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The Wand, by Arthur DiBianca

6 of 6 people found the following review helpful:
Whimsical, rock-solid puzzle game with a stripped-down Enchanter mechanic, October 6, 2017
by prevtenet (Texas)

It's become something of an IFComp tradition: the rock-solid puzzlefest by Arthur DiBianca, with a cleverly stripped-down parser and only the barest veneer of a story. Art's first entry was the unique but tepidly received Excelsior, followed by Grandma Bethlinda's Variety Box, which earned positive reviews and attracted so much traffic it nearly crashed the IFComp server. 2016's entry, Inside the Facility, was a novel movement-only game that won the Miss Congeniality award and received two XYZZY nods (Best Puzzles and Best Individual Puzzle).

So what did Arthur DiBianca put forward in 2017? The Wand, and it's pretty good. The Wand revisits Excelsior's seemingly bland milieu - "a wizard sets up puzzles in a tower" - but this time with far better results.

One of Excelsior's problems was that it wasn't always clear what the "use" verb would actually do. ("use statue"?) The Wand adopts the Enchanter mechanic, where you progressively learn spells that interact in interesting ways, but strips it down to *just* the spells with no other verbs except for movement. This creates a very effective experience where it's always clear what you're attempting to do, but the consequences of your actions can be unexpected.

Another of Excelsior's problems was the lack of a story or any real context for the puzzles; I kept wondering "why is this here?", and the ending felt like a disappointing afterthought. The Wand avoids this by being entirely upfront about its concept. I'm reminded of Emily Short's "Action and Interaction": "I’ve come to think that one of the jobs of a work of IF is to teach its player - constantly, in every kind of feedback - what sorts of interactions are appropriate to the game." This idea permeates The Wand, from how the concept is presented to how puzzles are hinted. The game continually and progressively teaches you what to expect, while offering some little surprises along the way. (Case in point: the brilliant way the game handles the "use" verb.)

In many ways this is the driving idea of the limited-parser movement, of which DiBianca is a vanguard: people are quite happy to play by the rules of the game you establish, but when there's a mismatch between their own idea of the rules and the game's idea of the rules, they can be disappointed. Thus, stripping down the parser and saying upfront "yeah, don't expect a story" can actually increase immersion. (Indeed, going into the game with no expectation of context or story made those elements pleasantly surprise me where they did appear.)

I must admit I am not a full convert to the minimalist school. The call of the verb is strong. But there is much of value in this way of thinking, and The Wand does it well.

Other strengths: DiBianca's writing is terse, but whimsical and evocative. (What is a baltavakia, and how do you slice one? I'm still not really sure I know, but the mental images that section conjured were fantastic.) Puzzle design is strong, mostly of the satisfying "oh! now I can do *that*!" variety. Puzzles are often "themed" and make sense within the context of their environment, which is small enough to keep everything nearby but large enough to offer a few different avenues to explore if you get stuck. Hinting is strong, with a mix of obvious solutions and head-scratchers - although I did have to check the walkthrough to realize I could (Spoiler - click to show)just walk past the dragon. The adorable, adorable dragon.

I do have a few minor critiques, e.g. I'm not sure about the wand mechanic. Spells take two turns to input, and wand settings are hard to remember without writing them down, especially since the color abbreviations can be unexpected. I do wonder if Enchanter-style magic words would work better, but as a mental concept, "one wand and two verbs" has its perks.

IMHO, what would have made this game even better is 1) deeper spell interaction, and 2) deeper worldbuilding. You can levitate rocks; what if you could levitate *anything*? The wizard has a pet kimpert; why? But I acknowledge that these thoughts are driven more by my personal affinity for games like Counterfeit Monkey than by any practical considerations.

Note: This game has hidden content that is not mentioned in the walkthrough.

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Jack Toresal and The Secret Letter, by Mike Gentry and David Cornelson

3 of 3 people found the following review helpful:
Not perfect, but a rolicking good yarn, May 28, 2015
by prevtenet (Texas)

Jack Toresal is a criminally overlooked game. It's the last release from an acclaimed IF luminary, and a major studio release in an era when major studio releases were thought to be extinct. But is it fun?

Yes. It's not perfect, but it's fun. Now that it's free, it's definitely worth a play.

(Side note: I played the Glulx version, not the full graphical FyreVM version.)

Story: Whatever else you might say, this story is fun.

It's like a rolicking boy-adventure novel, with elements of romance and character drama. Running along rooftops! Exploring secret passages with your crush! All told with the breathless uncertainty of a plucky but out-of-their-depth orphan, who doesn't quite know if they will make that jump... The twists are all pretty obvious, but really, what did you want to happen? This is how stories like this are supposed to go. It's a pulpy children's adventure story, and it sticks to the mold.

Some themes are surprisingly mature for a work aimed at children: (Spoiler - click to show)infidelity, murder, and so forth. The player is also expected to engage in (Spoiler - click to show)rampant theft, the repercussions of which are glossed over. It's an odd choice, but an interesting one: you can't win by being a Good Honest Hardworking Fictional Orphan.

