SmoochieComp reviews [misc]

[Also in 2001, I was asked to judge a minicomp organized by Emily Short. It was a SmoochieComp, themed around love and romance. Like PrologueComp, I’ve added names where authors submitted pseudonymously. Unlike PrologueComp, the entrants were proper games, albeit small ones.]

These SmoochieComp reviews are written in a similar style to my reviews of games from the Fall Competition, but their ratings are structured a little differently. Since the SmoochieComp doesn’t ask participants to rate the games on a scale of 1 to 10, I decided instead on a scale of one to five smooches, similar to the star scale used by many movie reviewers. Turns out most games huddled around the middle of that spectrum — the lowest rating I gave was two smooches, and the highest rating was four smooches. Still, the quality index was satisfyingly high, especially for a mini-comp, since these often tend to generate games that are playable in ten minutes and feel like they were written in thirty.

As I did for the Comp00 games I played, I’ve held onto the transcripts from my interaction with all SmoochieComp games (except Bantam, whose environment didn’t allow scripting.) I’ll happily send the appropriate transcripts to any author who emails me a request. I’ll probably delete all of these around March 15, so don’t delay.

Finally, these reviews are presented in the order in which I played the games. I ran a little randomizer to determine what this order would be, and strangely, what it came up with differed very little from alphabetical order, Oh well, that’s randomness for you.

And now, on with the reviews…

1981 by Adam Cadre as A.D. McMlxxxi

Urgh. This game puts me in a tough spot. It’s a small piece, with an important twist, and it’s very difficult to talk about without spoilers. In fact, most of the things I can think of to say about it necessarily involve spoiling the surprise. However, I am committed to writing this entire review without giving away the secret — we’ll see how it goes. 1981 puts you in the shoes of an apparently lovelorn young man who has cashed in some stock money to travel to the college town where the girl of his dreams resides. At the outset of the game, you stand outside her dormitory, decked out in new jacket and new boots, clutching a sheaf of poems you’ve written for her and trying to get up the nerve to walk up to her door. At this point, the game teeters on a fine line, and the player can’t be sure whether it’s going to tip towards a cute story of shy college sweethearts or towards a Moment-of-Hope-like tale of unrequited affection.

As soon as you go to the door or read the poems, 1981 careens over the precipice into a tale that not only deals with unrequited affection, but the darker themes of obsession and even insanity. The game gets these themes across in lots of different ways, from the subtle to the blatant. For the latter, we have the poems, which teem with disturbing images and buckets of adolescent angst. Lines like “Regardless of the laughter of children/ I cannot continue to pretend/ I cannot continue to live” sound like a teenager trying to imitate The Cure, but other poems mention psychiatric visits and murder, clueing us in that something that something more serious than pimply puppy love is at stake here. On the more subtle side, there’s the first room description:

New Haven, Connecticut
New Haven. The worst place on earth. The town is dirty and industrial, the students are sloppy, everything is horribly expensive. And you had to cash in $3600 of your stock to get here. But it was necessary. Four years at this place is enough to ravage anyone. You have to rescue her, your first true love.

Her dormitory lies to the north.

The game’s encapsulation of all New Haven into a few desultory, derogatory sentences demonstrates the PC’s creepily jealous disdain for the world surrounding his would-be lover, and his contrasting focus on her dorm building reveals his single-minded obsession.

From this point forward, 1981 straitjackets the player into its plot, offering no choices at any point, or at least not any which allow any alteration of the storyline. This lack of interactivity gets particularly chafing when the PC is such a disturbed and disturbing individual, but the PC’s nature also offers a rational justification for such linearity. If Alex in Rameses suffered from Social Anxiety Disorder, the PC in 1981 is in the grips of full-blown psychosis. The writing and pacing of the game, as well as the elements it includes, deftly outline the boundaries of this illness, and the effect is chilling. By putting the player into such a twisted mind, 1981 sheds valuable light on its subject; standing beneath that light is a deeply uncomfortable experience — even more uncomfortable than trying to write an entire review of the game without giving away its secret.

Rating: Four smooches

August by Matt Fendalheen

In the “about” text for August, the author claims that he learned Inform and coded the game in the space of seven days. Usually this is the sort of thing I dread hearing at the outset of a game, since it almost always signals that the experience I’m about to have is will be an unpleasant one. Indeed, the game’s own notes profess it to be “a horrid, malformed, wretched, crud-eating wreck of a failure.” With this kind of pep talk, it was hard to keep my hopes high, but when I started playing, I was pleasantly surprised. The game is written in a florid High Fantasy tone, but the writing worked for me, and I found it rich and involving rather than overblown and annoying. In addition, I came across no outright bugs in the coding, which was a relief. Finally, the character interaction… well, I’ll get to that in a minute. Let’s just say that if the author learned Inform and wrote this game in seven days, it must have been one hell of a week. Then again, perhaps those claims were just meant to keep my expectations low so that I would find the game’s achievements all the more impressive. If so, it worked. Hooray for the Low Expectation Theory.

The game’s story is of a warrior lord, Hakuin Ikthanadar, returned home from a great victory in which he killed the most dangerous enemy of the realm. He is attending the annual Feast of August in order to fulfill a promise he made to his beloved Rosalyn, and as the game begins we find him searching the revel for signs of her. As time progresses, August deftly unfolds more information about the victory, the enemy, the feast, and Rosalyn herself, mixing flashback, dialogue, and description to weave its story. I was pretty impressed with the way this was done, and the most impressive part was the centerpiece of the game, an extended conversation with a key figure in the plot.

