellen? The Ronqons? You know, the giants that live in those mountains over there? The giants who have strangled overland trade for the past, oh, 500 years? Yeah, those. If you agreed to their terms of peace, you were supposed to have that treaty to them today. I guess it’s water under the bridge now, Baron von Pocket Veto.”

The game is entirely unafraid of such anachronisms, and as a result much of the dialogue (typos aside) escapes the stale feeling of some fantasy games. On a similar note, did I mention that this game can be really funny? This game can be really funny.

In case you’re worried that there isn’t some funky new system to experiment with, never fear. It’s just that this time the system isn’t part of the setting, it’s part of the interface. That’s right, it’s yet another new approach to conversation. Similar to Pytho’s Mask, this game’s system allows the player to choose the topic of conversation, in this case by typing the topic followed by a question mark, such as “love?” However, Sparrow’s Song streamlines the idea somewhat, eliminating the element of multiple-choice lists, and instead simply taking the topic and running with it. Topics aren’t addressed to any particular person; rather, conversation is directed at whoever happens to share a location with you. Handily, the game makes sure that you’re never with more than one conversation-worthy entity at a time. There are also plenty of times when the game will simply reject a suggested subject, saying something like “You’re not so dense as to bring up THAT topic.”

Finally, the verb “TOPICS” is provided, which will always bring up one to three possible topics, and also functions as a kind of just- barely-a-hint-system. Sometimes this scheme worked perfectly, especially when an NPC mentioned a topic I’d never heard of (like “Ronqons”) and I was able to say “Ronqons?” at the prompt. That interaction felt much more natural than most NPC conversation in IF, mainly because I was able to type exactly what I would have said if I were really in the situation. The rest of the time, it alternated between feeling like an abbreviated ask/tell system (where I’m able to just type “TREATY?” instead of “ASK ARCTOS ABOUT TREATY”) and feeling like a more focused version of the Lomalow “ask me something twelve times to hear all I have to say about it” system. The pleasant writing relieved the tedium of these latter moments somewhat, but only somewhat. On the whole, the conversation system felt like a noble experiment that garnered mixed results.

The same can be said of the story in general. The initial hook is great: you awake to find a sparrow sitting at your windowsill. After regarding you for a few moments, the sparrow begins to sing, and in that magical song it communicates to you that there is someone who loves you, and that she sent this sparrow to reveal her feelings. The song touches something pure and deep inside you, and you find yourself instantly in love with the person who sent the sparrow, pledged to finding her and beginning a life together. From this promising beginning, the game fans out to encompass several different NPCs, each of whom can help you in varying ways, many of which overlap or constitute decision points. One thing that’s clear is that there are multiple paths through the game, and perhaps multiple endings as well.

I was only able to complete one path, since the other two I found both led to a puzzle I was unable to vanquish, so I only found one ending. That one felt rather abrupt and unsatisfying to me — it failed to tie up several loose ends from the plot, and it also seemed to leave the protagonists in a rather precarious situation, with not much hint of how they would move beyond it into some kind of peaceful denouement. I wonder if Berry simply ran out of time to implement the more gradual buildup he might have been planning, and was forced instead to tack on a quick-and-dirty closure. Whatever the reason, my relationship with Sparrow’s Song felt, in the end, like a love affair that began tenderly and showed great potential, but finished bittersweet.

Rating: three and a half smooches

Dead of Winter by Gunther Schmidl as Christina Pagniacci

Dead of Winter is a tiny game, an interactive vignette, really. The basic plot is that a mysterious being known as The Ice Queen has kidnapped your boyfriend Saul, and you want to get him back from her. She sends you on a quest that encompasses maybe half a dozen locations, and when you return, you find out whether or not your efforts were successful. There are a few decision points along the way, but it wasn’t particularly clear to me how the decisions related to which ending I got. Some paths where I made what would seem to me to be some wrong choices ended up with what appeared to be a winning ending, while the path that seemed most right led straight to an ending that felt quite suboptimal. Then again, even the “winning” ending had a sneaky little twist at the end, so it’s hard to say which ending is really the better one. The twist had some punch to it, but felt a little overly familiar at this point, similar devices having been used in other recent games. Also, it was a little confusing that the twist was only used in one of the endings, since it tries to impose a retroactive perspective shift on the entire game.

