Future Boy! by Kent Tessman [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2005.]

IFDB Page: Future Boy!

Hugo’s Heroes

Kent Tessman is both a filmmaker and a game author, and his latest game, Future Boy!, seems to have started life as a screenplay. I say “seems to” because while there are a lot of references to the “original Future Boy screenplay,” I never found any place in the game or its accompanying documentation that actually explained the story of how it came to be, why it didn’t get produced, and how it morphed from a movie idea into a game idea. Instead, the game just cruises along as if we know what it’s talking about, which we don’t. At least, I don’t.

So the characters and story started out aimed at the silver screen. How do they survive the transition onto the monitor screen? Pretty well, I’m happy to say. There’s plenty of fun to be had in Future Boy!‘s rich and well-implemented world, and the game’s multimedia content is easily the most impressive I’ve ever seen in an independently produced text adventure. If Future Boy! were free, it would be one of the best amateur games ever. However, it isn’t free — Tessman sells it for $25 (or $20 if you’re willing to forego the CD jewel case and booklet), and for me, that price tag demands a higher standard of testing and design, a standard that the game doesn’t always meet. I feel uncharacteristically reluctant to level any aspersions whatsoever at Future Boy!, since it’s so obviously the product of immense craft and dedication by a small cadre of artists. However, the fact remains that I wasn’t entirely satisfied with it, especially its later sections, and despite all the care and attention it obviously received, this game is still a flawed gem.

Still, I come to praise Future Boy! before I bury it (or maybe just toss a few shovelfuls of criticism onto it), so let’s talk about the multimedia, which is just awesome. Future Boy! splits the screen horizontally, with the bottom half dedicated to traditional text output, and the top half occupied by various hand-drawn pictures, some animated and some not. These pictures can be of the current location, as is the case with most multimedia IF, but they also serve to illustrate important objects and NPCs, and they sometimes show animated cut-scenes as well. The art feels enjoyably comic-booky, though amateur — artist Derek Lo is no John Romita, but his drawings do a nice job of evoking both the comedic and the adventuresome elements of the game, effectively strengthening its tone. Moreover, Tessman enhances the comic-book feel by displaying these pictures as independently floating panels rather than trapping them in static frames. The animations are especially cool, combining moving images with sound to marvelous effect, and providing a real reward for the act of puzzle-solving or exploration that triggers them.

Speaking of sound, the game’s sound design is as solid as its visual appeal. There’s zippy original music, written by the multitalented Tessman, who also does voice-acting for one of the characters. All the NPC voice-acting is pretty good in general, and occasionally inspired. Future Boy! reinforces the voice actors’ character-building with color-coded dialogue — red for the red-haired woman and so forth. These multimedia touches lend the NPCs much more distinctiveness and nuance than appears in the typical text game. The one minor quibble I’d make with the game’s sound is its insistence on inserting odd little musical cues and stings at scattered points throughout the interaction, sometimes seemingly at random. These cues make for an interesting experiment in mood-building, but they’re distracting as often as they’re dramatic. Still, they can be turned off, so no real harm done there.

In fact, Future Boy! provides a wealth of options like that, allowing player control over not only traditional things like verbose or brief descriptions, but also over its use of color, images, sounds, conversation menus, footnotes — virtually every special feature it provides. Controls like these are emblematic of the care that went into this game’s implementation, which is quite thorough overall, especially in the earlier sections of the story. One way in which the game wisely supports its location-depicting graphics is to implement all the objects shown in those graphics but not mentioned in the room description, even if only with a “that’s not important” type of message. Loads of other good ideas are put into action here, such as the entertaining plot recap provided after every SCORE and RESTORE command. I also appreciate the friendly “you can’t go that way” messages, which make sure to tell you what exits exist in the current location, and the nifty change in look and feel that occurs during a section of the game that involves hacking into a computer. Perhaps the coolest feature of all is the DVD-style “commentary” option which allows you to play through a version of the game where Tessman and Lo interject various musings and anecdotes on the making of the game at various points in the play session. If any question still remained, Future Boy! should eliminate all doubt that Hugo is absolutely a top-tier system for creating IF, possessing a solid world model and parser, and capable of achieving some really cool effects.