The game uses the standard ASK/TELL conversation model, and the instructions warn that subjects should be limited to one word — “ASK CATHBAD ABOUT UNDERWEAR will get you somewhere… while ASK CATHBAD ABOUT HIS UNDERWEAR will not.” I was ready for this to feel pretty restrictive, especially when the questions I had were very difficult to encapsulate in just one word. However, I frequently had the uncanny sensation that even though my language was amputated, the game was able to figure out exactly what I meant. For example, I wanted to ask the person why she had come to the feast, but all I could type was ASK HER ABOUT WHY. Imagine my pleasure when the game displayed this text:

You extend your arm, keeping her distant in the motion of the dance.
“Why did you come here?” you ask. “I doubt you were invited.” Or welcome.
“I go where I will.” she states, lifting her chin defiantly. “If these perfumed cattle object to my presence, they can leave.” She swings about, pulls herself close to you again.

Even better, when she returned the question, I was able to TELL HER ABOUT ROSALYN, and the game understood exactly what I meant. I’m not sure whether the game’s ability to predict what I was thinking came from its precise coding or its precise writing, but every time it happened, I was made very happy.

Sadly, for every time something like that made me happy, there were two times that the game disappointed me. None of them were crashing disappointments, but each one made it a little easier to believe that the game really was done in a week. Something is described as happening to the east when I know it’s actually to the west. Something is mentioned about the PC’s right hand that is really about his left hand. Its/it’s errors. Sometimes August can’t even seem to make up its mind about how the names of its own characters and places are supposed to be spelled. Basically, the game just needs a good round or two of proofreading and betatesting, because even though it’s solid at its core, its surface is badly lacking in polish. In the author’s lengthy introduction, he implies that he’s ready to write this game off as a failure and move on to his next piece of work. I hope he reconsiders, at least enough to clean up the basic errors in August, because once it’s been refined a little, this will be an enjoyable work of IF with some extremely satisfying moments.

Rating: three and a half smooches

Even Bantams Get The Blues by Eric Mayer

If there was some kind of meta-competition for writing games that fit into as many parameters as possible from past mini-comps and themed releases, Even Bantams Get The Blues would make a perfect entrant. This is a Frogger-style game about a lovesick chicken (with no inventory) who must cross a road to find emotional release. See what I mean? It’s got the chicken from the ChickenComp, the Frogger theme from the IF Arcade, and of course a bit of romantic backstory so that it actually fits into the SmoochieComp. I’m not sure if the lack of inventory was an intentional reference to that mini-comp, but the chicken certainly isn’t carrying anything (well, not really, anyway). All it needs is a toaster, a dinosaur, a dragon, and some aliens to complete the picture. Ironically, the romantic element feels pretty tacked-on, so the game’s least significant element is the one that pertains to the comp in which it was actually entered, but hey, I’m not complaining.

Unlike the other two SmoochieComp games I’ve played so far (1981 and August), this one is pretty lightweight (or should I say bantamweight?) There is very little freedom available, even less than in the original Frogger, really — this chicken can’t even change direction. The game only allows travel to the north, so cars and trucks can’t be dodged by backpedaling or sidestepping. Then again, the Frogger element is completely deterministic, so winning is still pretty easy once you’ve recognized the pattern.

However, there are some pleasures to be found beyond the simple task of conquering the road-crossing ordeal. For one thing, Bantam offers a LITERARY mode alongside its default ARCADE mode. This mode offers plenty of fun little Easter eggs; for example, if you type “X ROAD” in ARCADE mode, you get an extremely terse key to the game’s ASCII graphics:

A road ... trucks == cars +.

However, in LITERARY mode, “X ROAD” yields this:

The four lane highway. before you is a breathtaking sight, a vast smooth expanse of night-black asphalt, flecked in spots with some trace of mineral that sparkles with a star-like effulgence in the brilliant sunlight blasting down from the cloudless blue dome of the overarching heavens.

And it goes on like that for an extremely long paragraph. Actually, I should say that there are Easter eggs to be found in both modes, and part of the fun is seeing the differences between them — the sensation reminded me a bit of the differences between the two modes of alien speech in Stephen Granade’s Arrival. The game also suggests that there are several ways to win besides crossing the road, though I didn’t find any of them. (I did find some amusing ways to lose, though.) Bantam probably won’t occupy your attention for too long, but it’s good fun while it lasts, and if you’ve enjoyed a mini-comp in the past few years, it’s probably got something to appeal to you.

Rating: three smooches

Pytho’s Mask by Emily Short

Believe it or not, here’s another large, impressive Inform game that the author claims was written in a week. Like August, the other game in this category, Pytho’s Mask takes place in a fictional kingdom, at a large gathering whose purpose is to celebrate a cyclical occurrence. The party in Pytho’s Mask is called The Celebration of the Night of the Comet, and the astral event it marks occurs only once every hundred years. When it does, the forces of stability in the kingdom are at their weakest. This concept is of a piece with the astronomical imagery used throughout the game: the king represents the Sun, and he is served by a Moon Minister and an Earth Minister. What’s more, he is currently being eclipsed by a mysterious illness that could allow insurgent forces to exploit his Comet-induced vulnerability. The PC is charged with investigating the illness and protecting the king.

The setup worked wonderfully for me, and the writing was, predictably, a pleasure to read, infused as it was with Short’s gift for evoking dazzling scenes through terse, elliptical language. The use of such fundamental symbols as the Earth and the Moon felt a bit reminiscent of books like Mark Helprin’s Winter’s Tale, and as in that book, the imagery helped give the setting a magical feel without explicitly invoking any particular supernatural occurrences.

The other important thing about Pytho’s Mask is its experimental conversation system. The game eschews the ASK/TELL interface that Short employed so effectively in Galatea, opting instead to offer a menu-based system… with a twist or two. The first innovation is that all of the menu options reside in the status line, and all players need do at the prompt is to type the letter (A, B, C, D, etc.) corresponding to their selected menu item. This removal of menus from the main window makes the transcript read a bit more like a dialog, though it does divorce the entries at the prompt from all context. The other unique aspect of the conversation system is that if none of the menu options offered seem right, the topic can be changed. As the game explains it:

So for instance if your options listed at the moment are all vapid remarks about fashion and you would rather say, “Pass the Stilton, please,” you might try >TOPIC CHEESE. >TOPIC does not cost a turn to use, so you can explore a number of topics if you’re looking for something specific to say.

