Asendent by Nate Cull and Doug Jones as Sourdoh Farenheit and Kelvin Flatbred [Comp00]

IFDB page: Asendent
Final placement: 51st place (of 53) in the 2000 Interactive Fiction Competition

It’s the little things in life that help me keep my sense of irony. Like this: right after I finish a game that pays tribute to Graham Nelson, I get this game, which is apparently a tribute to Rybread Celsius. A tribute to Rybread Celsius. The world never ceases to baffle me. As I’ve written before about Rybread, he seems to have a devoted cult of followers, but I’ll never be one of them. I guess I’m just old fashioned enough to like my games with error-free prose and code, and I also sort of like them to, y’know, make some kind of sense. Asendent is, if anything, actually worse than anything Rybread ever produced. Certainly the spelling is worse, especially compared to the later Rybread (see L.U.D.I.T.E.) The code is also quite horribly buggy, though it thankfully leaves the debug verbs available, so players can be sure they’re not missing anything.

As with Comp00ter Game, Asendent looks like it might have some point to make, but just like Comp00ter Game, that point was lost on me. To me, it just seemed like a really horrible game. What’s the point of producing such a thing, especially on purpose? The intro seems to suggest it’s hallucinatory, and Rybread games certainly are that, though they don’t tend to trumpet the fact themselves. But it’s not the terrible spelling that makes them hallucinatory. It’s the imagery. Asendent can’t compare to a real Rybread game when it comes to startling images, and its imitation seems pale indeed. The purpose of its imitation is a mystery. A tribute to Rybread Celsius. People are so odd.

Asendent took me about 10 minutes, at the end of which I shook my head and got ready for the next entry. Hey, just like a real Rybread game!

Rating: 0.8

Nevermore by Nate Cull [Comp00]

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

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

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

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

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

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

Rating: 7.4

Glowgrass by Nate Cull [Comp97]

IFDB page: Glowgrass
Final placement: 3rd place (of 34) in the 1997 Interactive Fiction Competition

Glowgrass is a fine piece of interactive science fiction in the tradition of Planetfall. Once again, you play a character whose ship has failed, touching down amid the well-preserved ruins of an ancient civilization. You explore these ruins, piecing together strange technology and small clues which lead you to the discovery of how a deadly plague wiped out the race which once dominated the planet. Of course, there are differences along with the similarities. Rather than an Ensign Seventh Class, you play a “xenohistorian”, and the ruins you are exploring belong to the Ancients, who are apparently (it’s a little unclear) not a separate race from your own, but rather your people’s ancestors. Also, Glowgrass is a much more serious game, with none of the silliness and whimsy of Planetfall. Finally, it is, as befits a competition game, much shorter, and therefore its ending is rather unsatisfying, leaving off just when it feels like the real game should begin. I won’t give away anything about this ending, but it pulls a little surprise which casts the assumptions of the rest of the game into doubt. I’m hopeful that Glowgrass is a preview of a longer adventure, so that the secret revealed at the ending can be explained and explored to its full extent.

Another important way in which Glowgrass distinguishes itself from Planetfall is that its postapocalyptic exploration is clearly focused on our own world. Various clues scattered throughout the game make it clear that the player character is exploring the ruins of old Earth. However, the old Earth explored by the character is not our present-day world, but rather a speculative extrapolation of a future 60 or so years from now. Thus Glowgrass becomes a small puzzle-box of possible futures, one fitting inside the other, and each one interesting in its own way. Cull does a very nice job of extrapolating technologies, both for the “Ancient” future and the far future, using small touches to demonstrate the character’s far-future understanding colliding with a researched past (which is our future.) If my description is confusing, it’s only because I’m not doing as good a job as Cull does of making the overlapping eras perfectly clear.

Glowgrass also concerns itself with an imagination of virtual reality. The number of IF games which involve some type of VR or simulated reality (Delusions, AMFV, Mind Electric, etc.) leads me to believe that our medium is particularly suited to exploring the possibilities of VR. It makes sense, considering that IF partakes of some element of simulation, that it demonstrates a particular facility for making itself a simulation of a simulation. Glowgrass pushes the envelope a bit by making its only NPC a virtual reality construct, thus neatly avoiding the problems of sentience, competence, and individual action — the character can’t go anywhere or do much of anything except talk, and her knowledge is limited by her programming: a perfect IF character. Glowgrass is a well-written game with a pleasantly creepy aura, a pleasurable way to spend a couple of hours and hopefully a prelude to more quality work.

Prose: The prose in Glowgrass was quite effective. In particular, the author made good use of the opportunities afforded by the player’s first entry into a particular location. For example, in one part of the game you find an “Ancient” skycar, and the game effectively capitalizes on the natural first reaction to finding such a vehicle: “Looking at the skycar, you feel a surge of hope. Despite the vehicle’s age, it seems intact. Maybe, if you could somehow get it to work…” However, having evoked and emphasized that reaction, the game quickly quashes it: “The thought dies as quickly as it came. Stupid idea. You have no idea how to fly the thing, and who knows what parts are missing?” Prose techniques like this build a very convincing player character, and help the game to succeed in creating an immersive fictional experience.

Plot: I’ve covered the basics of the plot above, so I’ll just use this space to say that the plot is not what it seems, and that I found the ending rather frustrating. In the last few sentences of the game, the author rearranges and twists your perceptions of the setting and the characters, but just as the secret is unfolding, the game ends. I’m hopeful that this game will one day serve as a prologue to a more thorough exploration of Glowgrass‘ absorbing world. In short: I want more!

Puzzles: According to the author, Glowgrass is “a story, not a puzzle game,” so the puzzles are intended to serve as natural propulsion for the storyline. In the main, they work quite well in this regard. Really the only area where I had trouble was in figuring out a piece of technology whose description was (I felt) a little too vague to suggest the use intended by the author. Once I consulted the walkthrough and found my way past this obstacle, the game flowed quite smoothly. Thus, if that part of the game (which I consider more a faltering of the prose than a puzzle) were polished a bit, Glowgrass‘ narrative flow would be very well served indeed by its puzzles.

Technical (writing): I found no mechanical errors in Glowgrass.

Technical (coding): The game’s coding was quite well done, with some very nice touches (I appreciated a response to “Who am I?”). There were only a few areas where the illusion broke down a bit too far, the main one being the “sculpture” which you can “SIT” on but not “ENTER”.

OVERALL: A 9.4