Slouching Towards Bedlam

by Star Foster and Daniel Ravipinto

Steampunk
2003

Web Site

Return to the game's main page

Member Reviews

5 star:
(100)
4 star:
(74)
3 star:
(28)
2 star:
(7)
1 star:
(0)
Average Rating:
Number of Reviews: 14
Write a review


Showing All | Show by Page


1 of 1 people found the following review helpful:
Excellent sci-fi / weird fiction, January 28, 2022
by Cody Gaisser (Florence, Alabama, United States of America, North America, Earth, Solar System, Milky Way, Known Universe, ???)

Slouching Towards Bedlam is a short work of weird fiction in an original steampunk setting. (Spoiler - click to show)The overseer of an asylum investigates strange claims made in writing by an unusual patient who is afraid to speak. Several endings are attainable depending on how the player chooses to react to the secrets they uncover.

This sort of stuff ((Spoiler - click to show)reminiscent of The King In Yellow) is right up my alley, so Bedlam sucked me right in. I consider it to be one of the better examples of interactive fiction I have played, with one caveat:

(Spoiler - click to show)Early in the game, I found some machinery confusing to operate. I wasn't sure whether I was supposed to be solving a puzzle or was just overlooking important information. I'm still not sure.

Once I got past those hiccups, I found the fiction engrossing and all the endings worth seeking out. I'd recommend it to anyone interested in sci-fi, horror, fantasy, and how those genres intersect.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

4 of 4 people found the following review helpful:
Madness and civilization, January 12, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2003

(This review was originally posted on the IF newgroups immediately after the 2003 IF Comp).

Slouching Towards Bedlam involves eschatology, a British insane asylum, a player character whose mental state is very much in doubt, gnosticism, a memetic word-virus, steampunk, the "Second Coming" of W.B. Yeats, the Kabbalah, and a Benthamite panopticon of the type deconstructed by Michel Focault. Let me say right out that the only way the authors could have possibly done a better job of pandering to me would have been to include some Buddhism. So authors, if you want a 10 from me next year, that 's your blueprint right there.

But regardless of the personal affinity I have for the subject manner, the game is still easily one of the best in this year's comp. The authors tackle some dense, weighty problems, and manage to wrap theological speculation in a compelling mystery and pose an insoluble moral quandary to boot. While there are a very few missteps, they're easily swept away by the sheer power of the work.

Slouching Towards Bedlam opens inside the eponymous asylum, where the player character is listening to your own voice describing the slow realization that you're going mad. The player's explorations are periodically interrupted by a (mental?) burst of strange words; at first the tendency is to tune them out, but soon they begin to take on a terrifying significance. As you attempt to understand what has happened to the player character, you find your course unerringly transformed into the reverse of the path a particular inmate took to Bedlam; this perverse recapitulation is retrograde in more ways than one, for your investigation is also the vector for an agent of infection. Soon, the player is caught in a crux: to play midwife to a new paradigm of humanity or to safeguard the status quo, if such a thing is even possible.

The above summary doesn't do the game justice. At all. Each elements works in concert to create a thrilling sense of momentum and discovery. There are distinct phases, through which the player passes effortlessly. The mystery surrounding Cleve's disposal in Bedlam segues into an investigation of the society whose secrets he uncovered, and once the whole is apprehended, the player gets to make a choice of monumental import. Throughout, the razor-sharp prose keeps the player tense and engaged. The alternate London the authors have conjured is a brittle place, where violence, communication and becoming lurk under the surface of an ordinary street market: "its presence threatens to overwhelm the senses - the smell of an abattoir, the din of a thousand voices shouting, the sight of masses of humanity talking, shopping, selling." Or this, the first chilling line of the response to KILL DRIVER: "A false destination. It is as easy as that." The Logos' interjections could have easily been ridiculous, but they are in fact alien and obscure, as they should be.

