Posted 16 November 2001 to rec.games.int-fiction
Presented here are reviews of every TADS game entered in this year's comp, in order from worst to best. Overall, there were no classics in this line-up, but then again no clinkers either. Unsurprisingly, the actual winners turned out to be all Inform games.
Kallisti (2/10)
A Galatea-style conversation piece... not being a fan of
Galatea, I didn't get much out of this one. I ASKed
and TELLed as much as possible but soon ran out of ideas. Didn't
give it a high score as this kind of thing can't be hard to implement.
Volcano Isle (2/10)
A white on yellow colour scheme? This author needs help! I hope they didn't
decorate their own house... Volcano Isle is not a game I could get into.
There's just way too many items lying around, too much mapping &
exploration required, too much inventory juggling. In short, too much
effort. The appearance of the Zork thief was enough to convince
me that this was a strictly old-school adventure, not something I was willing
to subject myself to.
Triune (3/10)
Apparently a game with lots of depth, but it's way too hard and unintuitive.
There is a huge forest to explore and map (no thanks), and in the middle of
it a castle where you receive a quest... to find and capture an unicorn. So
I went and captured the unicorn and brough it back to the castle... and got
the "losing" ending. Did I do something wrong? I didn't get any prompts to
do anything different... The walkthrough indicates there is much, much,
more, but I doubt many players are going to get that far, the rest of the
game is so well hidden behind obscure puzzles. Not much is implemented in
terms of verbs/actions, which hinders the game severely.
Journey from an Islet (5/10)
More of an art-piece than a game, Journey has some nice imagery,
excellent HTML-TADS presentation, and... not much more. Its strangely
unengaging to play, and the puzzles tend to be very unintuitive. By the end
I was simply following the walkthrough. The appearance of some strange red
herrings (the sharp rock and the string) left me thinking that perhaps
something more was planned?
No Time To Squeal (5/10)
The legacy of Photopia lives on... here we have a game that
starts off "in real life", shifts perspectives to different characters,
then leaps into a fantasy world... all the while revealing different
aspects of a central event. So no marks for originality. But there is one
great technical innovation: the game saves the vignette you are currently in
to an external file automatically, so when you quit and restart, you restart
in the latest vignette, and as a result never need to manually SAVE. While
this may not sound extraordinary, experiencing it for the first time is a real
thrill.
Game-wise, initially it follows the Photopia mould, with not much to do except perform the obvious action. Then suddenly you are presented with puzzles, and sadly they're just too damn hard. What killed the game for me was some bugs with the sword that made the game apparently uncompletable.
Grayscale (5/10)
A virtual-reality themed game.. but its no
Matrix... Grayscale seems to be
attempting to do something clever (are you playing this game or beta-testing
it from the inside?) but unfortunately the implementation quality is not
high enough to enable this aspect to come out. There is a surprising number
of simple spelling mistakes (unusual for a game obsessed with poetry),
puzzles are made much more difficult than they should be because certain
actions/verbs are not available, and there is a very frustrating bug with
the secret compartment, that almost makes the game uncompletable.
Fusillade (6/10)
Unusual and interesting, Fusillade is innovative in two ways.
Firstly, a full midi soundtrack! This really works in adding atmosphere.
Secondly, the game mechanics - you are thrown from one vignette to another,
with little or no connection between them, and therefore are constantly
having to work out who you are, where you are and what you're supposed to
be doing (a bit like Sam Beckett in Quantum Leap). Credit to the
author for somehow making this style of game interesting and absorbing, even
though it seemed to me to be completely random. Perhaps a pattern to it all
would have been revealed had I reached the end, unfortunately the game
became uncompletable when i got stuck unable to throw rocks in the
Doctor Who scenario.
The Cruise (6/10)
Pretty obviously a "my first game" effort, Cruise suffers from
all the usual beginner's flaws: inventory limits, bugs (try dropping and
picking up the suitcase) and a ridiculous plot ("get the 3 magic crystals
hidden on a cruise liner to destroy a demon" or something). But what sets
it apart from the more mediocre efforts is the surprising attention to detail
(try entering the restaurant wearing a bathing suit), good writing, and
puzzles that are actually fun.
The Beetmongers Journal (7/10)
Can't fault the quality of presentation in this one: it makes full use of
HTML-TADS, with atmospheric pictures, a nice colour scheme, and generally a
professional, polished look and feel. Game-wise, its playable enough,
although there were often periods where I was wondering around looking for
something to do, and when I did figure out what was next, I found the
puzzles a little too difficult for my liking. This is the type of game that
wins IFComps, but for me there's just something about the pretentious wordy
writing style (that seems to afflict most "serious" IF these days) and the
stories-within-stories that annoys me. Probably because its deliberately
designed to appeal to the English Literature crowd that dominates the IF
scene.
The Coast House (7/10)
A very straight-forward "uncover your ancestor's secrets" type of game that
evokes Anchorhead in some respects. It's perfect for the IFComp as it hits
just the right level of difficulty, is short enough, and intriguing enough
to keep you playing to the end in one sitting. While one or two bugs were
present, they didn't detract from the fun-factor. Rather abrupt ending.
A Night Guest (8/10)
Nothing more than an interactive poem... and even then, the interaction is
limited, as the poem will remain unchanged whatever actions you perform as a
player, all you must do is guess-the-verb in order to get the next verse.
However, it must be said that the poem itself is very entertaining (in that
old "jolly victorian" style), the woodcut style illustrations are
*fantastic*, and the numerous responses to your incorrect commands are very
humorous. In fact, it succeeds perfectly in its aim.. If that aim had been
more ambitious (a "branching" poem based on the choices made?) this would
easily have been a classic.
This article copyright © 2001, Niz