Ratings and Reviews by Beekeeper

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Sting of the Wasp, by Jason Devlin
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The Perfect Spy, by Blackmaster
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Pick Up the Phone Booth and Aisle, by David Dyte, Steve Bernard, Dan Shiovitz, Iain Merrick, Liza Daly, John Cater, Ola Sverre Bauge, J. Robinson Wheeler, Jon Blask, Dan Schmidt, Stephen Granade, Rob Noyes, and Emily Short
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Conan Kill Everything, by Ian Haberkorn
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Glass, by Emily Short

11 of 12 people found the following review helpful:
A sarcastic and innovative confection, June 8, 2008
by Beekeeper
Related reviews: technique

As a bird in a cage witnessing the resolution of "Cinderella," the player is an observer with very limited control over unfolding events.

For me, the sidelining of the player and the corresponding independence of conversation created a potent illusion of a deep world. Beyond this, the game was made enjoyable by clear options, a good set of endings, the ability to mess with the characters, and wickedly droll humor. But these are just good craftsmanship, and icing on the cake; there really isn't much to Glass beyond a little experimental envelope-pushing with the player's role and choices. For players, this is maybe thirty minutes of entertainment, light as meringue.

For authors, it may be something more. Limiting the player's control of events is not new (cf. Rameses), but I believe that the illusion of depth produced here is a significant technical breakthrough for NPC interaction complementary to those explored in Short's Galatea (and faintly reminiscent of what was so successful about Bob in She's Got a Thing for Spring).

In any case, this little game is as gratifyingly virtuosic as it is trivial.

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Shade, by Andrew Plotkin

16 of 18 people found the following review helpful:
Competent and innovative, but not great, June 8, 2008
by Beekeeper
Related reviews: technique, plot

This short, stylized and evocative "in your apartment" game is carried by technical merit and an effective surprise turn in the plot(Spoiler - click to show) -- a bizarre and horrifying disintegration of reality which reminded me of Philip K. Dick's oeuvre (e.g. Ubik, Electric Ant).

Shade is, however, marred by a few superficial defects. Being constrained to the apartment and an inexorably linear plot contributes to the game's feeling of airless claustrophobia, making it easy to excuse its minimal setting and choices. Gameplay generally flows well and is polite to the player; I only got stuck a few times, briefly, and never irreparably. But when I did get stuck, advancing the plot was often tedious, requiring systematic sweeps of the apartment to find the next trigger. For me, this compromised the effectiveness of the work by slowing the pace and focusing my attention on the manipulation of the parser.

I also felt that Shade would have been more effective and satisfying if the surreal plot, and particularly the ending, had sustained explanation more clearly than it did. As it stood, the events seemed arbitrary most of the way through, and I came away feeling that a lot of technical ability and conceptual cleverness had been deployed for no very compelling narrative purpose.

For me, the game's principal virtue was to demonstrate innovative tricks in the medium. But I think it is likely that readers' tastes will differ. Fans of mind games and psychological horror will find the game worthwhile for its craftsmanship and verve - and, in any case, Shade is so short and widely admired that most readers will find it worthwhile.

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Hunter, in Darkness, by Andrew Plotkin
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9:05, by Adam Cadre
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Spider and Web, by Andrew Plotkin
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rendition, by nespresso

22 of 31 people found the following review helpful:
Squandered opportunity, June 8, 2008
by Beekeeper
Related reviews: subject

A short prologue indicates that the coalition has a terrorist in their 'clutches' who has been sent here to be '"questioned"' (for which read 'tortured'). The player is then permitted to brainstorm abuse verbs to apply to the various parts of a rag-doll in a bare room. Nothing else is possible, except to consult a poorly-written memo which instructs the player to limit repetitions of an abuse verb.

In any other context, players would quit and pan such a game as boring and meritless. Under the heading of protest, it elicits partisan scuffles and elaborate rationalizations. What all this controversy over the nominal premise conceals is the artistic and political failure of the work.

My reaction was not one of shock, horror or outrage, only disappointment and a sense of tedium. That is not because I disagree with the author's political views; it is because the author has passed up an opportunity not only to write a competent game, but to make an insightful or at least politically effective statement on an important issue.

No attention is paid to place, plot, or characterization. Given that interrogation under torture is one of the most dramatic situations available, it is remarkable that none of this emotional power has been harnessed. Andrew Plotkin's seminal Spider & Web centered on an incandescent interrogation scene to great artistic effect, while George Orwell's 1984 used character and a horrific interrogation scene to drive home a political point. rendition does not give us a chance to understand or empathize with any of the characters. Nor does it draw our attention to any dimension of the actual problem. No attention is paid to the psychology of evil, the moral and personal dilemmas of war, or the social pathologies which allow institutionalized torture to happen. We are only given blithely one-dimensional stereotypes which dictate exactly what we should think:

'It [the door] seals your activities from the prying eyes and ears of do-gooders.'
'an operative may choose to proceed for as long as he or she wishes.'
'Yes the Geneva convention is a pain in the backside isn't it?'
'His foreskin appears undamaged.'
'Having filled yourself up with beer several hours earlier, you have no difficulty bending over and pissing all over his left thumb. Abdul screams in horror.'

The result is inept propaganda which can only preach to the choir. That is a profound failure of execution. But there is an incredibly rich vein here for a sensitive author who can attend to the details - emotionally intense, thought-provoking, relevant, and convincing. I hope that we will see some thought-out and researched games which attempt to cast real light on this and similar issues of social justice.

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