The allusive brew of the game is thick and heady, but while some knowledge of gnosticism and Jewish mysticism will deepen one's enjoyment, everything one needs to fully appreciate the game is right there on the screen - an impressive feat considering that this involves communicating certain nonstandard ideas about the Christian Logos and the relationship between Kabbalistic sefirot!

Remarkably, all this thematic activity doesn't occur in a puzzleless environment. There are real obstacles to progress, and while the difficulty level is generally low enough to allow the story to drive forward, thought is definitely required. The tasks facing the main character range from the mundane (fixing a radio) to the complex (operating the Panopticon and the Bedlam archives) to the recondite (feeding a dying madman's ravings into a mobile steampunk computer), and each manages to be well-clued and flawlessly integrated into the whole.

The endgame is perhaps the most impressive of Slouching Towards Bedlam's many achievements. Once the mystery is solved, the player must make a difficult choice. While some resolutions are easier to achieve than others, there is no facile "right" solution; ambiguity is inevitable. Even acting on one's choice can be quite difficult; the Logos is a powerful entity, and arresting its growth requires sacrifices far more terrible than merely the player character's life: to be humanity's savior is to be a monster.

I could go on; one could fruitfully apply the techniques of structural analysis to examine the game's pervasive twinning of progress with regression (the player character's forward movement is often exactly the reverse of the path taken by the madman Cleve, for example), or chase down references to the authentic texts that lie behind the fiction, but I think I've said enough. While I do have a few minor complaints - I thought the TRIAGE computer was underutilized, and some NPC interactions were a bit lightweight - I feel like an ingrate for even mentioning them. My favorite game of the 2003 comp, hands down.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | View comments (2) - Add comment 

4 of 5 people found the following review helpful:
A steampunk/horror classic that feels slightly too short, June 22, 2019

Slouching towards Bedlam is one of the most popular IF games of all time. You play in a steampunk world followed by your faithful clockwork cubical robotic assistant to help you analyze various materials and ideas.

You work in an old and decaying asylum, and you are investigating some recent occurrences.

This game is notable for two innovations; one, it plays with If conventions in amazing ways. Two, it does a wonderful job at writing some odd text (such as the robot's output, restricted to an 8x8 grid).

The game has multiple endings, with room for big moral choices (more than one). It's hard to say what's right and what's wrong in the game.

The main thrust of the story turned out to be fun, but was hard for me to grasp at first. Perhaps because of exposure to cheap sci fi, I thought that (Spoiler - click to show)the Logos was a horde of nanobots. This made understanding the game much harder.

The game feels incomplete, like other great games such as Theatre. Some of the later locations seem a bit sparse, as well. It says a lot about the game that the worst I can call it is too short. Great game.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

3 of 3 people found the following review helpful:
It's madness, I tell you, madness!, November 7, 2017
by turthalion (Winnipeg)
Related reviews: IF Comp 2003

There's not much I can say here, other than that this was one of the most interesting and enjoyable pieces of IF I've ever played.

The only minor (and I mean minor) quibble is the nuisance of listening to the records at the beginning. I understand why it's necessary, and someone whose game has as many long dumps of text as mine did is hardly in a position to quibble.

Scoring:
W: 5
Excellent writing, outstanding story. Nice use of initials for object descriptions as well.

A: 5
This game grabbed me and wouldn't let go. Wow.

B: 5
I did not find any bugs. Seems impeccably tested.

E: 5
Incredible fun, riveting. The moment I finished, I wanted to go back and
play it all again, knowing the outcome.

WABE score: 10

Note: this review is based on older version of the game.
Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

1 of 3 people found the following review helpful:
Definitely one of my favorites!, January 21, 2016

Finally, something worthy of the term "Lovecraftian"! The game keeps you moving without seeming too easy in a way that few of this length do. Keeps up the mystery wonderfully, definitely worth a play.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

2 of 2 people found the following review helpful:
Featured on Radio K #5, January 1, 2016
by Adam Cadre (Albany, California)

Jess Haskins and I discuss Slouching Towards Bedlam at https://www.youtube.com/watch?v=cwnB8DviCDg#t=22s

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

2 of 3 people found the following review helpful:
Still excellent, but shows its age, January 8, 2015
by Harry Coburn (Atlanta, GA)

Slouching Toward Bedlam shows up on a lot of top IF lists for good reason. It has a fascinating premise and excellent replay value. The steampunk touches made me keep playing. I especially enjoyed the (Spoiler - click to show)panopticon.

