Lock & Key by Adam Cadre [IF-Review]

[I originally reviewed this game for Mark Musante’s site IF-Review, in 2003.]

IFDB Page: Lock & Key

Death Becomes You

[NOTE: Lock & Key has a twist right at the beginning, and I’m going to give it away because it’s not practical to discuss the game without doing so. So if you haven’t played it yet and you want to be surprised, go play it before reading this, at least up to the twist anyway.]

I love editing SPAG, but the job does have its down-sides. For instance, I’m frequently obliged to read reviews of games I haven’t played yet. Most of the time, this isn’t much of a problem, since SPAG reviews are required to be spoiler-free. However, there is a small, occasional section of the ‘zine called SPAG Specifics, wherein reviewers are allowed to spoil as much as they like in the interest of promoting specific, detailed discussion about particular games. When I get a review for this section, I need to read it whether I’ve played the game in question or not.

That’s exactly what happened to me with Lock & Key — I’d played the game enough to get beyond the initial twist, see the setup, say “Cool”, and vaguely resolve to play it whenever I found the time. Shortly afterward, Eytan Zweig submitted a thoughtful, fairly critical review of the game for SPAG Specifics, and I decided that I wanted to wait a while to play the game after that, so that the review would fade enough in memory that it wouldn’t color my perceptions. Now it’s been about a year since that issue, Lock & Key has just won a handful of XYZZY Awards, and I have a new laptop I needed to test this past weekend; the stars were aligned, and I finished the game.

I wasn’t disappointed. Cadre’s writing shines as usual, as does his knack for giving every game a fresh angle. In this one, you play a prison designer and security expert in a mildly jokey pseudo-medieval milieu. Your job is to craft the perfect sequence of death-traps for the King’s dungeon, enough to defeat even the hardiest adventurer who might try to escape it. If you succeed, you’ll make a fortune and be able to retire. If you fail, well, you get beheaded. Those medieval managers really knew how to motivate their employees.

The meat of the game is its one and only puzzle, the one for which it earned the XYZZY for Best Individual Puzzle: setting the traps. It’s not that setting the traps themselves is all that difficult, but choosing the right ones… ah, that’s another matter. See, once you’ve finished constructing your ideal dungeon, it is put to the test by Boldo, a thick-thewed adventurer who, in the best IF fashion, seems to have an endless inventory of items that happen to counteract your traps perfectly. Every time he encounters a death-trap, you get to see exactly how he defeats it, and this in turn allows you to begin scheming about how you might deprive him of that method. Like Varicella, the game is highly iterative — the chances you’ll beat it the first time through are virtually nil, and this is by design. Instead, Boldo’s many triumphs allow you to make your own advances towards building the perfect dungeon upon restarting.

It’s a deeply rewarding puzzle of marvelously interlocking elements. Not only does it operate on several levels to begin with, it builds on itself to make lots of little “aha!” moments combine into a greater experience of overall insight. In addition, the game’s use of graphics do it a great service, presenting a clean and attractive game board to help players to see exactly what choices they’ve made.

My favorite part of the puzzle, though, is the hinting. The prose that describes Boldo conquering your traps is funny and enjoyable to read on its own merits, but it also frequently contains wonderfully subtle hints about how the dungeon might be better constructed. For the sake of spoiler-avoidance, I won’t quote any of those hints here, but I will say that they capture the feel that Infocom at its best was able to provide, of prose that is just as good on a game level as it is on a story level.

So Lock & Key wholly deserved its XYZZY for Best Puzzle. The other awards, I’m not so sure about. At the end of the XYZZYs, Lock & Key went away with the prizes for both Best Individual NPC (Boldo) and Best NPCs in general. The fact that it won these accolades for NPCs with whom (for the most part) the player cannot directly interact AT ALL is rather astonishing. I’m not sure what to make of it. Perhaps writing is just much, much more important than coding when it comes to NPCs, at least as far as the XYZZY voters are concerned. Certainly Boldo reacts to the traps placed by the player, and the descriptions of his reactions are all great and funny, but that’s a very limited sort of interaction, nothing at all like the dozens and dozens of responses that make up the typical fully-fleshed IF NPC. I wonder: can great writing alone make a great NPC?

