Okay, Lysander, one Obituary review coming up!
Obituary- (Written by Drew Mochak. Programming by Johnny Rivera.)
This review makes no effort to hide major plot points about the game. As such, it is not intended for anyone curious and hoping to play the game yet.
I'm glad Lysander called me on this. I've been meaning to play this game for a while; I was pretty bad about staying on top of the IF scene from the mid-to-late naughts.
My overall impression of this game is a mixed bag. There are a lot of elements to discuss so I'm going to have to break this down into sections.
THEME- This game has a major boner for flawed morality. Disappointingly, it attacks somewhat easy targets like drug addicts and sexual deviants and abusers. Even the ex-junkie, ex-whore protagonist, after having cleaned up her life, is living in some kind of "cautionary tale" limbo (both figuratively and eventually literally). There's some foreshadowing that the game's central issue will be the protagonist's guilt over an abortion (going for some kind of botched-childhood trifecta)- I could be wrong; maybe that is
not the case. The game has
some sympathy for the PC and her drug-addled friends. More than sympathy, though, it even makes that entertaining from time to time. When the game is not getting its jollies being superior to everything, it's actually quite interesting, especially since it admits that disavowing these things doesn't make automatically make life all better.
ATTITUDE TOWARDS WOMEN- For a game with a female protagonist, it makes some odd choices, portraying the world as largely misogynistic. Take, for instance, the response to
>XYZZY:
A sinister voice hisses "Wrong game, dumb bitch!"
Or when the PC herself complains about her car being a crabby old bitch needing her Midol. It's like, sure, you want to make the creepy father a woman-hater, I'll give you a free pass (although it's still a bit silly when anyone says "uppity" in this day and age), but while I can understand the reasoning for the abundance of this in the game, I think it loses its plausibility and effect when it's painted with such broad strokes.
LOGIC- Overall, logic was a bit hard to follow at points. Like, the car only starts when the protagonist
doesn't want it to? When does anyone not want a car to start? The scary hicks attack because she is fixing their gate? Is that an attempt at some Southern dialect, like "she's fixing to break through our gate"? I mean, especially in the first example, the prose is trying really hard to inject humor and characterization, but that shouldn't come at the cost of total believability.
I'm also not sure how an ex-junkie working a crappy job somehow has the physique of a young Terminator 2 Linda Hamilton. I mean, it's kind of cute in its sheer insensibility, but still.
WRITING- The writing is quite flavorful throughout (something that it even comments on at one point). It's a bit more overwritten than my ideal kind of prose, but there are still a lot of good ideas in there. I'd say about half of the jokes worked for me, but some of those that worked were
really funny and it casts the entire thing in a better light. I'm not familiar with the other games entered in that Introcomp, but it's easy to see how it could win over other intro games (especially if they were creatively uninspired).
IMPLEMENTATION- Despite all of the little asides and twists and turns in the narrative voice, I take issue with the level of implementation. First off, it does the
I-0 thing where your car has a glove compartment that you can open. The glove compartment is not mentioned, but we can open it since we know cars have glove compartments. Anyhow, from a design point of view, I disagreed with this in
I-0 and I disagree with it here.
The objects that the player can interact with is a delicate agreement between the author and the player. Encourage the player to refer to one not-mentioned object and you're basically saying, okay, refer to anything you can think of.
For a game like Obituary, where there is a
lot of things mentioned in the flavor text, because of the "glove compartment incident", the player will feel that interacting with
all of those things should merit responses; after all, those things were
actually mentioned. It's my feeling that things like glove compartments should be mentioned so that when players run into the upper limit of things-that-are-implemented, they can shrug it off and go, "Ok, I can only expect
that much."
CONCLUSION- So, all in all, Lysander, I think you are off to a good start. I think the prose could be honed a bit so it doesn't meander quite as much (so things like the protagonist's antagonistic relationship with her car don't draw quite as much attention away from the situation at hand). Scattered among the cliches (like the Nightbreed-esque beginning where the protagonist is called to some mysterious town, scary hicks, being buried alive, etc) are some really interesting inclusions, and the mere variance of ideas makes for an entertaining ride.
I don't recall if there was much debate about switching to another language or what the main holdup has been in terms of continuing its progress, but personally, I think you should maybe look into transferring the game to Undum (
http://www.undum.com ). It doesn't seem like there are a ton of choices per "scene" and with how the game's major emphasis is on the writing, I can imagine how it could be redesigned for something like that.
And that is my
Obituary review!