Reviews by Joey Acrimonious

IFComp 2020

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Tangled Tales, by JimJams Games

2 of 2 people found the following review helpful:
Oldschool, For Better or Worse, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

The first thing I noticed about Tangled Tales is the ambition of its presentation: it’s a multimedia experience with a parser, graphics, and sound all bundled into a .exe.

I have to respect the amount of work that went into the design of this interface. This could have been breezed through in good old Inform 7, but no, Tangled Tales insists on going the extra mile. Was it worth it? For me as a player, the answer is probably not. I didn’t feel that the graphics or sound added much to the experience. The window is set up so that you can only display either the text or a location graphic at a given time. Consequently, I spent almost no time appreciating the graphics.

Everything about this game seems to be painstakingly built to induce a very particular kind of nostalgia trip for a very particular kind of player. That’s true of the interface, which bravely bucks the familiar and minimalistic presentation of a typical modern parser game. It’s also true of the writing, the world design, and the parser itself, which I swear came straight out of an era from before I was born. The world is more-or-less a maze, full of indistinct locations connected in a large, convoluted network, and you may indeed be driven to draw yourself a map in order to try navigating this game. The story and the characters are amusing, but they aren’t developed in any great detail - they’re not the focus here.

The focus is a series of puzzles which would look extremely easy in theory, but which are viciously difficult in practice due to Tangled Tales’ cheerful indifference to the kinds of quality-of-life details that modern IF players are accustomed to. This is a game in which the parser is so finicky that I didn’t even know when I was playing guess-the-verb or not. Looking at a table might yield a brief description, but there’s no indication that what you really need to do is to look on the table. Sometimes you have to give an NPC a command in one syntax, sometimes you have to use a totally different syntax for no apparent reason. If it were not for the walkthrough, I never, never in a million years would have finished this game, because I wouldn’t even have understood that the things I tried were usually correct, just not phrased properly… with the proper phrasing often being some idiosyncratic command that I’ve never seen before and never would have thought to try.

To top it all off, we’re given a fifteen-page walkthrough file. The actual walkthrough is a chunk of run-on text encompassing about half a page. Then there’s an image that takes up one page. One page is dedicated to explaining what interactive fiction is, and briefly introducing this game in particular. The other twelve pages? Instructions. This astounding document is what cements my belief that Tangled Tales is designed to provide, as faithfully as possible, the authentic oldschool experience, deliberately complete with all the shortcomings and frustrations that may entail. It’s a metaphorical middle finger to every new idea or convention that has been developed in the realm of IF-design theory over at least the past 30 or so years.

There’s definitely a certain audience who will get a kick out of this.

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Fight Forever, by Pako

3 of 3 people found the following review helpful:
The Bones of an Intriguing RPG, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

Fight Forever is a martial-arts RPG that focuses primarily on stat-building - you’re trying to train a character who will be capable of taking on your opponents. The game has all the bones of a fairly expansive RPG, but from what I’ve seen, it appears to be unfinished. There are many greyed-out options that don’t seem like they can be unlocked at present, perhaps teasers for future content?

The writing is terse but effective, and it intrigued me. I wanted to explore more of this game, see what different options are available, and experiment with different ways of building a character. Unfortunately, this proved very difficult, because the way stats are handled is extremely opaque. Unless I’m missing something, there’s no way to see a comprehensive summary of all your character’s stats at once - instead, you have to rely on occasional notifications that you’ve increased x stat to y level. At no point did I ever come across a listing of what all the stats even are, much less what they’re supposed to do. There’s no obvious way of telling what the numbers mean. Within a few fights, I had increased my mindset to 3000 while my heart was 52 and my kicking was 2… but I couldn’t figure out how to tell what effect any of those had, or how they compare to my opponents’ stats.

I found the fights to be frustrating for three reasons. They occur through infernally slow timed text that can’t be skipped. They are narrated in a very spare and repetitive manner. And, most importantly, they give no actionable feedback. I was left with no clue why I was winning or losing! Was it chance? Was it because of my scores in some crucial stat(s)?

The system intrigued me enough that I wanted to keep playing and exploring - maybe, with time, I would figure out things that weren’t immediately apparent? But my plans were cut short when I decided to retire and try playing as my 14-year-old scion. That didn’t work, because a 14-year-old can’t enter fights, so I’d have to wait for time to advance… but after exhausting a few training options that can only be done once between each fight, I was left with no obvious way to make time advance. I was stuck at 14. Oops. Game over for me.

Should you try Fight Forever in its current state? Maybe. There’s definitely some interesting mechanics here, even if they are hidden behind a totally opaque presentation. Maybe you’ll be clever enough to figure out things that I missed? I had some fun trying, so hopefully you will too.

