Identity by Dave Bernazzani [Comp04]

IFDB page: Identity
Final placement: 15th place (of 36) in the 2004 Interactive Fiction Competition

Man, what did I say about the doomed starships with the cryogenic pods? Just two reviews ago I was talking about how they’re the hot new comp game setting, and now here comes another one. Crazy zeitgeist. No doubt each of these authors is bummed to have somehow locked into the concept that’s freakishly dominating the comp this year, because the games are inevitably going to be compared to each other, and when there’s a comparison, somebody suffers. In this case, the game doing the most suffering will certainly be Getting Back To Sleep, but between the two remaining contenders, Identity and Splashdown, the contest is much closer.

They’re both implemented solidly enough to be quite playable, but then again they’re both plagued with numerous typos, formatting errors, and minor bugs. Neither one manages to do anything particularly original with the “crash survivor” plot, though both provide a series of relatively enjoyable (if rote) puzzles. In the end, though, I’m afraid I have to give the nod to Splashdown, because that game just seems to be a little more interested in telling a coherent story than Identity is. Splashdown‘s comparative richness of story and setting arises from fillips like its PDF feelie, but also from the choice of story elements like a more interesting origin for its craft’s demise.

One of the weakest points of Identity is actually one of its main points: the PC’s amnesia. Even setting aside the fact that the amnesiac IF PC is an exhausted cliché, there is no reason that I can see for this PC to be thus stricken. From the first 30 seconds of the game, we can piece together that the PC is a guy who was on a starship in cryogenic sleep, and that the starship has now crashed. After playing through the whole thing and encountering several scenes where the game tries to fill in more memories, what we know about the PC by the end is… that he’s a guy whose starship crashed.

In contrast to a game like Square Circle, where the revelation of the PC’s identity puts something at stake due to the memories and knowledge about him possessed by various characters in the game’s milieu, Identity‘s PC wanders around on a planet full of strangers who seem actively and unnaturally disinterested in who he is. His true name matters to no one, even himself, and thus concealment of it buys the story nothing. The game would have worked exactly the same way if the PC’s memories had been complete and intact at the beginning of the story, and I’m not sure why the game gives him amnesia at all, except to conform to some misguided notion that all good PC’s don’t know who they are.

Either that, or perhaps the original plan for the game included some subplot in which the character’s identity mattered, a subplot that may have been cut to meet the comp deadline. In this latter case, though, the amnesia should have been excised. It wouldn’t have been too hard — just the removal of a few extra bits of prose and a retitling.

I’m more inclined to suspect that the amnesia was introduced in order to conform to a sort of 80’s old-school blueprint, because the game itself feels like a direct descendant of some of the sub-Infocom work from that decade. Everything feels very mechanical, including the people and animals. For instance, there’s a yak in the game, but the writing does very little to evoke anything yak-like about it, and instead it behaves somewhat like a horse, somewhat like a cat, but mostly like a yak-shaped car whose ignition key must be obtained (naturally) by solving a puzzle.

This puzzle, like many of the puzzles in the game, involves observing what few things are implemented and figuring out how they might interact with each other in game-logic. Not natural logic, of course, or else the solution to the yak puzzle would have worked equally well in another puzzle with a virtually identical objective. This approach isn’t my favorite — I prefer the realism that’s come in with the best IF of the last decade. Still, it’s enjoyable enough for what it is, and one area in which this game deserves praise is in its handling of unexpected verbs.

For instance, as an antidote to amnesia I tried REMEMBER, and was quite pleased to see that the game handles it (albeit with a default response.) Elsewhere, I found myself in a chair with some safety straps I could fasten, and smiled when SECURE STRAPS worked as expected. This game has clearly been tested, and that counts for a lot with me. Unfortunately, the testing didn’t quite weed out all the bugs, both in coding and in prose mechanics, so another round is required. Identity isn’t an unpleasant way to spend an hour or so, but for me it felt mostly like a missed opportunity.

Rating: 7.8

Zero One by Edward Plant [Comp04]

IFDB page: Zero One
Final placement: 31st place (of 36) in the 2004 Interactive Fiction Competition

Because I am a whiny malcontent who is never satisfied, I’m beginning this review with another complaint about Alan‘s transcripting capability, or lack thereof. Last year, I moaned about the fact that Alan doesn’t offer a SCRIPT command, and therefore I was having to periodically copy and paste from the Glk scrollback window into a text editor in order to have a transcript for reference while I wrote my reviews. In response, a few friendly people informed me that if I start the Alan interpreter from the command line with a “-l” switch, it will indeed log a transcript.