But, fair warning: the ending is frustrating. Jack Toresal was intended to be the first in a series, so it intentionally ends on a cliffhanger. In some ways, though, the irritation of the ending is a testament to the strength of the game: I really wanted to dive back into the world of Miradania, but I couldn't. Now that Jack Toresal is free, though, this might be a prime candidate for the sort of fanfic-franchising Marco Innocenti did with the Andromeda series. Write me more Jack Toresal, and I will play it.

Writing and setting: Gentry is a talented writer, and it shows. His knack for mood and slow revelation, made famous by Anchorhead, is evident here.

NPCs are strongly characterized, but their quirks sometimes feel overdone to the point of caricature. The arms dealer is sullen and shifty; the butcher gesticulates enthusiastically with his cleaver. As a genre convention, this isn't necessarily a problem, but after Bobby winks and grins for the nineteenth time it can become a little tiring. More depth emerges as the game proceeds, however.

Environments and objects are heavily condensed, to the point where an entire mansion might consist of five or six rooms and a few objects. Actions are also condensed - to take a bath, you needn't fiddle with taps; just type TAKE A BATH, and the entire event happens at once. This has pros and cons. It's much easier to implement and debug, and can allow for more artistic focus, but loses a sense of depth and free exploration.

On the flip side, Jack Toresal illustrates that immersion doesn't necessarily require detailed simulation. An single artful room description can make a location feel more colorful and crowded than a flock of fully-implemented NPCs.

Technical: On a scale of "unusable" to "bulletproof," Jack Toresal is "Ikea." It's well-designed and holds together well enough for everyday purposes, but it's uninspired and sometimes wobbles a bit.

Right off the bat, I encountered a guess-the-verb problem. (Spoiler - click to show)"Climb the boxes" doesn't work, but (Spoiler - click to show)"up" does. A bad first impression, but for the most part, problems like this are rare. Gentry puts a lot of thought into making things easy for the player: if you enter a room by going SE, for example, you can usually exit by going W or N as well as back NW. Fairly complicated commands work seamlessly.

There is some unimplemented scenery, mostly things mentioned in passing (e.g. "covered by a sheet"). However, players learn quickly that scenery is rarely important, so this does not break mimesis as much as it might.

More beta testing on first-time IF players would have been helpful; for example, there were a few times where you'd have no idea what to do unless you Examined the right thing. An experienced IF player would never have a problem with this, but a newbie might, particularly since the rest of the game sends the signal that Examining is rarely necessary. There were also a number of times where I knew what do to, but it took a lot of fiddling to figure out how to do it, which is not an ideal situation.

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Excelsior, by Arthur DiBianca

6 of 6 people found the following review helpful:
Masterful technical craftsmanship, but in service of what?, April 4, 2015
by prevtenet (Texas)

This is one of those rare pieces that knows exactly what it's doing, and does it extremely well. Whether that thing is worth doing is another question.

DiBianca is clearly a talented programmer with an eye for detail and a specific vision for how Excelsior should feel. The game embraces the classic Inform/Z-code aesthetic, but tightens up its look and behavior in numerous subtle ways. From the moment the game loads, everything is "just so": the statusbar, the banner, the parser. A few moves in, the game announces its Zarfian cruelty rating, indicating familiarity with IF conventions.

The biggest change is the parser, which has been pared down to just moving, examining, and a generic "use" command. This has its drawbacks: I often ended up typing commands like "use statue" without knowing exactly what I was telling the parser to do. (Take the statue? Climb the statue? Swear at the statue in Dwarvish?) It does simplify gameplay, however, and the implementation is extremely clean, although there are a lot of problems with unimplemented scenery objects.

The game itself is classic explore-the-big-abandoned-fantasy-tower-and-solve-puzzles fare. This is an old-school puzzle game through and through - there's even a maze (with a special trick, of course). As the "use" verb suggests, many puzzles are of the find-x-use-x variety, but with enough clever twists to keep things interesting. The result is vaguely reminiscent of Scott Adams, if Scott Adams games were wordier and less likely to kill you for touching a doorknob or something.

Less interesting is the environment. The geography is expansive and creative but minimally-described, and there is no real narrative direction beyond "GO DO STUFF NOW." Excelsior shares some genre similarities with The Dreamhold and other fantasy-exploration pieces; but in Dreamhold, all the fantastic environments are tied together by a sense of age and meaning. Here, the fantastic environments just exist, because fantasy. ("Here's a pedestal with an orb on it. Do something with it.")

This is not necessarily a problem; not all IF needs a rich, layered narrative. But most IF is improved by it. At any rate, DiBianca clearly knows what he's doing, and I look forward to seeing where he takes his technical talents in the future.

Recommended for: Anyone interested in the technicalities of unusual parsers, or die-hard fans of old-school puzzlers.

Not recommended for: Anyone with more literary tastes.

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