Maybe sometimes it can, but I’ve yet to see it. Certainly this game’s excellent writing didn’t make Boldo an excellent NPC. He’s simply a cipher, an intentionally broad cliche whom the PC never meets, instead only watching cut-scenes of him on a sort of magic TV. He’s entertaining enough for the purpose he serves, but he hardly feels like a deeply implemented NPC, though he’s the deepest of the bunch. The other NPCs — the King, a gladiator named Musculo, and a host of others who appear in brief cameos — are present only in cut-scenes. The only exception to this, the only NPC who even responds to “ASK”, is the guard at the beginning. His response: “No talking in the dungeon!”

I would contend that the really remarkable character in Lock & Key is the player character. What’s remarkable about him? [1] Why, his cleverness, of course — his ability to string together just the right combination of traps to defeat Boldo. More to the point, what’s remarkable is the way in which the game constructs this cleverness. Like Primo Varicella, the PC of Lock & Key is what I’ll call an accretive PC, meaning that he becomes more and more himself with each iteration of the game, as the player’s knowledge accretes.

In most IF games, your character will never live up to you — it will never be able to do most of the things you can think of, nor say most of the things you can say. This is still true of Lock & Key and Varicella, but in an important way, what’s also true of those games is that you must live up to your character. You’re told a salient quality about the PC at the outset of the game — his expertise in dungeon design, or his Machiavellian plan to take over the regency — and then you must take him through one iteration after another until you yourself have attained enough of that quality to guide the PC to a successful conclusion. When you finally do reach that conclusion, it’s as if you’ve finally learned the real story, and all the failed attempts leading up to it exist only in shadowy parallel universes. This is who the character was all along — it just took you a while to catch up with him.

Of course, the case could be made that all IF PCs are like this to some degree. That may be true, but then again it’s de rigueur in most other IF to avoid game designs in which the PC must learn something by dying. Graham Nelson even made it Rule Number Three in his Player’s Bill Of Rights. [2] Of course, when a player must be able to step successfully into the PC’s viewpoint without any previous knowledge whatsoever, it becomes rather hard to give that PC any sort of expertise in the game world, which is why we so frequently see PCs who suffer from amnesia, or are fish-out-of-water, or other such tricks. Lock & Key and Varicella break this rule so brilliantly that it doesn’t even seem like a valid rule anymore. Why shouldn’t the player learn from past lives? After all, unless the PC is placed in some sort of contrived situation to deprive her of all her natural knowledge, she’ll inevitably know more than the player does the first time that player begins the game.

After a while, the requirement to match the PC’s knowledge with the player’s can begin to feel like a bit of a cage, and the most common contortions an IF game goes through to live inside it (such as amnesia) have long since lost their appeal. Even the freshest ones can still feel a bit tired and gimmicky unless done exactly right. The accretive PC is one key to this cage — it’s wonderfully refreshing to play a character who’s really good at something, and even better to become good at it yourself. Of all the jail-breaks that happen in Lock & Key, this one is the most satisfying.

[1] I’m referring to the PC as a male for convenience’s sake — I don’t recall its gender ever being specified in the game.

[2] See his excellent article The Craft Of Adventure, available in the info directory of the IF Archive.

All Things Devours by Toby Ord as “half sick of shadows” [Comp04]

IFDB page: All Things Devours
Final placement: 3rd place (of 36) in the 2004 Interactive Fiction Competition

I must admit, I got a little nervous when I saw this game’s title, which appears at first blush to be grammatically incorrect. As it turns out, the title isn’t in error — it’s excerpted from one of the riddle-poems in The Hobbit, the one that begins “This thing all things devours.” I still think that it’s a weak title — the entire line would be much better — but I was relieved to know I was in the hands of a competent writer. In fact, my fears about the entire game were groundless; it’s very good. It has a plot, but by the author’s own admission, ATD is much more game than story, an intricate puzzle-box, with a couple of puzzles I found very satisfying indeed.