This, though a little annoying, is happy news. I tested the method this year, and it works! Sort of. For no reason that I can ascertain, the transcripts are saved in an extremely goofy format, with one line per turn, a line that begins with output generated by the game, then lists the name of the current room, and ends with whatever I type at the prompt. Thus, the slightly more readable parts of the transcript look like this:

There is nothing special about the door.Cell> x walls
‘walls’? I don’t know that word.Cell> n
The door’s closed.Cell> open door
It’s locked.Cell> unlock door
You can’t unlock that!Cell> knock on door
You knock on the door.Cell> z

The less readable parts, which are predominant, occur when the game has anything substantial to say — they stretch off into the distance or wrap (depending on the text editor) to form a busy jumble of unformatted verbiage. Also, on a more minor point, I don’t get to choose the filename for the transcript, and Alan uses an inexplicably super-funky naming convention that gave my log files titles like “011100149966.log.” This transcripting capability is better than nothing, but the quality is still unacceptable. Come on, Alan. Transcripting is kind of a basic IF function, going way back to the 80s. Help a critic out.

Now with that screed out of the way, on to the game. I’m afraid that I don’t have many good things to say about it either. Zero One (or 01, as it likes to nickname itself) is an extremely silly game, cliche-hampered, lacking any sort of logical story, bug-ridden, and incomplete. If you were setting out to write a totally hackneyed IF game, what would be the starting location and situation of the PC? If you said “stricken with amnesia and locked in a cell,” you are today’s winner! That’s exactly the story with the PC of 01, but unlike, say, Square Circle, which builds an honest-to-gosh story around this situation, this game is totally uninterested in revealing the PC’s actual identity or the circumstances the led up to his incarceration.

Oh, it makes a couple of halfhearted gestures at explanation, but these are totally insufficient to actually build any real understanding, and besides, they’re totally overwhelmed by the weight of random events and situations. A good example is the kitchen drawer, in which you’ll find a dead fish along with the cutlery. Why? Aw, who cares? What bits of information do exist are burdened by a juvenile fascination with weapons and gore, like the pool of blood and splattered head that awaits the PC just outside his cell, or like this, after you find a handgun (complete with make and model info) and magazine of ammo:

> put magazine in beretta
Lock and Load!

Bro-THER. Throw in a little queer-baiting, and you’ve got a game that just screams “12-year-old male.”

The game is good for a few unintentional laughs, though, due both to its harebrained shadow of a plot and to its buggy implementation. A great example is the doors to the prison, which are secured by a padlock that, to the game’s own surprise, can be unlocked with the first key you find (the bracketed comment is from me):

> unlock green door
There is a padlock on the door and you don't have a key. [Actually, I
do.]

> unlock green door with key
The green door is now unlocked.

Sadly, this change just makes the game channel one of the maze rooms from Zork — going through the door will just loop you back into the current room. Oh, and I also managed to crash the interpreter entirely, though I’m not sure whether this was 01‘s fault or Alan’s. I write comments at the prompt as I go through the game, and after a particularly long line, the interpreter itself just up and shut down, much to my surprise. Luckily, I’d just saved my game, so I didn’t lose much.

Actually, I wouldn’t have lost much if I had just stopped right there and never opened the game again. The ending text insists that “ZERO ONE is not yet finished… Expect a return!”, but given the quality level of this game, that seems more like a threat than a promise.

Rating: 2.8

Square Circle by Eric Eve [Comp04]

IFDB page: Square Circle
Final placement: 5th place (of 36) in the 2004 Interactive Fiction Competition

I’ve been an IF Comp judge for a long time now, and the autumn events of my last ten years are all tied up with comp games. I’m pretty much always playing an IF game on Halloween — I particularly remember the supremely un-spooky Mystery Manor. Similarly, I have a strong memory of playing and reviewing Castle Amnos on Election Day 2000. Now it’s November 4th, 2004, two days after an election whose results disappointed me very much, and the game that marks the occasion is Square Circle.

It’s fitting, really, because the game’s theme feels both political and timely. The PC awakens in a cell, his memory wiped clean (yes, it’s YAPCWA, Yet Another PC With Amnesia), imprisoned for no reason that he can remember. Further exploration reveals that in the PC’s world, criminal justice has adopted a Kafkaesque tone: criminals are defined as those people being punished for a crime, and therefore if you are in jail, you are by definition a criminal. With my government using a holding pen on foreign soil to detain alleged “enemy combatants” who have been charged with no crime and who have no access to due process, and with the authority behind this plan having been swept back into office by the popular will, the game feels eerily relevant.