There were a number of pleasant things about Dead of Winter. It was entirely free of bugs, as near as I could tell, which is always a big plus. In addition, the writing was grammatically correct, something that makes a game feel more immersive to me. Finally, the game employs some special effects with timed display and colors in its title sequence. These effects definitely help to set the mood — I first started playing in WinFrotz, but quickly switched to DOS Frotz and was happy I did, since the black and grey color scheme selected by the game deepened the general atmosphere of chill and desperation.

Dead of Winter is over almost as soon as it begins, so perhaps it’s understandable that I didn’t feel particularly grabbed by it. It’s a sketch rather than a full painting — sparse descriptions, short plot, few objects and unresponsive NPCs. On the whole, it felt like a first attempt at writing IF, and assuming that the author’s name isn’t a pseudonym, a first game is probably what it is. As such, it’s not an unsuccessful effort. When I reached the end, I didn’t want my ten minutes back. In fact, I was looking forward to the author’s next effort, with hopes that it has a little more meat on its bones.

Rating: three smooches

Second Honeymoon by Roger Ostrander

Here is a SmoochieComp game that doesn’t implement the verb “kiss.” That about sums up Second Honeymoon, a well-intentioned effort that fails due to sparseness of implementation, dull design, and multiple errors. For a sample, consider this excerpt from the game’s opening text:

You’re a successful computer programmer, enjoying his fifteenth year of marriage to a wonderful woman. […] You announced your plans to your surprised wife two days ago: a secluded lakeshore cabin, away from the hectic rural life you usually lead.

Unless the PC is a programmer for a big farming outfit, or is telecommuting somehow, I’m thinkin’ that last sentence wants to be about his hectic urban life. Stuff like this is scattered throughout the game. There’s a room description that mentions an exit to the north, but attempts to go that way meet with no success. Conversely, there’s a room whose description never mentions the important fact that there’s an exit to the east. I only found it due to my obsessive-compulsive playing style, which entails trying every single direction in every single room (a style, I might add, that evolved as a response to games such as this one.)

It’s not that this is a terrible game. It’s sweet, and has its heart in the right place. But after playing all the other games in the SmoochieComp, I’ve come to expect a little higher standard of writing and coding, and I’m looking for a plot a little more interesting than the one this game gave me. Basically, the idea in Second Honeymoon is that you’re getting ready for a vacation with your wife, and you need to go around the house and get some various items to take with you, like your camera, your swimsuit, etc. Visiting some places, or performing some actions, will remind you of other items you need. When you’re finished packing, you win. Probably the neatest part of the game is that it maintains a dynamic packing list that keeps track of items added and items fetched. It’s similar to the list carried by the PC in the first part of Firebird, though a bit less slickly implemented.

If you’re beginning to think that Second Honeymoon is one of those games that asks you to wander around a suburban house (the layout of which is very probably modeled on the author’s own home) and do fairly quotidian things, give yourself a gold star. There’s really only one puzzle to solve, and that one so trivial that it shouldn’t slow down anybody who’s ever actually lived in a suburban house. Really, pretty much all of the items you’re looking for will be just laying around on the floor waiting for you when you enter the right room. Then all you do is scoop them up and give them to your wife, who serves as this game’s equivalent of the Zork trophy case. That’s about all she does, too — asking her questions or trying to be affectionate with her will get you nowhere. If what I’ve described sounds like your cup of tea, give Second Honeymoon a shot. If not, why not put some effort into your real-life relationships?

Rating: two smooches

Cryptozookeeper by Robb Sherwin [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2012.]

IFDB Page: Cryptozookeeper

We Eat The Night, We Drink The Time

It took me some time to appreciate Robb Sherwin’s work. I found his first comp game, Chicks Dig Jerks, a really unpleasant experience, due to its misogyny and its bugginess. His second comp entry, A Crimson Spring, fared better with me, partly because it concerned superheroes, one of my favorite genres. But that game too was quite bloodthirsty in its content, and quite buggy in its execution, so it wasn’t really to my taste. Even then, though, the change had begun. Sherwin’s writing, which won praise in some quarters from the very beginning, was sharpening, and his coding discipline was increasing, albeit slowly. Subsequent games like No Time To Squeal and The Recruit gave Sherwin’s writing a chance to shine while somebody else took care of the fussy coding details, and outside the comp he bucked the general trend towards short games by releasing sprawling long-form works like Fallacy Of Dawn and Necrotic Drift. Not to mention, I met the guy on several occasions, given that we’re both IF people who live in Colorado, and it turns out that he’s one of the nicest people in the community. 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.

