Cattus Atrox by David A. Cornelson [Comp98]

IFDB page: Cattus Atrox
Final placement: 20th place (of 27) in the 1998 Interactive Fiction Competition

Cattus Atrox begins with a warning. The warning says this: “This work of IF contains strong language, violence, and sexual descriptions. It is not intended for children or anyone with a distaste for such things.” In my opinion, this warning does not tell the whole truth. I’d like to replace it with this warning: “This work of IF contains strong language, violence, and sexual descriptions. It also contains no plot, no characterization, and no puzzles to speak of. It consists of horrifying situations with no apparent logic behind them, graphic descriptions of gratuitous violence, and incident after incident that is unsolvable without prior knowledge (i.e. save-and-restore “puzzles”.) Its world is only fully implemented enough to serve these goals. In a winning session, you will beat an animal to death, watch 3 people be literally torn apart, and strangle a friendly housecat. If you like slasher movies, this is the IF game for you. It is not intended for children or anyone with a distaste for such things.” See, here’s the thing: I really don’t mind strong language, violence, or sexual descriptions when they’re in the service of a story that makes sense. The “strong language, violence, and sexual descriptions” tag could be equally attached to Bride of Chucky and The Color Purple. As you might have guessed from what I’ve written so far, this game is on the Chucky end of that continuum.

Now, it may well be that there are people with a taste for such things. I don’t really know who these people are, but I’ve been on the Internet long enough to know that it’s a big, wide, crazy world out there. But I’m not one of those people. I really hated the experience of playing Cattus Atrox, which, by the way, is another game whose title makes no sense even after you’ve completed a winning session. I’m not saying that means it shouldn’t have been written, but I am saying that when I rate a game on how much I enjoyed playing it, this game will not score highly. Here’s the situation: you play a regular person who, for no apparent reason, is suddenly pursued by a psycho. Then you find out your friends are all in league with the psycho, and also want to kill you. If this feels like a spoiler, don’t worry — you won’t solve the game without knowing this fact in advance. Now, this is a scary situation, right? One of the game’s goals had to be to create a feeling of suspense, dread, and horror, and it succeeds on all counts. While being chased by the psycho, I felt suspense. While running around a maze (yes, maze) of fog-shrouded streets, never knowing when the psycho would loom from the mists, I felt dread. When I was injured by the psycho, I felt horror. All this lasted for about 15 minutes. Then I began to feel annoyance. The questions in my mind were: “What is the point of all this?” and “Is this all happening for no reason?” The answers are: I don’t think there is one, and yes. That’s all the story there is to the game. It’s like one of those nightmares where everyone is out to get you and your actions don’t make much difference. If you’ve had a nightmare like this, you know how this feels. Maybe it’s a feeling you’d like to have while you’re awake as well. Not me.

Now, don’t get me wrong. It is possible to win the game, though not without doing and experiencing some really awful things, including one that is a part of the winning message. I don’t know how this game could be won on the first time through, since several situations require knowledge you can only get after you’ve lost, but it can be won. It is also, as far as I could determine, fairly free of writing and coding errors. But there are a number of problems with the game that don’t have anything to do with mechanics, or with violence, sex, and cursing. I think I’ve already mentioned that the plot doesn’t make much sense. Also, there’s this: lots of things aren’t implemented, simply because there is only ever one solution available to any given problem. The street is covered with cars, but you can’t set off any alarms on them because the game doesn’t recognize the word “car”. The streets are full of houses, but you can’t go into any of them, because the game tells you that you can’t see any such thing. There’s one particular location in which you need to examine the street, but in all the other locations the street is “not something you need to refer to in the course of this game.” The story is so bare that the player character doesn’t know basic things, like where his house is or how to find a store, police station, or any sort of help. The PC has no other friends to call for help besides the psychos. There is no explanation as to who the PC’s psycho friends are, why he trusted them, or why he’s in the situation in the first place. There is no explanation as to why the psychos choose the PC to kill. The game is good at one thing, and that is producing fear and disgust. Unfortunately, unrelieved fear and disgust, without any reason behind them, aren’t my idea of fun.

Rating: 3.2

[Postscript from 2020: This game spawned a lasting IF community in-joke, based on the fact that at some point a character runs up to you and screams “LIONS!” Outside the game, this became a favorite non sequitur. Try it, it’s fun. “LIONS!”]

About my 1998 IF Competition reviews

When the 1998 Interactive Fiction Competition came around, the indie IF scene in rec.*.int-fiction was well-established, and me in it. By that time, I’d written a game, written lots of reviews, and become a regular in newsgroup conversations. The groups themselves had established clear dynamics, with authorities, troublemakers, helpers, jesters, you name it. The community even pulled together a massive April Fool’s joke called Textfire, a fake IF sampler from a fake IF company. Comp98, though, brought us all up to a new level.

It kind of blows my mind to reread my reviews from that year, knowing the future as I do now. I’d love to tell my 1998 self that decades on, I’d hike in the Grand Canyon with one of the authors, see the sights of Austin with another, collaborate on a game with a third (for a company created by a fourth), and so on. I have relationships with some of these folks going way back to those formative days, thanks especially to the IFMud, founded the year prior. One Comp98 author even became a professional game designer, scooping up a bunch of BAFTA awards a few years ago.