Future Boy!‘s story is pretty cool too. It shouldn’t give away too much to say that you play the roommate of a superhero living in Rocket City, a sort of stylized fictional mixture of New York and L.A. Future Boy (or Frank, as he’s known to you) has powers that are never quite defined but are vaguely Superman-like. However, he acts more like a typical roommate than a typical superhero, sometimes preferring to hang out on the couch watching TV rather than motivate to get the bad guys. So when supervillain Clayton Eno (who seems to have no powers at all besides a host of goofy Get Smart-ish devices and the ability to raise his eyebrows ominously) goes on a rampage, you find yourself drawn like Jimmy Olsen into the plot, and eventually it’s up to you to save the day, with a little help from some NPCs you meet along the way.

These NPCs are an entertaining bunch, with some very funny lines and incidental business for each. I particularly like Gorrd, a giant green — well, play the game and you’ll see. Dialogue occurs via a hybrid conversation system that combines menus with Infocom-style ASK and TELL commands. This system works pretty smoothly for the most part, though I did get seriously tripped up by it once, when a plot trigger was nestled in a menu option; I was forgetting to use the menus due to my old ASK/TELL habits. If the game seems to want to proceed but you can’t figure out how to nudge it along, my advice is to TALK TO everybody. Then TALK TO them again.

Future Boy!‘s heroic (or maybe sidekicky) premise makes for a fun world, and Tessman’s writing helps the fun along. The prose doesn’t particularly call attention to itself, though it’s certainly pretty good adventure game writing — adequate description with a hint or two smuggled in, as well as some good jokes. What makes it such a pleasure is the tone, which stays pretty much perfect throughout the game. Future Boy! is neither high drama nor low comedy, but a pitch-perfect funny adventure in the LucasArts tradition, with aliens who act just like cranky film noir characters, a superhero who spends most of his time slacking, and a villain whose ridiculousness never stops, from his name to his nefarious plans. One of my favorite Eno lines, after he gets knocked to the ground:

Mess with my evil plans, will you? What, did you think I was just going to lie down there on the sidewalk whistling the theme to Three’s Company? Mess with my evil plans, Future Boy. Come and knock on *my* door.

Also, it’s worth mentioning that the spelling and grammar are almost flawless; what errors remain seem like typos rather than genuine mistakes.

The game’s design does an excellent job of gradually opening up new plot and world terrain, and of introducing new complexities as the story goes on. The terrain itself feels convincingly urban — Future Boy! provides the feel of a large city without implementing a thousand locations by setting up several different areas of the city, linked by taxi and subway rides. Also, there’s an optional introductory section, which is very good at establishing the world and giving a sense of how the puzzles will go. In fact, Future Boy! contains a number of newbie-friendly features, such as a GOALS verb to list the PC’s current objectives, and the occasional parenthetical cueing that pops up when the PC seems to have wandered too far afield of those objectives, along the lines of “(Shouldn’t you be getting to work?)” Of course, that cueing can be frustrating if you know what you need to do but not how to do it, but it’s still a nice touch.

Should you find yourself thus stuck, Future Boy! provides an excellent set of in-game hints. These hints are in the classic InvisiClues style, starting with gentle nudges and advancing to outright solutions, depending on how many hints the player chooses to reveal. Also following the InvisiClues style, the hints are liberally strewn with red herrings; in this, they mirror some excesses in the game itself, about which a bit more later. For now, it’s enough to say that the hints are generally well written — with only one exception (when a subject heading wasn’t clear enough, leading me to ignore the hints that I needed) they gave me just enough help to get me unstuck. In any case, I tried to use them as little as possible, so that I could derive maximum enjoyment from the puzzles.

Many of these puzzles are quite enjoyable indeed. Most of the obstacles in Future Boy! offer a reasonable challenge without unreasonable frustration, and a few of them are highly pleasurable and original. Bypassing the security camera and getting the antidote formula are good examples of this, but I think my favorite was obtaining the helicopter key. This was one of those puzzles that I worked on for about a half-hour, set the game aside for a while, then had a flash of inspiration at 2am, fired up the laptop, tried my solution, and it worked. The IF experience doesn’t get better than that.