Which brings us to today, and Cryptozookeeper. It’s the most Sherwin-esque Sherwin game I’ve yet seen. It’s gonzo, it’s funny, it’s extreme, and it’s shambolic, and it’s all these things to the most highly refined degree I’ve ever seen Robb accomplish, which means it’s all these things to the most highly refined degree I’ve ever seen anyone accomplish. And is it still buggy? Oh sure, of course it is. There are bugs in this game that had me pounding highly creative curses into my keyboard, just so I could log them in my notes and remember how aggravated I was.

But then some well-crafted joke or unexpected linguistic fireworks would burst forth from the screen, and suddenly I was having a great time again. I don’t know whether this means that I’ve finally acquired the proper tastes, or whether Robb has finally pushed his work over my personal tipping point where good writing outweighs bad coding, but in any case, I found myself enthusiastically quoting the game to others, and recommending it to at least some of my friends — those with strong stomachs who could handle the gore and grotesquerie. Cryptozookeeper is by turns enthralling and infuriating, fascinating and repellent. Its reach ultimately exceeds its grasp, but oh, what a mighty reach it is.

Like many of Sherwin’s other games, Cryptozookeeper is a multimedia work, taking advantage of Hugo‘s ability to present images and sound integrated into the text game. I found the pictures a mixed bag. Many of the character photos, especially those of the PC, were both funny and informative, providing visual information that nicely rounded out the characterization provided by the text. The location shots, on the other hand, were sometimes useful but more often just a bit baffling. They were almost always washed with some weird filter that oversaturated colors and downplayed contrast, making the images so information-light that I soon mostly ignored them, a habit which ended up biting me later when a puzzle depended on me watching for subtle differences in the location photo.

The music, on the other hand, was a roaring success. Cryptozookeeper is equipped with an excellent soundtrack of ominous electronica, which almost always enhances the game’s mood with creepy synthetic overtones. I enjoyed the music so often that I found myself using the “NP” command (which displays the title and artist of the song currently playing) every few minutes, and periodically made notes to myself to seek out the tunes for my iPod. Another gimmick which worked well was the dynamic credits and help screen — in order to avoid spoilers, the game’s documentation keeps a few of its cards hidden early on, only displaying instructions for new commands and new actor appearances after they’ve been revealed in the story.

As with any Sherwin game, though, the star of the show is the writing, and Cryptozookeeper does not disappoint. The room descriptions in particular dazzled me over and over. Standard issue in the Robb toolkit is the extended aside that starts out original, then piles on harder and harder just to make sure that it’s absolutely matchless. To pick a sample room description more or less at random:

Building Corner
The corner of this building has a window at ground level. There aren't any security signs upon it, or systems that seem to be in place, other than "windows make a lot of sound when shattered," which is a feature you get for free with windows, even the ones in this town sold door to door. You were under the impression that the place was recently constructed, but judging by the deep scratches along the exterior, the place has apparently been under siege by either a pack of ravenous, wild, roving bobcats or sentient handclaws.

Calling “windows make a lot of sound when shattered” a building’s only security system is original, and funny. Mentioning that this is “a feature you get for free with windows” not only adds to the funny by belaboring the obvious but also, by its use of the word “feature”, echoes the sort of advertising claim that comes along with the operating system that happens to be called Windows. But it’s still not done! We learn that Christmas City, New Mexico (the game’s locale) apparently suffers from door-to-door window salesmen, whose products may be shoddy but not so shoddy that they aren’t still noisy when broken. And that’s not even mentioning the roving bobcats and the sentient handclaws. The vast majority of room descriptions contain this sort of wit overload, and they make the game a joy to read.