I've also studied my share of occult topics. The 19th century hermetic and kaballistic references were quite excellent and in context. The reveal of (Spoiler - click to show)knowing it's too late for the player character to get rid of the Logos and dealing with the consequences to drive the endings rather reminded me of the movie Pi.

What do I mean by "shows its age" then? The game feels rather unfinished in places. Notably, certain nouns weren't fleshed out that seemed obvious to me. Also, the parser didn't understand some verbs I expected. I had to look at the solution to get the verb for (Spoiler - click to show)wearing the noose, rather than seeing errors for "put on the noose" "put head in noose" or most annoyingly "hang myself". The latter especially got me when I activated the hangman, tried "kill myself", got "How, exactly", and neither "hang" nor "hanging" worked. I dearly wish the author would revisit the game after all this time and go through it with BENT (see Aaron Reed's book) in mind to flesh out the world, and also fix the parser issues.

That being said, this game is still very much worth your time to play. The core of the game is still sound even after all this time, and that's what counts.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

4 of 5 people found the following review helpful:
Impressive, January 27, 2014
by Simon Deimel (Germany)

Having heard so much about it I had to give it a try.

The setting and atmosphere are very deep and compelling. The reader/player can easily immerse in the events that take place and thus is motivated to explore the mystery. Elements of conspiracy and kabbalah are integrated; the authors obviously did some research on that.

The appearance of various machinery is intriguing. The personal assistant (a gadget called Triage) is cleverly integrated as a device to help the player. The function of the fantastic contraptions is explained in manuals that can be found, so there is not much guesswork to be done.

The narrative is remarkable, but the authors deliberately use some archaic expressions, which made it a bit difficult for me; nevertheless it contributes to the atmosphere of the Victorian age. The prose is extremely rich, has literary quality; sometimes it is almost too rich, so objects mentioned in the room descriptions are not implemented, resulting in contradictory messages, which were a bit confusing sometimes. On the other hand, deceisive objects are implemented with thorough descriptions and proper names that prevent ambiguities.

Furthermore the game is quite player-friendly; an elaborate menu of hints is contained. There are different endings, so it has replay value.
It is clearly recommendable for both beginners and veterans who like a steampunk setting.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

8 of 9 people found the following review helpful:
Could have been so much more, June 5, 2013
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: daniel ravipinto, star foster, mystery

Play it if: you want a competently written, not-too-challenging bit of bite-sized IF which dips a toe into steampunk and utopian tropes.

Don't play it if: you prefer your high-concept stories to have a sense of follow-through, your puzzles to feel varied and necessary to the story, or your IF to have broad scope in any meaning of the term.

Slouching Towards Bedlam is a well-written piece of IF, though I hesitate to call it "great". True, there is appropriate descriptive depth and a good feel for the atmosphere of the piece, and there is a good mix of ideas driving the setting and plot - Lovecraftian insanity, burgeoning conspiracies, steampunk technologies and Bentham-style social progressivism.

And yet something about it doesn't click for me. As an aspiring writer of IF I have to be appreciative of any work that does what it does this well. But holding this up next to Anchorhead, which I feel to be a fair comparative exercise as the two are broadly trying to hit the same notes, really just makes me feel that this is a four-star work at best.

Where Bedlam largely fails and Anchorhead largely succeeds is in the tying together of the story's disparate elements. The puzzles in Bedlam are largely superfluous to the story. The "challenges" are just ways of making information that should be fairly accessible a bit inconvenient to reach. For all the backstory about secrets and conspiracies, there is never any sense that someone is trying to prevent you from learning the things you need to learn. I could have just given the rod to James and asked him to go exploring and he'd have accomplished basically the same things.

