Reviews by DB

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View this member's reviews by tag: ADRIFT comedy horror interactive creative non-fiction Speed-IF Spring Thing 2022
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Color of Milk Coffee, by Anonymous

0 of 1 people found the following review helpful:
I wonder if I.F. is publishable?, January 19, 2012
by DB (Columbus, OH)

Interesting static fiction (there's really no use of interactivity in it), but the ending is wrong in my opinion. (Spoiler - click to show)The retreat back inward, back into the source of the player character's stasis, should have been overturned in the final action.

Still, work like this makes me wonder what a stat fic publisher's reaction would be to receiving an IF transcript as a submission. Has anyone tried this?

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A Reading in May, by Anonymous

2 of 2 people found the following review helpful:
More a read than a play, January 19, 2012
by DB (Columbus, OH)

The book, of all things, is unimplemented. Stronger implementation (even of just a few important details) could reap stronger immersion and affect. There was also a (Spoiler - click to show)cigarette at one point which the PC had, but again, not implemented, not in the inventory, so it pulls one out to suddenly realize it *is* there.

(Spoiler - click to show)All one does here is type >READ. While I'm open to the idea that a single-action, multi-turn IF could express something powerful, here I think the forced single-mindedness of the player prevents them from connecting with the distracted state of the player character.

(I'm trying my best to avoid spoilers here, but in a work so short it's maybe a little tough.)

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Whitterscap's Key, by Duncan Bowsman

From the Author


by DB

Not as funny as it wants to be. By hiding victory commentary in unpublished ALR, the game forces the player to have to "lose" arbitrarily, meaning the game commits the same errors it attempts to lampoon. Written as Speed-IF, and it shows.


Edge of the Cliff, by Poster

6 of 9 people found the following review helpful:
Successful, low agency satire, December 10, 2011
by DB (Columbus, OH)

Despite its stated goals, "Edge of the Cliff" is not actually non-interactive. Once past the initial questions (Spoiler - click to show)(false choices which still manage to frame the content of the piece, and can only be said to actually have been ignored *if* the player chooses a configuration other than the pre-authored one and *then* executes a command-- such as examining oneself-- which allows them to see that one's input has, in fact, been ignored), the player's choices matter. Choice and interactivity shape the content of the narrative in some significant ways. (Spoiler - click to show)Does the PC roll off the cliff in his/her sleep? Trip and fall? About what is the PC so concerned? Yes, these all ultimately wind up with the same end effect, but with different paths come different content and different meanings.

What I think this piece does successfully is to-- in a quick, highly replayable fashion-- portray a lack of agency. We may take actions, but even the PC seems to take any one of them too far (often by no fault or intention of his/her own). Its style is humorous: a farcical mode that pokes fun at overwrought or overly serious writing, at least funny enough to make me laugh.

"The Edge of the Cliff" may not have succeeded at non-interactivity, but it certainly fails interestingly.

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How Suzy Got Her Powers, by David Whyld

4 of 5 people found the following review helpful:
As a superhero origin story, unfulfilling, November 20, 2011
by DB (Columbus, OH)

A superhero origin story needs to go beyond the plain fact of how one gets their powers. To take an example, Peter Parker doesn't just get bitten by a spider, "The End." He gets bitten by a spider and chooses to use that power become a crime fighter. An origin story should tell us what a hero fights and why. Suzy, aka Scarlet, is fighting... what exactly? We don't ever really see it. She's not fighting from intrinsic motivation either, which makes her harder to work into the mold of a heroic figure. A lot more is left vague than I would've liked in that regard.

Superheroes need to be strong characters, defined by what they do. What does Suzy do? The interpretation I got was that she's a sexually harrassed waitress who hates kids and lugs around useless items that she loathes. Especially given her items, I felt like I was getting mixed signals, expecting Suzy to be a farcical superheroine, but that didn't pan out.

The story claims that her usual response when a crying child says their mother is trapped a building she can see is currently burning is "to shrug [her] shoulders and say, 'Yes? And?'", which didn't do a lot to make her likable to me. Is she supposed to be an anti-hero? I get strong reluctant hero vibes from her, but that doesn't really work with the rest of the setup unless (Spoiler - click to show)the Magic Eye compel at the end completely changes her, focuses her will for action in some visible way. If it does, though, we don't get to see any of that, so we're missing out on major character development.