The great strength of this system is that it combines the freedom and openness of the ASK/TELL system with the more realistic dialogues permitted by menu-based systems. This combination makes it powerful, but as Spider-Man says, with great power comes great responsibility, and this game doesn’t always live up to its responsibilities. Several times, I found myself presented with options that seemed inappropriate, if not downright nonsensical, and from time to time the replies fit this description as well. Moreover, there were instances when the conversational menus didn’t seem to keep up with the plot; when I encountered the masked man after he had already confessed his identity to me, one of my options was “Are you going to tell me who you really are?” “Not yet,” he said. Indecisive fellow.

A number of little warts like this tarnish what would otherwise be an outstanding game. Some, such as those described above, were continuity problems, while others came down to a lack of robustness in the interface. The worst of these was an unfortunate guess-the-syntax problem at a critical moment, which rather wrecked my immersion in the game’s climax. Finally, Pytho’s Mask occasionally shares a problem which plagued Short’s acclaimed comp game, Metamorphoses: there are a couple of moments where the game executes a series of unprompted “hit any key” pauses, and since I’m usually already typing the next action, I would end up startled to discover that reams of text were flowing by me unexpectedly.

Still, these blemishes are probably attributable to the fact that the game was done in a week, and even with them, Pytho’s Mask is immersive and highly entertaining. There are a couple of wonderful swashbuckling moments, and the PC’s propensity for sneaking around, bribing servants, pumping NPCs for information, and getting into romantic entanglements made for an immensely enjoyable playing experience overall. If you’re the impatient type, it won’t be a big problem for you to dive into Pytho’s Mask as it stands. However, if you’re a fan of Emily Short, or if you want the best playing experience possible, I’d advise you to wait. Short has an excellent reputation for fixing bugs and adding improvements to her games, and once this one has received that treatment, it will be a terrific slice of romantic adventure.

Rating: four smooches

Sparrow’s Song by J.D. Berry

What becomes apparent is that J.D. Berry has a talent for creating fictional universes. Sparrow’s Song is the third game he’s entered in a competition, and it’s the third time he’s given us a fresh, interesting setting, replete with its own culture, people, and idiosyncrasies. His Comp99 entry, Jacks Or Better To Murder, Aces To Win, revolved around a rigidly hierarchical religion of Berry’s devising, one in which Machiavellian scheming was the norm and the highly-ranked PC was always on guard against assassination attempts. The Djinni Chronicles, from Comp00, contained an intricate magic system to explain the motivations and capabilities of magical spirits summoned from bottles, lamps, and suchlike.

Now we get Sparrow’s Song, with another new set of characters and situations. Some of the stuff is fairly standard-issue fantasy: the PC is Baron of a sorta-medieval keep, and in his travels may encounter nymphs, rocs, or the occasional pegasus. However, the predictable elements are spiced with some intriguing personal relationships and a refreshing lack of ethereal elevation in the dialogue. Take, for example, your servant’s response when asked about a treaty:

“Where’s you head today, Kellen? The Ronqons? You know, the giants that live in those mountains over there? The giants who have strangled overland trade for the past, oh, 500 years? Yeah, those. If you agreed to their terms of peace, you were supposed to have that treaty to them today. I guess it’s water under the bridge now, Baron von Pocket Veto.”

The game is entirely unafraid of such anachronisms, and as a result much of the dialogue (typos aside) escapes the stale feeling of some fantasy games. On a similar note, did I mention that this game can be really funny? This game can be really funny.

In case you’re worried that there isn’t some funky new system to experiment with, never fear. It’s just that this time the system isn’t part of the setting, it’s part of the interface. That’s right, it’s yet another new approach to conversation. Similar to Pytho’s Mask, this game’s system allows the player to choose the topic of conversation, in this case by typing the topic followed by a question mark, such as “love?” However, Sparrow’s Song streamlines the idea somewhat, eliminating the element of multiple-choice lists, and instead simply taking the topic and running with it. Topics aren’t addressed to any particular person; rather, conversation is directed at whoever happens to share a location with you. Handily, the game makes sure that you’re never with more than one conversation-worthy entity at a time. There are also plenty of times when the game will simply reject a suggested subject, saying something like “You’re not so dense as to bring up THAT topic.”

Finally, the verb “TOPICS” is provided, which will always bring up one to three possible topics, and also functions as a kind of just- barely-a-hint-system. Sometimes this scheme worked perfectly, especially when an NPC mentioned a topic I’d never heard of (like “Ronqons”) and I was able to say “Ronqons?” at the prompt. That interaction felt much more natural than most NPC conversation in IF, mainly because I was able to type exactly what I would have said if I were really in the situation. The rest of the time, it alternated between feeling like an abbreviated ask/tell system (where I’m able to just type “TREATY?” instead of “ASK ARCTOS ABOUT TREATY”) and feeling like a more focused version of the Lomalow “ask me something twelve times to hear all I have to say about it” system. The pleasant writing relieved the tedium of these latter moments somewhat, but only somewhat. On the whole, the conversation system felt like a noble experiment that garnered mixed results.

The same can be said of the story in general. The initial hook is great: you awake to find a sparrow sitting at your windowsill. After regarding you for a few moments, the sparrow begins to sing, and in that magical song it communicates to you that there is someone who loves you, and that she sent this sparrow to reveal her feelings. The song touches something pure and deep inside you, and you find yourself instantly in love with the person who sent the sparrow, pledged to finding her and beginning a life together. From this promising beginning, the game fans out to encompass several different NPCs, each of whom can help you in varying ways, many of which overlap or constitute decision points. One thing that’s clear is that there are multiple paths through the game, and perhaps multiple endings as well.