Not only that, there are a variety of miniquests built into the game’s design, and Sherwin frequently employs them as excursions into unusual writing styles, like the Rybread-level psychedelia of the section whose rooms have titles like “Were you ever content or did you assign it in retrospect?”, “Esophagus”, and “Despair and mouth.” Not all these experiments work perfectly, but each is executed with such bravura gusto that I was more than happy to be carried along. There are also a ton of inside references for Infocom and IF nerds, which I found quite enjoyable given that I am one such nerd. Every time the game threw out a phrase like “oddly angled” or “it all comes down to this”, I grinned wide. There’s plenty of food as well for other kinds of computer geeks, sports geeks, and aficionados of the weird and twisted. I can’t say I enjoyed every bit of it — this game prompted me to look up a few things I wish I’d never learned about — but I sure enjoyed a lot of it.

Sherwin is also well known for his dialogue, and there’s plenty of it here. It’s embedded, sometimes awkwardly, in a conversational system that provides a list of topics and makes TALK the central command. Though NPCs are nearby the vast majority of the time, most commonly there are no conversation topics available. However, when the plot is ready to move forward, Cryptozookeeper cues the player that a topic is available by highlighting the word in another character’s dialogue. Sometimes you even get your choice of two. Having three or more topics available at once is pretty uncommon, though.

This system eliminates the need to code lots and lots of responses into an NPC, and considering what excessive care Robb puts into his dialogue, it makes perfect sense to have such a labor-saver on hand, but as a player I found it clumsy more often than I wanted to. There were situations where an NPC would ask a direct question of the PC, but the topic of the question would never be made available in the topics list, which forced me into the situation of not being able to pick up a rock-solid conversational cue, and not being able to even acknowledge to the other character the reason for my silence. Other times, there were some things going on that seemed to beg for discussion, but the system didn’t allow for it.

However, when dialogue is available, life is pretty good. All Robb’s characters are more or less the same character: intelligent, self-hating, morally bankrupt, directionless individuals whose primary skill is hyper-referential and hilarious snarky commentary, and who are nursing some secret or semi-secret pain, often connected with a failed relationship. This results in a fairly low level of emotional engagement with their stories (at least for me), but an extremely high level of entertainment in their banter. Again, picking a sample more or less at random, how about a section where the cute goth host of a local access TV show is speaking to the PC:

“…It’s all right down here, but I’m originally from Colorado and I think I am moving back. Shortly. I just signed a contract to do this show on a station that way. Not that I’d tell any of the turnips around here. Do you have satellite TV?”

“I – ah, I’m between televisions right now. Trying to see what format emerges dominant. The color versus black and white thing really screwed with my ability to trust technology. That and the wireless revolution: I developed a fixation and craving for power cords.” The truth is that you could not afford programming for your TV once Elephant Memory fired you, so you just sold the television itself. (The part about power cords is also true.)

“Well, download my show off Usenet,” she says. You brighten, pretending you know what Usenet means. “It’ll be a lot of the same show, but with a slightly bigger budget. It’s really going to fly!”

Almost every sentence contains some offbeat note — “the turnips around here”, “a fixation and craving for power cords”, “pretending you know what Usenet means.” And that’s when the characters are flirting with each other. When they start sniping at each other, clever digs abound. That’s also when a lot of their backstories come out. As I mentioned, I don’t relate to these characters much on an emotional level, and that goes for their histories too, which in my mind generally tend towards the category of “sob stories from asshole guys.” For the most part, these people tend to behave in despicable ways and then suffer the inevitable consequences of doing so, which doesn’t make them very sympathetic. Even they have their moments, though. There’s something a little touching about the way these misfits find and sometimes help each other. The ending, in particular, I found satisfying and even moving as a character moment.

What really ties the whole game together and makes it work is the comedy. Sherwin has become a master of the well-turned IF joke, and Cryptozookeeper has many many many funny funny funny bits. Just to pick a few of my favorites:

  • Deanna looks at Lebbeus with irritability and exhaustion, as if he were lobotomized, an oft-misbehaving ferret, or had just left a comment on Youtube.
  • “Hey, ANY OTHER HORRIBLE CLONES THAT MAY BE IN EARSHOT – WE’RE COMING OUT! Everyone BE COOL or I will BEAT YOU with my INVENTORY.”
  • Everyone stops their animal fighting, boozing, whoring, sports book calling, plotting, thieving and usage of emulators in conjunction with ROMs they don’t own to stare – mouths agape – at your faux pas.