The competition itself had by this time evolved its own set of tropes. Rybread Celsius was one of these, a surprisingly beloved figure with a cult following I never quite grasped. Another was the prevalence of Inform, followed closely by TADS, alongside the “first attempt” and homebrew games that appeared in every comp. The competition itself had become an institution by this point, inspiring lots of mini-comps throughout the year — Chicken-comp, the IF Fan Fest, etc — and these in turn fed into the main competition.

My own reviewing style reached maturity this year, settling into the format I kept for the rest of my comp reviews: basically three paragraphs and a score. Sometimes more, if the mood struck, but my comp reviews had evolved from basically filling out a form to writing a little mini-essay about each game. I more or less took my Comp97 review format, got rid of all the bold headings, and massaged those categories (plot, puzzles, prose, technical writing/coding) into the rest of the review. The artificiality of the headings still sticks around to some extent — sometimes I can see myself going out of my way to cover each base — but my voice was getting more natural the more I wrote.

I also evolved in my approach to spoilers. Where tons of my Comp97 reviews had spoilers in them, always flagged with big capital letters, I managed to mostly avoid them in the Comp98 reviews. There are a couple of exceptions, where a point I was making really demanded a concrete and accurate example, but more often I’d file the serial numbers off the game’s specifics so that I could provide an example that fulfilled the spirit of my point without giving away any of the goods.

Finally, I worked to keep in the front of my consciousness the fact that this is an all-volunteer endeavor, done by enthusiasts who should be rewarded for their enthusiasm wherever possible. I tried to find something to appreciate even in games I really hated, or at least offer some constructive criticism for how the next one could be better. It didn’t stop the occasional flame, but that was reserved for when I felt like a game really should have known better.

I originally posted my reviews for the 1998 IF Competition games on November 16, 1998.

The Town Dragon by David A. Cornelson [Comp97]

IFDB page: Town Dragon
Final placement: 24th place (of 34) in the 1997 Interactive Fiction Competition

The Town Dragon is a game with a lot of problems. The fact that the game is confusing was evident from the very start: after a few turns, I was told “Peter is following, looking at you strangely.” I thought, “Following? But I haven’t gone anywhere!” Turns out that when somebody is following you, the game tells you so every turn. This type of sloppiness occurs throughout. There are numerous grammar and spelling errors, so many that I stopped keeping track of them. The game’s prose is often terse and uninformative, reducing room descriptions to simple lists of exits and object descriptions to brief lines like “They’re copper and few would trade on them” for a handful of coins. In addition, the game suffers from a number of technical bugs, including failure to properly define a short name for objects and failure to respond to player commands at certain points during the game.

In fact, the game reminded me of nothing so much as an early piece of homemade interactive fiction, perhaps vintage 1982 or so. What’s amazing about this is that it was made with Inform, a very sophisticated tool. I found myself marveling that something with such a primitive feel could be constructed with materials so obviously intended to allow a programmer to avoid this kind of aura. I suppose that the experience once again brought home the knowledge that even the highest quality tools do not automatically confer high quality upon their product. From time to time the argument comes up that games with “from scratch” parsers are somehow more pure or have more integrity than games made from prefab libraries, on the grounds that the prefab games can’t help but be good. I think that what The Town Dragon shows us is that sophisticated parsers and libraries are of no use unless they are put to a sophisticated purpose.

Still, with all these problems, I enjoyed the game for what I felt were its merits: sincerity and consistency. The Town Dragon impressed me as a game written by someone who cared about his story but didn’t have much skill with prose or with Inform. This doesn’t make for a great product by any means, but I enjoyed it a tiny bit more than the last game I played (Zero Sum Game) a piece with good writing and coding but a very cold heart. With an improvement in prose quality and code, this game could be enhanced into a fair example of standard fantasy IF. I could see that potential, and it helped to mitigate the game’s other disappointments.

Prose: Even aside from the grammar and spelling problems, the game’s prose leaves a lot to be desired. Several important locations were described in 20 words or less — not much on which to hang a mental picture. The milieu was not well or thoroughly imagined, and some descriptions actually left out crucial pieces of information. People and objects also were not well-described, with many descriptions turning on some variation of “looks ordinary.”

Plot: The plot worked to drop a few clues and build to a climactic revelation at the end, with mixed results. Certainly there was some degree of building the mystery, and there was a revelation at the end. However, some pieces of the game (especially the daughter’s responses) gave the secret away rather too easily, and the crippled prose was unable to create tension or emotional investment effectively.

Puzzles: Puzzles suffered from the same afflictions as the rest of the game. The prose was sometimes too ineffective to convey sufficient information to solve the puzzle logically. The buggy programming hampered my confidence as a player that I would be able to tell the difference between puzzles and bugs. In addition, the game broke several commonly held “players’ rights”: An arbitrary time limit was imposed, a couple of gratuitous mazes created frustration (especially since there were too few inventory items handy for the ‘drop and map’ method), and information from “past lives” was often necessary to avoid disaster.

Technical (writing): The game was littered with grammar and spelling errors. These errors ranged from the simple (“vegatation”) to the subtle (a room description read “To the southeast you see a supply store and roads in all major directions,” implying that all the major roads were to the southeast.)

Technical (coding): There were several coding errors as well. Again, some of these were simple errors like missing new_lines. Others were more difficult to deal with, like the lack of a short name for the volunteers who follow the player.

OVERALL: A 5.4