Till Death Makes a Monk-Fish Out of Me! by Mike Sousa and Jon Ingold [Comp02]

IFDB page: Till Death Makes a Monk-Fish Out of Me
Final placement: 2nd place (of 38) in the 2002 Interactive Fiction Competition

Oh, hallelujah. All through last year’s comp, I kept waiting for a game to come along that I loved enough, and found few enough flaws in, that I could rate it 9.5 or above. It never happened. While there were some excellent games last year, none of them felt to me like they’d entered that rarefied air occupied by past games like Shade, Babel, or Delusions. This year, after going through 25 games, the same thing was happening. Until now.

Despite its somewhat unpromising title, TDMAMOOM is a fantastic game through and through. How do I love this game? Let me count the ways. Okay, first, there’s the writing. Frankly, I could spend the entire review talking just about the writing, it’s so great, so I’ll restrict myself to just a few examples picked more or less arbitrarily. There are numerous instances of excellent foreshadowing, whether of themes or puzzles — in the former case, they add great pleasure on re-reading, and in the latter case they operate as a delightfully subtle but effective hint system. The room descriptions are masterfully done, drawing from an endless well of cleverness to make the typical exit listing sound fresh and interesting. Best of all, the writing in this game is just flat-out funny, sometimes howlingly so. Just one example of many — looking at a palm scanner after you’ve switched bodies with an NPC:

>x panel
Flat black glass, a panel that uses all manner of fancy beams to read
over your palm-print and check you are who you think you are.
Unfortunately, it's not clever enough to realise you now think you
are someone that you actually aren't. Or you think you are someone
who you're not, but really are. Or something like that. Anyway, it's
a pig-ignorant machine.

I love it when an IF game makes me laugh out loud, and that happened frequently in this game.

Then there’s the coding. This coding is good. Really good. A raft of nonstandard verbs get recognized and handled. There are a variety of special commands provided, such as “R” or “REVIEW”, which repeats the room description without using any game time. Descriptions of rooms, objects and events alter themselves in various subtle and blatant ways, depending on what’s come before. Timed events, even events where a huge amount is happening at once, run smoothly along their tracks with nary a glitch. There’s a very fine adaptive hint system, quite sensitive to situation and even possessing a self-destruct capability that removes the blatant walkthrough answers after the comp period has ended. Library messages adapt seamlessly to the PC’s situation and point-of-view.

Oh, and how could I forget the special effects? TDMAMOOM takes control of the interpreter to create a beautiful Infocom/Inform-style look-and-feel; people who don’t care for the general appearance of TADS games should definitely try this one. The game even features a little bit of sound, throwing in a system beep at an appropriate time.

Working with the coding and the writing to propel this game to greatness, the story is killer, a wild thrill ride through surprises small and large. Like its predecessors Delusions and Babel, TDMAMOOM takes place in that most favored of IF locales, an isolated scientific research station. I won’t even get into the plot here, because players should experience it for themselves with as few spoilers as possible up front, except to say that it all fits together very nicely, and every time I had doubts, the game anticipated them and tied up the loose ends.

Along with all this, just a quick word about the puzzles: many of them are not only inventive but pitched at just the right level of difficulty, providing several of those wonderful “aha!” moments for me. Some of them are rather complicated, but they’re always scrupulously fair. I ended up turning to the hints so that I could see more of the game before time ran out, but I think if I’d had the time available, this game’s puzzles would have rewarded me for spending it.

So we’re talking about a pretty phenomenal game, here. In fact, almost depressingly so, given that I’m an entrant this year and TDMAMOOM is miles better than my game. It’s not perfect, mind. I found a few spelling and grammar errors, and there were times I wished for clearer descriptions of events and objects. But those flaws are minor and cosmetic, and they do nothing to change the fact that this is a damn good game. Bravo.

Rating: 9.8