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Shadow Operative, by Michael Lauenstein

1 of 1 people found the following review helpful:
Smoother Than Silicone, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

Shadow Operative is a cyberpunk adventure that can be played through a parser or through a sidebar with links: both options are easy to use and work smoothly.

The story here is not groundbreaking, nor is it fully committed to the grit and pessimism of classic cyberpunk. But it’s well-written, offering a good dose of wit and nerdy humor, and enough of its own unique spin on genre tropes to keep things fresh. There are a series of tasks/puzzles to solve, which I found engaging if a bit on the simple side - it felt like infiltrating a corporate office to do leet hacking was a bit easier and more straightforward than it should have been. A more expansive web of problems to solve, I think, would have elevated the game.

In general and especially with regard to the UI (which is built with Vorple), the technical side of Shadow Operative is where the game really shines. Gameplay was impressively smooth and intuitive, and the UI presented a whole lot of options and information in a neat and accessible format. It was both functional and really nice to look at. The credits list quite a few testers, which makes sense: I can easily believe that the author put a great deal of effort into testing and iterating upon the game in order to present us with this very slick, well-oiled piece. Also of note: it has a bangin’ soundtrack.

Overall, I’m glad that I played Shadow Operative. The author’s professionalism is abundantly clear in the design of this game, and I have a lot of respect for that.

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A Catalan Summer, by Neibucrion

1 of 1 people found the following review helpful:
Great Ideas, Partially Realized, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

I was very interested to play this game, which is described by the author as an “historical gay melodrama.” Indeed, it does what it promises, putting you in the shoes of various members of the Vidal family as they live through a succession of scenes taking place over the course of a summer. Through their actions and interactions, a series of events will unfold that are historical, gay, and dramatic.

The interface is a bit odd. It’s a hypertext game with the kind of navigable world-model that’s more commonly seen in a parser game. That’s fine, except almost all of the interesting action (such as dialogue between characters where you have to make important choices, for example) occurs in pop-ups. With all the interesting stuff happening in these pop-ups, I quickly came to feel that the navigable world-model was frivolous, and mostly just served to make the screen look overly busy whenever a pop-up would be sitting on top of the room description/navigation buttons beneath. I think if the entire thing had been presented as a traditional CYOA-style game - no navigation, just conversation choices - it would have felt a lot smoother without really sacrificing anything.

The story is intriguing and it introduces a lot of awesome ideas. There’s interwar Catalan politics, the strictures of bourgeoisie propriety, a strained family dynamic, a little bit of a coming-of-age story, a consideration of gender, and of course plenty of gayness, all coming together in a fascinating and very multifaceted plot.

Certainly, there’s the foundation of a great story here. And yet… I feel that the game doesn’t fully realize its ambitions. Things happen very quickly. Often, you play a character for only a very brief scene before suddenly switching to another character, so I found it difficult to fully sink my teeth into any given scene. Sometimes, the writing is very evocative. I greatly enjoyed the description of the instant attraction between the family patriarch and his daughter’s suitor, for example. But elsewhere, the writing seems overly minimalistic and matter-of-fact, and I was disappointed that later interactions between the aforementioned characters weren’t described with the same degree of detail.

Overall, I liked A Catalan Summer and feel that it’s worth a playthrough, but I also feel that it has the potential to be much better. If the author were to treat this as a rough draft, go back and flesh out what’s already there with more evocative prose and more melodrama, it could become something excellent.

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Ascension of Limbs, by AKheon

3 of 3 people found the following review helpful:
Unique, Creative, and Creepy, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

Ascension of Limbs is a deliciously creepy parser game that’s heavy on resource-management mechanics. Every turn, the player is presented with a listing of valid commands and objects, so while there are definitely horrors to encounter, the dreaded game of guess-the-verb is not one of them.

Technically, the game is very well-polished, especially considering that it relies heavily on NPC behavior and ever-changing numerical variables. In my experience, everything seemed to work as intended. It might take a little while to get familiar with the mechanics and figure out the strategies for victory, since the whole thing is very unlike the typical text adventure, but it’s worth the time to get used to it. I found it quite satisfying once I’d worked out an effective business scheme through trial and error.

The palpable strength of Ascension of Limbs is in its unique brand of casual, creeping horror. It’s a game that might slowly draw you into a situation that isn’t quite right, and gently draw you to become complicit in it. The truth of the situation, and the consequences of your complicity, are not revealed at first. Maybe they’re never fully revealed at all. For the most part, it seems, the reader is afforded only disquieting glimpses into the horrors of this world, and left to try to piece things together for themself.

A very solid piece, well worth multiple playthroughs to experience the variety of different endings (and journeys) this game has to offer.

