External Links


Music video by William Steffey
PataNoir music video by postmodern rock musician William Steffey
Steam
Steam store page
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iOS app on iTunes
Google play
Android app on Google play
Amazon Appstore
Android app on the Amazon Appstore
Walkthrough and maps
Verbose walkthrough and maps by David Welbourn
Story File
Release 5
Requires a Glulx interpreter. Visit IFWiki for download links.
Source Code (Inform 7)
Inform 7 source code

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PataNoir

by Simon Christiansen profile

Mystery
2011

Web Site

(based on 58 ratings)
7 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


Awards

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

Winner, Best Puzzles - 2011 XYZZY Awards


News

https://github.com/SimonChris/PataNoir

The source code for PataNoir is now in the public domain, available above.

Please note that this does not include any of the art and music, which still belongs to the artists.
Reported by Simon Christiansen | History | Edit | Delete
PataNoir is now 75% off on Steam, as part of the Games from Denmark sale!
Reported by Simon Christiansen | History | Edit | Delete
PataNoir is 50% off for the Steam summer sale! Buy it, so I will have more money!
Reported by Simon Christiansen (updated on June 25, 2017) | History | Edit | Delete
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Editorial Reviews

JustAdventure
For those who love language, PataNoir is like a breath of fresh air...a reminder of the beauty of a complex sentence and the power of carefully chosen words.
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Emily Short
I don’t recall any other game that does anything quite like this.
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Gamezebo
Two old, fantastic forms of narrative combine to form something truly unique in PataNoir.
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IndieGames.com
...a nigh on unmissable adventure that's simultaneously a perfect entry to the world of text-based gaming and refreshingly different to satisfy the most hardened of genre veterans.
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Boing Boing
Like words? Play with simile and metaphor in this unusual mystery app.
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Pocket Tactics
In the Internet age, any game which helps cement the curmudgeonly distinction between “literally” and “emphatically” warms my heart.
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Killscreen
At times, PataNoir gives the sensation that you are falling down the rabbit hole.
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The Overpowered Noobs
PataNoir is strange, unusual, at times frustrating, but creates an amazing surreal landscape in such a short time.
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Katie from Gone Home
It is totally awesome and fun and if you like noir and/or language you are in for a treat.
See the full review

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Member Reviews

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Number of Reviews: 7
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Most Helpful Member Reviews


13 of 13 people found the following review helpful:
Patanoir: Like Chocolate Wine, September 22, 2015
by Joey Jones (UK)
Related reviews: IF Comp 2011

The following review was for the original competition game. I replayed the later release and it easily deserves 4 stars (4.5 even?) and so I've adjusted my rating up accordingly.

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.

Note: this review is based on older version of the game.
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9 of 9 people found the following review helpful:
Hopeful Monsters, November 29, 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.

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6 of 6 people found the following review helpful:
A unique take on wordplay and simile in a detective game, February 3, 2016

Patanoir is a wordplay game with a unique game mechanic: you can take and place similes. If someone is cold as ice, for example, you can take the ice, leaving a warmer, friendlier person. You can then drop the ice somewhere else, making the atmosphere in a room cold as ice.

The story itself is frankly unimportant. It is shoehorned in simply because the detective genre uses a lot of similes. Seemingly tense conversations can be left and returned to hundreds of turns later with no problems.

The game is mid-length, requiring a few hours to play. I found it very enjoyable to walk around with pockets full of similes, looking for a place to drop them.

The only game really like it is Counterfeit Monkey or possibly Ad Verbum, but each is different enough from this game to make it unique.

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PataNoir on IFDB

Recommended Lists

PataNoir appears in the following Recommended Lists:

Word-play and word puzzles by streever
This is my list of fun games for word-play/puzzles. Some of them have substantial stories, and some do not.

Detective and mystery games by MathBrush
These are games where you play a detective or someone else investigating a mystery. Most of them are realistic games which I am splitting off of my realistic list. Some are more magical or science fi-ish.

Games with public source code by OverThinking
This is more for my own reference than anything else, but these are games whose authors have made their source code public. Priority to I7 games and those with particularly interesting mechanics. Games are in alphabetical order.

See all lists mentioning this game

Polls

The following polls include votes for PataNoir:

IF of yours you'd most recommend by blue/green
If someone were going to play one IF you've written, which one would you recommend? This can be based on any criteria you choose: personal favorite, highest rated, most representative, most accessible, whatever. (You can always change...

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...

Games That Changed Your Mind by Ghalev
Before you played X, you never thought you'd like horror games. Before you played Y, you never thought you could take a game with a dragon in it seriously. Before you played Z, you thought linear games would just frustrate you. Tell me...

See all polls with votes for this game




This is version 87 of this page, edited by Simon Christiansen on 23 July 2022 at 2:34pm. - View Update History - Edit This Page - Add a News Item - Delete This Page