Roody Yogurt Reviews IF Competion '12 Games!

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Expand view Topic review: Roody Yogurt Reviews IF Competion '12 Games!

Re: Gargoyle etc

by Roody_Yogurt » Tue Oct 30, 2012 9:41 pm

Wade wrote:Since I like to show my cover art in the game when I'm ready, I don't like interpreters showing it before that.
I think there's a distinction between cover art and a title graphic. On the other hand, I don't ever intend to use an IF catalog frontend that makes good use of cover art (at least, I haven't found one that I found really appealing) so I admit that maybe it isn't a feature really worth supporting.

I'm obviously confused on the issue, as I wrote a "cover art" extension for Hugo to emulate the cover art effect, even though such "art" would not show up in any kind of IF frontend. Also, as an author, I find that I hate writing cover blurbs for my games.

Still, just because they are there (in Glulx games and what not), I gravitate towards interpreters that show them. Maybe that is a bad habit (as cover art/text rarely increases my enthusiasm for a game).

Gargoyle etc

by Wade » Tue Oct 30, 2012 6:50 pm

I think the default screen size for most interpreters is too small, but that's just me. It is the one great sticking spot with Gargoyle that you have to edit that file to change things, but once you've done it once, you may never do it again (EG Me - I just made the screen wide and that was two years ago.)

Since I like to show my cover art in the game when I'm ready, I don't like interpreters showing it before that.

- Wade

by Ice Cream Jonsey » Tue Oct 30, 2012 12:39 pm

I never know what to do, when it comes to an interpreter, with Zcode games these days. It doesn't stop me, but I wish that all Zcode games were somehow forced to tell players which terp the author tested it on. I'll go ahead and use that one.

I also hope that Hugor somehow becomes the "only" Hugo interpreter, once it has movie support. The fact that there are 2 Hugo interpreters caused Pinback to lose his shit at me the other day, and that number again was TWO.

by Flack » Tue Oct 30, 2012 11:03 am

That's a problem with IF that I hope eventually gets fixed. It's hard enough to get people to write (and subsequently play) IF games. Knowing that they might run, look, or perform differently on different interpreters is yet another hurdle for players.

Re: Gargoyle PC

by Roody_Yogurt » Tue Oct 30, 2012 8:43 am

Wade wrote:Why do you say Gargoyle is bad for multimedia games on the PC?
Partly because Gargoyle doesn't do cover art (which, admittedly, is not that important), I think I often forget that Gargoyle handles multimedia as well as it does (for Inform games), so that is a bad generalization on my part. Still, given cover art, Frotz/WinGlulxe/Filfre give me more of the feeling that I am seeing the game as it is meant to be played.

I'll also switch out of Gargoyle if a game has a status bar with more information than can be held in Gargoyle's default width; I take that as a sign that Gargoyle was not one of the test interpreters. It's most likely that the author just doesn't know how to have a status bar with varying behavior dependent on screen size, but in such cases, it'd be nice if they distributed the game with a Gargoyle .ini file.

Gargoyle PC

by Wade » Tue Oct 30, 2012 7:19 am

Why do you say Gargoyle is bad for multimedia games on the PC?

I ask this because on the Mac side, it's the only up to date glulx interpreter with sound. And I assumed that being cross platform, the interpreter would look and sound the same on the PC. I haven't tried it there. If I have a multimedia glulx thing on the Mac, I go straight to Gargoyle.

Things I don't like about it on the Mac are - weird scrollback and no scroll bars - can't handle speech to text - changing config requires editing a text file(!). But it does the important stuff right and (b) it's also my only choice on the platform when I want sound.

- Wade

by pinback » Tue Oct 30, 2012 6:42 am

Wow! All those games were terrible, sounds like!

by Roody_Yogurt » Tue Oct 30, 2012 2:55 am

That's it. I'm done, bitches!

Andromeda Apocalypse

by Roody_Yogurt » Tue Oct 30, 2012 2:55 am

Andromeda Apocalypse by Marco Innocenti

The IF Comp is a double-edged sword. On one hand, it is the best way to get one's game played and reviewed by more people than any other method of distribution (at this point). On the other hand, that invites a lot of submissions that are against the spirit of the competition. As a judge, I am only required to play up to two hours of a game before rating it; I see games that would normally require much longer to play (if not for the fact that they were distributed with a walkthrough) as a violation of the spirit of the competition and normally have no qualms about deducting points for it.