I feel like I should've gotten some development from (Spoiler - click to show)Suzy's debatably brave rush into danger, but it sort of happens and is done, and that's it. Quite a bit of the game, instead, is spent developing interactions between Suzy and the annoying child (Spoiler - click to show)(giving it the mints and wiping its face with a tissue, oh-so-motherly-like), even when those representations seem to run counter to the rest of her character. Is she motherly at heart or does she hate kids? I'd be curious how the scoring breakdown of the game characterizes Suzy.

Come to think of it, overall I'm just confused about who Suzy *is*. Messages are too mixed. What one action in the game defines her as a heroine?

It's pretty hard to get an audience into a conflict the protagonist doesn't even care about. Like Suzy herself, the writing feels like it's just reluctantly going through the motions in an aimless, "Well, I guess I'm here, I might as well" sort of way. I much prefer this author's writing when it lets loose from conventions and blasts off full force into its subject matter, like in "For Love of Digby" or "Back to Life... Unfortunately."

I appreciated that some work went into getting players to execute non-standard commands and into the presentation of the inventory. The items, though... didn't really do much for me in terms of character development or usefulness.

We didn't really get to use (Spoiler - click to show)our New Alien Toy for very much. It would've been nice to use it in whatever way Suzy will regularly use it against crime at least once in this setup so we'd be ready for it when it comes up again.

I'd've liked to see how Suzy reacts to (Spoiler - click to show)being Magic Eye compelled at the end. The story just kind of stops there. Again, it sort of felt like if we just said, (Spoiler - click to show)"Peter gets bitten by a radioactive spider-- the end."

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Camelot, by Finn Rosenløv

7 of 8 people found the following review helpful:
Just a Mess, August 18, 2011
by DB (Columbus, OH)

Every room in this game has a minimum of three mistakes in its writing, except for a room with no use and practically no implementation that only has two. The paragraphing manages to be all over the place and crammed together at the same time, and all dialog is in italics, so it's a mess even to read. Motivation for puzzles and plot is likewise scattershot, with no hints included. Confusing parser responses abound, largely due to a too specific method of task construction and lack of synonyms. Even scenery descriptions can be actively misleading ((Spoiler - click to show)e.g., a corridor where "There is a number of doors along the corridor" (sic), but implemented are only "the left door" and "the right door"-- without obvious synonyms). The small world map is artificially inflated with pauses; 3 second waits when moving from a room makes going east just once feel like moving through 12 rooms. Generally, all of the most potentially interesting items go unimplemented, but you'll see a lot of chairs, shelves, and tables, generally described in some hyperbolic state or another.

On the level of representation and tone, the game doesn't know which Camelot it wants to represent: a glorious, high fantasy kingdom of legend or a cruel world of "the darkest medieval age" (quote from the game). One moment it describes the deplorable condition of the dungeons or kitchen, this-or-that crude furniture, darkness too thick to see through and vomit-inducing stenches. It subjects the player to caste-based bigotry ((Spoiler - click to show)Why exactly the master chef would give the protagonist a loaf of bread with the express instructions to deliver it to King Arthur, only to have the guards look down on him and not let him in or take the bread themselves because of your character's station-- like most of this game's logic-- utterly escapes me. You never even do get the chance to deliver the bread to Arthur.), and even launches a totally uncalled-for ad hominem attack on a respected member of the IF Community. Then this game wants to turn around and fascinate us with images of peacocks strutting "like princesses," beautiful tapestries, and some really tasty (if "luke warn") baked bread. We just can't buy it. If there is an attempt at subverting the image of Camelot, it is quite poorly executed.

One wonders why the author chose Camelot as a location at all. The only character important to Arthurian legend that the player actually interacts with is Merlin, and even then that interaction is not beyond the barest extent of characterization. It's clear the author wanted Merlin to come off as likeable, but he never actually *does* anything likeable. If anything, I don't see why he couldn't be replaced with a generic evil wizard who might also kidnap a random library janitor (through a method of dubious reliability, but whatever, it's magic), make him into a kitchen slave to be somewhat routinely beaten and insulted by the staff of this savage castle, and then force him to do his dirty work. Add to this that there's no particular *reason* the PC can do what must be done that Merlin couldn't himself do... that's some evil wizard sh*t, right there.