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The Arkhill Darkness, by Jason Barrett

1 of 1 people found the following review helpful:
Goofy Fantasy Romp, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

The Arkhill Darkness is a lighthearted, trope-laden fantasy romp that delights in goofy humor and breaking the fourth wall. It’s a fun time. The visual presentation is slick and does a good job of setting the mood. There’s a very simple RPG-style combat system which is, in my opinion, entirely unnecessary.

If you’re looking for flawless prose, a deep story, or characters that you’ll come to care very deeply about, I’d say this is not the game for you. On the other hand, if you’re in the mood to see what happens when high fantasy meets kung fu and yo momma jokes, The Arkhill Darkness might put a smile on your face.

Just be warned: your greatest foe won’t be a dragon or a demonic horsething. It’ll be the typos.

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Alone, by Paul Michael Winters

3 of 3 people found the following review helpful:
Clever Puzzles, Strong Atmosphere, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

Alone is a gloomy exploration of post-apocalyptic survival. It has some nice, succinct writing and some implicit commentary on current events, but I read it first and foremost as a vehicle for puzzles. In classic parser fashion, you’ve got a problem to solve, and you have to work out how to do it through exploring and using the tools you find. For the most part, I thought the challenges were very well-designed: neither too obvious nor unfairly hard, they require a bit of logic and sometimes a bit of an inductive leap. I found them satisfying to solve.

Framing the central problem-solving task are a cast of characters, a story, and a world, all of which are successfully employed to buttress the action, but none of which are really the focus. The level of polish is good, with no bugs that I encountered.

I would have liked to have seen a bit more on the storytelling front. What kind of person is the protagonist? Where have they been? Where are they going? Exploring details like these, I think, would have made me feel a bit more invested in the problem-solving. But even so, it was a good time and I reckon fans of oldschool text adventures will be pleased with Alone.

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"Terror in the Immortal's Atelier" by Gevelle Formicore, by Richard Goodness writing as The Water Supply writing as Gevelle Formicore

2 of 2 people found the following review helpful:
Rather Creative, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

This entire review is a giant spoiler, so:

(Spoiler - click to show)This is one third of an interesting trio of ostensibly puzzle-based games. I say “ostensibly” because, once you figure out the central conceit - that “Adventures in the Tomb of Ilfane,” “Incident! Aliens on the Teresten!,” and “Terror in the Immortal’s Atelier” are all pieces of one overarching adventure - there really is no puzzle left. By reading each of the games concurrently, they supply cut-and-dry solutions to the other games’ puzzles, and these solutions cannot possibly be missed. They’re marked with huge blinking text! The entirety of the puzzle to be solved, then, consists of this single realization. Everything else is just doing what you’re told. While the intertextuality is a clever idea, for this reason, I didn’t get much out of these games in terms of meaningful interactivity.

The story itself confused me a bit since each of the games includes the same set of names applied to totally different things - is Ilfane, for example, the leader of an ancient nation? A spacefaring species of alt-right aliens? Or just a cabinet? I found myself wondering whether there is a deeper meaning behind how the names are assigned differently between the games. Is it an invitation to consider the importance of context in generating meaning? Maybe a comment on the unreliability of the games’ narrators? Perhaps it is meant to suggest a kind of symbolic connection between the (seemingly totally different) people and objects who get assigned the same name? Or maybe it’s just for shiggles? At this time, I have no answer to these questions, but it’s interesting to think about.

The games are well-polished, with a pleasing color scheme and no bugs that I encountered. My one gripe with the technical side is the inclusion of timed text. Timed text is a finicky thing that’s almost impossible to get right. In this case, I thought it was too slow, and that detracted from the excitement of some otherwise-dramatic sequences… except for a few times when I glanced away for a second and missed a line. Oops.

Where these games shine the most is in the quality of the prose and cleverness of the writing. The included myths and parables, especially, were a pleasure to read. With delightfully unexpected/cynical riffs on established tropes, these pieces of fiction-within-fiction are extremely effective for communicating the disturbing value system of their in-universe authors. The ultimate goal of the games, it seems, is to stake out a certain position in contemporary social/political discourse. But they do it with a certain levity and campiness that makes them feel more like a fun romp, even as they deliver the messages of a gloomy cautionary tale.

Overall, the games bring plenty of cool ideas to the table, and they execute some of them very well.