As the author is a fine contributor to the online IF community, I was willing to bend this personal rule for Andromeda Apocalypse once I realized that it was not a light game. Having never gotten through Andromeda Awakenings for much the same reason, I even gave that one another attempt before starting this one (which is part of the reason this game was played and reviewed last).

I played much further into the Apocalypse than I normally would have, stopping only when I ran into a conundrum near the end of the game. Of course, much of this was spent adhering to the built-in hints. While not exactly peppered with puzzles, this game does push my too-many-rooms buttons. It doesn't help that the endgame just seems to be fetch quests that take you to the other side of the map.

On the positive side of things, the prose is a bit more accessible this time around, and I liked a moment where you are joined by an NPC of sorts who stays with you and helps explain the alien environment.

The game has an achievement system which is kind of novel, but in this case, it's kind of used in place of a regular score (and not the traditional achievement sense). Personally, I think I'd rather see it changed into a FULLSCORE type scenario or make it more achievement-like and work off of a configuration file so they are only achieved once.

I can see why the series, so far, has its fans, and for the most part, Apocalypse, unlike Awakenings, has more puzzles I could have conceivably solved on my own. Still, two games in, I'm even more certain that this series is not “IF Comp” material, as I felt overwhelmed and unable to enjoy the various locations and imagery. I hope that in the future, the author considers other ways to release, like the Spring Thing.

by Roody_Yogurt » Tue Oct 30, 2012 2:17 am

Before I get on to my last review of IF Comp 2012, let me do a little interpreter testimonial. I tell you, picking a good z-machine/Glulx interpreter is a lot more complicated than it used to be. Somewhere along the way, the giant ugly cursor present in Frotz and Glulxe became unacceptable to me, but Gargoyle can be a lousy choice for games that do much with the status line or have multimedia.

Around the time I was opening up Andromeda Apocalypse, I remembered to give Jimmy Maher's Filfre interpreter a try and was quite pleased with the results (I've used it for games in the past but had forgotten its charms). I even tried Eurydice's somewhat weird quotebox-handling (I really think there's supposed to be a pause and a clearscreen somewhere in there), and it works nicely in Filfre. I'd recommend Filfre to all Windows users for games that just aren't suitable for Gargoyle. You can download it here:
http://maher.filfre.net/filfre/

Irvine Quik & the Search for the Fish of Traglea

by Roody_Yogurt » Mon Oct 29, 2012 2:03 pm

Irvine Quik & the Search for the Fish of Traglea by Duncan Bowsman
(I played the first release, having not noticed a second one)

IQSFOT continues the tradition of the doofus-in-space game, a genre most successfully explored by games like Space Quest and Planetfall. It is also an interesting mix of ideas- some more successful than others.

Duncan Bowsman is probably the most personable ADRIFT proponent I know (he has the benefit(?) of being basically the only one I've met), but this was actually the first time I sat down with one of his games. I liked the way that the game uses its screen real estate, especially how the additional bottom-aligned status bars (I don't know what the ADRIFT term for them are) were used for things like the current chapter name (as the game is broken up into chapters).

There's some unconventional design in the game. Bowsman often designs around interpreter/language quirks and features (at least, I know he has done it before), and he does it here, too. Early on, there's a task that has the feel of a “Quicktime event”. The inclusion made me both think, wow, that's inspired, and also feel bad for people for whom the “puzzle” would fail, like those on screenreaders (not that I'm sure how well the ADRIFT 4 Runner works with screenreaders). I imagine that once you fail enough of the numbers you are supposed to enter, you get a chance to land the ship using some of the other available options, but it'd still be nice to be able to skip out of the QTE once you realize it's not something you want to do.

The game is also written in the third-person. I think that one of the dangers of writing a game in the third-person is that the player can feel distanced from the protagonist; I found that to be the case here. Overall, I like the style enough that I wouldn't change it back, but maybe there should be more omniscient narrator prose to get us more involved in Irvine's predicament.

Between chapters, there are often little comedic cutscenes. I liked this.

A couple times, I got stuck, only to go to the walkthrough and discover that I had missed a room exit somewhere. Eventually, I remembered that the ADRIFT Runner has a built-in automapper. The efficiency-lover in me still thinks the game probably has more rooms than it needs, but I guess that is not quite as important as long as players remember to turn the map on.

I ran into some bugs that I'm pretty sure are common ADRIFT 4 problems, like characters still being mentioned in rooms where they are not. That was frustrating to see. I also got poisoned and wandered around a jungle until I had a cardiac arrest, where I was mysteriously saved and sent to the infirmary. Great, but then when I tried to leave the spaceship, Nika sent me to the infirmary again.

