Reviews by MathBrush

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Nothing Could be Further From the Truth, by Adam Wasserman

2 of 2 people found the following review helpful:
A sprawling lab, dystopian murder government, and you, May 8, 2023
by MathBrush
Related reviews: 2-10 hours

This game is a hefty Inform 7 parser game set in a bunker city in the planet of Venus, with a horribly dystopian government where the greatest good is turning in others to the government.

The game involves numerous factions and parties (with different endings depending on which of two you support) and crossing and doublecrossing.

There's a lot of death, too. This PC's bodycount is one of the highest in games in recent years.

The game is very open in nature, with many actions being able to happen in any order. This leads to a lot of freedom, but makes the early part of the game fairly overwhelming. The hint system is also all available at once, due to the non-linear nature, and it can be difficult to find what you're looking for.

Overall, the game simply needs more polishing, but it is a good game at core, and is one worth having made.

One thing I struggled with quite a bit was the directions, which are INWARD, OUTWARD, LEFT, and RIGHT. It was hard to abbreviate these, as L means 'look' and IN and OUT map to inform's Inside and Outside directions. To be honest, I would have preferred the author just used the standard Inside and Outside directions and made Inward and Outward synonyms for them.

Giving 3 stars for now but would be happy to bump up if an update is made in the future.

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Repeat the Ending, by Drew Cook

4 of 4 people found the following review helpful:
A fictional game-within-a-game with fictional metacommentary, May 6, 2023
by MathBrush
Related reviews: 2-10 hours

This is a large, ponderous game with many attachments. The image I had when starting was of a gigantic hamburger, one that you'd get at an artisanal place that is far too large to fit in your mouth. You pick it up; it looks good. You eye it, go to bite, hesitate, turn it. A piece of lettuce drops out. You grab it, but an onion is slipping out the other side. So you just start eating, bits dropping here and there, no longer able or willing to manage it all, just enjoying the burger.

The concept of this game is that there was a (fictional) game released in 1996 that was like Photopia ahead of its time, less focus on puzzles and more on story. But it's intentionally made to be like other games of that period, so I guess less like Photopia and more like In The End, which is referenced several times.

Seven years later, someone releases a transcript of the game, which becomes well-known, so a new round of criticism is generated.

This game, in the fictional history, was buggy and received poor reviews. Then, in 2021, the author was approached by some critics/fans who want to do a critical version of it, which he agrees to while they update it (kind of like the Anchorhead update and the Cragne Manor tribute, I suppose).


This game consists of the 'revised version', with an accompanying booklet with the transcript and some art. The revised version has art as well. An in-game guide consisting of critical materials is available in-game, slowly increasing in scope as you proceed.

The art is one of the highlights; the style is unique and well-executed, and the game may be worth playing for the art alone.

The game concept is that you have the ability to remove entropy from some sources and imbue it into others, having been gifted that power by an orange-eyed demon woman in your youth.

It serves as a metaphor for involuntary inaction, similar to ADHD or depression, where you can only use some external impulse to compel yourself to complete some task.

Your mother is dying in the hospital, and you need to go see her. There are several obstacles in the way, though.

Besides the main goal of the ending, there are many mini-deaths along the way. The more you get before the end, the better ending you get!

Except...even if you only get a few, you can see what the ending would have been for the other options. I only got 6 points, but I wasn't super motivated to see the other 27.

And let's talk about why.

This game is very polished. It had numerous testers, and it feels like it. There were only a few times I felt like there were 'bugs', like trying to (Spoiler - click to show)OPEN DOOR while on the roof and having it say that that's not something you can open. Overall, though, I'd say it has a high level of polish for a game in general, especially one of its size.

Where I found some difficulty was in knowing what to do a lot of times. I felt like the game swung between no details and overfull details for clues sometimes. Like finding deaths; I really couldn't figure out the mechanics behind finding deaths at all. There were no exposed electrical lines or broken glass that could obviously hurt me. And things that were dangerous (like a heavy tree branch) didn't respond to what I thought were death-inducing things (like pushing them). The hint menu has dozens of hints, but none of them at all are for the deaths except for an explicit listing of the exact actions you need. In the main storyline, too, I often found that the things I got most stuck on weren't in the hints at all. I suppose I was just on a different brainwave.

It might have helped to highlight relevant features in some way. For instance, the (Spoiler - click to show)AC unit is mentioned early on in the first line of the paragraph, in the middle of a list of a bunch of non-useful material. Given its significance in the story, it might have merited more prominent place, nearer the end of the paragraph.

