Awake the Mighty Dread

by Lyle Skains

2011

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1 of 1 people found the following review helpful:
A surreal game on a train about a foster child, August 1, 2017
by MathBrush
Related reviews: 15-30 minutes

I liked this game, though it was cut short and was buggy near the very end.

You play as a foster child sent to another world, where they look for their brother Ben.

You explore a wild fantasy world, primarily inhabited by robots.

The game uses interesting cinematic techniques like intruding italics text from the real world.

I liked it, but it stops right in the middle.

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2 of 2 people found the following review helpful:
Something like an Alice in Wonderland that's hard to get at/into/through., July 23, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2011, Inform, fantasy

Awake the Mighty Dread takes place in a fantasy dreamworld fuelled by Alice In Wonderland, The Wizard of Oz and the aesthetic of steampunk. It's got orphans, air travel, capricious NPCs ranging in scale from an amphibian to a deity, and a reverence for storybooks. And all that in a smallish game. It's alluded to that its orphan protagonist slips away to the dreamworld in order to avoid abuse back in the real world, but the social system in the dreamworld turns out to be a troubled one, too. The heroine's spiky curiosity about what's going on there is well written, and provides motivational fuel for the player in a game which turns out to be not very good at signalling progress through it.

Awake is actually the IF dimension of a larger project by its author which can be found at

http://lyleskains.com/Faerwhile.html

However, the game was basically presented as a standalone entity in the 2011 Interactive Fiction Competition. Exploring the rest of the project might thicken Awake's backstory, but I doubt it would actually help in the playing of Awake for reasons to be enunciated in this review.

Awake received mixed reviews when it appeared in IFComp. My own private review (for other game authors that year) began:

"Since people have been saying that they found this baffling, I secretly patted myself on the head for not being baffled."

So, I liked the overall experience more than most, but the game's delivery is clearly a failing one. In spite of the author's writerly prose and obvious knowledge of some advanced parser conceits, the game exhibits no awareness of how to steer a player through its contents via the parser. Location descriptions are aesthetically pleasing but player-insensitive, with almost none of their interesting features implemented. The features that are implemented are there to service plot points in a story that only seems threadable in retrospect. Trying to make the story happen yourself with the game's minimal direction and tech oversights is futile-leaning, and so the game's solution file is essential.

In the case of contemporary IF, I have low tolerance for being involved with walkthrough/hint systems unless they're really well considered. I also have design philosophy qualms about some games I consider to be impossible without a walkthrough. Awake bypassed my concerns in these areas because it's an interesting failure of an accessible kind. Reconsidering it five years down the track, I'd say it's definitely of more interest to people who create IF games than it is to player-players. In this capacity, it's substantial enough not to feel too small or inconsequential, but still small enough not to feel like a time burglar in spite of its black box implementation.

That black box is actually the point of interest; playing Awake feels like trying to build a Lego model without being able to see your hands. A lot of interconnecting prose seems to be absent in this game. There's a train you start out on, and which automatically travels from station to station, and there's an effect whereby you can see what station you're at out the window. But the descriptions within and without can be indistinguishable. Being on a train in a location can be the same as just being in the location – until the train moves, of course. Similarly, objects sometimes appear 'painted on' in room descriptions, and stay there even after you've taken them. NPCs speak at appropriate moments but don't show up as prose entities when they're not speaking. It's hard to tell when conversations have ended, or if the conversants are still about. Finally, the most important action you must take in the whole game is unguessable, and deliverable as a command in a form that only hardcore parser folk would be aware of. Collectively, these sophisticated-leaning bugs at the coalface of interactivity suggest the author had strong familiarity with parser games but didn't run Awake through a sufficiently typical or robust group of playtesters.

I find the story in Awake interesting, and the game succeeds in feeling like a window onto a larger fantasy world, but in the end its technical oddities render it mostly a curio for parser nerds. Its contents can't be unspooled easily the way the contents of the famous stories it most emulates can. The site of the obstacles is its interactivity.

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- DJ (Olalla, Washington), May 9, 2013

- Karl Ove Hufthammer (Bergen, Norway), January 27, 2012

- Squinky (Canada), November 17, 2011

- Sam Kabo Ashwell (Seattle), November 17, 2011

- perching path (near Philadelphia, PA, US), November 14, 2011

- Hannes, November 12, 2011

- Mr. Patient (Saint Paul, Minn.), October 28, 2011

- ifwizz (Berlin, Germany), October 27, 2011


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