The difference, of course, is that the Guantanamo prisoners won’t win their release with puzzle solutions, no matter how clever. Then again, the game’s “justice” system is meant to be based on pure rationalism (though of course it’s a through-the-looking-glass kind of rationalism), and nobody ever accused George Bush of being overly beholden to rationality. In any case, Square Circle ties its themes together quite neatly, with the emphasis on rationalism gone horribly awry reflected both in the PC’s imprisonment and in the paradoxical geometry puzzle that holds the key to his escape.

The game’s design is similarly good overall. The geometry theme carries over into the design of rooms and objects, with squares and circles repeating all over the place, not to mention cubes and spheres. The rhythmic echoing of these shapes helped me begin to wrap my mind around the game’s titular problem, and while I stumbled into the beginning of my solution by dumb luck, I was thrilled to figure the rest of it out by myself. I was even more surprised to discover that I hadn’t solved the game’s central puzzle, but in fact opened up a much larger vista of puzzle and story. Many of those puzzles had multiple solutions available, all of which made at least some sense. Options like that always make a game more fun.

The plot unfolded satisfyingly, teasingly doling out hints about the PC’s identity. By now, the amnesiac PC is a hoary cliche, but Square Circle felt a bit fresher than the average YAPCWA game by virtue of a couple of little plot twists. Unfortunately, one weaker puzzle undermined the game’s totalitarian feel by enlisting the elements as co-conspirators against the PC. It’s one thing when other people create a maddening environment for a character, but unless those people have a weather-control device, bringing something like the wind into the equation is a dirty trick.

The other serious issue with the game’s design has to do with one of its dead ends. I quite liked the way that Square Circle allows you to do utterly dumb things, and the consequence is generally instant death. However, there’s one path that puts you into an unwinnable situation which does not announce itself as unwinnable in any way, and in fact teasingly offers a repetition of the solvable opening scenario. I wasted precious time flailing around here before turning to the hints and finding that I needed to restart. I don’t care for this sort of design — if you’re going to end my game, just end it.

Speaking of that hint system, it was generally quite well-done. The hints were menu-based and Invisiclues-style, with enough contextual awareness to only offer hints on the problems currently facing the PC. I certainly leaned on the hints quite a bit, and found them quite adept at providing just enough nudge. Unfortunately, I did run into a problem at the very end of my game session, where I was faced with a roadblock and the game failed to offer me any hints about it. A couple of other glitches afflicted the game, too, including some typos, and a bit of freaky parsing:

>draw square around circle
What do you want to draw that on?

>note
What do you want to note?

>get note
Noted.

What just happened? I still don’t know. On the other hand, the game pulls off some amazing parsing tricks when it gives the PC a marking pen and some paper. In his attempt to create a square circle (as demanded by the entity holding him prisoner), the PC can draw a square, and a circle. Even better than that, he can draw whatever he likes. For instance, the game responds to DRAW CARTOON with “You draw a cartoon on the note,” and from that point forward, CARTOON becomes a synonym for NOTE. I thought that this was really an amazingly cool bit of parser trickery.

Lots of other little conveniences were on hand as well, though I suspect many of the ones that reach for player-friendliness are already built into TADS 3. I particularly liked X WALLS, which provided an actual description for each wall of a room, creating a wonderfully complete feeling for the game’s world. In fact, some of the game’s description levels go intoxicatingly deep:

>x guardian
The guardian is a lithe, athletic-looking man in his mid-thirties,
with short fair hair and a hard, unsympathetic face. He’s dressed in
a pale grey uniform [...]

>x grey
It’s a drab, though reasonably smart, uniform consisting of pale grey
trousers and a tunic of the same colour. The tunic has a pair of
breast pockets, with a badge above the left one.

>x badge
The badge bears the inscription NEW ENLIGHTENMENT PUNISHMENT SERVICE
and depicts a set of prison gates and a sword.

>x sword
The highly stylized sword is depicted hilt up and to the left, with
its blade interlacing the prison gates.

Wow. I mean, wow. I just adore that kind of thing. I also love when that kind of largesse is applied to a game’s overall design, providing a nice long playing experience… except when the game gets entered in the comp. Square Circle suffers from being oversized for a comp game — not heinously so, but I think I was only about 75% through when the two-hour bell rang. So that’ll hurt its rating with me. Otherwise, though it’s a little unpolished in places, this game offers an intriguing scenario and some enjoyable puzzles, and I recommend it, especially if it sees a revised post-comp edition.

Rating: 8.1