    “Hey, jerkoff,” says a non-descript guy in the back trying to attach a stiletto to the wing of a baby bald eagle, “What’s the goddamn matter with you? What an asshole!”

There are hundreds and hundreds of examples of such wit in this game. Cryptozookeeper is epic in many senses, but most of all it’s a boundless source of laughs. Even if it were an utter failure on all other levels (which it isn’t), this game would totally be worth playing for the jokes.

These jewels are strung together in a structure that doesn’t put much emphasis on puzzle-solving, branching, or interactivity. Quite frequently, the dialogue trees and even the compass directions equate to more or less a “turn the page” command. That’s not to say that Cryptozookeeper is some kind of foulmouthed, pseudoscientific Moment Of Hope. There are some puzzles, and certain aspects of the game in fact offer a vast variety of choices (thanks to the magic of combinatorics). There’s also a branching narrative in certain places — more about that in a bit. What’s true, though, is that this is a pretty conceptual game. It is far less focused on presenting the player with a landscape and objects than it is on presenting a definite plot (admittedly one studded with a lot of optional goals), a variety of set-pieces, and of course lots and lots of dialogue, jokes, and joke-laden dialogue. Consequently, quite often a directional command isn’t so much a method for getting through a physical landscape as a way of getting to the next piece of the story.

I mentioned miniquests earlier, which is where the opportunities for branching and optional goals come in. The PC is hunting for DNA samples from a wide variety of animals — nevermind why. A few such samples are required to finish the game, but for the most part, gathering a whole lot of them is entirely voluntary. I strongly recommend pursuing all available paths, though — the optional quests are quite often the occasion for crackerjack showcases of prose style experimentation and, of course, more jokes. Not only that, the DNA samples that are invariably the prizes of these quests open up greater and greater richness that can be brought to bear on the game’s midsection.

On the other hand, it’s in the miniquests where I encountered the game’s worst bugs, which were generally of the “unstable inventory” variety. Items, as well as people, disappear and (occasionally) reappear throughout the game without explanation. Or sometimes the explanation is so lame and the player so powerless that fury results. In particular, there was one occasion when an NPC purloined a number of my hard-won DNA samples, which never returned, and I never even got the opportunity to engage him in conversation about it or otherwise try to retrieve my stuff. This almost ruined the game for me, and I spent dozens of turns cursing at the screen about it. Few occurrences in IF provoke more ire from me than when inventory that took a great deal of work to obtain suddenly disappears, irretrievably, for no good reason. In fairness, at one point the game declared that it would eliminate an important item of mine, only to have the item reappear later on, seemingly none the worse for wear. So sometimes the instabilities worked in my favor, but they were still bewildering.

I should say here, by the way, that I hardly want to be the guy ragging on what was obviously an enormous labor of love. Like Peter Nepstad before him, Robb Sherwin obviously put a colossal amount of energy and dedication into this game, so much so that it in fact sent him to the hospital at one point. Plus, as I said, he’s a hell of a guy in person. However, a review that avoids mentioning any of a game’s flaws does a disservice both to the author and the audience, in my opinion. Thus, we say what must be said, albeit sometimes a bit sheepishly.

So while I’m complaining, let’s spend a little more time on the game’s defects. The biggest problem was the bugs, as is par for a Sherwin game, but it wasn’t the only problem. In some ways, the entire premise of the game is flawed, in that it seems to purport that the main character has some sort of special power to bring cryptids into the world, but the reason, such as it is, for the character’s power is very flimsy. The creation process is extremely simple, and completely facilitated by technology. Literally anyone could do it, but everyone in the game acts as if the PC is the only one capable of this rudimentary button-mashing.

The only thing I could piece together from the background given in the game is that his ability springs from his utter scientific ignorance and incompetence. In other words, anybody could do these simple things but only the most ignorant person would, because someone with even a shred of scientific understanding or basic sense would dismiss the entire thing as preposterous. So I guess this is a little subversive, having a PC whose abilities spring from stupidity, and it might work well for a one-time puzzle, but Cryptozookeeper forces the PC to engage in this process over and over. It seems to me that once everyone witnesses the process succeeding, the ignorance premise becomes invalid.

