Ratings and Reviews by lobespear

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View this member's reviews by tag: H. P. Lovecraft Commonplace Book Project IF Comp 2008 spring thing 2008
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The Murder in the Fog, by Xiao Ru
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A Walk In The Park, by Extra Mayonnaise
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VR Gambler, by Robert DeFord
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The Unofficial Sea-Monkey(R) Simulation, by B.J. Best
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Unit 322 (Disambiguation), by Jonny Muir
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Transient Skies, by dgtziea
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Something, by Linus Lekander
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My night, by Ivsaez
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Mikayla's Phone, by Mikayla Corolik
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Insignificant Little Vermin, by Filip Hracek
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Harmonia, by Liza Daly
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Charlie The Robot, by Fernando Contreras
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Black Marker, by Michael Kielstra
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Word of the Day, by Richard Otter
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1958: Dancing With Fear, by Victor Ojuel
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Swigian, by Mathbrush (as Rainbus North)
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The Hitchhiker's Guide to the Galaxy, by Douglas Adams and Steve Meretzky
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Gateway, by Mike Verdu, Michael Lindner, and Glen Dahlgren
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Cryptozookeeper, by Robb Sherwin
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Weird City Interloper, by C.E.J. Pacian
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A Mind Forever Voyaging, by Steve Meretzky
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Treasures of a Slaver's Kingdom, by S. John Ross
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Coloratura, by Lynnea Glasser
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Superluminal Vagrant Twin, by C.E.J. Pacian
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80 DAYS, by inkle, Meg Jayanth
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Three-Card Trick, by Chandler Groover
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Eat Me, by Chandler Groover
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Blue Lacuna, by Aaron A. Reed

10 of 31 people found the following review helpful:
A tedious chore, February 2, 2011
by lobespear
Related reviews: spring thing 2008

A similarly structured narrative to Reed's previous game, For Whom The Telling Changed, with highlighted words that you can enter to move the story on as well as the normal IF command syntax. The high-fantasy elements are amped up, as is the scale of the thing. So fans of FWTCC should be well served. If, on the other hand, you found FWTCC a dull, over-written, choose-your-own-adventure in fancy clothes, this one won't sway you. The opening intro is so overwrought and half-baked it takes real perseverance to continue to the game proper, which turns out to be little more than a surreal fantasy-quest.

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One Eye Open, by Caelyn Sandel (as Colin Sandel) and Carolyn VanEseltine
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Leadlight, by Wade Clarke
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The Sons of the Cherry, by Alex Livingston
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Legion, by Jason Devlin
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Burn the Koran and Die, by Poster
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What-IF?, by David Ledgard
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Nord and Bert Couldn't Make Head or Tail of It, by Jeff O'Neill
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Eric the Unready, by Bob Bates
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Aotearoa, by Matt Wigdahl
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The King of Shreds and Patches, by Jimmy Maher
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Alabaster, by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton, Ziv Wities

6 of 21 people found the following review helpful:
Slow White and the Seven Bugs, June 8, 2009

The s-l-o-w-e-s-t text adventure ever. On a 1.4Ghz CPU running the latest, most optimised version of the Gargoyle interpreter, Alabaster runs like a crippled dog, making it literally unplayable.

The game itself, a twist on the Snow White fairytale in which the PC chats with Snow White and decides whether to help her or help the Queen (there are seven possible endings), is a conversation-piece that constantly prods you with hints about what to ask about next:

"you could ask her if the Queen manufactured the magic mirror by herself, or that the witchcraft may involve demons from the dungeon dimensions"

and then requires you to type in that entire l-o-n-g (and grammatically incorrect) sentence yourself at the command prompt. Miss a word, or spell something wrong, and it's no soup for you. Wait for 10 seconds while the game grinds away to redraw the exact same picture on the left of the screen, then you get to type it all over again! Fun, huh? There is nothing here that couldn't have been implemented via menu options, requiring a single key-click to jump through dialog options. But no, it has to be a (buggy) Typing Tutor instead. Poor all round.

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Shelter from the Storm, by Eric Eve

13 of 13 people found the following review helpful:
"How I.F. Won the War", May 31, 2009

The gimmick on offer: you can choose to play in first, second or third-person tense, and past or future tense. It's neat, but the game is so much fun to play (in any tense) that the experimental aspects of this technical wizardry are overshadowed (I chose to play in first-person past tense, which gave a nice "wartime memoirs" feel to proceedings).

The cliche horror-style opening doesn't bode well, but once inside the "old dark house" it really takes off. Not one, not two, but *three* well-implemented, well-characterized NPCs who are not only chatty but can take the initiative to direct conversation, and can wander around the house like real people. Lots of detailed scenery descriptions, solid parsing, gentle puzzles, and a cracking yarn to boot. Go in blind, and you will really have no idea where this story is leading. I was expecting further twists and revelations right down to the very last turn. Play it.

