Friday, 15 October 2021

IFComp 2021 review - The House on Highfield Lane by Andy Joel

The House on Highfield Lane or The House... on Highfield Lane if you believe the punctuation on the cover image – and which in any case I shall now on refer to as House – bills itself as 'horror without the horror'. I would probably bill it as a mystery, fantasy and sci-fi parser adventure, which ironically covers all the major genres minus horror and romance. The PC is sassy teenaged Mandy who, fresh from school one afternoon and still done up in its accoutrements, finds herself compelled to enter this house in her neighbourhood after finding a letter addressed to its occupant. Wide-ranging, puzzly adventure game shenanigans ensue in a steampunk-leaning environment. There are big-small spatial gags, some quirky NPCs, a Frankenstein-styled laboratory and creepy silver-faced background folk who always manage to run away.

The House on Highfield Lane cover art

Summary

House took me a bit over two-and-a-half hours to complete. I spent more than an hour just exploring and fiddling with things without managing to solve any puzzles, though thoroughly in the mood all that time and not with any sense that I wasn't getting anywhere. I then turned to the provided invisiclues webpage for help, and used it a fair bit from them on because of time pressure, thinking (in vain as it turns out) that I might be able to get through the game in less than two IFComp hours.

House induces curiosity and enchantment, demonstrates interesting and sometimes challenging design, and is a great first outing for the latest iteration of the Quest authoring system. Indeed, it's the best-implemented Quest game I've ever played, though still not perfect in this regard (though what game is?) House is kind of hard, though, in a complex way. I don't mean that the puzzles are all complex. I mean that what's hard about it is complex to tease out, and has a nature I suspect will fall quite differently across different players, as might its third person narration. Ultimately, I loved the atmosphere of House, and quite liked the puzzles in spite of my troubles with some of them and the invisiclues.

P.S. The heroine swears A Lot! Mostly with the two most common rude words. I'm not going to say them because this blog is not a home to filth.

WEIGHTY CRITICAL DISCUSSION SECTION

I found the key joy of this game to be its development of a prolonged atmosphere of unyielding mystery. There's a derangement of reality at work that reminds me of Alice in Wonderland, as do Mandy's flip reactions to this reality. And like in Alice, there's a sense that there is some overriding meaning behind the weirdness. That's mandatory in this kind of game to prevent the feeling you're just solving a bunch of arbitrary puzzles.

The prose is narrated in third person present tense –

"Conscious that dust is about ninety percent dead skin, Mandy decides not to study it too closely."

– which is one of the less common viewpoint choices adopted for IF. I think the first way this choice helps House is that it gets the player through the unreality barrier faster. The game starts with what is arguably a lot of unexplained weirdness. My initial sense of separation from Mandy (she's not 'You' or 'I') helped me accept the lack of explanation. Once inside the house, Mandy quickly runs into some major discrepancies of physical scale and geography. Perceiving Mandy in the third person helped me appreciate the scale of theses scenes visually, as if I really was standing back and seeing a film frame of a relatively tiny girl in a room hundreds of metres high. Over time, Mandy's flip comments on the situation brought out her personality, and made me feel closer to her.

Returning to the topic of the game's puzzle challenge: That the first relevant puzzle entry I looked up in the invisiclues after playing for close to 70 minutes was named for an object I hadn't yet seen or heard of speaks to the difficulty of writing comprehensive invisiclues. This event did worry me, though. Was I really so out of touch with this game? Or had I missed some fundamental mechanic?

Fortunately, neither case applied, but I would say House's puzzles lean hard for a variety of reasons. First, some of them are old-school-styled, involving a lot of mechanical experimentation and repetition (rotate the object, look outside, see if anything happened. If it didn't, rotate the object again, check again etc. And have the idea to do all this experimentation in the first place). Second, this game is rich with interesting objects that seem like they'd help solve multiple puzzles, but usually only one solution is acceptable. I could think of several objects I possessed that could very feasibly be used to catch another falling object, amongst them a giant floppy hat and a magically embiggened chamber pot, but the game didn't have any programming in place for these attempts. The solution to this particular problem involved roping in an NPC I didn't even know I could communicate with, since he didn't speak when spoken to. Teaching players all the ways they can interact with NPCs in your game is vital for any game. Since the base level of game content here is solid, I don't see it as a great omission that House didn't have heaps of alternate solutions in place already, but I do see it as a necessary site for improvement when a game is at this level.

Finally, there may be a stylistic issue that obscured some of the game's numerous props, all those paintings and windows and pipes and levers and bureaus and drawers spread out all through the text. Most IF games cater to this angle of interpretive difficulty by using presentation systems or logic to set elements off; the exits, or prominent objects or geographical features, etc. House wasn't so great at this, presenting most of its prose in solid blocks, so I forgave myself for missing some stuff.