The setup is complex, requiring the same sort of lateral thinking as that featured in Sorcerer‘s famous time-travel puzzle. Due to its convoluted nature, the game had to be quite a chore to implement, and while its coding isn’t perfect, I was impressed with how thoroughly and skillfully it covered a very wide range of permutations. Moreover, ATD does a wonderful job of automating mundane actions, the very thing I was moaning about in my review of The Great Xavio. I can’t tell you how pleased I was to see something like this:

>n
(first opening the door to the Deutsch lab)
(first unlocking the door to the Deutsch lab)

The Deutsch Laboratory

Every first-level object interaction I tried was handled gracefully, and the automation even did one or two cool tricks to keep track of player knowledge. Anyway, I’m about to raise a couple of points criticizing ATD, so I want to make it clear that I really did like the game. I liked it a lot.

That being said, there are a couple of flaws I’d like to discuss. The first is that I don’t think this game plays fair with the concept of the accretive PC. If you don’t recognize the term, that’s because I recently made it up, while reviewing Adam Cadre’s Lock & Key for IF-Review. In that review, I made the case that games like Lock & Key and Varicella have a unique sort of PC, one whose knowledge and/or cunning must by acquired by the player herself in order to successfully complete the game. Primo Varicella, for instance, has a devious plan to take over the regency. At the beginning of any session with Varicella, the PC knows what this plan is, but the player may or may not. It’s only through experiencing multiple iterations of the game, and thereby learning all the things that Primo already knows, that the player can hope to embody Primo successfully enough to win the game.

I call this sort of PC “accretive” because the player’s accreting knowledge allows the PC to become more and more himself on each playthrough, and once the player’s ingenuity matches that of the PC, she can successfully complete a game. When that happens, it’s as if the real story is finally revealed, and all those other failed attempts exist only in shadowy parallel universes. In my opinion, this sort of game is a brilliant refutation of the idea that IF games should be winnable without experience of “past lives.” After all, if the PC’s knowledge must match the player’s at the outset of the game, the PC must know very little, which is why we see so many amnesiac PCs in IF. An accretive PC allows the player to catch up with the PC through the device of past lives, and as long as the PC is established as already having all the knowledge that the player is able to gain, it all works swimmingly.

At first, ATD appears to be exactly this sort of game. It certainly requires quite a few iterations to win (or even to understand, really), and the PC is shown to have much more specific knowledge of the surrounding area and of her specific task than a player will on the first time through. However, partway through, something happens that the game clearly specifies as a surprise to the PC, something not included in her original plan. Consequently, she has to think on her feet in order to recover and still succeed at her goal. The only problem is, she can’t reasonably do that without knowledge of past lives.

A successful traversal of ATD requires not only knowledge of the circumstances and the setting, but advance knowledge of something that the game itself definitively states that the PC does not know in advance. Here, I cry foul. I’m not complaining that the game is unfair — it does an admirable job of warning players upfront that it’s going to be unfair, and I’m fine with that. However, it’s constructed in such a way that its story cannot make sense. The puzzles still work, but the unbelievability of the PC’s actions causes the story essentially to self-destruct.

There’s another problem too, one that causes the logic of the central puzzle to fall apart. Unfortunately, it’s terribly difficult to discuss without revealing spoilers. About the best I can muster at the moment is that if I follow the solution as laid out in the walkthrough, it seems to me that one of the central problems presented by the game remains unsolved, though the game does not acknowledge that this is the case. Because I was crafting my puzzle solutions to avoid this unsolved state (and having a hell of a time solving the puzzle as a result), I was rather flummoxed when I finally broke down and looked at the walkthrough. It was unsatisfying to end the game feeling as if it hadn’t played by its own rules.