Other puzzles weren’t so hot, though, and generally the problem was down to a lack of feedback. There’s one puzzle where a critical item for the solution is never mentioned directly in its location’s room description. It’s possible to infer that the item is there, but it was rather too far a logical leap for my tastes. This issue would be solved by just a bit more suggestion in the room description (or possibly an action description) that the item is present. Another puzzle frustrated me by failing to account for some overlaps in its design — there’s an item that demonstrates a particular and significant behavior when taken to certain locations or placed in certain containers. However, placing the item in one of the special containers while standing in one of the special locations should produce another message about that behavior, and it doesn’t. This flaw led me to conclude that the container was ordinary, when in fact it wasn’t. Again, simply providing more sophisticated feedback would eliminate this problem.

Something else that makes Future Boy! more irritating than it should be is its abundance of red herrings. To some degree, these are a side effect of the game’s thorough implementation. Rocket City is a rich environment, with lots of fun jokes and easter eggs, and Future Boy! is designed like an old-style adventure game, meaning that your inventory quickly fills with tons of objects that might or might not be useful. However, there are plenty of purposeful red herrings inserted as well, throughout the game, and because the story is large, by the final scenes it really is too much. The problem becomes especially clear in those final scenes, because the game clearly seems to want a fast-paced climactic conflict, but the overwhelming number of misleading things to try and false trails to follow built up by that point makes it rather unlikely that the endgame will move along quickly.

Similarly, locations can change throughout the game, displaying new properties or objects as the plot moves along, and while this is a fine technique, it later begins to function as another burdensome red herring, when a stuck player travels desperately from one location to the next in hopes of finding something new. I’m not an anti-red-herring guy — I think a few blanks left unfilled at the end of the game lends a pleasing verisimilitude, but as I played through Future Boy! the second time, I was dumbfounded at just how many parts of it ended up having no function in the game’s true solution. In my opinion, scaling back on these would have brought a greater feeling of balance to the game, and made it more fun to play, especially towards the end.

Other weaknesses in the game spring from infelicities in Hugo’s world model and parser. Don’t get me wrong — for the most part, these things are on a par with the best in the genre, and I don’t hesitate to put Hugo on the same level with Inform and TADS for world model and parser quality. However, all systems have their quirks, and one of Hugo’s seems to be a peculiar disregard for scope. I frequently had interactions like this:

>x trash
You don't see him.

or this:

>turn around
You don't see him.

or this:

>ask coop about fire
Coop doesn't seem to have anything to say about van stuff.

What seems to be happening here is that Hugo’s parser is taking the noun it’s given and comparing it to every noun in its dictionary. When it finds a match, the parser gives the response appropriate to the noun matched, even if that noun’s object is nowhere near the player at the time. For instance, “ask coop about fire” is meant to be a question about a concept or event, but the game sees that “fire” is a synonym for “fire extinguisher”, one of the nouns it implements as scenery in the van location, and responds as if I were asking Coop about the fire extinguisher in the van. The problem isn’t quite as clear in the “You don’t see him” responses — all I can surmise is that “trash” and “around” must be synonyms for some NPC. “X traxh”, for instance, gives the response “You don’t need to use the word ‘traxh'”, which is Hugo’s standard response for a word it doesn’t recognize, so it must be that it thinks I’m trying to refer to some character. While I applaud this game’s efforts to provide lots of synonyms for everything, when that technique combines with Hugo’s strangely global scoping rules, the results can be quite disconcerting.

Another parser gripe: the disambiguation could be smarter, though perhaps this problem is just another permutation of the scoping issue. For instance, here’s a response I got while in Frank’s bedroom:

>make bed
Which bed do you mean, Frank's bed or the bunk bed?

>frank's
It's Frank's bed -- you don't have to make it. Frank probably wouldn't recognize it if you did.

>x bunk
You don't see that.

