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Newest release of PataNoir.
For all systems. To play, you'll need a glulx interpreter - visit Brass Lantern for download links.

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PataNoir

by Simon Christiansen profile

Mystery
2011

Web Site

(based on 24 ratings)
4 member reviews

About the Story

The Baron's daughter is missing, and you are the man to find her. No problem. With your inexhaustible arsenal of hard-boiled similes, there is nothing you can't handle.

Game Details

Language: English (en)
First Publication Date: October 1, 2011
Current Version: 5
Development System: Inform 7
IFID: 3DEAF5F3-DA23-4F79-AC94-5E198EBE8962
TUID: si9s1jktywxj5vdk

Translated to German in PataNoir - Ein unvergleichlicher Kriminalfall, by Simon Christiansen ; Marius Müller (translator)

Awards

5th Place - 17th Annual Interactive Fiction Competition (2011)

Winner, Best Puzzles - 2011 XYZZY Awards


News

Release 5 now available December 4, 2013
Release 4 now available November 13, 2012
More news... | Add a news item

Editorial Reviews

Emily Short
I don’t recall any other game that does anything quite like this.
See the full review

Kill Screen
At times, PataNoir gives the sensation that you are falling down the rabbit hole.
See the full review

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Member Reviews

5 star:
(3)
4 star:
(12)
3 star:
(8)
2 star:
(1)
1 star:
(0)
Average Rating:
Number of Reviews: 4
Write a review


Most Helpful Member Reviews


9 of 9 people found the following review helpful:
Patanoir: Like Chocolate Wine, December 7, 2011
by Joey Jones (UK)
Related reviews: IF Comp 2011
Patanoir is like chocolate flavoured wine: interesting, unique, not to everyone's tastes and too much of it is likely to give you a headache. But either way you'll be pleased you tried it.

I probably played PataNoir for more than two hours on and off. It was good enough for me to bother finishing but not good enough for me not to resort to using the walkthrough a few times. The name 'PataNoir' is taken from the word 'pataphor'. Some people might object that a pataphor is a metaphor but the game deals in similes, but my contention after studying the various philosophy of language arguments about metaphor is that a metaphor is just a truncated simile. So I approve of the name.

I love the concept of the game: similes coming to life such that they can be manipulated to solve puzzles. There were some issues in the implementation. A lot of it made me smile. The writing is very sparse, similes aside, but sometimes it works. Simon is obviously going for the Chandler style patter and occasionally he gets it right.

The game was blessedly free of typos and grammar mistakes. My overall impression of PataNoir was that it's a neat idea, mostly well implemented- with some puzzles overhinted at and some nearing impossible without the (mostly excellent) in-game hint mechanism. This is surely a sign that the puzzles were hard to hint for as they weren't very naturalistic, which I suppose is an inherent danger in a surreal game. I'm glad the game was made, and it's exactly the sort of game that lends itself to non-IF players as a good example of the possibilities of IF. I wouldn't recommend it first, but then I wouldn't recommend it last.

A note: this is the review for the comp release. Newer releases are likely to be smoother and better hinted.

Note: this review is based on older version of the game.

4 of 4 people found the following review helpful:
Hopeful Monsters, November 28, 2012
Simon Christiansen's work has been characterised by brilliant concepts that are ultimately let down in the execution. The execution has improved considerably (and so have the concepts, really); the overall experience, though, is still a little rough.

The big concept of PataNoir is that similes occupy their own adjacent reality that you can manipulate: change the simile, change the real world. One frequently-employed subset of this involves altering the personalities of people. Elements of one simile can be used to tinker with another, and in some sequences similes are gates that allow you to plunge into entirely separate worlds. There are, then, a number of distinct kinds of manipulation that can be performed with similes, and they're thrown at you pretty much all at once, together with rules about how the system works (similes can be used to modify real-world things, but can't act directly on them: a simile key will not unlock a real door.) When I first played it I had a little trouble taking on everything at once, and stalled out perhaps halfway in.

The simile hook provides a good deal of rather lovely imagery (kicking in good and early), with elements of fantastic journey about it; to film this you'd want Terry Gilliam (or Švankmajer, though it's not quite that dark). There is a hauntingly dark atmosphere to much of it. Not every section is quite as spectacular as it could be: the climactic scene in particular could be richer and darker. But there are many images I took away from this: (Spoiler - click to show)the angel fountain encircled by snake-paths, the sleeping giant, the eyes you swim into like subterranean lakes, the plunge from bottles on a table in a messy apartment into a minaret-studded city. There's much here of the raw stuff of imagination, the pure delight of strange transformations.