Speaking of repetition, let’s talk about the combat. Have I mentioned the combat? Loooong stretches of the game’s midsection are taken up with RPG-ish combat scenes. The game will allow an unlimited number of these, and a fairly hefty minimum is required in order to proceed to the endgame. Crucially, it’s unclear how much leveling up and how many combatants will be necessary in order to succeed in that endgame, so I decided to have ten combatants, and grind away until I’d leveled one combatant up to the highest possible level (which is level 5). This took a whole lot of grinding. I’ve got literally thousands of lines of transcript devoted to this fighting.

The fights are not without their charm. When the battle begins, a window displays the crucial stats for each fighter along with a little tagline, just for fun. As with everything else in the game, the nature of the creatures themselves as well as their taglines were often a source of laughs. For instance, the wolverine’s tagline is, “I’m the best at what I do.” Not quite a direct X-Men quote, but close enough to make me laugh. Also, each attack made by either enemy is described with some colorful little sentence, along the lines of “The sloth could have avoided that last blow, but craves oblivion, taking 3 points of damage.” There are maybe 20 of these sentences, and they’re fun and fine and everything, but like I said, the combat goes on for thousands of lines. Even this level of variety gets numbingly repetitive pretty quickly.

I wonder — for a game structure like this one, could the damage descriptions be crowdsourced? Say Robb got on ifMUD, or Jolt Country, or intfiction.org, (or maybe all of these and more) and asked 20 or 30 co-conspirators to come up with 5 or 10 damage descriptions each? Suddenly the algorithm’s options increase by an order of magnitude, and even thousands of lines of combat might still yield the occasional surprise. For all I know, this has been tried in the past — I haven’t bothered to check it out. All I can say is that a handful of even the cleverest lines wear thin through constant repetition, and I wonder if it would have worked better if there had been a barrelful. Thankfully, there is quite a bit of variety in the randomly selected enemies, and there’s a great deal of richness to be found when creating the combatants — more than I even wanted to take the time to find, really. Not that I wasn’t pissed when losing the opportunity.

Despite the repetition, or perhaps because of it, I found myself attaching distinct personalities to each of the fighters in my little ragtag army. I knew which ones were the badasses, which ones were the chokers. Some weren’t as good as their stats might imply, while some seemed to pull out an unexpected victory surprisingly often. The PC is portrayed as having paternal feelings towards the fighters, and damned if I didn’t find myself echoing that very dynamic. It was a peculiar phenomenon — code constructs that had almost no description, couldn’t be interacted with, and had virtually no personality at all aside from a photo and a tagline, suddenly became characters that I cared about, and whose foibles I knew, just because I watched them each go through randomized combat dozens of times. I don’t know if everyone would have the patience to do this (really, I doubt it), but I found it bizarrely and surprisingly rewarding, especially when the fighters came into play in the endgame.

On the other hand, given that there was so much repetition, I wish the game had done a better job of smoothing the path. Each time I wanted to set up a fight, I would go north, push a keypad, select a fighter, and go south. I did this over and over and over again, like a few hundred times. I dearly wish the process would have been condensed into one command, or even less than one command. Perhaps every time a fight ends, the game could ask me if I wanted to trigger another, and if I said yes, allow me to pick a fighter, then start the next fight straight away. That would have been so much less annoying than running through a litany of steps over and over.

There are a few interface stumbles like this. Several times, some kind of action scene involving the PC would begin, but action-y verbs like “KICK [object]” would still result in comically inappropriate standard library messages like “Venting your frustrations on [the object] wouldn’t accomplish much.” Or perhaps someone is coming at the PC with an axe, but “GET AXE” yields “You haven’t seen anything like that.” Oh, well, what a relief then — guess I can stop worrying about being chopped to bits by it! Finally, I found the conversation system syntax awkwardly staggered. The game enforces this formulation, with the “T” command for talk:

>T DEANNA
Please enter a topic
>> GUNS

Over and over again, I’d forget about this enforced second step and type something like “T DEANNA GUNS“, only to be told “[That is not understood by the game.]” I really wish it had been.

