Under the Sea: The Treasure of the Santa Tortosa by Heike Borchers (2019)

The Little Ugly, Evil Guy On My Shoulder’s Verdict:

I think Heike once read an Aquaman comic and thought to herself, “Woah, this guy’s superpower is that he can talk to fish! This is the coolest superhero of all time!” She is the only person in history to have ever had this reaction to an Aquaman comic.

The Little Nice, Handsome Guy On My Shoulder’s Verdict:

There’s treasure, exploration, friendship, puzzles, humor, and even romance to be found here. What more could an IF player ask for?

My Verdict:

I should probably resent this game for being a thinly conceived vehicle for unrelated and somewhat randomly chosen classic puzzles, but it’s so charming and fun I don’t even care. It turns out spending my life not interacting with sea creatures has left a huge void in my heart that I only now realize I must fill. Thanks, Heike!

Game Information

Game Type: Inform (Glulx)

Author Info: Heike Borchers appears to be a first time IF author of whom there is little public knowledge. Cynical voices might point at this game which is both well-designed and well-informed in IF history and argue it must be the work of a seasoned hand writing under a nom de plume, but I’ll refuse to believe this until the bitter, bitter end. To me, Heike will always be some German chick who digs IF and just started writing her own games in 2019. I welcome her to our community with open arms. By the way, do you think Dave Ahl Jr will ever write another game?

Download Link: https://ifcomp.org/play/2076/download

The 2019 Interactive Fiction Competition will not exactly go down as the most family friendly iteration in IFComp’s more than two decade history. Considering just the first four comp games I played this year, the first game featured recreational marijuana use, the second a dead fat guy, the third a dead cat, and the fourth a murderous protagonist. This is exactly the sort of material I’d want any hypothetical children of mine to be exposed to as early as possible, but I can understand why some parents might want to shelter their kids a little longer or at least keep them from falling under the influence of the sick sort of people who still write interactive fiction in 2019. Under the Sea stands out in contrast to the rest of the field as it is exactly the sort of game parents should want their kids to play. It has no death, violence, drugs, or sex. It’s innocent. It’s charming. It has puzzles which require some thought in order to solve but which eager young minds would be capable of solving. It even teaches sound moral values.

Even better, Under the Sea is also the kind of game you could describe in an overly excited tone of voice in order to get an 8 or 38 year old interested in playing it. You’re an adventurer! You’re seeking treasure! It’s buried under the sea! You’ve got to talk to fish in order to find it! There’s a bear! And an octopus too! Even I’m getting excited just typing this out. This isn’t the most intellectual game in the world, but it’s easy to approach and easy to relate to. I don’t know about you, but the only answer I have to the questions “Do you want to find some treasure?” and “Do you want to talk to fish?” is HELL YES.

Treasure hunting games don’t always have much of a moral compass. The whole pursuit is rooted in avarice, after all, and the trail of dead dungeon dwellers we adventurers typically leave in our wake while in pursuit of the shiny is only rarely considered. Under the Sea isn’t heavy-handed in its approach to morality, but it forces the player to choose what kind of adventurer he or she wishes to be. You can be a lying braggart or a kindly truth-teller. You can choose love over money or money over love. There are consequences to every choice, but none are severe or extreme. I loved the fact that I, a bitter old man whose sole guiding moral principle is to not eat people unless very hungry, got the ending with Keira and found myself nominated for an important adventuring honor on my first playthrough. That’s the best ending, I think, and it’s a good illustration that doing good can indeed feel good, particularly when you’re doing good in a text adventure and thus are not subject to all the bullshit people come up with in real life that can sometimes leaves no good deed unpunished. Under the Sea has struck a powerful blow for virtue and it deserves praise for that. On the other hand, I kind of liked the ending where I ended up dirty, stinking rich too even though it was less warm and fuzzy. Avarice is…good? “Awesome” would have more of a ring to it, I suppose.

The game Under the Sea most reminds me of is an AGT classic called Dragons In Chocolate Land by Eclipse. Both games feature a number of animals you must interact with, and both games have a whimsical feel to them. Eclipse, though, seems to have been much more serious about worldbuilding. She created about as realistic a game world that uses chocolate as a building material and is inhabited by dragons as she could, and her animals tend to act more like real animals, albeit animals with generally kind dispositions. Under the Sea in contrast never feels as convincing. The fish and the octopus act more like people than animals. While it’s fun to interact with the sea creatures, you know they’re there mostly to act cutesy and give you extremely unlikely puzzles to solve. You just have to accept that this world you’ve found yourself in has a fish that’s into Morse code and an octopus who likes devious word games. At times, the pretense can wear a little thin and the game can start to feel like a collection of disconnected puzzles.