Anchorhead approaches this in what I consider to be the more correct sense. There are similar puzzles or obstacles requiring simple research, but the difference is that you are meaningfully synthesizing that information into something higher. Going through the birth and death records is an exercise in deductive reasoning as well as information-gathering (whereas two or three documents in Bedlam will telegraph more or less everything important about the backstory). And the sense of fear and oppression is enhanced by the fact that there are people trying to protect the secrets of the town, whether they be the current inhabitants or long-dead members of the Verlac family. The slower pacing allows for a more genuine "putting-the-pieces-together" feel. I didn't care much for Triage, who switches between adding a bit of character to the descriptions and functioning as a magic-wand solution to a couple of the puzzles. It makes sense in a game of this length, but I'd have liked some way for the player to do the legwork by themselves.

The pacing is really the other major issue. Bedlam bumps up against some pretty high stakes and some very esoteric concepts, but it's content to resolve them (sort of) in the narrative equivalent of about a paragraph. I understand that the nature of the threat inherently limits the kind of scope the story can realistically take(Spoiler - click to show) - if the Logos is verbally transmitted, it's practically impossible to create a fair and winnable scenario in a London-based story that occurs over more than a very short period of time. Nevertheless, the climax of the story occurs much too soon for my tastes - and really, the best conspiracy fiction allows the reader to simmer on the edge of plausibility for a decent while before diving right into the weird stuff. The sense of choice in the endgame is not a bad touch, but it lacks meaning when you have little in the way of actual character or moral dimensions with which to grapple.

Ultimately, I think that I wanted out of Bedlam was a little more ambition and willingness to develop its ideas. It comes in a neat little package, but it never stops and takes the time to develop what it has. Big concepts worthy of games in and of themselves are made to play sidekick to a truncated and not outstandingly deep story - in a narrative or gameplay sense - and that disappoints me.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

5 of 9 people found the following review helpful:
Dark yet rewarding, October 25, 2010
by Venya (Olalla, WA, US)
Related reviews: newbie

Many have reviewed this, so I won't spend too much time praising the particulars. Given my own interest in horror stories and the almost universal high reviews, this seemed like an obvious choice for a dark and stormy night after the kids were asleep. (It was a good choice.)

This one frustrated me in a few places, but the hints were excellently graded such that you had plenty of "nudges" to work it out for yourself before the game gave up on you and told you what you needed to do. I completely missed the chance to put the final pieces together, as far as what is going on, but on reflection (and a few replays from a well-timed save game) I can't blame the game for that at all; the clues were there, I simply didn't attach much significance to them. Paying attention to detail pays off.

Multiple solutions to the final conundrum. Make sure to read the appendix (sort of an afterword) after each ending before trying for a different one, since that changes with the endings, too. I haven't found everything yet, but I expect I will start over from scratch sooner rather than later so I can better appreciate the stuff I missed the first time.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

3 of 13 people found the following review helpful:
The Very Best I Know!, December 16, 2009
by NosesAreAlive (Noseland, Noseland)

This has a great storyline and the mystery behind it all is amazing. The fact you can get ending A in one move by (Spoiler - click to show)jumping out the window and (Spoiler - click to show)you can spread or contain the virus is amazing. This is the best of them all.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

14 of 16 people found the following review helpful:
Forgotten masterpiece, January 10, 2009

Slouching Towards Bedlam was the game that introduced me to modern IF so I might not be the most objective person to review the game. Still I am probably not far off saying that the game is too often forgotten when we are talking about the modern classics.

The game is about exploration and finding out what has happened in the asylum where the protagonist works. Assisting him is Triage, a hearwarmingly steampunky computer/dictation machine, that can give details and information of the surroundings. While it doesn't actually do anything other than follow the protagonist around and show information on request it is an important part of the whole and the game would be seriously lacking without it.