I was only able to complete one path, since the other two I found both led to a puzzle I was unable to vanquish, so I only found one ending. That one felt rather abrupt and unsatisfying to me — it failed to tie up several loose ends from the plot, and it also seemed to leave the protagonists in a rather precarious situation, with not much hint of how they would move beyond it into some kind of peaceful denouement. I wonder if Berry simply ran out of time to implement the more gradual buildup he might have been planning, and was forced instead to tack on a quick-and-dirty closure. Whatever the reason, my relationship with Sparrow’s Song felt, in the end, like a love affair that began tenderly and showed great potential, but finished bittersweet.

Rating: three and a half smooches

Dead of Winter by Gunther Schmidl as Christina Pagniacci

Dead of Winter is a tiny game, an interactive vignette, really. The basic plot is that a mysterious being known as The Ice Queen has kidnapped your boyfriend Saul, and you want to get him back from her. She sends you on a quest that encompasses maybe half a dozen locations, and when you return, you find out whether or not your efforts were successful. There are a few decision points along the way, but it wasn’t particularly clear to me how the decisions related to which ending I got. Some paths where I made what would seem to me to be some wrong choices ended up with what appeared to be a winning ending, while the path that seemed most right led straight to an ending that felt quite suboptimal. Then again, even the “winning” ending had a sneaky little twist at the end, so it’s hard to say which ending is really the better one. The twist had some punch to it, but felt a little overly familiar at this point, similar devices having been used in other recent games. Also, it was a little confusing that the twist was only used in one of the endings, since it tries to impose a retroactive perspective shift on the entire game.

There were a number of pleasant things about Dead of Winter. It was entirely free of bugs, as near as I could tell, which is always a big plus. In addition, the writing was grammatically correct, something that makes a game feel more immersive to me. Finally, the game employs some special effects with timed display and colors in its title sequence. These effects definitely help to set the mood — I first started playing in WinFrotz, but quickly switched to DOS Frotz and was happy I did, since the black and grey color scheme selected by the game deepened the general atmosphere of chill and desperation.

Dead of Winter is over almost as soon as it begins, so perhaps it’s understandable that I didn’t feel particularly grabbed by it. It’s a sketch rather than a full painting — sparse descriptions, short plot, few objects and unresponsive NPCs. On the whole, it felt like a first attempt at writing IF, and assuming that the author’s name isn’t a pseudonym, a first game is probably what it is. As such, it’s not an unsuccessful effort. When I reached the end, I didn’t want my ten minutes back. In fact, I was looking forward to the author’s next effort, with hopes that it has a little more meat on its bones.

Rating: three smooches

Second Honeymoon by Roger Ostrander

Here is a SmoochieComp game that doesn’t implement the verb “kiss.” That about sums up Second Honeymoon, a well-intentioned effort that fails due to sparseness of implementation, dull design, and multiple errors. For a sample, consider this excerpt from the game’s opening text:

You’re a successful computer programmer, enjoying his fifteenth year of marriage to a wonderful woman. […] You announced your plans to your surprised wife two days ago: a secluded lakeshore cabin, away from the hectic rural life you usually lead.

Unless the PC is a programmer for a big farming outfit, or is telecommuting somehow, I’m thinkin’ that last sentence wants to be about his hectic urban life. Stuff like this is scattered throughout the game. There’s a room description that mentions an exit to the north, but attempts to go that way meet with no success. Conversely, there’s a room whose description never mentions the important fact that there’s an exit to the east. I only found it due to my obsessive-compulsive playing style, which entails trying every single direction in every single room (a style, I might add, that evolved as a response to games such as this one.)

It’s not that this is a terrible game. It’s sweet, and has its heart in the right place. But after playing all the other games in the SmoochieComp, I’ve come to expect a little higher standard of writing and coding, and I’m looking for a plot a little more interesting than the one this game gave me. Basically, the idea in Second Honeymoon is that you’re getting ready for a vacation with your wife, and you need to go around the house and get some various items to take with you, like your camera, your swimsuit, etc. Visiting some places, or performing some actions, will remind you of other items you need. When you’re finished packing, you win. Probably the neatest part of the game is that it maintains a dynamic packing list that keeps track of items added and items fetched. It’s similar to the list carried by the PC in the first part of Firebird, though a bit less slickly implemented.

If you’re beginning to think that Second Honeymoon is one of those games that asks you to wander around a suburban house (the layout of which is very probably modeled on the author’s own home) and do fairly quotidian things, give yourself a gold star. There’s really only one puzzle to solve, and that one so trivial that it shouldn’t slow down anybody who’s ever actually lived in a suburban house. Really, pretty much all of the items you’re looking for will be just laying around on the floor waiting for you when you enter the right room. Then all you do is scoop them up and give them to your wife, who serves as this game’s equivalent of the Zork trophy case. That’s about all she does, too — asking her questions or trying to be affectionate with her will get you nowhere. If what I’ve described sounds like your cup of tea, give Second Honeymoon a shot. If not, why not put some effort into your real-life relationships?

Rating: two smooches

Blue Chairs by Chris Klimas [Comp04]

IFDB page: Blue Chairs
Final placement: 2nd place (of 36) in the 2004 Interactive Fiction Competition

Chris Klimas! Now there’s a name from out of the mists. Klimas released a game called Mercy in 1997 that garnered rave reviews for its writing and its pre-Photopia puzzleless design. (In fact, it was nominated for that year’s Xyzzy awards in both story and setting.) Then, he contributed a little fable called Once to the Textfire hoax, and disappeared shortly thereafter.