Fortunately, the game is implemented well enough that even while struggling there are generally good responses to obtain while looking for something to interact with.

The three layers of Drew Cook (the real one, the author one, the PC one) all blend in interesting ways, positive ones, I feel.

It's hard to evaluate the quality of the in-game writing. I think I would like it, had I found it in the wild; however, all of the in-universe reviews, mostly written by the (real-world) author, praise the quality of the writing. They'll say (paraphrase) 'the writing was excellent, but the bugs were terrible'; it came up more than 4 or 5 times. It's kind of like trying to judge the natural light of the moon when someone has set up a dozen spotlights aiming up at it in an attempt to brighten it. Does this artificial praise really affect my perception of the prose? It's hard to say, and it would have been interesting to see how I felt about the writing quality without simultaneously reading a great deal of manufactured praise for it. However, I do see the reasoning for it, for otherwise why would this game have been preserved?

Overall, I think of lot of people when looking for parser games to play are looking for something that's not super buggy, that responds to most inputs in a helpful manner, and that has a nice outer shell of story, setting and/or (in this case) art. So I think most people will be pleased with this. It made me think quite a bit, and I could see myself revisiting it.

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The Little Match Girl 3: The Escalus Manifold, by Ryan Veeder

5 of 5 people found the following review helpful:
A combat RPG through multiple worlds, April 26, 2023
by MathBrush
Related reviews: 2-10 hours

This game is set in the Little Match Girl universe, which is very different than what it sounds like (to me it sounds like a drab and depressing slice of life series based on Victorian London, whereas in actuality its about a time-travelling assassin).

In this one, you have to take down the Snow Queen and her army of henchmen spread out over many worlds. In the meantime, you can add members to your party (up to 5), gain powerful abilities and engage in turn based combat (none of which were features of the previous Little Match girl games).

I had two experiences with this game, one 'okay' and one great.

In my first experience, I just plopped in and started exploring. I got confused by the large number of exits, especially diagonal ones, and I had forgotten the key feature of Little Match girl games (remember below for anyone in a similar position). Once I figured out how to go to other worlds, I met people but no one would join me. I kept gaining more abilities on my own and I was worried I'd get through most of the game without ever finding someone to help me.

So I asked for help from the author, and restarted. My second experience was much better. The three things that helped me were:
1. Keeping an actual map (I could have gotten a fairly early companion if I hadn't missed a room)
2. Remembering the key feature of Little Match Girl games (very light spoiler) (Spoiler - click to show)examining fire takes you to new places
3. Realizing the key to getting companions (moderate spoiler, got from author): (Spoiler - click to show)each companion requires one object from another world, and there's no companion in the first world.

With these in mind, I had a great time. There were some fun puzzles, and a variety of combat.

I'm actually interested in this a lot, because as an author I like to learn from these games, and they cover so many topics that at least something is always relevant to my current interests. The last little match girl game had an escape room that I liked, and I read it right when I was working on an escape room.

I play this game as I'm working on a combat mini-game. I had learned from someone else that having multiple antagonists made combat more interesting, and I was working on a system where you had a couple of robots with you you could program to fight.

So seeing how Ryan Veeder approached his combat was really interesting. Most randomized combat doesn't work well in IF, with Kerkerkruip being a major exception, but I think this one works well, especially with using HP to fuel attacks, even using HP to heal other's HP (but only one person being capable of it), as it can become a kind of resource management puzzle.

Overall, Vorple is working well here, with some surprises with sounds and colors. A couple of times when restarting or right after saving (maybe a coincidence?) the game automatically skipped through some cutscenes (like the very ending one), maybe because I had hit a lot of keys and there was a delay? Not sure, but I had to UNDO multiple times to see the ending correctly as it was just zooming past me. I'm almost sure it's something on my end but I'm putting it in the review in case it's useful for the author or happened to someone else.

I liked the plot threads about Ebenezabeth's overall growth and the ambiguity of her relationship with her father (is he possibly malicious?). I didn't really understand the overall storyline but I felt like it was supposed to have a lot of implied secrets (or maybe I accidentally skipped the opening?).

One of the areas (spoilered discussion about non-game stuff related to one area) (Spoiler - click to show)is a pink hotel in Hawaii, which is fun because I drove by that hotel a lot when I lived in Laie. It really stands out and for me was a big landmark in Hawaii, so I enjoyed seeing that).

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The Magic Word, by B.J. Best

8 of 8 people found the following review helpful:
Maddening puzzles personified, March 31, 2023
by MathBrush
Related reviews: 2-10 hours

This game really hit me in a weird spot because it coincided with an idea of mine in an amusing way.