The lead character of Mandy isn't built out of personal details, but out of a lot of behaviours and attitudes players might recognise from girls in this age group. I especially like the way her cynicism for schoolwork is tempered by the occasional excitement she experiences whenever she realises she can apply something she learned at school to real life. Her frequent sarcasm makes her a good fit for the classic strain of sarcastic parser voice that also gets a workout in House.

This game is the maiden voyage for QuestJS aka Quest 6. QuestJS was developed by Andy Joel, author of House and current head of the Quest project, and is a JavaScript incarnation of the Quest engine. House is a great ambassador for the new Quest, which is what you want in a maiden voyage. In the first place, it's engrossing and well-implemented by any standards. Second, it's the best-implemented Quest game I've played to date. I've been playing Quest games for about a decade and they've always been a bit querulous. You could only play on PCs, playing online was too buggy, and the parser was flakey. House seems to have eliminated all these problems, and the standard of its parser is way up. Unfortunately my transcript was missing all my own typed commands, but this feels like an easy tech fix.

I feel I have to address the game's final riddle (no spoilers to the actual answer here, though if you want to know even less about the question than a measure of spoiler-safe info, stop reading now. Then again, wouldn't you have already stopped reading much earlier?)... it is, as a joke, pretty good. As a puzzle, it's probably terrible because it relies entirely on the player's own knowledge if they want to be able to solve it themselves, with the out that they will soon be given the answer if they can't. But they don't know there's an out coming when the riddle happens. And the game had previously enforced a PC/player knowledge divide in the opposite direction, with a riddle to which most players would know the answer but which they weren't allowed to solve until they had first made the PC research that answer in-game.

The kindest spin on all this is that the game adopts two opposite positions as a joke. Even then, I'd ask is it worth doing this when there's a high risk of annoying players on one or both occasions? Reviewer Bitterly Indifferent wasn't as indifferent as he generally claims to be in the case of the knowledge enforcement of the first riddle, as evinced by his linked-to review here. This type of enforcement was, coincidentally, recently discussed on intfiction.org in this topic. The upshot is that I don't think ending any game with this kind of riddle is a strong way to go out, and even in the case of this game, which at least gives you the answer if you can't get it, it will be received as an unrewarding ending by a subset of players.

Wednesday, 6 October 2021

IFComp 2021 review: The Spirit Within Us by Alessandro Ielo

The Spirit Within Us is a parser-driven thriller with crime and mystery elements that opens with the injured and bleeding PC waking up in a bedroom. Amnesia-game-fearers need not fear per se; the amnesia is well justified and quickly overcome. The whole game plays out around this house setting in what feels like real time, and ultimately with an emphasis on realistic action.

The Spirit Within Us cover image

The author describes Spirit as psychological, but I found the prose too sparse and some of the content too vague for it to succeed at that level. It is evident English isn't the author's primary language and its use here is functional. The section of the game based in the house presents as an almost default set of IF content: a bunch of rooms, doors, fiddly doors, openable things and plain objects from daily life — sinks, toilets, boxes, etc. If it weren't for the timed interjections of the PC's returning memories and the few interesting book props, this phase could be a boredom challenge for the player.

The author wrote the game and its parser from the ground up using C. While that parser effects the basics, the game's needs have definitely outgrown it. My transcript shows I once entered seventeen commands trying to eat a pill from a packet of vitamins before I succeeded, and twenty-three trying to execute the last action required by the game. What to do was obvious, but I had to consult the walkthrough to get the right phrasing.

The story that is revealed and the violent situation that grows out of it in light of the player's explorations and recollections are more compelling on paper than in the game. They're particularly filmic, as well. I've seen a lot of thriller and horror films make good use of the "waking up in a messy and potentially violent situation" scenario when they're also withholding some information from the viewer. Spirit is in this terrain, but unfortunately doesn't have the prose detail to sell it.

There's also a health timer element for the PC that induced a bit of unintentional amusement for me. The PC starts losing hit points from his injuries as soon as the game starts, and the player has to keep finding enough food and supplies to keep them up until the end. This mechanic does seem to be well balanced in terms of raising player stress levels while not being too savage under the hood. I finished the game without dying on my first play, and with plenty of health left, and this only took me about twenty-five minutes. (I acknowledge that geographically, I had good luck during my playthrough. After I'd made the whole map in my head, I could tell I'd fluked the ideal direction to explore in on a couple of occasions.) But the amount of time I'd spent rummaging around for food – fruits from gardens, leftovers from kitchens et al. – seemed to be too great a portion of the game experience. It's the major mechanical feature atop the find-and-use puzzles and some semi-randomised combat.

From the epilogue, I learned that the author's stated intention was to create a game with some moral challenge/choice. But again, the psychological content wasn't evident enough during play to make it clear I was making any moral path choices, at least in terms of my choosing them against apparent alternatives. If an action seems the obvious one needed in a game, I will take it. I don't come to these games to test my own morality, and I know this a difference between me as a player type and some other player types out there. Certainly the ending text I received was of the kind to indicate what the other endings might be compared to the one I got, but I'm not interested in replaying to see them.