That said, I mostly enjoyed the puzzles in the game. They all make sense and will be mostly familiar to veteran IF players. I have to admit when I ran into the Morse code puzzle, my first reaction was, “Oh HELL no!” Then I realized that I knew exactly how to solve this and had in fact done this kind of thing before. So I solved it and I felt smart. That’s a good puzzle. The other puzzles I found either straightforward or I solved them on my third attempt. That’s true even for the final puzzle which I recognized as a familiar logic puzzle but couldn’t remember how to solve it for the life of me. So I guessed and solved it on my third attempt. Then the octopus asked me how I solved the puzzle and I guessed the answer he wanted to that on my third attempt. Yeah, I guessed the answer to the puzzle question designed specifically to prevent guessing. It was both my finest and my least finest hour. I really felt like an idiot when I looked up the puzzle online and was reminded of the actual trick to solving it.

One thing that makes this game more difficult than it needs to be is that the parser responsiveness is poor and exact command matches are too frequently required. For example, the game’s parser will understand “say thanks” but not allow you to use thank as a verb. There should definitely be more synonyms implemented and perhaps some more guidance to show players how they should word their commands. The most extreme parser failure I noticed occurred in the opening scene. At this point, you’ve already been told that there’s a treasure map buried somewhere on the island you’ve landed on. You’re on an island and there’s a shovel. It’s pretty obvious what comes next, right? IT’S DIGGING TIME! The only problem is seemingly only one command will do what you want it to do, and every other reasonable command you try will lead to the generic message “I only understood you as far as wanting to dig.” The first time I played through this game I just walked past the scene and found the treasure without the map because I just assumed the map wasn’t actually implemented. It’s not a big game world so you don’t really need a map, but this still bugged me enough that I replayed the game and kept trying until I found that one command that actually did work. It made sense, and I probably would have come up with it long before if only the game had asked me, “Where on the island do you want to dig?” when I tried to “dig island,” “dig in ground,” or “dig for map.” I just needed a little feedback to show me I was on the right track. Is that so wrong?

If you can forgive the overly strict parser and enjoy solving puzzles, you’ll likely find Under the Sea a charming and fun game to play. It’s not a world-beater by any means, but it’s a pleasant diversion and offers a nice escape from more serious competition fare.

Simple Rating: 6/10

Complicated Rating: 28/50

Story: 6/10

Writing: 7/10

Playability: 6/10 (This is a generally well-implemented game with no serious bugs, but the poor parser responsiveness makes it a much less pleasant playing experience.)

Puzzle Quality: 6/10

Parser Responsiveness: 3/10

Meeting Robb Sherwin by Jizaboz (2019)

Tweet Review:

A parser-based slice-of-life game in which players assume the role of the author (Jizaboz) and attend Robb Sherwin’s wedding. Throughout the weekend, players will explore bits of downtown Denver, spend time at a hipster draft house, and hang out with… me?

Full Review:

Of all the experiences I’ve had in 40 years of playing text-based games, perhaps the most jarring was stumbling across a digital recreation of myself inside one of those games. To be clear, I don’t mean simply discovering a character that reminded me of myself; no, I mean literally encountering my name and physical description inside this game.

Meeting Robb Sherwin is a “slice-of-life” adventure. For those unfamiliar with that particular flavor of game, allow me to explain. Forty years ago, early text adventures offered very little narrative and were instead content with presenting players a series of puzzles which, when solved, would save them from (an often excruciating) death. Over time, text adventures evolved and matured into interactive fiction — text-based games with deeper stories that seamlessly mixed the art of fiction writing with more narrative-driven puzzles.

Meeting Robb Sherwin is neither of those things. Instead it is a digital recreation of a specific event — Robb Sherwin’s wedding — which took place in Denver, Colorado on June 30, 2017. Sherwin invited a couple hundred personal and online friends to join him that weekend. This game is a retelling (or perhaps more accurately, a reliving) of that event through the eyes of the author.

In the game, players assume the role of Jizaboz, one of Robb Sherwin’s friends who attended the wedding. Throughout the game, players will retrace the author’s steps by seeing the same sites, visiting the same places, and experiencing the same things he experienced in Denver. That weekend, Jizaboz traveled from the airport to La Quinta, made a purchase at a local cannabis shop, had a few drinks at a “Hipster Draft House,” and eventually attended Sherwin’s wedding. Those who successfully complete the game will do those same things in the same order. It is not designed to allow players to skip locations, because that’s not the way things happened. Unlike many works of interactive fiction, the author’s goal was not to offer players total freedom of choice; in fact, the exact opposite is true. For the most part, the game offers a single path from beginning to end, corralling players into replaying the events exactly how the author experienced them that weekend.

In real life, I encountered Jizaboz twice that Denver weekend: once at the draft house, and again the following day at Sherwin’s wedding. In the game, you (as Jizaboz) will encounter me in those same two locations. While you’re chatting with Flack (er, me) inside the draft house, Robb Sherwin will arrive, just as he did that afternoon. Later, on the day of the wedding, Jizaboz introduces himself to Jason Scott. Other characters Jizaboz encountered that weekend also make appearances — the tattooed woman working the desk at La Quinta, the clerk at the cannabis store, the young man who sat behind us at the wedding, and the mysterious guest who stole a piece of wedding cake before the ceremony ended all have cameos.

