Irvine Quik & the Search for the Fish of Traglea
Posted: 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.).
(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.).