Now, as I said initially, the environment in this game is really quite complex, and it’s possible (likely, even) that my objections stem from a careless or incomplete understanding of how the game is actually working. If that’s the case, I look forward to withdrawing my complaints once somebody explains how I’m being dense. Even if not, the game is eminently worth playing just for its clever premise and a couple of excellent puzzles. It may play a bit fast and loose with its concept, and its ending may be a bit anticlimactic, but I highly recommend it nonetheless.

Rating: 9.0

About the Infocom >RESTART Reviews

>INVENTORY started as a pandemic project. I’d known for a long time that I wanted to get my many comp reviews, and various others, off of my student website, but it wasn’t until the spring of 2020 that I found myself with the time and motivation to get this site started. My son Dante was 14 at the time, and all these new reviews, brought into the light, piqued his interest.

So he started reading, and learning about the 1990s IF cast of characters — Graham, Zarf, Rybread, and so forth. He also learned about IF history as it stood up to that point, and in particular how Infocom loomed large for all of us at that time. We’d talked about Infocom before — in fact, when he was five we played Zork together for about 45 minutes, resulting in much cuteness.

Meanwhile, revisiting those old reviews started to give me a hankering to spend some time in the Infocom worlds again. So I decided to replay some Infocom games, and Dante decided he’d like to join in. Because we (and a whole lot of IF-ers) started with Zork, I thought that’s where we could restart. I listed out what I think of as the 9 Zorkian Infocom games:

  • Zork I
  • Zork II
  • Zork III
  • Beyond Zork
  • Zork Zero
  • Enchanter
  • Sorcerer
  • Spellbreaker
  • Wishbringer

Then, to make it a nice even list of 10 games, I added Moonmist, more or less at random. It was a game I’d never finished, it seemed like it was going to be on the easier side, and it had a little historical significance, apparently, for being one of the first games featuring a lesbian character. Dante is an LGBTQ+ activist, so I liked that connection, though as it turns out the depiction is very slight indeed.

Even before I embarked on this replay project, Dante had been exploring newer corners of the IF world — Lock & Key, Counterfeit Monkey, Steph Cherrywell’s games, and some others. So he was familiar with the basic idiom and mechanisms of these games. Essentially, he was right about where I was at his age in 1984, except that his primary text game experiences had been with 21st-century interactive fiction. Plus, he’d been playing video games of all sorts pretty much since he could talk, as opposed to me whose only other video gaming came at the pizza parlor, skating rink, or occasional arcade. Oh, and those friends’ houses lucky enough to contain an Atari 2600.

A vintage Infocom advertisement, with an image of a brain and the caption "We unleash teh world's most powerful graphics technology".

So our Infocom odyssey was a combination of me revisiting childhood memories, with dim recollections of puzzles and landscapes, and him seeing these vintage games through fresh eyes, his expectations shaped by a far more evolved version of text games and computer games in general. I’m still the faster typist between us, so I sat at the keyboard and read aloud, while he directed the action. We transcripted all our interactions, so that I could remember how they went when I wrote the reviews. We also used the invaluable Trizbort to map our progress, generally starting out with the automapping and then inevitably abandonding that when some mazy thing confused its relatively simple algorithm.

If I remembered a puzzle’s solution, I’d try to keep my trap shut and give him the pleasure of solving it for himself, though sometimes if we crossed the line between fun flailing and ragequit flailing, I might drop a subtle hint. More often than not, I didn’t remember the puzzle either, so we could genuinely collaborate on solving it. When we got really stymied we’d turn to the invaluable .z5 Invisiclues at the Infocom Documentation Project, but that wasn’t terribly often.

So as I write about these games, I’m writing about that experience. I’m not trying to write the definitive history of an Infocom game — for my money Jimmy Maher has got that territory 100% nailed down. Instead, I’m presenting an idiosyncratic and personal account of how Dante and I experienced those games — how I felt upon returning to those oft-trod trails and how Dante’s insights illuminated them for me like a trusty brass lantern.

We started Zork I on August 5, 2020, and finished Moonmist on December 20. Given sufficient time and interest, there may be more to come! Note that all of these reviews will be spoiler-laden — they aren’t written to promote a game but rather to analyze an experience, so I won’t shy away from getting specific.