Dual Transform

by Andrew Plotkin profile

Science Fiction
2010

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- Shchekotiki, June 25, 2011

- baywoof, April 25, 2011

- Felix Pleșoianu (Bucharest, Romania), March 27, 2011

- Squidi, February 27, 2011

12 of 15 people found the following review helpful:
Typical Plotkin, February 20, 2011
by Victor Gijsbers (The Netherlands)

In a review a couple of days ago of Hoist Sail for the Heliopause and Home I wrote that Plotkin is known for giving us "large empty worlds seen from a distance by an almost abstract protagonist". Dual Transform does not belong in this category exactly, since it is placed in a single room (although it is a single room that changes radically during the game). On the other hand, it comes close to being the most abstract game ever, since it is built up around archetypes of "pressure" and "form" that are given shape and materiality by the subconscious of the protagonist.

With this set-up, one would expect a clearly characterised protagonist: if we get to see what he or she subcobsciously links to pressure, to heat, and so on; if the entire world is the product of his or her free imagination; then, surely, we will learn about this person's thoughts, fears, ambitions, and so on? Nothing, however, is less true: no object in the world seems to have any personal significance for the protagonist, nor do we move far beyond, well, archetypal objects like "book", "tree", "church" and "mushroom".

This all might be a very clever application of Jungian psychology -- I cannot judge, since I know nothing about the subject. Ignoring this possibility, there is little to sustain interest in the story and the world: not only is the protagonist highly abstract, but so is his quest. It was never clear to me that the story explored something I cared about.

Whether any of this is a problem is a matter of sensibility: so many reviewers speak of immersion where I felt only distance that I must assume there is a mode of inhabiting these thoughtscapes that is simply inaccessible to me. But I suspect it is inaccessible to many. I cannot, for instance, think of a single book of fiction that is written at the level of abstraction Plotkin brings to the table -- even T. S. Eliot, who can be mightily abstract, infuses his poetry with particular details and (perhaps more importantly) links his philosophical claims to our lived experience.

As a game, Dual Transform is a puzzler that takes its inspiration from the magic system in Emily Short's Savoir-Faire. The puzzles are not difficult once you have realised something that is not quite obvious (Spoiler - click to show)(the single object you can take around with you will change in other rooms, but not when you have it in your inventory, so you must drop it on the ground to have it change), but in-game hints would still have been appreciated. The puzzles are not always logical, and I would have liked to seem them linked more closely to the archetypes we are supposed to be exploring. The final puzzle is better: it can be solved using knowledge you have already gathered and at the same time transforms your insight into all the locations you have visited.

The writing and implementation are good, as we have of course come to expect from Plotkin.

If you generally like Plotkin's worlds, you will like this one as well. If you find they lack characterisation and story, you will find those lacking here as well. A typical work, then, from a writer whose skills are beyond doubt, but whose aesthetics are (one assumes) more divisive.

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- Ben Cressey (Seattle, WA), January 26, 2011

- Aintelligence (Canada), December 22, 2010

- Anthony Mueller, November 30, 2010

6 of 6 people found the following review helpful:
Archetypal Odyssey, November 27, 2010
by The Year Is Yesterday (California)

As the description says, Dual Transform takes place in one room and in many. There is only one carryable object, and there are legion. Without moving from place to place, you shift the room around you by invoking certain archetypes, such as "pressure" or "heat." The strength of the writing, then, rests less on the story than on the degree to which every element of the room encapsulates the archetype from which it was derived. This is pulled off, to my mind, to varying degrees of success. What's more successful is the vitality and dynamism present within the various spaces invoked: some crackle with energy, others suggest oppression or dread, others are harder to pin down. The writing, however, is secondary here to the puzzles, which hinge on taking advantage of the symmetry between the room in its various forms: what changes, and what stays the same. They are mostly simple, but pleasing to the brain. The one flaw here is that pesky "To Be Continued" message at the end...