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"Incident! Aliens on the Teresten!" by Tarquin Segundo, by Richard Goodness writing as The Water Supply writing as Tarquin Segundo

1 of 1 people found the following review helpful:
Pleasingly Witty, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

This entire review is a giant spoiler, so:

(Spoiler - click to show)This is one third of an interesting trio of ostensibly puzzle-based games. I say “ostensibly” because, once you figure out the central conceit - that “Adventures in the Tomb of Ilfane,” “Incident! Aliens on the Teresten!,” and “Terror in the Immortal’s Atelier” are all pieces of one overarching adventure - there really is no puzzle left. By reading each of the games concurrently, they supply cut-and-dry solutions to the other games’ puzzles, and these solutions cannot possibly be missed. They’re marked with huge blinking text! The entirety of the puzzle to be solved, then, consists of this single realization. Everything else is just doing what you’re told. While the intertextuality is a clever idea, for this reason, I didn’t get much out of these games in terms of meaningful interactivity.

The story itself confused me a bit since each of the games includes the same set of names applied to totally different things - is Ilfane, for example, the leader of an ancient nation? A spacefaring species of alt-right aliens? Or just a cabinet? I found myself wondering whether there is a deeper meaning behind how the names are assigned differently between the games. Is it an invitation to consider the importance of context in generating meaning? Maybe a comment on the unreliability of the games’ narrators? Perhaps it is meant to suggest a kind of symbolic connection between the (seemingly totally different) people and objects who get assigned the same name? Or maybe it’s just for shiggles? At this time, I have no answer to these questions, but it’s interesting to think about.

The games are well-polished, with a pleasing color scheme and no bugs that I encountered. My one gripe with the technical side is the inclusion of timed text. Timed text is a finicky thing that’s almost impossible to get right. In this case, I thought it was too slow, and that detracted from the excitement of some otherwise-dramatic sequences… except for a few times when I glanced away for a second and missed a line. Oops.

Where these games shine the most is in the quality of the prose and cleverness of the writing. The included myths and parables, especially, were a pleasure to read. With delightfully unexpected/cynical riffs on established tropes, these pieces of fiction-within-fiction are extremely effective for communicating the disturbing value system of their in-universe authors. The ultimate goal of the games, it seems, is to stake out a certain position in contemporary social/political discourse. But they do it with a certain levity and campiness that makes them feel more like a fun romp, even as they deliver the messages of a gloomy cautionary tale.

Overall, the games bring plenty of cool ideas to the table, and they execute some of them very well.

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"Adventures in the Tomb of Ilfane" by Willershin Rill, by Richard Goodness writing as The Water Supply writing as Willershin Rill

1 of 1 people found the following review helpful:
Very Clever, December 6, 2020
by Joey Acrimonious
Related reviews: IFComp 2020

This entire review is a giant spoiler, so:

(Spoiler - click to show)This is one third of an interesting trio of ostensibly puzzle-based games. I say “ostensibly” because, once you figure out the central conceit - that “Adventures in the Tomb of Ilfane,” “Incident! Aliens on the Teresten!,” and “Terror in the Immortal’s Atelier” are all pieces of one overarching adventure - there really is no puzzle left. By reading each of the games concurrently, they supply cut-and-dry solutions to the other games’ puzzles, and these solutions cannot possibly be missed. They’re marked with huge blinking text! The entirety of the puzzle to be solved, then, consists of this single realization. Everything else is just doing what you’re told. While the intertextuality is a clever idea, for this reason, I didn’t get much out of these games in terms of meaningful interactivity.

The story itself confused me a bit since each of the games includes the same set of names applied to totally different things - is Ilfane, for example, the leader of an ancient nation? A spacefaring species of alt-right aliens? Or just a cabinet? I found myself wondering whether there is a deeper meaning behind how the names are assigned differently between the games. Is it an invitation to consider the importance of context in generating meaning? Maybe a comment on the unreliability of the games’ narrators? Perhaps it is meant to suggest a kind of symbolic connection between the (seemingly totally different) people and objects who get assigned the same name? Or maybe it’s just for shiggles? At this time, I have no answer to these questions, but it’s interesting to think about.

The games are well-polished, with a pleasing color scheme and no bugs that I encountered. My one gripe with the technical side is the inclusion of timed text. Timed text is a finicky thing that’s almost impossible to get right. In this case, I thought it was too slow, and that detracted from the excitement of some otherwise-dramatic sequences… except for a few times when I glanced away for a second and missed a line. Oops.

Where these games shine the most is in the quality of the prose and cleverness of the writing. The included myths and parables, especially, were a pleasure to read. With delightfully unexpected/cynical riffs on established tropes, these pieces of fiction-within-fiction are extremely effective for communicating the disturbing value system of their in-universe authors. The ultimate goal of the games, it seems, is to stake out a certain position in contemporary social/political discourse. But they do it with a certain levity and campiness that makes them feel more like a fun romp, even as they deliver the messages of a gloomy cautionary tale.

Overall, the games bring plenty of cool ideas to the table, and they execute some of them very well.

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