What brings Slouching Towards Bedlam above others is the way it builds and sustains the atmosphere and mood. The only other game that accomplishes the same is Anchorhead and I would be hardpressed to choose which one does a better job. Another nice touch is how meta-game commands (UNDO, SAVE, RESTORE etc) have been given an in-game explanation. They fit seamlessly into the story, not feeling like artificial additions.

The game is not entirely without flaws, of course. Some gameplay mechanics are unnecessarily awkward (for example making the player type long strings of numbers to a machine one at a time) but my main quibble is that some puzzles feel like they are there only because "IF must have puzzles". They break the mood and yank the player out of the game's world. The authors could have trusted their creation to work as a game without locked doors and hidden items.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

19 of 20 people found the following review helpful:
Interactive Metafiction, at last!, October 1, 2008
by Fra Enrico (Torino, Italy)

When I first began this game I was struck by the first paragraphs. A setting in a psychiatric hospital, a doctor consulting files on magnetic-recordings, something weird had happened: I thought: great, a steampunk setting so well written, with the perfect prose style, with beautiful details. Keeping on reading, I found more great fictional and setting elements: strange technologies beautifully depicted, originally conceived, perfectly fitting to the setting and to the plot.
I understood I was reading a beautiful game. My breath was shortening.

But I understood what the game really was when I fell into strange, unusual, incomprehensible messages from the system. I spent hours of wondering what was going on, and when I finally got it, I was kind of illuminated. My mind was cleansed. I found a great piece of Metafiction: the language was part of the world, and I, as Bastian in the Neverending Story, was part of it.

This is a rare game, where the language (both in the prose than in the system language) is part of the story, and one can't go without the other.
The story itself is quite odd, a science fiction settled in a steam-punk 19th century world. Strange machines require the most effort from the player to be understood, but they are great part of the game, and provide the most challenging puzzles. It's a pity that the city, the people, the historical features are not deeply detailed as the devices, but it's
nothing more than a small blot.

This game is thrilling and deeply exciting. Maybe it's too short. Once you get the mechanism, it's over. But it's worth re-playing it: there are different possible endings (Spoiler - click to show)(solutions say there are 5).

Slouching Towards Bedlam is one of the greatest games because of its original work on the writing and language aspects, never so deeply integrated with the meaning of the whole background. And thinking about a medium based on language, I said to myself: at last, what a great deed of creativity. Bow to Bedlam.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 

23 of 29 people found the following review helpful:
Good, but overrated., February 27, 2008

This game made a huge splash in the IF community when it was released, handily taking first place in the 2003 IF Comp and performing the equivalent of an Oscar sweep in that year's XYZZY awards. Why, then, do I give it a mere three stars?

First, the positives: The introduction is a superb piece of writing. The reader is immediately gripped by the mystery presented, and that mystery is fully explored in the multiple possible endings. The premise is unique; the atmosphere is memorable. Overall, "Slouching Towards Bedlam" practically shines with the kind of originality that is so highly-prized in the IF community, and this probably is the best explanation for its record-breaking high score in the Comp.

But, then, there are the negatives: The world implementation is a little spare. The NPCs are a little flat. Certain promising points of interest turn out to be either red herrings or truncated plot elements. To be honest, this game strikes me as half-finished in some ways -- the overall tone of the implementation has an unevenness that can be surprising.

Once again, I have to point to the IF Comp guidelines that say an entry should be designed to be solvable within two hours of gameplay. The authors clearly had more to give here, and the half-finished feel to some parts of the game could be nothing more than the result of their having reached the target play time and calling it quits. My suspicion is that they may have run a bit short on development time, however; some improvements in editing would have easily scored an extra star from me.

"Slouching Towards Bedlam" is a decent game made from a terrific story. My slight dissatisfaction stems from my sense that, with more work, it could be an excellent game made from a terrific story. It is definitely worth your time to explore, even if I don't count it among the greats.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment 


Showing All | Show by Page | Return to game's main page