Now he’s returned, and what a welcome return it is — Blue Chairs is not only his best work, it’s the best game I’ve played so far in this comp. Klimas has a hold of something very powerful — interactive fiction steeped in surrealism and symbolism. This sort of thing has been tried before, but Blue Chairs is the best realization of it that I’ve seen. At the beginning of the game, the PC ingests a powerful hallucinogenic drug. True, you have the choice not to do so, but if you make that choice, the story winds up in a dead end, albeit an intriguing and well-executed dead end. This sort of thing always feels a bit like a sucker punch to me, especially when the only real choice is followed up with a “why in the world did you do that?” sort of message as it is here, but the game is so wonderfully crafted that I forgave it immediately.

The z-code “special effects” that Blue Chairs uses to represent the drug taking hold are very trippy and extremely effective, and from that point forward the game slides brilliantly between dream and reality. IF is an amazingly powerful vehicle for this kind of writing, because you’re not just reading about someone’s reality shifting around him — in a certain sense, those shifts are actually happening to you as you traverse the game’s world. Blue Chairs got so deeply into my head that when someone interrupted me while I was playing, I felt as if I was the one dreaming, as if the intrusion of reality into my game session was just as sharp and unexpected a lurch as the sudden hallucinations that happen to the PC. What makes these hallucinations so powerful, I think, is the fact that they’re full of compelling symbols and archetypes, mixed with totally ordinary objects. In this way, they really do feel like dreams. Blue Chairs‘ heady blend of symbol and story got its hooks deep into my psyche. It blew my mind. I love when that happens.

The psychedelic design was my favorite thing about the game, but a close second was the writing. Blue Chairs does an outstanding job of creating an utterly convincing PC, showing us the world as described by that character, then fracturing his world all to hell, capturing the interrelated parts of his personality like collecting hurricane-blown leaves. At the end, I felt like I really knew Dante. (Yeah, the PC’s name is Dante Hicks, and not only does he share a first and last name with the lead character in Kevin Smith’s Clerks, he also spends the entire game searching for a girl named Beatrice, a beautiful collision of high and low allusion.)

I don’t know that I had too much respect for Dante, but more on that a little later. There were so many sublime turns of phrase, so many funny moments, that my game transcript is littered with “ha”s and “whoa”s and “very nice”s. The game’s implementation was strong, too. Most actions were reasonably anticipated, often with hilarious or terrifying results. I only found one problem, but unfortunately it was quite a doozy. Late in the game, I was working on a puzzle and had come very close to the solution, but not quite hit it. A look at the in-game hints set me straight, and off I went to solve it. Except… the solution didn’t work. Near as I can tell, some kind of bug makes that puzzle unsolvable, which came as a crashing disappointment to me. In a game as strong as this one, a serious bug is all the more unexpected.

Luckily, Blue Chairs‘ design is open-ended enough that even an unsolvable puzzle didn’t prevent me from finishing, though the time limit nearly did. I just barely got done within the two hour window, and towards the end I was opening hints liberally, because I very much wanted to complete the game before rating it. There are multiple endings, too, though they’re nowhere near simple enough to be classified as “winning” or “losing.” (I’m about to discuss those endings in general terms — nothing too spoilery, but you might want to skip the rest of this review if you’re particularly spoiler-sensitive.)

By the time I saw the endings, I was feeling pretty ambivalent about the game’s main character. Right after Dante swallows the drug in the game’s first scene, here’s what it says:

It seems like now would be an excellent time to reflect why you, once a consistently above-average student full of ambition and love, just bought an unknown but almost certainly illegal substance from a stranger and drank it without a second thought.

A fine question indeed, and the game resists the idea of an answer, insisting that there’s nothing in Dante’s life to explain his rootlessness and ennui, that it “just happened, one second at a time.” That being the case, the sort of slacker malaise that Dante exudes is all the more unsympathetic — it’s tough to feel sorry for somebody who has led an incredibly privileged life, free of hardship, but still manages to be desperately unhappy just because he thought things would be so much more shiny, so much more interesting.

Blue Chairs calls itself “a chance to change,” but leaves it up to us to decide which ending really constitutes the change. I think it’s a pretty sure bet that it’s not the one where a soft-focus lens suddenly snaps onto Dante’s life, where the whole thing turns into a Thomas Kinkade painting. That one felt like the ending of Rameses to me, an insistently perfect fantasy that fulfills the PC’s wishes, wishes that have been unrealistic from the start. I’m not sure the other one is any better, though. There’s a kind of letting go to it, but I’m not sure that it’s letting go of the right thing.

Dante comes to a kind of peace with his inaction, but I’m not convinced he’s dropped the binary thinking, the idea that there’s something perfect just beyond his grasp, and that without it, everything is worthless. I think he still may be lost, because as long as he’s locked in that stark dualism, the next illegal substance from a stranger won’t be that far away. Like I said, I rushed through the end — maybe there are other paths I didn’t find. But from what I saw, Dante may not have a chance to change after all. Anyway, that’s just what I thought. You should really play Blue Chairs and think about it a while yourself.

Rating: 9.5

[Postscript from 2021: Blue Chairs was the last parser game Klimas wrote, but he wasn’t done with IF yet, not by a long shot. In 2009, he created Twine, a parser-less IF authoring tool that has arguably had the biggest impact on the IF Comp, and indeed the broader interactive fiction world, of anything since Inform. He’s created a number of other games too.]

Constraints by Martin Bays [Comp02]

IFDB page: Constraints
Final placement: 19th place (of 38) in the 2002 Interactive Fiction Competition

I’m far from the first person to make this claim, but I think every piece of art is, to some greater or lesser degree, about the art form itself. Every novel is at least a little bit about the novel, every film is at least a little bit about the cinema. And every text game is at least a little bit about IF itself. Then there are those that are very much about the form. Constraints is one of these. It disarmed me by admitting upfront, in fact brandishing, the fact that it was going to consist of constrained interactions. It then sets out to explore not only the idea of constraint, and the ways that interaction in a text game can be constrained, but how to make those constrained interactions effective, and even fun.