It also seems Bowsman had to go to great lengths to get certain verbs to work for different characters, but I have to admit that he handled it well and distracts from much of the ugliness.

I don't think I'm the intended audience, as far as cat humor goes, but I did especially like the part where one dude looked like a particular kind of cat.

All in all, not all parts of the story and humor hit home with me, but Bowsman is definitely an imaginative guy and I look forward to seeing how this tale progresses. Assuming that some of the problems I saw are due to ADRIFT 4, I look forward to Bowsman (or someone else) applying this kind of coding perseverance to ADRIFT 5 (I don't think I've opened an ADRIFT 5 game that didn't try to open up in some kind of debugger first. Save me, Duncan.).

Re: Sunday Afternoon

by Roody_Yogurt » Mon Oct 29, 2012 2:00 pm

pinback wrote:
Roody_Yogurt wrote:
pinback wrote: WHO IZZIT!!?!?!!
Hint: It's someone who has a predilection for writing games about (or referencing) a fictional late-nineteenth-century reverend.
That is only a hint to people who already know the answer.
Yeah, sorry. It'd be kind of assjack-y for me to say who he is. I can't imagine the Comp has that many days left, though, so maybe in a week or two.

Re: Sunday Afternoon

by pinback » Sun Oct 28, 2012 9:52 pm

Roody_Yogurt wrote:
pinback wrote:
Roody_Yogurt wrote:"Virgil Hilts” is a pseudonym, but to anyone who has followed the IF Competition for a while, the true identity of the author is pretty obvious.
WHO IZZIT!!?!?!!
Hint: It's someone who has a predilection for writing games about (or referencing) a fictional late-nineteenth-century reverend.
That is only a hint to people who already know the answer.

Re: Sunday Afternoon

by Roody_Yogurt » Sun Oct 28, 2012 2:39 pm

pinback wrote:
Roody_Yogurt wrote:"Virgil Hilts” is a pseudonym, but to anyone who has followed the IF Competition for a while, the true identity of the author is pretty obvious.
WHO IZZIT!!?!?!!
Hint: It's someone who has a predilection for writing games about (or referencing) a fictional late-nineteenth-century reverend.

Re: Sunday Afternoon

by pinback » Sat Oct 27, 2012 2:02 pm

Roody_Yogurt wrote:"Virgil Hilts” is a pseudonym, but to anyone who has followed the IF Competition for a while, the true identity of the author is pretty obvious.
WHO IZZIT!!?!?!!

Eurydice

by Roody_Yogurt » Sat Oct 27, 2012 1:48 pm

Eurydice by anonymous

First off, it doesn't seem like the quote box code at the beginning was inserted into the game as well as it could be. In Gargoyle, the game doesn't recognize the true status line height until the second turn of the game, and in Frotz, the quote box overlaps the game title text and initial room description. Shows the importance of testing on several interpreters, that.

Also, some text in the help menus suggests that the game is based on a real loss suffered by the author, so I hope my criticism of certain aspects of the game can be regarded as separate from actual judgments of character.

What I liked-
I really liked that there were progressive responses beyond just talking to people. Examining people and things often gave several responses, making extended scrutinizing worthwhile.

I also really liked the ubfcvgny-nf-uryy metaphor, and I especially liked the representation of Crefrcubar. In general, I'm not a fan of Greek myth stuff in IF, and this game obfuscates it all nicely.

The room layout was also intuitive enough; some smaller-sized games manage to make themselves harder to navigate than they should be just because of weird direction choices.

What I didn't like-
Eurydice is one of a handful of games this comp where, while it was betatested, I got the feeling that the betatesters were largely friends and family (and therefore likely to miss things that a “hardened” IF player might find). There was the hospital with the distinctive smell, where >SMELL gives you, “You smell nothing special.” There were the NPCs who keep on hugging you, yet >HUG is not an understood verb. As it stands, the level of implementation is not especially bad, but it just really shows how much work goes into a well-implemented game (to the point, sometimes, where I wonder if it really is worth it).

Overall, the writing is good, so when it fails, I found the failure pretty glaring, like the kitchen that my character speculates would be good to cook in, right after reminiscing about the many cooking adventures that had taken place there.