There’s no bunk bed in the room. There’s a bunk bed in the game, but it’s in a totally different location and plot section. Hugo should be smarter than to ask a question disambiguating between one thing that’s present in the current location and another thing that isn’t. If there’s only one object in the area that matches the noun used, the parser should just assume that this is the object intended.

These points are quibbles compared to the game’s most significant problem: it just falls apart towards the end. Well, maybe “falls apart” is too strong, but there’s a noticeable drop in quality in the later parts of the game. For instance, the first two-thirds of the game is roughly broken into chapters, and the appearance of a new chapter title is always cause for excitement, and a feeling of accomplishment. However, in the final sections, the chaptering just stops, with even major accomplishments going unmarked. In addition, the bugginess quotient is considerably higher in the last half of the game than it is in the first half. For that matter, I found it rather too high in the first half, at least for a commercial release. What it feels like to me is that Future Boy! just runs out of steam a while before it ends. As a game author, I can relate to this syndrome (boy, can I ever), but it’s still quite disappointing, especially (again) in a game I’m paying for.

Along with some critical bugs in the final puzzles, at least one of these puzzles has, in my opinion, and extremely implausible solution. Elsewhere, game-logic that has held since the beginning suddenly deteriorates or even reverses itself at the end. These bugs and design flaws, combined with the game’s wide and open geography and its severe propensity for red herrings, created a real flail-a-thon for me as I struggled toward its conclusion. Needless to say, the excitement that should have been racing through me as I reached the story’s climax and conquered the last obstacles was drained and deflated by the time I finished them.

I guess the bottom line is that I expect more when I pay more. If I downloaded a game like this from the archive, I would be both more impressed and more forgiving, because this would be one hell of a game to get to play for free. When I’ve paid, though, I find myself looking through “customer’s eyes,” and I expect to see no bugs or serious design flaws. As good as this game is, it doesn’t reach those standards. It’s probably true that Future Boy! is superior to many games that were commercially released at twice the price, but that doesn’t let it off the hook. (It just means that those other games deserved, and probably got, even sharper criticism.) But because the author of this game belongs to a small, friendly community of which I’m a part, I find myself asking whether it’s fair to apply those standards in this case.

In the end, I’ve decided that it is, but I hope I’ve drawn enough attention to this game’s many strengths to make it clear what an impressive accomplishment it is, despite its problems. Tessman continues to release patched versions of the game, which makes me hopeful that many of its bugs will eventually be squashed. For adventure game fans, Future Boy! may be a little pricey, but it is worth playing.

Interview from Terra d’IF [Misc]

[I was interviewed in 2004 for Terra d’IF, an Italian interactive fiction zine. Roberto Grassi was the interviewer. I’ve cleaned up the text and added some links as appropriate.]

Head shot of Paul O'Brian from 2004
(Me in 2004!)

> ASK PAUL ABOUT PAUL

I’m a 34-year-old computer programmer and father-to-be, living in Colorado and working for the local university. I’ve been married for 8 years, to a woman who isn’t an IF enthusiast herself but is unfailingly supportive of me and my kooky hobbies. I guess I’ve been hanging around the IF scene for about ten years now. Wow. I have very strong interests in writing, gaming, and programming, and since IF lies at the crescent between these, it’s a natural fit for me. The fact that I have warm memories of 1980s Infocom doesn’t hurt, either. My other interests include comics (as players of the Earth And Sky games have no doubt surmised), music, and trivia.

> ASK PAUL ABOUT HIS IF (with particular reference to IFComp Winning)

Of course, I’m thrilled and proud to have won the competition. It’s been interesting to watch the mini-controversy that the win has caused on the newsgroups, with some people voicing the opinion that my game didn’t deserve to beat its closest competition. To some degree, I can sympathize with this point of view — Luminous Horizon‘s writing doesn’t measure up to the dazzling prose and evocative themes of Blue Chairs, and its puzzles feel pretty desultory next to something like All Things Devours.

I don’t think it’s for me to say just what qualities enabled the game to win despite these shortcomings, but I can tell you that I really try to put a lot of craft into my work. Part of why it takes me so long to produce each game is that I pour a great deal of effort into providing dozens and dozens of NPC quips, unusual parser responses, and situation-appropriate text. I like to think that effort makes a difference in how people receive the game. In addition, I try to make each game I release an improvement over the last one, which is why Luminous Horizon lets you switch between PCs and contains an integrated hint system.

