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.

Six by Wade Clarke [IF-Review]

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

IFDB Page: Six

Delicious Icing, Even Better Cake

Six was the second step of my Best Game XYZZY 2011 journey, after Zombie Exodus, and the two games couldn’t have been more different. Where Zombie Exodus is a choose-your-own-adventure style web game, Six employs the parser, and not only that, puts the interface to use in a variety of minigames as well. Where Zombie Exodus has some shaky writing, Six is impeccably written, and not only that, it’s extraordinarily well-executed and professional on every level. And where Zombie Exodus is a horrifying gorefest, Six is utterly innocent and charming, charming, charming. I don’t think I’ve ever been so charmed by an IF game.

Heck, I was charmed before I even started playing! The game comes with a beautiful PDF manual to gently introduce new IF players to the form. It’s got a cute little map of the landscape that fits in perfectly with the tone of the game as well as eliminating any need for the player to make a map. (This document is also available inside the game by typing MAP, a typically smooth implementation detail.) After presenting an adorable frontispiece and a sprightly theme song, it takes first-time players through a breezy but concise configuration process to ensure that the player’s interpreter is prepared to handle everything that Six has to offer.

What does Six have to offer? Well, there’s an impressive library of sound effects, from rushing wind to crunching leaves to giggling children. There’s an original soundtrack of playful electronica. There are a few very cute illustrations, as already mentioned. That’s the multimedia piece of it, but in a text game, multimedia is icing on the cake. All the multimedia in the world can’t make a bad text game fun to play. Lucky for us, Six isn’t just icing — the birthday cake is great too.

That’s right, I said birthday cake. In Six, you play Harriet Leitner, a little girl celebrating her sixth birthday alongside her twin sister Demi. As a part of your birthday party, your parents have taken you and your friends to a park, where you’re playing Hide And Seek Tip. The “tip” part is to specify that this particular Hide And Seek variant incorporates a tagging aspect — once you find somebody, you have to tag (or “tip”) them in order to score a point. As Harriet, you play the searcher — once you find and tip all six of your friends playing the game, you win!

If the nomenclature strikes you as a little odd, you must not be Australian. The game is set in Australia and written by an Australian author — its small incorporations of Australian culture add to its appeal. As is typical of this game, everything that might confuse a first-time player is explained very smoothly. For instance, an entry in the HELP menu helps explain the occasional reference to “fairy bread” you might come across:

Fairy bread is white bread spread with margarine, covered in hundreds and thousands and cut into triangles. (If you don’t know what hundreds and thousands are, they might be called “sprinkles” where you live.) Fairy bread is commonly served at children’s parties.

Every aspect of the game is handled with extraordinary clarity and attention to detail. There’s text to handle first-time players and text to handle experienced players. There’s an explanation of all the game-specific commands, both within the game’s help menu and in the PDF manual. There’s the command HANDY, which lists out all the game-specific commands outside of the help menu. There’s a clever and useful innovation for player convenience: hitting Enter at the prompt repeats the last command. There’s the status line, which lists exits in ALL CAPS if the location they lead to hasn’t been explored, and in lower case when the location is familiar.

There’s an intelligent “can’t go” message, which recognizes which areas have been explored and which haven’t, like so: “You can’t go that way. It looks like you can go north, south (to the edge of the park), west or up (to the treehouse).” Those exits are also available via the EXITS command. There’s a compass rose on the status line to help players unfamiliar with navigating by compass directions, but which can be hidden by the command COMPASS OFF. The status line itself can be altered to have a different background color, or to hide the exits list. On and on it goes, and every time I found something new to provide options or clear the way for players, I got more and more impressed.

Then, partway through, the game delivered a wonderful, delightful surprise that just knocked me out. I won’t spoil it in this review — I’ll just reproduce the note I wrote to myself: “[AWESOME AWESOME A W E S O M E. Oh my god. What fun.]” As happy as I was with the game before this happened, I was more than twice as happy afterward. If I talk about it anymore, though, I’m bound to give it away, and it’s something you should really find for yourself, so let me change the subject.

I mentioned minigames earlier. At various points, the interface announces that it’s going to change, such as when you find your friend Marion, who is dressed as a pirate and challenges you to a duel. At that point, the game plays a short duel theme and announces in blue text:

<< In the duel, you should use these special commands: >>

ZAP - Type this to try to zap Marion with your wand. If you hit her, you win!
DODGE - Type this to try to run or jump out of the way of one of Marion's attacks.
BLOCK - Type this to try to block one of Marion's attacks with your wand.

If you want to let Marion make the next move, you can try to WAIT.

If you want to see these special commands again, type SPECIAL.

You can also use regular commands during this duel if you think they will help, though most of the time, they won't!

<< Press SPACE to begin the duel when you're ready >>

Thus does Six take minigames, long a staple in other video game genres, and integrate them effortlessly into interactive fiction. The game’s interaction simplifies down to a few commands, but still keeps the parser’s sense of expanded possibility available. When appropriate, the game also handles the case where an intuitive command for the minigame overlaps with a standard IF command, by offering the player a choice of how to configure the command set. That kind of exquisite implementation came as no surprise once I encountered it — I knew by then that I could trust the game to handle everything this way. For me, these subgames worked beautifully, and I’d love to see the idea taken up in future games.