Okay, enough of that. I want to praise one more thing before I close: the cueing. This is the art of very subtly guiding the player into typing an unexpected or non-standard command at the prompt, and Cryptozookeeper does it masterfully. I won’t cite any examples, because that would obviously take the fun out of them for potential players. Instead, I’ll just say that several times I was rather flabbergasted at what the game got me to type, without being at all overt or on-the-nose about hinting at that response. Every time that happens, the player gets to feel like a genius. It’s one of the best tricks IF can pull, and Cryptozookeeper does it beautifully.

This game is definitely not for everybody. If you find gore and repulsive behavior too upsetting, avoid it. Similarly, if repetitive RPG combat makes you want to shoot yourself, stay healthy by not playing this game. For me, though, IF that makes me laugh over and over again, and occasionally astounds me with something sublime or defiantly ridiculous, can be forgiven of almost any sin. Cryptozookeeper is that kind of IF. It’s Robb Sherwin at the top of his very strange game, and I’m glad I finally figured out how to enjoy that.

Rameses by Stephen Bond [Comp00]

IFDB page: Rameses
Final placement: 13th place (of 53) in the 2000 Interactive Fiction Competition

I was all set to slag off this game as another totally non-interactive self-pity festival with an insecure, pathetic PC, as kind of an Irish version of A Moment of Hope. But I finished it sort of quickly, so I decided to play it again, just to see if there were more choices than I found on my first time through. There aren’t, but in the process, something strange started happening to me. My first instinct about the game was being stretched, reshaped by things like the long, involved speech that one of the characters makes about free will.

I already knew that Rameses was well-written, so I had just assumed that its non-interactivity was an instance of an game that wanted too much control and wasn’t willing to create an experience where the player could take the lead. But if this was the case, what are the chances that it would make a point of having one of its characters pontificate on free will, a lecture whose irony is unmistakably manifest in this very constrained game? The more closely I looked, the more strongly I suspected that there is more to Rameses than meets the eye. As my second play-through went on, I again encountered the main character’s anguished words at the climax:

It’s just that… I can’t… do anything! I can’t do anything!” I scream at last. “It’s like I’m trapped inside and can’t get out and can’t be myself and… I’m stuck….

The first time I read these words, I just blew by them. I was too annoyed with the game’s steel restraints and its horribly wretched PC. The second time, though. The second time…

The second time I finally twigged to what the game is up to. Rameses uses non-interactivity for the purpose of deepening character rather than, as with most other non-interactive games, for the purpose of furthering the plot. Alex Moran, the PC, is an insecure, depressed college student who can’t ever seem to stand up to the bullies in his life, or to comfort their victims. Consequently, his only “friends” are smug, self-important blowhards who only want him along because they know that he’ll be a receptive (if resentful) audience for their grandiosities. He spends most of his time nostalgically dreaming about a childhood friend named Daniel, fantasizing about his reunion with that friend, despite the fact that he has totally cut Daniel out of his life due to his own inability to communicate.

Playing this character is an exercise in frustration. Every command you enter that might stand up to a bully, or leave a bad situation, or just let the PC take charge of his life in any way is wistfully brushed aside with a message like “Yeah, that’d be great, wouldn’t it? But I’ll never do it.” Annoying, yes, but it’s also the very soul of the character, and the very point of the game. In a sense, Rameses turns you into Alex’s real self, struggling to get out and be heard, struggling to make a difference, only to be smacked down by fear, insecurity, and sometimes outright paranoia. In his climactic speech, the PC voices the exact torment that the player feels at every prompt — it’s an agonizing experience, and that’s the point.

(I’m about to talk about the game’s ending — I don’t think I really spoil too much, but be advised that I’ll be analyzing how I think the last paragraph worked.) It’s pretty depressing stuff, and it’s made even more depressing by the fact that I don’t think the PC ever gets out of it. Rameses‘ ending left me a little uncertain, but the more I think about it, the more sure I am that the ending paragraph is a fantasy scenario. For one thing, it comes so abruptly after the PC has fled the scene of what might have been his redemption — without any transition, it feels more like a wistful reimagining than an actual event. Add to this the fact that the game begins with a fantasy scenario, one which ends with the very same words that end the closing paragraph. No, that final scene doesn’t happen — it’s just a way to open the next chapter of Alex’s life, another dream to focus on even as he lets it slip away. And as well-done as Rameses was, I hope that next chapter never becomes IF. Once around that track was more than enough for me.