I like the kind of story and situation this game presents, but its sparseness of writing and implementation mean the story doesn't really land, or with the right impact. The game's title is also too vague, in retrospect. I'd still say Spirit may be of interest to players who like a game with a bit of contemporary grit. And its mystery remains a little abstract, which is to say, I have questions about the backstory and I'm not sure whether I'm supposed to. This situation could just be due to the limitations of the prose. Even if it is, the particular degree of vagueness where the details have ended up is not a bad one.

Sunday, 3 October 2021

IFComp 2021 review: Dr Horror's House of Terror by Ade McT

I always start an IFComp season with a horror game, since horror is my home turf, mentally, spiritually, fan-wise and way-of-life-wise. This year I chose to go with the parser game Dr Horror's House of Terror (DHHoT) by the redoutable Ade McT.

(Link to ballot page with links to game: You might need to be registered with IFComp to see it? Search for 'house of terror' at https://ifcomp.org/ballot) 

I didn't finish DHHoT in two hours and, as far as I can tell, I was a long way from finishing. This outcome alarmed me, as I'm one of those people who seeks to avoid really long games in IFComp (re: the rules; you must lock your vote at the two hours of play mark.). I was given fair warning: the game is labelled "Longer than two hours". However, with my horror chutzpah I'd thought, "I bet that time label overestimates the duration and underestimates my great skill levels." I did not find the label to be an overestimation. I did not find my skill levels to be great, but they were sufficient.

Summary!

In this comedic horror adventure with a surfeit of exclamation marks, you play an actor of questionable skill appearing in the new vampire flick for Mallet Studios. After incensing the film's director, you find yourself embroiled in supernatural life-or-death shenanigans all over the studio backlot. The game is lively with dialogue and NPC action, solid with mostly mechanical puzzles, and has a deft light touch over an underscore of the uncanny that grows out of its highly varied studio settings. Implementation is very good but not great (there are a lot of omissions of inconvenience, and I feel more actions could have been implemented) and I didn't totally understand the mixed-up time aesthetic as a choice. Overall, an engaging long form puzzler with some extra juice for folks who appreciate the films referenced and the luvvie world. The playtime is three hours plus, and how much plus I don't know yet.

Detail!

Geographically, this game can be viewed as a series of hubs. Most of the hubs are sets for different horror films. These sets riff on the production styles of both the 1930s/1940s Universal horror films and 1960s/1970s British Hammer films, and on the classic monsters that appeared in both studios' films. The hubs have self-contained puzzles as well as elements that help you solve puzzles elsewhere. So even though the map isn't huge, this style of puzzle construction takes a lot of work to tackle. The environment quickly goes from being gated to semi-gated to open, meaning you may have to explore everything in the open area before you can work out what puzzles there are and what tools might help solve them all. I should point out there's a hint file with the game that I didn't use. I felt the difficulty was about right for me and that I'd be more satisfied going without.

The surface tone of DHHoT is initially light, and the humour is very perceptive of the world of dry-witted British luvvies, all these actors constantly caught up in the preciousness of their work and the gossipy connections of thespian life. This lightness becomes darkly funny as the game pushes you into a confused reality, the adjacent film sets and their different worlds being quite disorienting. The monsters may be real and the actors may not be acting, but even as the latter realise this they're still speculating on how life's going back at the Old A, or the prospects of the chap who went to Brazil to appear in "If you like it, Missus".

When there is gore, it has a slapstick silliness about it that fits the overall lightness. The creepiness of the game is in the reality gulf depicted in its cloistered studio world. Your actor pals are largely oblivious to the nature of the weird, trapped life they're leading, and your'e the only one who notices the grisliness of some of the studio props (or not-props). Still, your PC takes goings-on at least half in their stride, and they have to, narration-wise, or the game would be entirely bogged down in reactions to every strange occurrence. It's solid with prose already for a game of this pitch.

At first I assumed DHHoT was set in the 1960s or 1970s, based on the kind of typical-for-Hammer vampire film Mallet are making in the opening scene. But then I came across a keypad-locked door and security cameras. After that, I encountered the elaborate set for a werewolf film which definitely seemed to be a version of Universal's famous backlot from the 1940s, and not something Hammer could or would have done in the 1970s. The game also distracted me every time it mentioned the name of the character Blake Lively, a contemporary female actor in reality but a male Laurence Olivier-type playing a vampire in this game. It may be that the author christened him thus primarily for the sake of the joke of having Blake Lively's name on the cover of the game, and I have a sneaky admiration for that kind of commitment.

I ended up concluding that DHHoT is set in no particular real time. Its reality is constructed out of anachronistic ideas related by theme that the author wanted to put into this world. I actually wish it was set in a particular time and place, because that would have made its specific references resonate more strongly with me. People who don't know this turf as well as I do, and those who've grown up in the postmodern maelstrom of the 2000s, will probably not notice or care about this.

After a few hours, I had cleared one-and-a-half hubs and explored another two. There were hubs I hadn't even entered yet. So that speaks to the ultimate volume of this game.