With all of this customization and special effects, it’s amazing I didn’t find more bugs in the game. Of course, I did have the advantage of playing release 3 — I’m not sure what the experience was like for comp players, since I’ve tried to avoid reading reviews in order to prevent preconceptions. It couldn’t have been all that bad, as it came in second. (And boy, am I looking forward to playing the piece that voters thought was even better than this.) However, the one bug I found was a doozy: after playing the game for a couple of hours, then saving and coming back, I found I was unable to load my saved game. I’d type RESTORE and get a pop-up message box reading “Reference to nonexistent Glk object.” Given the catastrophic nature of this error, it’s hard to say at what layer it’s even occurring — game, interpreter, or Inform. Six pushes at the technical edges of IF, so perhaps it’s no surprise that it generates more opportunities for platforms to encounter conditions for which they are unprepared.

Rereading this review, I’m realizing that I might have made Six sound cutesy or cloying. It isn’t. The game presents its PC’s perspective in a very matter-of-fact way, with very little adult sentimentality attached. The NPCs are well-drawn too, feeling like real children rather than hasty stereotypes. I thought the dialog rang especially true — as the parent of a six-year-old myself, I recognized the mix of quirkiness and practicality in the game’s characters from my observations of the kids around me.

For nine straight years, I reviewed every game in the IF competition. My ratings added a decimal place to the comp’s typical 1 to 10 ratings, for a little finer calibration. In that time, I never gave any game a 10.0, because I never found the perfect game. However, I did award two games a 9.9: Adam Cadre’s Photopia and Ian Finley’s Exhibition. If I were still doing those ratings today, Six would earn my third 9.9. It’s that good.

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.

Six Stories by Neil K. Guy [Comp99]

IFDB page: Six Stories
Final placement: 3rd place (of 37) in the 1999 Interactive Fiction Competition

Six Stories bills itself as “multimedia interactive fiction”, and the billing is no exaggeration. Last year’s Arrival began to take advantage of the graphics and sound capabilities of HTML TADS, and Six Stories takes that development the next step. The game includes photographs (both of scenery and objects), graphical backgrounds, and voice-over narration. Inclusion of multimedia elements always makes me a little nervous, because it’s an ambitious decision that, it seems to me, takes a great risk of making the work look amateurish. Nonetheless, Six Stories‘ multimedia components combine to fashion an IF experience that is atmospheric and powerful in ways heretofore untouched by text adventures. Particularly impressive is the introduction, which is a knockout. The game begins as you are driving your small car over treacherous roads through the mountains of southern British Columbia. Without warning, a blizzard overtakes you. The blinding headlights of an oncoming truck stab through the darkness, and you dim your brights in courtesy. The truck roars by, and when you pull the lever to turn the brights back on, the lever comes off in your hand, extinguishing all light. Your car veers out of control and plows into the snowbank by the side of the road. You turn the key to restart the stalled engine — no response. Even all by itself, this is a terrifically arresting concept with which to begin a story. When the game delivers it on a dark background, a voice-over narrating as the screen displays slides of the car, the road, and the crash, the experience feels like it could be part of any commercial adventure game released today.

It’s not perfect, of course. The voice-over feels a little rushed, and the narrator’s Canadian accent is sometimes a bit distracting. In general, it’s clear that the voice-over portions of the game, while quite good for amateur work, were clearly done by amateurs rather than professional actors. On the other hand, the photography (at least to my untrained eye) looked quite accomplished, and the other graphical elements, such as the backgrounds and the status line, were very well chosen. For a game that isn’t a product of a mainstream company, Six Stories‘ graphics and sound maintain a remarkably high level of quality. In particular, some of the photos accompanying the game’s eponymous “stories” were just gorgeous. Multimedia represents a daunting challenge to the prospective IF developer, because it adds whole new layers of artistic forms, each of which could sink the game if it’s not up to snuff. IF writers already face the difficult demands of combining quality writing and design with good programming; as difficult as it is to both write well and program well, how much more difficult then to be also a good photographer, a good actor, a good sound technician, and to be skilled with all the software necessary to get these things in digital forms? I can’t imagine we’ll see too many multimedia text games that approach the level of Six Stories, simply because not only must it have been a hell of a lot of work to take all the pictures, record all the sounds, do the appropriate tweaking with Photoshop, SoundEdit, etc., and write the code that gets all these things going together, but I can’t see many developers doing all these things as well as Guy manages to do them.

All this fulminating about the multimedia aspects of the game probably makes it sound like I’m trying to avoid talking about the writing. Rest assured I’m not. Six Stories is a rather brief piece of work, but it is very well-written. The descriptions are moody and memorable, and the stories it tells create a wonderful air of folk tale while at the same time maintaining a refreshing originality. The game’s one puzzle is very clever, though one part of it did feel like a bit of a “guess-the-verb” to me. Here’s a hint: if you’re stuck, you’re probably not being specific enough about a particular action. The whole thing feels more or less like an excuse to put together some impressive visuals and oral storytelling, but the result is no less moving for all that it seems rather arbitrary. Six Stories is one of the biggest downloads of the competition (it may be the biggest — I haven’t checked), but it’s worth every second.

Rating: 9.3