Of course, it’s not the first game to tread this ground — Photopia and Rameses have famously drawn from the same well — but it’s the first one I’ve seen that devotes itself so purely to the concept, free of any particular narrative or character. However, because of the way it’s structured, it’s rather difficult to talk about without giving too much away. What I can say, though, is that although at one point it enumerates the types of constraints it claims to employ, there is one that it doesn’t include in its list but which features prominently throughout the game.

I’m referring to the fact that although you have the opportunity to play several characters in Constraints (all of whom are in some restricted situation, natch), they all share a common trait: the desire not to be constrained. In each scenario, I struggled for a bit against the circumstances, but then tried doing things that would indicate a certain peace with the situation. Each time, I was rebuffed, instructed that the character’s desire outweighed whatever notions I might have about graceful acceptance. I’m not complaining about this. It’s quite legitimate to instruct a player about how to behave in character when a character is specified, and in a game this skillfully done, I wouldn’t be at all surprised if the additional level of constraint was quite intentional.

The idea intrigues me, though. How much of what we call constraints in our lives are simply produced by our own desires, more or less independent of our circumstances? When we feel held down, held back, would the feeling disappear if we decided that we no longer wanted whatever lay on the other side of the barrier? For that matter, can a constraint even exist without a corresponding desire to define it as such? In this game, the question is moot — there’s no way of changing the characters’ desires — but I really like it that the experience of playing made me think about such a philosophical issue in my own life.

It helps a lot that Constraints is quite exquisitely implemented. It’s clear that this game has been tested thoroughly — not only did I find no bugs, but several times throughout the game, I had the exciting experience of trying a fairly unusual action, and seeing that the game anticipated it and handled it expertly. The game uses the z-machine’s color capabilities quite nicely (thereby giving me another reason to be thankful to David Kinder for the new WinFrotz 2002 interpreter), and in another section commits an impressive (though not quite unprecedented) z-machine abuse.

For the most part, the writing hews to the same high standard, though there are several instances of rather strange word choices. I’m not sure whether these were simply typos, or whether they indicate that perhaps English isn’t the author’s first language. If the latter is true, then Constraints is to be commended all the more for the level of mastery it does attain. Despite all this, I can’t quite bring myself to rate the game a 10. Even though it was thought-provoking and nicely crafted, in the end I didn’t find it terribly enjoyable; I don’t really like being constrained. Nevertheless, this is an excellent work of IF, and a fascinating metatreatise on “puzzleless” IF in general.

Rating: 9.3

Jane by Joseph Grzesiak [Comp02]

IFDB page: Jane
Final placement: 10th place (of 38) in the 2002 Interactive Fiction Competition

Note: Because strong language and themes of domestic abuse appear in this game, they will also appear in this review.

A couple of years ago, I released a game with some pretty intense themes, including rape, murder, and slavery. Aside from whatever other ways my game succeeded or failed, people’s reactions to encountering this sort of thing in a work of IF varied a lot. Some people really appreciated it, others… not so much. One player rather memorably described it this way: “After playing, my head felt like someone had been hitting it very hard with a solid metal thing.” After playing this game, I understand a little more where that guy was coming from.

Jane takes on the topic of wife-beating, portraying it from the perspective of the victim, the abuser, and a few others besides. The experience of playing through a story in IF form, as opposed to reading it on the page, really intensifies my identification with the characters, and there were moments during my time with Jane that I started feeling physically ill, and dirty, involved in something I did not wish to be a part of. I don’t mean to sound disapproving — those moments were quite powerful and dramatic, and the game did give a clear warning about its subject matter before it began. Indeed, the times when I was feeling the most upset were when I was admiring Jane the most; its writing and its implementation occasionally managed to affect me quite strongly.

On the other hand, that effect was only occasional, for several reasons. First of all, though I applaud it for its ambition in getting inside the heads of abuser, victim, and onlookers, the characterization frequently fell a bit flat for me. The dialogue and actions of the characters sometimes rang quite true, but other times felt fairly stock, as if pulled from one of those movies that always seem to be running on the Lifetime channel. Another, more severe issue is that presenting a story like this interactively is a major challenge, and the game wasn’t always prepared to meet that challenge. At its worst moments, the clash between the intense action of the story and the standard Inform library responses evoked by my actions was outright comical, completely defeating the drama:

"You'd have nothing!" he shouts, continuing his rant. "No one would
ever want you. You're of no use to anyone. You'd be nothing."

>get vase
That's hardly portable.

John's lost in his mind again. "You ARE nothing!" he shouts again. He
steps forward quickly and shoves you back, causing you to stumble to
keep your balance. "You're useless! You're so fucking useless!"

>push john
That would be less than courteous.

Those library messages, quite suitable in the majority of IF situations, are laughably inappropriate here, and either the author or the testers should have caught them. The debugging verbs should also have been turned off — the effect of these things together was that Jane had a fairly rushed feel. Even more damaging, by failing to account for fairly reasonable actions, the game makes itself too vulnerable to ridiculousness, which is poison to the kind of tragic storytelling it attempts.

Even when it does properly account for the player’s input, though, Jane usually feels quite straitjacketed. In fact, although the game borrows heavily from Photopia by using multiple perspectives (albeit a chronologically intact story) and a virtually identical approach to conversation, it reminded me less of Photopia than of Rameses. Unfortunately, it wasn’t the brilliant subversion of IF and storytelling that Rameses was, both because that game arrived first and because in its very use of multiple viewpoints and linear chronology, Jane dilutes the best rationale for its linearity.

I can see a viable argument that Jane (the NPC, not the game), and perhaps even her abusive husband, should present few real options to the player. They’re locked into the cycle of abuse, and the player’s frustration could mirror that of the characters as they try and fail to break out of their long-established patterns. However, that’s far less true for other characters, who lack such a reason for being bound to any particular course of action. In addition, as the intensity of the rising action builds, the characters should have more freedom available, as desperate measures become more and more plausible.