Rating: 8.9

Only After Dark by Gunther Schmidl as Anonymous [Comp99]

IFDB page: Only After Dark
Final placement: 17th place (of 37) in the 1999 Interactive Fiction Competition

Seems like just a few reviews ago I was positing that the trend of the 1999 competition is non-interactive games, those games which give you only one choice of how to proceed, whether subtly or overtly. And now, as if only to vindicate my trendspotting ability, here comes Only After Dark. This game moves along like a teenager learning to drive a stick shift — lurching forward, then halting, then lurching forward again. The lurches are at points where the game shoves you into the plot without giving you much choice in the matter, and the halts are when it waits for you to find the one and only way out of the situation it just forced you into. Now, to be fair, I should say that the game is a little more interactive than, say, Life on Beal Street or A Moment of Hope. It does have a parser. There are no moments (at least, not as far as I could tell, anyway) when it just flat-out ignores what you type. However, there are several scenes where the game absolutely will not let you do anything but what the rigidly linear plot calls for.

Actually, this description fits almost every moment in the game — the advancement of the plot is enforced by meeting any deviation with either an abrupt ending to the game (usually via the death of the PC) or with some variant of “You can’t do that.” For example, there is one scene where the PC is in jail. The plot calls for him to go to sleep. Therefore, there is absolutely nothing you can do but go to sleep. Every other attempt at action is blocked, and the game gives intermittent hints along the lines of “There’s nothing else to do but go to sleep.” Mess around long enough, and the game puts the PC to sleep by force. Now, my question is this: if all I was going to be allowed to do is sleep, why even give me a prompt at all? Why not just say “You’re hustled into a jail cell, and although you attempt to escape, your attempts are thwarted. Deciding there’s nothing to do but sleep, you settle down into the uncomfortable bed, awakening the next day to a very strange scene…” Sometimes there’s a perfectly reasonable answer to this question, something along the lines of wanting the player to identify with the PC’s sense of imprisonment. But when every scene plays like this, and the game forces the player into really stupid decisions because it has made no provision for alternatives, the whole story starts to feel like a prison.

The other way in which the game enforces its plot is to present the player with situations in which there is one correct move, and any other action leads to death. Again, this sort of thing has its place as a technique, and can often be effective when used wisely. However, its vulnerability is that it tempts the designer toward guess-the-verb situations and save-and-restore puzzles — sometimes even both at once. Just as vexing is the fact that dying over and over again fails to be entertaining rather quickly. Only After Dark, sadly, neither resists the temptation nor finds a way around the boredom. Take the initial puzzle, for example. I won’t give away the situation or the solution, but the structure is this: the PC’s life is in danger. There’s only one thing he can do to save himself. If he doesn’t do that one thing he will die. You have one move to make the correct choice. The action is vaguely clued before the choice must be made, but I still ended up with a dozen death messages before I hit on the solution, simply because there is so little time to solve the puzzle. Reading the same death message ten times is pretty dull. Later on, there’s a puzzle in which a certain verb must be used, and the only way I could determine to figure out what that verb ought to be was to closely scrutinize the death message that comes from using the wrong verb. This is the worst of both worlds in IF puzzles.

All this bitching probably does very little to explain why I gave Only After Dark a higher rating than some of the other non-interactive entries in this year’s comp, so let me try to clear that up. First of all, the writing and coding were error-free, which I am really appreciating recently. Yes, the game may railroad you through the plot, but at least it does so correctly. Also, the subject of the game is lycanthropy, which is a fascination of mine. I really enjoyed the malleable aspect of the PC, and while this isn’t the ideal werewolf game, it’s a much better werewolf game than, say, Strangers In The Night was a vampire game. I thought the milieu was interesting, if a little confusing, and there were some nice little touches, like the game’s occasional use of color. Perhaps the only reason it was so linear was to fit the short format of the competition. If that’s so, I dearly hope that an expanded version is forthcoming. I would really like to play a game set in the Only After Dark universe, written and coded as well as the competition entry but offering the player an actual choice once in a while.

Rating: 6.3

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