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Violet, by Jeremy Freese

12 of 47 people found the following review helpful:
Annoying, December 12, 2008
by lobespear
Related reviews: IF Comp 2008

Hey look, I've got a super-hot, rich, clever, jet-setting Australian girlfriend! She's so cool I even think in her voice! And she loves to play charming tricks on me, like (Spoiler - click to show)writing me a letter to tell me I'm dumped... but it's just a "joke"! Hahaha! Sure you do, Mr Freese, sure you do. You don't live in your mother's basement, alone, programming videogames in your spare time, not at all! ;)

To be fair, this isn't the only game in this comp that suffers from the "imaginary super-girlfriend" problem: RIVERSIDE did too, but it managed to redeem itself by turning out to be a giant rib on exactly *that* type of game. VIOLET is just *that* type of game. Meaning a constant smug, condescending, "aren't-I-amusing" tone, lamebrained "whimsical" humour (it's zombie day! ZOMG how hilarious), and a ridiculous over-extended Babelfish-style puzzle (trying to block distractions while writing an essay) where you are constantly one step away from the solution. Freese's very solid implementation is let down by the awful writing and characterization. Less whimsy next time round please!

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wHen mAchines aTtack, by Mark Jones

4 of 12 people found the following review helpful:
Look past the obvious problems, there is a solid game here, November 14, 2008
by lobespear
Related reviews: IF Comp 2008

A meaty effort... lots to read, lots to do. Some evocative writing, a compelling story filled with intrigue, interesting characters and lots of twists and turns. In the world of pulp novels and trashy sci-fi, it would be described as a "page turner". Overcomes some very poor vocabulary, buggy disambiguation, and the "mother of all cut scenes" (one character's dialogue runs for at least twelve turns!) to deliver a nice, solid game that neatly balances puzzles and story. Well worth a play.

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Tales of the Traveling Swordsman, by Mike Snyder
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Dangerous Curves, by Irene Callaci
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Bliss, by Cameron Wilkin
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The Cabal, by Stephen Bond
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Phantom of the Arcade, by Susan Arendt, John Moulton, and Russ Pitts

4 of 6 people found the following review helpful:
Simple, silly Halloween fun, November 1, 2008

Released by The Escapist videogame website as a Halloween treat, Phantom of the Arcade is a sparse, simplistic adventure in which you traverse an abandoned games arcade busting ghosts. Implementation of scenery nouns is minimal, and there is no interaction with the ghosts beyond examining them and giving them the the thing they require, but as a Halloween diversion it works great. Plenty of pokes at videogame culture, some sharply amusing responses to unnecessary actions, and at least one clever lateral-thinking puzzle make this a winner.

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The Lucubrator, by Ricardo Dague

11 of 12 people found the following review helpful:
The IF equivalent of "Dragon's Lair", October 28, 2008
by lobespear
Related reviews: IF Comp 2008

You wake up dead, in a hospital. You know, like Planescape Torment, but without the talking skull. Can you find out what happened to you? Or will you just go on a bloody rampage?

It's a solid premise, a solid idea, and a solid piece of short fiction. But not *interactive* fiction. I imagine the author taking their pre-written text and, every few lines, inserting "Can you guess what happened next?" and a command prompt. Of course you can't guess, you can't read the author's mind, but this is exactly what is expected of you. Totally unclued actions have to be guessed and entered with the exact syntax at exactly the right moment (one move early and its "violence is not the answer to ths one" - even though it specifically *is* the answer).

Despite this, it's actually a compelling tale with an unusual, interesting ending, so I'd recommend you play it, but with walkthru in hand. Much like the old laserdisc arcade game Dragon's Lair where you had to bash buttons to make the story progress, it's an entertaining romp, so long as you're not actually *playing* it.

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Buried In Shoes, by Kazuki Mishima

4 of 19 people found the following review helpful:
Awful preachy pretentiousness - avoid!, October 28, 2008
by lobespear
Related reviews: IF Comp 2008

Just the most obvious, heavy-handed, "nazis were bad" point-making possible. Embarrassingly naff. To complement the pompous, pretentious tone, we have a ridiculously sparse implementation, with barely any description beyond the surface-level.