Since I experienced the story in accurate chronological order, I expected that at some point I’d be able to find my own way out of the ugly tangle of that relationship. Instead, what I found was that I had to follow the game’s singular path through it, and that meant enduring just as much abuse as the game decided it ought to commit. In my own way, I felt a little battered by the time I finished. I did finish, though. I didn’t quit. I guess I was asking for it.

Rating: 6.5

Fusillade by Mike Duncan [Comp01]

IFDB page: Fusillade
Final placement: 18th place (of 51) in the 2001 Interactive Fiction Competition

In my review of Prized Possession, I mentioned that the game felt like a long series of opening sequences. Fusillade does it one better, stringing together an even longer series of vignettes, each of which only lasts a couple of dozen moves at most before it shifts radically, changing not only time period, but character, plot, and milieu as well. Fusillade is certainly an appropriate name for such a work — there’s never any time to settle into a particular character or story, and the effect is rather like being bombarded with prologues: eyeblink IF.

The problem here is that, like many prologues, none of these sequences offers much interactivity at all. Each sequence is quite straitjacketed, and although it might allow other input (or it might not), its responses will be minimal until it gets the magic word it’s looking for. At times, this is rather transparent, as the situation is enough to compel most players into typing the right thing without much prompting. At other times, it can get a little frustrating:

>go to house
A fine idea. You can crawl, walk, or run.

>crawl
For once you're tired of struggling on your elbows. You want to walk.

>walk
Walk? Why walk? These fields are endless and the world is yours. Run!

>run
In a sudden frenzy of insanity, you hold onto your dress and run like
the wind toward the house. [... and another paragraph after that]

This exchange occurred after I had already gotten long responses from “crawl”, and then from “walk” (very necessarily in that order.) But the game still tells me I can “crawl, walk, or run”, when in fact it’s only prepared to offer me one of those choices at a time, at which point it ceases to make much sense to even talk about them as choices.

This problem reaches its zenith a few scenes in, and I’m going to give a direct spoiler now, because in my opinion it’s a scene that potential players should be warned about. I certainly didn’t appreciate having it sprung on me without warning. But if you’re adamantly anti-spoiler, you might want to skip ahead to the next paragraph. Warning over.

The scene I’m talking about is a rape scene. You’re thrust into the POV of the victim (not that it’d be any better if it were from the rapist’s POV), and there is absolutely nothing you can do to affect the scene in any way. I tried leaving. I tried dropping what I was carrying, which the narrative voice told me I was supposed to give to the rapist. I tried biting. Hitting. Killing. I tried pouring water on him, given that I was supposedly carrying a jug of water, and the game appeared not even to have implemented the water. So Fusillade threw mocking prompts at me, even though it didn’t matter what I did at those prompts — the rape is inevitable.

Once this became clear, I got angry, and emotionally disengaged from the game. I don’t mind short scenes. I don’t mind brief stretches of non-interactivity, or even long stretches if there’s some point being made, as in Rameses. I don’t even particularly mind violence, as long as it’s also in the service of some sort of useful storytelling, though I prefer that violence of this level be flagged with some sort of warning upfront. But when you put me through a rape scene, for no apparent reason except that it’s “just another scene”, and offer no real interactivity, despite the appearance of choices, I find that unacceptable. From that point forward, I was going through the motions, not about to engage with another character, in case the game had any other nasty surprises up its sleeve.

The other thing that becomes apparent after a while is that these scenes just keep coming. The idea might have worked over the space of 5 or 10 scenes, but this game just keeps bringing them on and on. Between the non-interactive nature of each scene and the emotional disengagement I was already experiencing, this endless procession of vignettes started to feel grindingly tedious after a while. When the end came (and the first real option in the game, though it only makes a few paragraph’s worth of difference), I was relieved.

I’m not sure if this is the response the game intended, but I doubt it. The whole thing ended up feeling more like a way for the author to show off his (admittedly impressive) MIDI composing skills than any kind of attempt at actual interactive fiction. So despite the fact that the game is pretty well-written and well-implemented (though there are a few glitches here and there), I ended up not enjoying it too much. It’s fine for a while, but one scene had a devastating effect on my emotional engagement, and there was way too much to get through after that. Perhaps one of these scenes really will become the prologue to a full game of actual interactive fiction (rather than just prompted fiction) — I think I’d enjoy that, as long as it isn’t that one horrible scene.

Rating: 5.8

1-2-3… by Chris Mudd [Comp00]

IFDB page: 1-2-3…
Final placement: 42nd place (of 53) in the 2000 Interactive Fiction Competition

For the past few years, each competition has had one game that I found unremittingly unpleasant, a horrible experience from start to finish. Last year, it was Chicks Dig Jerks, with its pounding misogyny and seething nests of bugs. The year before that, it was Cattus Atrox, whose relentless but shallow horror and totally logic-free plot I found impossible to stomach. I was beginning to think that I’d make it through 2000 without such an experience, but no such luck: 1-2-3… wins the prize for Most Repellent Comp Game, hands down.

It doesn’t suffer from bugs, though — it doesn’t really get the chance, because it is as linear as a short story. Basically, the game is one long string of guess-the-noun or guess-the-verb puzzles. In fact, for most of the game, each move is in itself one of these types of puzzles, since the game will allow no other action than the one it’s waiting for you to guess. The most freedom it ever allows you is when it spreads seven or eight guess-the-noun puzzles in front of you, which you can do in any order, but all of which must be done before the story can proceed.

Actually, I use the word “puzzle” but that’s being rather generous. Really, the situation I mention above is that you have a couple of NPCs, both of whom must be ASKed ABOUT three magic topics each before the game will continue. These NPCs are so minimally implemented (as is pretty much everything in the game) that they only answer to those three topics — all others will provoke one of three random default responses. As if this extremely minimalist implementation didn’t make guessing the noun difficult enough, the topics you’re expected to type in sometimes verge on the ridiculous. If a character doesn’t respond to ASK HIM ABOUT ADVICE, why would I expect him to respond to ASK HIM ABOUT WHAT HE WOULD DO?