There was another thing. When I was in film school, we watched this documentary called “Seventeen” that followed some Indiana kids around in the early 80s. At one point, one of their friends find out that a friend died in a drunk-driving accident. They honor his memory by requesting a Bob Seger song from a radio station and getting really, really drunk. Anyhow, as I watched them drunkenly listen to this Bob Seger song on the radio, part of me was enraged that we can demean something as important and profound as a life by attaching it to something as ephemeral and bland as pop culture. I mean, I love pop culture, but I think it's really depressing to use it to define somebody.

Anyhow, Eurydice pushed some of those buttons for me. There were several great anecdotes about the personality that this deceased Celine had, but then there were a handful of geek-pop-culture namedroppings that furthered my disdain for the PC. I would have liked to have seen more of the former and less of the latter.

So, there was that, too. I didn't really like the main character. It's like, sure, on some levels, I'm not supposed to like the PC, as he is antisocial due to his grief, but by the end of the game, I felt like it should have rewarded me better for walking in his shoes as long as I did. If anything, instead of just finding solace, I think the hardest-to-achieve ending should also have involved the PC having a revelation about himself and maybe growing up a little.

* * *

Considering I have more to say about theme-related stuff in Eurydice than I do for most of the Comp games is probably an argument in its favor. I can understand why others have been so touched by this work. Still, I feel like I don't see eye-to-eye with this piece and hope that there are future revisions that bridge the gap some.

Sunday Afternoon

by Roody_Yogurt » Wed Oct 24, 2012 6:46 pm

Sunday Afternoon by Virgil Hilts

“Virgil Hilts” is a pseudonym, but to anyone who has followed the IF Competition for a while, the true identity of the author is pretty obvious. This review spans two releases of the game.

The first release:

I played this game early on. I enjoyed the premise and the exploration of the Aunt Emma's past through questions about knick-knacks and people she has known. Unfortunately, once I found a way to sneak off, it wouldn't be long until she found me, and I couldn't find a place or object to save me.

After several attempts, this brought up a clever scene change where we jumped to the future, and it is revealed that the protagonist is sharing a story from his youth. Less cleverly, the dialogue admonished me for not finding anything useful in another room yet, which made me think, hey, I'm trying here. Also, as cool as the flash-forward was, it also was a bit sad, as future-self is not in the greatest of predicaments and one can only assume that loveable Aunt Emma has passed on by that point. It kind of takes the wind out of one's boyish-mischievous sails.

Having spent far less than two hours but still undecided about how I feel, I put the game down for a while.

Release 2:

By the time I picked it back up again, there was a new release. This time around, I found the method that buys the PC more wandering-around-freely time. It's unclear whether the hint flash-forward scene is still in there as I solved the problem before it was triggered, and so far, a different one hasn't been triggered in my playthrough.

Unfortunately, I didn't get much further before getting stuck. Considering Sunday Afternoon has built-in hints, I found myself in that annoying situation where the hints jump from things I've already deduced to objectives that are still beyond my reach. In these circumstances, it's always hard to know if the “missing link” puzzle is something the author thinks no one would need help with or if it's some prized puzzle for which an answer won't come freely.

Whichever the case, I'd contend that the game needs help in this department. I am guessing that I am supposed to incite a conflict between the two NPCs, but even after manipulating objects to get them in the same room together, getting one to admonish me for something doesn't result in a reaction from the other.

* * *
Ok, I did eventually figure out what my problem was. Unfortunately, some time later, my interpreter gave me this:
>–> The scene change machinery is stuck.
>–> The scene change machinery is stuck.
>
Knowing the author, I'm sure this game will be great when it's done, but there still seems to be some bugs to iron out.

EDIT: I forgot to mention that this game also does the status line thing I don't like (see: my Fishbowl review). Now, this game has a lot of daemons working, so keeping track of time/turns is very important to the player. Still, in a case like this where you do want to see the turn count, I'd still like to see that section of the status bar turned to "TURNS: #" or something. Just having the counter there all alone just irks me.

Castle Adventure

by Roody_Yogurt » Wed Oct 24, 2012 3:28 pm

Castle Adventure by Ben Chenoweth

Speaking of terrible-80s-adventures-I-spent-to-much-time-with, fortunately, this is not a remake of the Castle Adventure I used to play on my C64 (or the handful of similarly-titled games released over the years). Interestingly, it starts the same way (wandering an Adventure-like forest), but as far as I can tell, there's no mention of “IVANHOE.”

This game does the status bar thing I don't like (see my “Fishbowl” review). It's kind of strange to have no score in a game that will obviously draw old-school comparisons. I imagine there's some profound reason for this.