In my own game, I wanted to come up with something to 'scare' the player, a horrible device so terrible that every player would run in fear, only for it to turn out to be a joke that can be solved in one move.

My device was called 'hideous contraption' and had random dice, twenty six levers, 8 strings corresponding to elements, Towers of hanoi, goat and cabbage, etc.

But it was all a joke.

This game is just like that. But not a joke. The most horrifying thing I could think of a game having, that's what this game is.

After a brief intro, you find yourself in a room with two switches, fives lamps, rope, a ladder that is movable, an exit, a chandelier, a button, a fitting, a track with fire on it, moveable scales, an egg timer, etc.

You have to manipulate all of these devices, plus far more. Oh, and your verbs are extremely limited to 2 or 3 at a time. Oh, and there's a turn limit. Multiple ones, in fact.

I just refused to play it. Hints wouldn't give the full experience for this game, and I just frankly didn't want to play this type of game. I like games where you don't need to take notes, just learning over time.

I said as much to Mike Russo, a tester of this game, and he said it wasn't that bad.

I drew a very extensive diagram of this game, took careful notes, and got 4 or 5 points by being careful and a sixth point by dumb luck. At that point I looked at the hints.

I don't like this game style and don't want to see games like this in the future, but that's my personal opinion and does not necessarily reflect the general populace, and should not be an impediment to future games in this genre. However, I do recognize the craft and polish that went into the game, and the storytelling is exquisitely good given the circumstances.

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Le Morte D'Arthur, by Chris Crawford

5 of 5 people found the following review helpful:
An unusual epic-length retelling of King Arthur with longterm choices, February 6, 2023
by MathBrush
Related reviews: 2-10 hours

I played version zeta-3 of this story.

This review is a bit odd to write, as I'm approaching it from two points of view. On one side, this game is a definite artistic statement. The author writes in the overview:
"It's not a game. It's not interactive fiction. It's not a puzzle. It's not action-packed. It's not fun. If you're a gamer, you'll hate it and should not play it. It's not interactive fiction. If you like interactive fiction, you probably won't like it. The reason such people should not play Le Morte D'Arthur is that it violates all the norms of these firmly established genres."
And so as someone who does like interactive fiction and puzzles and action, I have to take that into account. It's essentially like a vegan reviewing a steakhouse, and so as someone not from the target audience, I wouldn't take my feedback to indicate necessary changes.

On the other hand, I also have to see how I feel about the game just as a game, as if I had found it out in the wild, even though it's impossible for me to be completely subjective.

In this game, you play as King Arthur. Most fantastic details have been removed; though I haven't seen it or read it, I'm reminded of the showrunners of Game of Thrones who reportedly stated that they tried to strip as many fantasy elements out of the show as possible, as 'We didn't want to just appeal to that type of fan'. Here, too, it seems like the author has strived to appeal to a broad audience. There is no magic, and the traditional systems of chivalry or witchcraft or even tragic noble love are generally missing here. Instead, the focus is on a life of poverty, sickness, animals, and decay after the exit of Rome.

Play is based on little storylets that happen one right after the other, with a few choices per page of text. The game is very large and mostly cyclical, with Arthur dealing with local disputes, having family discussions or issues, spending time with his dog or nature, fighting the Saxons, and discussing with Merlin in turn. Each of these elements progresses as time goes on.

The discussions with Merlin are a focal point for the author, and seem to be the central thread of the game. They are posed as Socratic dialogues, with Merlin asking you questions, generally correcting you for your mistakes.

Now I'll take about my five criteria for rating IF (which as the intro says, this game isn't designed for standard criteria, but I find it useful as a way to organize my thoughts):

Polish
The game is polished. While it is still being updated and there are some unfinished artwork, it is a very large game and has few issues for its size, and no bugs that I could see. The ending (Spoiler - click to show)has a surprise use of video, which was well done.

Descriptiveness
The game is very descriptive. It depicts a squalid and lawless world, with crude but humble people. It paints a picture of decay and loss, loss of culture from Rome and loss of life and land from the Saxons.

There were a lot of features I wasn't sure whether were historical or not, so I looked it up. For instance, battles tend to have very high casualties, so I looked up how common that was at the time. There is a great deal of rape and sexual interactions with young teenage girls in the first half of the game, so I looked up how common that was. There is a casual disregard for life and a system of slavery, so I looked up about that. Sometimes what I found agreed with the game, and sometime not, but there is a lot up in the air.