Of course, the game gives me an unsubtle shove in the right direction by having the character say, “Do you want to know what I would do?” But this is a pretty desultory form of interactivity. The game may as well just tell you what your next command should be, since it has no plans to respond to anything else anyway. If you think that’s interactivity, you probably also think ventriloquists’ dummies come up with their own punch lines.

Non-interactivity is annoying enough, but consider the context: 1-2-3… is about a serial killer. It puts you in the role of this serial killer. It won’t let the game continue until a murder is committed, then another, then another, and these murders can be triggered by rather innocuous (if unintuitive) commands. Now how much does it suck to have no choices?

The killings are horrific, misogynist gorefests, with nauseating specifics lovingly enshrined in detailed descriptions, capped by attempts at psychological pathos that would be laughable if they didn’t follow such revolting excesses. The first murder scene made me feel literally sick to my stomach, and I seriously considered quitting the game there and then, abstaining from rating and reviewing it. I’m still not sure why I didn’t do that — perhaps some overactive sense of fair play among the comp entries, perhaps a misplaced hope that the game would produce some artistic justification for its ultraviolence. In the end, I had such a horrible experience playing 1-2-3… that I almost wish I hadn’t played it, but since I did, I want at least to give others the warning I didn’t get.

Thankfully, the game doesn’t keep you in the serial killer’s role throughout. You are privy to a couple of other viewpoints, most prominently the police detective whose mission is to find and apprehend the killer. Unfortunately, the scenes from the detective’s POV are no more interactive than those from the killer’s. You must follow, more or less lockstep, exactly what the game has in mind for you, if you want to finish the story.

Is 1-2-3… a psych experiment of its own, a kind of test to see how much gag-inducing content a player can take before switching off the computer and (to steal a line from Robb Sherwin) switching her hobby to “Scattergories”? Is it the IF version of Lisa Simpson testing to see how many times Bart will grab for the electrified cupcake? Maybe it is, and if so I certainly seem to have failed the test, because I played through to the end. But my emotional engagement with the game had ended long before that, having suffered multiple stab wounds from the vicious, senseless violence that permeates the game. I was taking every one of the game’s cues, typing in what it told me to and letting the text scroll by in the vain hopes of some Rameses-like epiphany. None was forthcoming. Now excuse me — I have to go take a shower.

Rating: 2.5

Rameses by Stephen Bond [Comp00]

IFDB page: Rameses
Final placement: 13th place (of 53) in the 2000 Interactive Fiction Competition

I was all set to slag off this game as another totally non-interactive self-pity festival with an insecure, pathetic PC, as kind of an Irish version of A Moment of Hope. But I finished it sort of quickly, so I decided to play it again, just to see if there were more choices than I found on my first time through. There aren’t, but in the process, something strange started happening to me. My first instinct about the game was being stretched, reshaped by things like the long, involved speech that one of the characters makes about free will.

I already knew that Rameses was well-written, so I had just assumed that its non-interactivity was an instance of an game that wanted too much control and wasn’t willing to create an experience where the player could take the lead. But if this was the case, what are the chances that it would make a point of having one of its characters pontificate on free will, a lecture whose irony is unmistakably manifest in this very constrained game? The more closely I looked, the more strongly I suspected that there is more to Rameses than meets the eye. As my second play-through went on, I again encountered the main character’s anguished words at the climax:

It’s just that… I can’t… do anything! I can’t do anything!” I scream at last. “It’s like I’m trapped inside and can’t get out and can’t be myself and… I’m stuck….

The first time I read these words, I just blew by them. I was too annoyed with the game’s steel restraints and its horribly wretched PC. The second time, though. The second time…

The second time I finally twigged to what the game is up to. Rameses uses non-interactivity for the purpose of deepening character rather than, as with most other non-interactive games, for the purpose of furthering the plot. Alex Moran, the PC, is an insecure, depressed college student who can’t ever seem to stand up to the bullies in his life, or to comfort their victims. Consequently, his only “friends” are smug, self-important blowhards who only want him along because they know that he’ll be a receptive (if resentful) audience for their grandiosities. He spends most of his time nostalgically dreaming about a childhood friend named Daniel, fantasizing about his reunion with that friend, despite the fact that he has totally cut Daniel out of his life due to his own inability to communicate.

Playing this character is an exercise in frustration. Every command you enter that might stand up to a bully, or leave a bad situation, or just let the PC take charge of his life in any way is wistfully brushed aside with a message like “Yeah, that’d be great, wouldn’t it? But I’ll never do it.” Annoying, yes, but it’s also the very soul of the character, and the very point of the game. In a sense, Rameses turns you into Alex’s real self, struggling to get out and be heard, struggling to make a difference, only to be smacked down by fear, insecurity, and sometimes outright paranoia. In his climactic speech, the PC voices the exact torment that the player feels at every prompt — it’s an agonizing experience, and that’s the point.

(I’m about to talk about the game’s ending — I don’t think I really spoil too much, but be advised that I’ll be analyzing how I think the last paragraph worked.) It’s pretty depressing stuff, and it’s made even more depressing by the fact that I don’t think the PC ever gets out of it. Rameses‘ ending left me a little uncertain, but the more I think about it, the more sure I am that the ending paragraph is a fantasy scenario. For one thing, it comes so abruptly after the PC has fled the scene of what might have been his redemption — without any transition, it feels more like a wistful reimagining than an actual event. Add to this the fact that the game begins with a fantasy scenario, one which ends with the very same words that end the closing paragraph. No, that final scene doesn’t happen — it’s just a way to open the next chapter of Alex’s life, another dream to focus on even as he lets it slip away. And as well-done as Rameses was, I hope that next chapter never becomes IF. Once around that track was more than enough for me.

Rating: 8.9