Structurally, the game has areas you can travel between, and you will fairly often need to travel back and forth. The game's natural pace is a sort of Anchorhead-like, leisurely poking around at things; but I ended up speeding things up with the walkthrough a good deal, for a couple of reasons. Dream or hallucination is a flow state: it's not something where you get hung up on a fair-but-difficult conundrum for a while and have to work through it logically. The play experience matches up much better with the experience-as-written when you cheat. Simile-logic isn't really consistent enough for a Savoir-Faire simulationist approach, and there's often a whiff of read-author's-mind about the solutions. In the impossible-to-make Platonic ideal of this game, more or less everything you tried would advance the plot somehow. That said, going to the walkthrough really doesn't ruin the experience: it's still hauntingly strange.

Christiansen's biggest limiting factor remains narrative voice. This is exacerbated because of PataNoir's reliance on a genre that makes very strong demands on narrative voice, even when done as a pastiche. Noir needs a tone of slangy self-assurance, murky motives, a grimy, uncomfortable world full of implied sex, violence and desperation. PataNoir feels a bit more in Thin Man territory: there's a noir template, but it's being used in service to something else, it's as much a comedy on noir tropes as anything, and thus it's rendered nonthreatening. The characters are a little too straightforward: the obligatory femme fatale has the mandatory dangerous curves, but these are only significant as a simile: but the PC doesn't feel as though he regards her with either lust or trepidation.

And then there's the ending. (Spoiler - click to show)The protagonist, it turns out, has a rare mental-health condition ("Lytton-Chandler syndrome") and, off his meds, has likely fantasised the entire thing. A lot of people felt this was a cop-out; I'm not convinced of this, but I don't think it really matches up with the story as written. The tough, non-flowing puzzle structure isn't suggestive of hallucination, but of solid, graspable, permanent worlds; the contrast between the rich simile-worlds and the flat detective-noir story suggests that they genuinely do occupy separate worlds, rather than being elements of the same hallucination.

So ultimately I came out of this hoping that Christiansen would team up with a more confident wordsmith, or perhaps find something that allows him to develop his own voice rather than trying to replicate an established style.

1 of 1 people found the following review helpful:
Clever gameplay, solid writing, and engaging story, November 19, 2013
by streever (America)
Despite some (very minor) hiccoughs, this is a strong game.

I didn't play the previous releases, but started with the open beta of release 5. A solid effort, the gameplay is fun and novel, although at times I did try each object until I got to the right one. The experimenting didn't detract from the overall experience, however, and I never felt stuck.

Some of the sequences were stronger and flowed together better. Some of the simile-based puzzles early on felt a little shoehorned or simple, but they improve substantially as the game goes on. In particular, everything after (Spoiler - click to show)your first confrontation with Camino was strong, challenging, but fair.

The help system is clever and useful, although it may over-simplify some parts of the game, so I'd suggest not resorting to it as quickly as the tutorial might suggest. A few puzzles that I could have solved on my own were rendered easy by the use of it, and it felt a little bit like cheating.

The denouement had a surprising last twist--although it felt very straight-forward, there was a well-done plot twist your player could create. It doesn't substantially alter the game, but it is a hidden choice that really engaged my mind and made me consider the morality of my character, the story, and the other participants. It also made me wonder what I'd do in real life--all in all, a very well done example of choice in a narrative.

I highly recommend this game on the strength of it's writing, gameplay, and novelty.

See All 4 Member Reviews

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Polls

The following polls include votes for PataNoir:

Games with Impossible-to-film moments by aaronius
I'm looking for games that demonstrate the power of text-based games. Games with sentences that would make developers of 3D games weep, like "The army of ten million robots marched over the liquid landscape," or "She concealed her anger...

Games for language learners by Emily Boegheim
What are some good games for people trying to learn another language? I imagine that short games with relatively simple prose and not too many non-standard commands (if they're parser games) would work best, but feel free to suggest...

Games much improved in later versions by Karl Ove Hufthammer
Most IF works are only available in ‘version 1’, but some are released in updated versions. And a few see a large amount of bug fixing, rewriting and polish. This is a poll for highlighting these games, games that the authors have taken...

See all polls with votes for this game

Links




This is version 33 of this page, edited by Simon Christiansen on 21 February 2014 at 10:13am. - View Update History - Edit This Page - Add a News Item