The text uses few archaisms but throws in some celtic curses. The language is brusque and casual, with references to farts and diarrhea but also tender family language. There were a few incongruities (one noble uses modern slurs to insult another as a (Spoiler - click to show)pu**y fa**ot).

Interactivity
The storylets are disconnected. Choices from one are generally not brought up later on. Instead (behind the scenes) incremental changes to overall stats are made, like Choice of Games. You need not worry if you make the wrong choice about who should lead a clan or who should be put to death, as it doesn't affect anything later down the road. That's only at first, though; the last 25% of the game has many important choices to make.

The interactivity does feel better as you go along. At first I felt like I could pick anything and it really didn't matter, while near the end it did matter more.

I had a very satisfying ending right until the last screen, where I was more or less informed I had been defeated (the code for my ending was (Spoiler - click to show)defeatresolution. I support being able to 'lose' in long games, but I think it can be done in a more satisfying way. In fact, the ending was pretty great; I think one or two lines might make it more satisfying. It's rough after playing a 6 hour game that takes quite a while to replay to hear 'you played wrong as a player' rather than 'your character made wrong choices', which are two different sentiments, and I'm getting more of the first sentiment.

As an accessibility note on the ending, (Spoiler - click to show)I had difficulty hearing the voice as I was in a public space on a quiet computer without headphones. Having a text transcription or subtitles of both sides of the conversation could be useful, even if it only appears after.

Emotional Impact
I started this game with a bad attitude, and felt justified as the game was often repetitive at the beginning with low stakes in most choices.

But, due to the slow buildup and epic length of the game, I began to know the characters a lot better, from the local doctor/healer to Mordred and others. It made the ending actually quite satisfying emotionally (outside of the very last few lines), and felt like there were real stakes in dealing with betrayals and friendships and loss.

Would I play again?
I might, although it is difficult to say. The game is very long, and the mechanics are more or less intentionally obfuscated. There is no real way to look at options and think, 'What is my strategy here?' Sometimes being bold pays off, sometimes it hurts you. I think that's a great way to introduce real-life ambiguity into a game, which was why I was so surprised to have 'you played right' and 'you played wrong' as endings. With all the micro choices over the course of the game and no indications as to what their effects are, I think there's room for endings that are equally valuable for the player, just varied in the actual results.

Overall, if I had found this game on its own, I would have thought it was a marvelous game. There are parts of it I don't agree with in terms of treatment of women and some language, but I am often an outlier in feelings of that sort and wouldn't base any decisions off of that. Due to that, and to my feelings about the combination of unclear consequences and strongly delineated endings, I'm giving 4 stars out of 5. I think most players who stick it out through the lengthy game will enjoy it, and I would consider it a success and one I can recommend to others in the future as an excellent historical fiction and military story.

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Retour vers l'extérieur, by No Game Without Stakes

1 of 1 people found the following review helpful:
A bunker escape game with nice UI, February 3, 2023
by MathBrush
Related reviews: 2-10 hours

This game was real surprise for me. I was looking for something short to play in the French Comp, but this ended up begin quite large.

You are in a bunker during a world problem (something like Covid but bigger, forcing many people underground in bunkers).

The game is split into two sections. The first is a complex computer system with areas like digital libraries, an encyclopedia, archived footage, etc. The second is the bunker itself, which you can explore, including lockers, a library, etc.

The system used is Moiki, and it looks great, with satisfying fonts, click effects, images, and music.

Overall, the story was quite complex. I had to use hints eventually (I didn't realize at first that you can't access later hints without accessing earlier hints). I feel like the ending I received didn't resolve all the narrative threads, but I liked it overall.

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Frustration, by Jim MacBrayne

4 of 4 people found the following review helpful:
Very big, expansive game designed to be played a long time, January 24, 2023
by MathBrush
Related reviews: 2-10 hours

This game is a classic in the style of the period between Infocom and Inform. Those few years in the 90s saw the rise of several gigantic indie games, often with obtuse puzzles and nonsensical, Zork-like landscapes. The Unnkulia games were the most popular I know from then, with lots of silly Acme products.

This game seems influenced by the same era, with a lot of ACME products.

You are getting a shopping list for your aunt when you fall down a big hole. There you find a complex web of locations and buildings and teleporters that take you all around a house, a village, and the world.

This is the kind of game that's designed to be played on and off for months, possibly working together with others online and not necessarily designed to actually be solved. Often times the solution to a puzzle is something found far away in a different room.

There are many teleportation devices in the game, including one powered by geometric objects, another with different button presses, and another in the form of a wand. A lot of puzzles are coded messages, as well.