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- Softbagel, October 30, 2010

- Clemency Jones (England), August 26, 2010

- Felix Larsson (Gothenburg, Sweden), August 13, 2010

- striker2790 (Highland, IN), June 29, 2010

- Dan Efran, June 15, 2010

5 of 5 people found the following review helpful:
Symbolic Symmetry, May 20, 2010
by TempestDash (Cincinnati, Ohio)

This is a relatively easy one-room game by Plotkin that tries it’s best to stretch the ‘one-room’ category into a more robust game. Shade (also by Plotkin), is also supposedly a ‘one-room’ game but expands on that limitation by having several discrete areas you could enter and exit in order to interact with items there or see more detail when examining. Here, Plotkin takes a different approach to doing more with less, and the one ‘room’ you are in is actually a virtual reality that can be dramatically changed by invoking different icons representing different environments.

Of course, if that was the only gimmick of the game, you could easily argue that Dual Transform is a multi-room game with a unique method of traversing from one to the next. What makes this game unique is that some of the objects in the room are persistent, and when you invoke a new environment, that object takes on the aspects of the new room but is considered to be the same physical item.

It’s easier to understand with an example. This isn’t from the game, but, if you were in a cave with a large boulder sitting on top of a box or switch you wanted to access, but couldn’t lift the boulder because it was too heavy, you could invoke another environment, such as a beach. In the beach environment, the boulder would take on new characteristics fitting the new room and possibly become a beach ball. You could then move the beach ball, or deflate it, or tear it in half. After dealing with the relatively light and deformable beach ball, you then invoke the original cave environment. The beach ball would turn back into the boulder (fitting with the environment), but remain in its current location or condition, so it would be flat, or in two pieces, or moved to the side, allowing you access to your original objective.

This idea of objects being persistent but in different forms is the bulk of the puzzles in the game. As you progress you acquire new environments to invoke and learn how the persistent objects change to match their new surroundings. The game is short, and relatively easy once you understand how each room affects your inventory, and concludes with a satisfying puzzle that requires you to use all of the environments in the right order to solve.

Due to its brevity, I don’t have quite as much to complain about. The story is essentially non-existent, and what is there (provided at the beginning) doesn’t entirely make a lot of sense. Supposedly, you are a programmer working to create a perfect virtual workspace and you do this by invoking primal concepts and trying to shove them into a smaller virtual environment where they will all interact. Despite existing in a computer and starring a programmer, the whole idea is very abstract and symbolic rather than deliberate and material. As such, it plays with the same concepts I’ve seen in other Plotkin games where reality and dream collide, such as Shade and Spider and Web. The ending can also be considered just as vague (Spoiler - click to show)and, surprisingly, indicates that there will be a sequel. A first for Plotkin, I think.

Ultimately, it’s a fun little game that won’t take too long if you can grasp the essential concepts. You aren’t going to be quite as challenged as other Plotkin games but, for me, that’s not a big deal. The lack of a meaningful story, though, is a real letdown. I recommend it, though only if you’re looking for a brief diversion.

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- Nusco (Bologna, Italy), May 17, 2010

- Patrick M. McCormick (United States), May 15, 2010

0 of 3 people found the following review helpful:
Puzzles within puzzles ..., May 4, 2010
by Tristano (Italy)

I enjoyed completing this game, it took me just less than an hour.

A one-room game which takes place in a transforming virtual-reality environment. The player soon starts to grasp the logic of the game and to handle the symbolic environment to induce changes and shift of levels.

I've never played anything like it, and I was surprised and amused. Not too hard to solve but requires concentration and thinking -- it litterally sucks you in the game's interwoven symbolism. It requires basic commands, and a lot of associational intuition.

Really worth playing!

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- Lea, April 30, 2010

- Rhian Moss (UK), April 12, 2010

- Doug Orleans (Somerville, MA, USA), April 10, 2010

- Azazel, April 6, 2010

- Danny Huss, March 12, 2010

- Juhana, March 9, 2010

- perching path (near Philadelphia, PA, US), March 7, 2010


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