The rags to riches story underneath it all is, like most of the other elements of the game, purely lip service. Ultimately, I leave the game feeling like I've been bribed by Muammar Gaddafi. There's nothing likeable in the PC, either-- the writing characterizes him as an almost supernatural klutz and kind of an idiot with no particular redeeming qualities. It might not be Escape from Camelot, but that's just because it's playable. That doesn't mean I won't give it the same rating.

Avoid.

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the virtual human, by Duncan Bowsman

From the Author


by DB

On uploading the more recent executable version of this diversion onto IFDB, it strikes me that my original review was unduly masochistic. There is something interesting, I think, in the Mad Lib style construction of this piece. In particular, I had originally written it out of a desire to be able to answer the questions the voice over asks in "The Perfect Human"-- so there you have it, some reasoning. +1 star, little buddy.

Your mileage may vary from play-to-play, especially depending on who you are and how you approach the thing. Some have created surreal, even poetic, stabs at it, while I've seen others try to make it into AIF. I can't assert that there's really much of a right or wrong way to do it.

I'll end this with the same primary assertion as in my previous review: a short game, to be played for a quick break.


The Wheels Must Turn, by Heal Butcher

4 of 4 people found the following review helpful:
Darkly fatalistic, tinged with absurdity, ultimately pointless., August 13, 2011
by DB (Columbus, OH)

Densely overwritten, yes, but nobody could charge Heal Butcher with unoriginality-- characters, setting, and diction all are out of the ordinary and strongly support the story's mood of mystery, horror, and the uncontrollable. There is even a shade of absurdist humor amidst its toil and suffering. At the very least, the quasi-flabbergasting verbosity of "The Wheels Must Turn" offers a refreshing break from the fairly rote descriptions one sometimes finds in interactive fiction. On these strengths, it warrants a play or even just a gawk.

On the other hand, the interactive element feels pointless to the extent that I cannot offer it more than 3 stars. Aside from conversation subjects, second-level descriptions only offer repetitions of what has already been said, and the plot structure, short as it is, is strictly linear-on-rails. The winning action seems overtly symbolic, but since what exactly it represents in the world is never clear it just feels empty. Perhaps these detractions were due to competition restrictions (I haven't been able to find the constraints of the ADRIFT Spring MiniComp 2001 anywhere), but player action holds so little meaning in this text that I have to wonder if it could have been better presented as static fiction.

Overall: strongly atmospheric, but left me scratching my head.

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Give Me Your Lunch Money, by DCBSupafly

4 of 5 people found the following review helpful:
Getting Revenge on Some Bullies, Yeah!, August 13, 2011
by DB (Columbus, OH)

This is a fun adventure, clearly crafted with original thought and care. The potential for combinatorial explosion is pretty evident in the design-- here the author has simply not gone for completeness as a solution-- but for me this felt forgivable. Besides, if the story of a picked-on kid standing up to three bullies with nothing but his imagination and love of invention doesn't capture your attention, you might only be half a human being. Plus, it's got its own soundtrack.

Full disclosure: I did some beta-testing for the ADRIFT release of this game.

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Paint!!!, by David Whyld

4 of 4 people found the following review helpful:
Madcap comedy, if you can Guess the Verb, August 13, 2011
by DB (Columbus, OH)

Playing for the first time is somewhat like walking into a mine field as the game's wacky events of varyingly high levels of improbability go off all around the hapless protagonist. Just like in a mine field, however, the triggers that would allow the player to set off most of the comedic bombs in this game are often invisible, buried by its "Read the Author's Mind" style of puzzle structure. Even playing with the source code visible, I find myself fairly baffled as to how I was supposed to get from point A to point B in many situations-- or even how to start some of them.

Maybe the most annoying part is (Spoiler - click to show)when I am asked if I have any meteor ore and get rejected with no time to respond, even when it is clear to all present that such material is (for reasons I'll leave vague) readily available.

The real loss here is that the situational humor doesn't withstand several playthroughs. Many of the funny parts won't even be seen by the player unless they can guess the verb and work out the byzantine pathways required in solving chains of sometimes interlocking, sometimes independent puzzles. Lack of player friendliness is a heavy weight on what might otherwise be a light-hearted (even sparkling), surreal sitcom.

Perhaps best played with a walkthrough handy.

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