* * * after playing it a good deal * * *

Ok, this game is just way too old-school for me. I think what bugs me the most is the overabundance of rooms. If I didn't give up and just read the transcript eventually, I'd definitely have to map the thing- which isn't bad in itself- but more than half of the rooms are useless and only there to give some sense of scope, I think.

Some of the puzzles seemed fun enough, but this kind of game isn't going to stand up well to your average comp game. Maybe old school enthusiasts should get together and start their own comp. I mean, I don't even consider myself an enemy of all-things-old-school. I don't hate mazes as long as there is some kind of “enchanted wobblefiend.” This game tests my patience by providing mazes in the dark that must be completed within a timed number of moves and such.

This game wasn't for me.

The Island by Old Andy

by Roody_Yogurt » Wed Oct 24, 2012 2:51 pm

The Island by Old Andy

This is some kind of homage to old school text adventures. It doesn't seem to be betatested. Several synonyms and obvious actions aren't implemented; I really only got as far as I did just from being familiar with 80s text adventure cliches.

The fact that UNDO has been disabled when the player dies was the final straw. Why do old-school “text adventure” enthusiasts resurrect the worst parts of 80s text games but not the best? Like, do something cool like forcing a fullscreen, 80 column display or something (in some system that'd allow that). Don't bring no-UNDO back.

I actually did restart and get a little bit further, only to run into a game-stopping bug. Oh, well, at least I didn't waste as much time with this one as I did with some of those terrible 80s adventures...

EDIT: It turned out that I had not run into a game-stopping bug. I just had been under the misunderstanding that the pnaaba jnf nyernql ybnqrq. Sure, it's not often that you find a ybnqrq pnaaba in IF, but I thought that was my reward for the guess-the-verb-ness of RAISE-ing the bucket.

It didn't help that I could see that svevat gur pnaaba was attached to an "unsuccessful" verb. Undoing shows that the >SVER PNAABA was never properly understood as a command (as an aside, I think showing the-command-being-undone-while-undoinog is great, but attaching important outcomes to unsuccessful verbs leads to the above). In the end, I just assumed there was a bug keeping the right things from triggering.

Since I had to play the game one last time just to make sure I hadn't missed an obvious passage telling me that the pnaaba was ybnqrq, I thought I'd mention two other things about the game.

Didn't like- I don't like tacking on atmospheric prose to the end of command responses as one additional sentence. I feel such atmospheric text should get its own paragraph. It feels kind of jarring when done the one-additional-sentence way.

Liked- I liked when I couldn't pick up the ebcr after using it (and especially liked that I was given a good reason for it, other than "You don't need that anymore.". There's a certain satisfaction of things-clicking-into-place when objects are handled that way.

In a Manor of Speaking

by Roody_Yogurt » Wed Oct 24, 2012 2:11 pm

In a Manor of Speaking by Hulk Handsome

This is the other Comp 2012 wordplay game. It took me several attempts to get into it, as, unlike Shuffling, there is no tutorial to get you going. Several rooms in, I still didn't have exactly an idea exactly what kind of word play the game was looking for and was fairly certain the game and I would never see eye to eye. Even having beaten the game now, I'm not sure if much of it can be really called “wordplay.”

The hardest part of the game is just being able to distinguish “puzzles” (some of them can hardly be considered such) from some of the silly prose. Once I discovered that >HINT told me if there was anything else to do on a room-by-room basis, I felt much better about my progress in the game. Still, I think even that could be improved by having some kind of signifier in the status bar indicating if a room has secrets/puzzles yet. Like, maybe a checkbox or something.

The puzzles are mostly easy, where solutions are often almost spelled out in object descriptions or what have you. I was quite happy where I guessed a successful command after seeing a metalhead, only to that the answer was also in his description. Just the same, this might be the best way to handle a game like this, as some players are obviously going to be unfamiliar with some turns of phrases. A player can challenge himself or herself by guessing answers without examining everything first while players who need more can use that safety net.

I was stuck the longest in an area where I was missing one particular exit in a room description. Besides that, part of me thinks that the game could be more efficient room-number-wise, as lots of rooms have nothing to do in them and it was just large enough that I had to go over some areas several times just to make sure I didn't miss anything.

Originally, when I was having trouble getting into this game, I was pretty certain I hated it. It ended up being worth a second chance, though. It is not mind-bending or gut-wrenching or anything that approaches the heights of IF's potential, but it is a cute little ride, once you give it a shot.

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