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Hoist Sail for the Heliopause and Home

by Andrew Plotkin profile

Science Fiction
2010

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Reviews and Ratings

5 star:
(9)
4 star:
(22)
3 star:
(8)
2 star:
(5)
1 star:
(2)
Average Rating:
Number of Ratings: 46
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- The Custodian (The Cloud), April 29, 2013

- Floating Info, April 15, 2013

- heartless zombie (United Kingdom), February 17, 2013

- Andrew Schultz (Chicago), December 27, 2012

- Jordan Magnuson (Gunsa, South Korea), August 20, 2012

- ohno, August 4, 2012

- Ben Treat (Maine, USA), July 10, 2012

- bloodzeed, April 20, 2012

- stadtgorilla (Munich, Germany), April 17, 2012

- JasonMel (Florida), February 23, 2012

- Kendi, February 8, 2012

- Shchekotiki, June 24, 2011

- David Kinder, June 7, 2011

- flamingoboots, May 24, 2011

- RandomExile, May 19, 2011

- baywoof, April 25, 2011

- Felix Pleșoianu (Bucharest, Romania), April 9, 2011

12 of 13 people found the following review helpful:
Meh?, February 21, 2011
by Irfon-Kim Ahmad (Toronto, Canada)
It's a weird experience to have such a flat response to the work of someone whose games you normally like so well, and to a game that caused such a splash of interest (also to a game with such an interesting title). However, while I liked the concept of Heliopause quite a bit, and a lot of the imagery was beautiful, I wound up not really enjoying the gameplay experience a whole lot.

A lot of it feels to me as if it were done on a dare rather than out of an attempt to make a compelling game. There's a great deal of customization, which do show of the flexibility of the tools and do sort of prod authors to think in new ways about what interactive fiction could look like. As other reviewers have mentioned, there's even an attempt to make a non-annoying maze -- something which worked for many people (but not really for me). However, in some ways, the game feels like a collection of these things. It's not without story, but the way the story is executed seems more at the service of showing these things off than building engagement.

The distance mentioned in other reviews is at least part of the issue for me -- you never feel very personally engaged with the game. However. there's more to it than that. There were more undefined objects than the usual Plotkin game, some of which were incredibly obvious ones to try to interact with, and this hurts the gameplay and the sensation of depth for sure. I spent a lot of time "guess the verb"ing, even in some cases where the verb the game wanted was one of the basic IF game verbs, because it's so seldom apparent when these do and don't apply. The "maze" was certainly less confounding than many mazes, but it was also very nebulous (pun intended) and poorly defined and I didn't feel like my actions had any relationship whatsoever with my "solving" it -- in fact, I know that understanding and thought had nothing to do with it, because I just did random actions and boom, it was solved. I don't think I built an understanding of what was going on there at all. And there were a lot of times where the game's attempt at hinting things to me clouded rather than enlightened things. The sum of all of these plus "driving" using a totally new system of controls is that it was always very front-and-center that you're manipulating a construction -- I never achieved any degree of immersion in the story at all.

And because it's often the case that these days one of the foremost questions is whether or not the game is accessible to new players (outreach being on everyone's minds lately), this is kind of the polar opposite of that. Now, I don't think making a game to appeal to dedicated players is a bad thing, but I think that this game will be lost on all but the most patient and forgiving players, and that most of what it has to offer is just turning conventions on their head. It's almost designed to specifically narrow the audience as much as possible. Not so much an in-joke, in that there's no joke in it, but definitely the dramatic equivalent. I don't know if that's a horrible thing, but it did stick out to me, especially as I was hoping that the unusual theme would be useful in order to draw in some of my friends who aren't bowled over by their internalized stereotypes of what IF covers.

It sounds like I really hated this game, mind you, and I didn't. I don't think it's horrible, and there are interesting things about it, although I do think that its ratings and buzz have been exaggerated by the reactions of die-hard community members who got into its newness and/or authors who were interested in the implementation. There are things to like about this game. I just came out of it with an overall, "Meh," which really surprised me.

- katz (Pasadena, California), February 16, 2011

7 of 9 people found the following review helpful:
Evocative, distanced, unmoving, February 16, 2011
by Victor Gijsbers (The Netherlands)
Andrew Plotkin's basic aesthetic mode is that of distance and emptiness. From So Far to Dreamhold and Delightful Wallpaper, he has given us large empty worlds seen from a distance by an almost abstract protagonist. This is the poetry of objects and spaces, not of persons and ideas.