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Little Falls, by Alessandro Schillaci, Roberto Grassi, Simonato Enrico
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Varicella, by Adam Cadre
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Vespers, by Jason Devlin
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Rematch, by Andrew D. Pontious
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Iraqi Invasion, by Anonymous
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Who Created That Monster?, by N. B. Horvath
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Pathway to Destruction, by Richard Otter

7 of 8 people found the following review helpful:
Reviewing the Inform z-code remake..., May 11, 2008

An experiment went wrong... society has crumbled... figure out what happened by collecting some conveniently scattered objects from around the world map! Its an age-old formula for text adventures (see e.g. GLOWGRASS) as it means no NPCs so no pesky mimesis-breaking "I dont know anything about that" type conversations. Add some occasional clumsy writing, and at least one moment of undirected wandering, and you have a potential recipe for tedium... but luckily there is enough evocative imagery (a city skyline described as "a row of sharp, jagged teeth") and fun puzzle-based gameplay (with hints) that it will keep you playing to the end. Credit to the author for daring to break away from his ADRIFT comfort zone (this review is for the full rewrite of his ADRIFT game in Inform) - I look forward to his future z-code efforts.

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Kaged, by Ian Finley
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Being Andrew Plotkin, by J. Robinson Wheeler
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Delusions, by C. E. Forman
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For a Change, by Dan Schmidt
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All Hope Abandon, by Eric Eve
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Blue Chairs, by Chris Klimas
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9:05, by Adam Cadre
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All Roads, by Jon Ingold
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Slouching Towards Bedlam, by Star Foster and Daniel Ravipinto
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Risorgimento Represso, by Michael J. Coyne
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LASH -- Local Asynchronous Satellite Hookup, by Paul O'Brian
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Slap That Fish, by Peter Nepstad
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Mrs. Pepper's Nasty Secret, by Jim Aikin and Eric Eve
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Fugue, by Emily Short

10 of 24 people found the following review helpful:
Awful, a waste of time, April 23, 2008

See http://www.uprightdown.com/whatisUpRightDown.html to explain what "uprightdown" is. Basically a game of contrained fiction where the authors interpret the story specification given by URD in their own way. This, of course, has possibilities. None of which are explored by Fugue which merely repeats the exact story specification, almost word-for-word. A pointless endeavour, not worth playing.

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Fail-Safe, by Jon Ingold
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Pick Up The Phone Booth And Die, by Rob Noyes
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Pascal's Wager, by Doug Egan

13 of 17 people found the following review helpful:
Fantastic replay value, April 23, 2008
by lobespear
Related reviews: spring thing 2008

Takes you through three vignettes (childhood, high school, and imprisonment as an adult) which you must complete in a manner befitting your chosen "god" - at the end, you meet your maker for the final judgement. The author's views on the atheism/theism debate are clear from the fact that your allegiance is decided by a dice-roll! The gods available range from the usual (Jeohvah) to the insane (Cthulhu!), and the actions required of the player for each god are distinctly different. With around six gods available, there is six times the replay value. Six games in one, wrapped around a fascinating philosphical conceit. The highlight of Spring Thing 2008.

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All Alone, by Ian Finley
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Attack of the Yeti Robot Zombies, by Øyvind Thorsby
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Insight, by Jon Ingold
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Fate, by Victor Gijsbers
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The Elysium Enigma, by Eric Eve
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Photopia, by Adam Cadre
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City of Secrets, by Emily Short
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Zork I, by Marc Blank and Dave Lebling
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Conan Kill Everything, by Ian Haberkorn
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Beyond, by Roberto Grassi, Paolo Lucchesi, and Alessandro Peretti
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Anchorhead, by Michael Gentry
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Galatea, by Emily Short
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Floatpoint, by Emily Short
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rendition, by nespresso
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Shade, by Andrew Plotkin
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Textfire Golf, by Adam Cadre
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De Baron, by Victor Gijsbers
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Metamorphoses, by Emily Short
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Savoir-Faire, by Emily Short
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All Things Devours, by half sick of shadows
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Suveh Nux, by David Fisher
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Ecdysis, by Peter Nepstad

13 of 18 people found the following review helpful:
Robbed of the "Best In Show" award, March 14, 2008

A shot of pure Lovecraftian horror. Unlike the disappointing Dead Cities, this entry in the Commonplace Book Project maintains the creeping dread perfectly from beginning to end. No jarring implementation issues or intrusive default parser responses, no aimless undirected wandering, Ecdysis is short, sharp, and perfectly formed. There are multiple endings, all suitably Lovecraftian.

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Dead Cities, by Jon Ingold

5 of 19 people found the following review helpful:
Nice interface, shame about the game, March 14, 2008

The bells and whistles added to the standard text interface are all very impressive, and the central Lovecraft-inspired tale it supports starts off well, but once you get into Arkwright's study any "creeping dread" the story has built up dissipates into a ridiculous comical book-chase and an action-adventure plot that really doesn't feel Lovecraftian at all.

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Whom The Telling Changed, by Aaron A. Reed
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Gun Mute, by C.E.J. Pacian
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