I played this game to clear it off my wishlist as one of the longest-running games on that list, but was surprised to see that this author is the same Jim MacBrayne that has recently released games in IFComp and Parsercomp. Those games are written with a Basic engine (and I think there is a version of this game that does that too), and they have very similar features to this game, including giant maps with many rooms called 'corridor' or 'path', and puzzles involving color-coded combinations and obtuse messages that must be interpreted correctly to pass.

I know several people have greatly enjoyed these recent games from Jim MacBrayne; if you're one of them, this older game has a lot of the same flavor, just longer and more difficult.

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Things that Happened in Houghtonbridge, by Dee Cooke

6 of 6 people found the following review helpful:
A long and rich mystery game with wide variety of locations, January 21, 2023
by MathBrush
Related reviews: 2-10 hours

I don't know why I forgot to review this one when it came out.

This is one of the best Adventuron games I've played and also one of the most complex and rich mystery parser games in the last few years. You play as a young high school student whose aunt has gone mysteriously missing, and you have to check out her house.

The first half or so of the game is a mystery/drama as you investigate both your aunt's disappearance and a deadly party held at a farm, which is being investigated by your high school friend. Your sister is acting bizarre, as well.

Later on, as others have noted in their reviews, the game takes some decided twists, and becomes both more deadly and more surreal.

I found the overall plot to be the strongest point of the game, as well as the satisfying classic-style parser gameplay. I got frustrated a few times trying to figure out the right action, but overall I'd say this is a very successful and fun game.

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Trigaea, by Adam Ipsen (RynGM)

2 of 2 people found the following review helpful:
Fight, upgrade, explore, recover memories, and negotiate between three factions, December 14, 2022
by MathBrush
Related reviews: 2-10 hours

Inspired by Kinetic Mouse Car's review, I tried this very long Twine game.

It is at its core a cycle of procedurally generated combat, with upgrades that can be bought by the player. Upgrades are earned by fighting, and the more you explore and fight the more areas you unlock, which have stronger enemies with stronger rewards.

You play as a Corrector, a figure with unknown properties and goals, and you have the ability to come back from death due to an AI that has access to a cloning mechanism. Both you and the AI are missing large chunks of memories that you have to recover.

This is done by finding microchips to plug into the computer to increase its capacity and give you upgrades. Small upgrades cost just a dozen or so chips, while the biggest upgrades can cost over 500,000 chips.

The storyline is complex, and reminiscent of shows like Avatar (James Cameron one). You interact with three factions: human, robot, and alien.

There are 15 endings, corresponding roughly to which factions you support. There are some romantic figures, lots of literary references, and some psychologically intense scenes.

Overall, I found it very satisfying, and it took me at least 4 hours to complete, much of which was through fairly repetitive combat. But it was enjoyable combat, due to the constant upgrades and escalations.

Like KMC commented, there are noticeable typos, which can be distracting, and I believe the armor plating doesn't actually work (one version of it does). But these are pretty slight faults in a large game.

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Escape from Hell, by Nils Fagerburg

1 of 1 people found the following review helpful:
Big, puzzly hybrid parser game about possession and archdemons, November 10, 2022
by MathBrush
Related reviews: 2-10 hours

This is a complex, rich game written using a custom parser-choice hybrid system similar to Robin Johnson's Gruescript, in which you have traditional parser actions like NESW movement, taking, and dropping, but all through a choice interface.

You've been trapped in hell too long, and want to get out. Fortunately, you are capable of transferring your consciousness between others, able to possess all but the lowest beings (gross!) and the highest beings (that's what got you into trouble in the first place).

The map is laid out visually on the screen in a perfect grid, and has several affordances to allow you to travel around the map.

This is primarily a puzzle-fest. For those who like parser puzzles (including me!) the ones here are excellent, with timing puzzles, pattern recognition, and required leaps of intuition. I got through most of the game but needed a major hint for finding the last 4 or 5 squares of the map.

Some of the best parts of the game involve finding a way to defeat all 7 arch demons, each representing a different sin. This part was very clever.

There is some sexual content in the game but very non-explicit, more just hinted at or left to the imagination.

The only drawback I found was the sparseness of the text. Minimalism in games isn't a bad thing; there are many minimalist games I've played that can evoke great effect. And some areas of this game were very well-developed. But I feel like some more parts or people in the game could have used a little more shine, especially since I've seen lots of bits of excellent description from this author both in parts of this game and in past games; I may not even have noticed the sparseness in, for instance, the statue rooms, if I didn't know what he's capable of.

Still, I think the broad majority of parser fans will like this one, it's very clever and fun.

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