Unraveling God by Todd Watson [Comp02]

IFDB page: Unraveling God
Final placement: 12th place (of 38) in the 2002 Interactive Fiction Competition

And so the legacy of Photopia continues. Here we have a linear, puzzleless narrative, told in small portions out of chronological order, each of which is preceded by a blank screen with one word in the center. Sound familiar? Of course, there are differences: all segments are told from the same point of view, and rather than being a vision of tragedy, Unraveling God is more of a morality tale in the familiar Things Man Was Not Meant To Know tradition. I also don’t mean to suggest that UG is some sort of lame rip-off. It isn’t. I don’t think this game is trying to be Photopia, but is using many of the tools that Photopia used first in order to tell its story.

What we may in fact be seeing is the development of a new subgenre of IF; maybe fragmentation is such an effective way to tell a puzzleless IF story that it’s bound to become a time-honored technique in story-heavy games. The story and the writing are certainly the feature attraction in this game. You play Gabriel Markson, a scientist who has stumbled across a way to freeze organisms in suspended animation without the use of cryogenics. You are also, as a number of well-judged character details indicate, not a very nice guy. The game’s prose does a fine job of portraying the PC as a complex villain, someone who has elaborate mental structures dedicated to justifying his behavior, and this portrayal makes his opportunities for redemption meaningful. There are one or two logical gaps in the story, but for the most part events interlock nicely, which also lends power to the story’s climax.

The technical elements, unfortunately, weren’t as trouble-free. To begin with, UG started with the inherent disadvantages of the ADRIFT parser, and didn’t manage to overcome them with careful compensation like The PK Girl did. Because the game is more or less puzzleless, the parser’s deficiencies didn’t hurt it as much as they hurt this year’s other ADRIFT game, A Party To Murder, but they were still fairly irritating. In addition, this game had its own unique problem, which was that it was plagued by a mysterious lack of articles. For instance:

X FOLDER
A typed label on the manilla folder reads, "Time Magazine draft
article." Manilla folder is closed.

GET FOLDER
You take manilla folder from the desk.

OPEN IT
(manilla folder)
You open manilla folder.

This kind of thing happened throughout the game, and kept reminding me of that old Saturday Night Live skit from the 80s where Tonto, Tarzan, and Frankenstein sing or read well-known works like “The Raven”: “Once upon… midnight dreary… While pondered… weak, weary…” The frequent injection of unintentional comedy doesn’t do much for a dramatic story. The grammar errors didn’t help either.

Still, I found some value in UG despite these flaws, and there’s one more thing I’d like to point out about it: this game is pretty clearly a work of Christian IF, and it is Christian IF done properly. I’m not a Christian, and I’ve been offended in the past by games like Jarod’s Journey whose overt mission is an evangelical one. This game chooses a richer path, which is to tell a story set in a world in which Christian myths turn out to be true, and exploring the consequences and subsequent choices for the characters once this revelation occurs. It’s not exactly great religious literature, but it does manage to portray a Christian world without condescension or arrogance. Because it allows a little complexity into its world, UG ends up a more thought-provoking and rewarding piece of work than the sort of Christian IF that just wants to shout scripture at the player.

Rating: 6.9

Nevermore by Nate Cull [Comp00]

IFDB page: Nevermore
Final placement: 7th place (of 53) in the 2000 Interactive Fiction Competition

Nevermore calls itself “An Interactive Gothic”, and lives up to its billing with aplomb. A loose adaptation of Edgar Allan Poe’s “The Raven”, Nevermore builds on the foreboding and melancholy of Poe’s poem, injecting elements of alchemy, forbidden magic, and thematic whispers of Shelley’s Frankenstein. You play the speaker of the poem, a dejected wretch pining for his lost love, “a maiden whom the angels named Lenore.” The difference between the PC and the protagonist of Poe’s verse is that this PC is willing to challenge Death itself to retrieve Lenore, and has the mystic lore, the alchemical elements, and the dread hubris to bring about her resurrection. I thought this was a fabulous premise, and the game succeeds admirably at delivering that frisson that is an indispensable part of eighteenth and nineteenth century gothic literature. To Poe’s already powerful imagery, Nevermore adds the illicit thrill of cocaine and opium, the dark power of occult magic, and the appropriate hints of colonialism and oppression. For me, the combination worked very well at evoking the rich purple feel of novels like Frankenstein, The Monk, and the template gothic novel, Walpole’s Castle of Otranto.

The game’s writing and coding don’t let it down either. In fact, in some spots the detail is so rich that it feels like almost every noun mentioned in any room description or object description is accounted for with a description of its own. Nevermore uses Inform‘s “box quote” feature to bring up excerpts from the poem at various appropriate points in the plot, and this device adds considerably to the game’s atmosphere. Also adding to that atmosphere is the writing style of the various books discovered by the PC. These books, while not burdened with Middle English spellings like the alchemical quotes in Christminster, do an outstanding job of conveying the spooky and arcane feel that such forbidden texts should have. All in all, Nevermore builds a magnificent gothic atmosphere with a combination of well-judged plot, good writing, and bug-free code.

What a pity, then, that it all comes crashing to Earth, victim of its horrendously flawed design. For one thing, the game features the equivalent of a starvation puzzle in its first few moves. This puzzle is no less forgiving, and perhaps even stricter, than the one that used to be a standard feature of TADS games (check out something like Deep Space Drifter if you don’t know what I’m referring to.) What’s more, the “starvation” problem (it’s not really starvation, but it might as well be — it’s a timed necessity for action that kills you off if not appeased) continues to occur throughout the game, cropping up every twenty moves or so. Even if starvation puzzles didn’t bother me, this one’s fuse is way too short.

Beyond that annoyance is the far greater problem of the game’s main puzzle. This puzzle involves following a highly complex alchemical ritual, requiring dozens of steps and fairly precise actions. Multi-step puzzles in and of themselves aren’t a problem, and certainly it makes sense within the context of the plot that the PC’s actions should involve complicated magical rituals, but the way this puzzle is implemented is deeply problematic. Nevermind the fact that one particular object is required for at least four of the steps, one of which destroys it. Nevermind the fact that the instructions for the ritual are couched in highly figurative language, language that is open to multiple interpretations. Let’s even forget about the fact that some of the necessary steps aren’t particularly discernible without glimpsing into the author’s mind — the thing that sent me over the edge about this puzzle is the fact that its instructions (the figurative, abstract ones) are spread over six different books, books which only reveal their contents randomly.

That’s right, each book contains between four and ten critical pieces of information, but each time you type “READ BOOK” you get a random selection of one of those pieces. Consequently, not only can you never be sure if you’ve obtained all the information you need, you have to perform the same command over and over again, wading through dull repetitions of already-printed information in the hopes that you’ll turn up something new. Once I figured out what was going on, I turned to the hints and never looked back. This tactic allowed me to get through the game (though even that required several restarts, due to the “destroyed object” problem), but the fun had long since drained from the experience. Nevermore is IF with marvelous writing and a chilling gothic atmosphere, but until its fundamental design problems are repaired, it will remain as lifeless as Poe’s lost Lenore.

Rating: 7.4