As for my earlier stuff, I still get nice email about LASH, and overall I’m happy with the way that game turned out, though of course with another four years of experience, I now look back at some parts of it and wish I’d done them a little differently. This is even more true of Wearing The Claw, my rather cliché-ridden debut. At that point, I was so excited to even be able to produce IF at all that I wasn’t paying enough attention to producing interesting writing, though given my nascent writing skills at the time, I’m not sure I’d have been able to do much better even if that was my focus. Lately, I seem to have stumbled into a groove for producing games that have a fairly broad appeal, and I’m pleased that lots of players seem to be having a good time with them.

> ASK PAUL ABOUT OLD IF

The first game I ever played was Zork, and it’s still one of my favorites. However, I played its predecessor Dungeon a few years ago, and found myself going crazy with frustration. Some parts of Zork may seem capricious, but compared to the way Dungeon tangles its map connections, snuffs light sources, and gleefully confounds the player at every turn, Zork feels infallibly logical. This experience gave me some insight into what I see as one of the most important shifts that’s happened in IF development: the shift from antagonism to collaboration.

Old-school IF does everything it can to undercut and frustrate the player, and the pleasure of playing it comes from the challenge of triumphing over all these obstacles. As time has gone on, though, we’ve seen more and more IF that tries to work with the player to create an experience of fun or drama. That’s why things like mazes and hunger timers have fallen out of favor — the few current games that include them tend to be strongly informed by the games of fifteen or more years ago. Of course, both approaches can be useful, but personally, I find participating in a story much more pleasant than slogging through restart after restart to overcome arbitrary barriers, so I prefer that even puzzle games eliminate the tedious parts to let me focus on the interesting parts. All Things Devours is a great example of a game that does this.

> ASK PAUL ABOUT CURRENT IF

I’m rather embarrassed to admit that I have difficulty finding the time to play most current IF. I’ve managed to keep up with the competition, both because it only takes place once a year and because I know I won’t be spending more than two hours on any given game. However, given that next year at competition time I’ll have a four-month-old child around the house, I’m trying to shift my focus to non-comp-games, which I can approach under a little less pressure. I got a copy of Kent Tessman’s Future Boy! for Christmas, and I’m looking forward to playing that and Andrew Plotkin’s The Dreamhold soon. Of course, I’ll have to balance them with work on SPAG and on updating the Earth And Sky games, not to mention the other demands of actually having a life. Sigh.

> ASK PAUL ABOUT FUTURE IF

I’m not much of a prognosticator, so I don’t have any grand predictions about where IF will go in the next ten or twenty years. I don’t even have a wish list, really. I do think that right now, several different strands of IF are healthy and growing, from outright literary games to sophisticated puzzlers, and I don’t expect general IF development to lurch suddenly towards one side or the other. The use of pictures and sounds in IF is growing too, and that may continue to expand as the tools to produce multimedia content get easier and easier to use. I guess my basic expectation is that IF will continue to thrive as an underground niche hobby, with occasional eruptions into tributaries of the mainstream.

> ASK PAUL ABOUT HIS FUTURE RELEASES (and commitments, i.e. SPAG for instance)

I don’t have any new games on the drawing board at this point. I do plan to continue with SPAG for the foreseeable future — the 2004 comp issue will come out as soon as I receive the last interview I’m waiting for. Aside from that, my first priority is to update my rather dusty web page, then to produce an updated version of Luminous Horizon that takes into account all of the feedback I’ve received during and since the competition. Then I want to go back and update the first game to include the same kinds of graphical sound effects that the other episodes use, and from there I’m thinking of trying to package them in some quasi-seamless way and maybe promote them a bit beyond the IF world. I really have no idea how long all that will take, so I haven’t really formed any plans beyond that point.

Paul O’Brian’s games are here. [I took the liberty of replacing a defunct link to Baf’s Guide with one to the IFDB.]