In my opinion, Plotkin's strongest works are those where he moves away from this aesthetics and puts more emphasis on the human: Spider and Web comes to mind, but especially Shade. The simple fact that something is at stake for the protagonists of these games serves to give life to what can otherwise be a very abstract experience.

Hoist Sail for the Heliopause and Home falls into the former, less personal and more distant, category. Indeed, it takes the aesthetics of distance and emptiness to the extreme as Plotkin transports us into outer space. Relying mostly on commands that involve movement and rigging the sails of our solar-wind-powered craft, we explore a variety of astronomical objects and find mysterious natural phenomena and alien artifacts.

All of this works very well: if you want to see how to do a travel-based game, playing Hoist Sail for the Heliopause and Home is required homework. The descriptions of the galaxy are evocative and inspire some of the wonder that can be generated by popular accounts of astronomy. But is is all very abstract, very distant. One does not feel involved: certainly not on an emotional or intellectual level, but not even on the more basic level of being in control of a protagonist. We do not feel in control, since the protagonist is exploring but we are not. We have no freedom. We are just along for the ride.

The final sequence of moves is deftly done, as it suddenly transports the story to a different genre. But the admiration it inspires is the admiration with which we look at a perfectly spherical marble ball, not that with which we look at a statue; the pleasure it brings is that of contemplating Peano arithmetic rather than that of contemplating Macbeth.

I love spherical marbles, Peano arithmetic, and Hubble Space Telescope pictures as much as the next guy, but I doubt whether they are a good model for fiction, interactive or otherwise. Count me among those who hope that Hadean Lands will involve human beings with thoughts and emotions and desires that remain unfulfilled. (Although I will probably never get to play that game, given the platforms for which it will be released.)

- Juhana, February 11, 2011

- PDearmore (Central New York), February 3, 2011

1 of 2 people found the following review helpful:
Game of the year, January 29, 2011
This is exactly what short interactive fiction should be. Effortlessly evokes a classic science-fantasy style to tell a satisfyingly complete tall tale with perfect circular logic. Gameplay-wise, the interface and commands are based on the nautical model ("HOIST SAILS" etc) which will likely be initially unfamiliar to the player. The writing, however, does a great job of directing the player to the right commands to use very subtly, an invisible tutorial offering a guiding hand. Every puzzle builds on what you previously learned, often you will instinctively know what to type: the sign of a master of the form at work. I challenge you to think of a better game released in 2010.

- Ben Cressey (Seattle, WA), January 25, 2011

3 of 4 people found the following review helpful:
heliopause again, home again, lickity-split, January 16, 2011
by Aintelligence (Canada)
Creativity is one of the most important things to remember about in IF, and like other games Plotkin has made, the creativity wfas very evident from the beginning. Of course being a trek fan (and basically any other scyfi show out there excluding vampires), the universe created is unlike anything I've seen in my IF, with sails, strange creatures and exploration.

I suppose what struck me first about this, was that it wasn't a combat mission like most space adventures are. Instead, it utilized the exploration component of space. Furthermore, the exploration isn't simple south, north east, west, up, down, in, out system, but uses sails to direct the spacecraft. through a series of furrowing and unfurrowing, tightening and untightening the sails, the player can move around the universe. Of course going left and right is not possible, but the puzzles utilized well, the inability to move anywhere but straight. Furthermore, it was impressive to not how well everything was implemented in the game. There were so many commands which could be used to do each action, making the game run extremely smoothly.

plot kin, as always, makes good use of characters and storyline. Like so many of his games, everything is well thought out, and just enough information is given so the player can fill in the rest using their own imaginations. Quite frankly, the descriptions in the game were done so to give the player a sense of awe at the beautiful universe around them, and let them picture it mostly themselves. The character was a little on the bleak side, but i think enough was known about him, and his excitement of the unknown was very clear.

I'll say it right now that I absolutely hate mazes with a passion. I've always hated mazes (for an obvious reason), and I didn't really think I'd ever like them. However this game has a brilliant maze that I even enjoyed. I don't want to spoil it because it is so well done, but I will say this: the maze was interesting because it took skill to maneuver through it and it wasn't just guesswork the whole time, which I just love in a maze. As for most of the puzzles in the game, they are not difficult, but instead very interesting and fitting in this story.

I loved this game and I'd recommend other players to go to "the heliopause, and Beyond"!


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