Because the game is a recreation of actual events, by design, it doesn’t feel (at least at first) that there is much room for experimentation. Don’t expect to object during the vows, or skip the event altogether and go skiing instead. That being said, not everything in the game is on rails, and certain situations can be manipulated just enough to change history. For example, with a few poor choices it is even possible to make poor Jizaboz miss the wedding. By sticking to the narrative (at times game tells you exactly what to type in order to progress) the game is easy enough to coast through, but there’s definitely a little room for exploration during multiple playthroughs.

Which brings me to the elephant in the room — who exactly is the target audience for Meeting Robb Sherwin? Perhaps being so close to the source material, my initial instinct was that only those who know Jizaboz or Robb Sherwin would truly appreciate this game, but after a few days of gameplay, I’ve expanded the potential audience. The slice-of-life genre was new to me, but definitely has a following. Not everyone enjoys the sprawling worlds and mind-bending puzzles presented in many parser-based games. Those just dipping their toes into parser games or not interested in a week-long gaming session will enjoy a smaller and more linear game such as Meeting Robb Sherwin. Plus, you know, you get to meet Robb Sherwin.

(And me!)

Link: Meeting Robb Sherwin

Enceladus by Robb Sherwin (2019)

The Little Ugly, Evil Guy On My Shoulder’s Verdict:

So this ship has a lady captain on the rebound (death rebounds totally count!) and a female crewmember whose primary interest is drinking vast amounts of alcohol yet Ja’Rod still can’t get laid. He has no game whatsoever. Varick would be deeply, deeply ashamed. I’m ashamed too, so much so that my new name for this guy from here on out is Ja’Rodless.

The Little Nice, Handsome Guy On My Shoulder’s Verdict:

I personally feel that Wikipedia continues to be an example of the very best the Internet has to offer. While I didn’t enjoy the aspersions cast on the finest online encyclopedia known to man and robotkind alike, I did enjoy the rest of the game, especially the bouncy tunes!

My Verdict:

I’m no mathematician, but space plus werewolf plus hot sauce plus Robb Sherwin equals fun squared, baby! Or an extremely disgusting porn flick.

Game Information

Game Type: Hugo

Author Info: Robb Sherwin is the guy I originally started this website with back in 1999, one of the best IF writers of his generation, and surrogate father to all the demented denizens of Jolt Country.

Download Link: https://ifcomp.org/play/2045/download

Other Games By This Author: Chicks Dig Jerks, A Crimson Spring, Necrotic Drift, Cryptozookeeper, and many more!

I’ve been trying to put my finger on what makes this game feel a little different from all previous Robb Sherwin games. The best I can come up with is it’s a matter of luminosity. Enceladus doesn’t shy away from depicting evil, but it isn’t encompassed by darkness. In the past, I think Robb has often used his writing as a way of exorcising personal demons, and the result of that has been darkly funny games that are like nothing else in the world of IF. In this game, it feels like Robb is using his writing to accomplish a slightly different goal: sharing joy. The result is a light, funny game that is like nothing else in the world of IF. My guess is we haven’t seen the last of Dark Robb, but Enceladus should expose his work to a whole new audience who might not have been able to handle the darkness of some of his previous works. That’s a good thing!

For newcomers to Robb’s IF work, this game is a fun, accessible space adventure that will serve as a great introduction. You play the role of Ensign Ja’Rod Butler, crewmember aboard the starship Plagoo which is currently traveling in outer space near Enceladus, one of Saturn’s many moons. Everything is going well except for the fact that a werewolf has boarded the ship and is killing people. The werewolf is probably the most Sherwinian thing in this game, but the explanation is that the werewolf is the result of an elective genetic engineering procedure. In other words, he is a highly modified human being. That makes sense. I mean — let’s face it — that’s the sort of thing that’s definitely going to happen in the future. Some people will do the werewolf procedure in order to become better criminals like the one in the game, some people will do it because Teen Wolf is their favorite movie, and some people will do it because they’ve always felt like they were werewolves on the inside. The point is they will definitely be doing it so Enceladus is giving us a glance into our futures which is exactly what science fiction is supposed to do. The battle against the werewolf (who, it turns out, isn’t really the mastermind here) will ultimately continue on the surface of Enceladus, a frozen wasteland best known for hosting the only hot sauce bar this side of the galaxy.

For those of us who have played Robb Sherwin games before, we will inevitably come into this one armed with a certain set of expectations. These expectations might vary a bit depending on which game is your favorite, but, personally, I expect a Robb game to take place in a dystopian world or at least an environment where justice is in short supply, to feature numerous bursts of virtuoso writing, to be hilarious, and to be populated by a host of fascinating and weird characters. Enceladus is very funny, well-written, and features some interesting and quirky characters, but it also feels a little restrained compared to some of Robb’s other games in keeping with the lighter atmosphere. If we were talking about music, we’d say Robb’s latest release was a little tighter and less experimental than his previous work. That’s not necessarily a bad thing; in fact, I found it refreshing. We want artists to keep trying new things, especially when the results are good as they are here. Plus, “a little restrained” in this case still leaves room for a character as over the top as the thong-wearing Finnian, a case of near death by hot sauce, and the aforementioned werewolf. I also wouldn’t say the world of Enceladus is dystopian. Even though the crew of the Plagoo face danger in the harsh reaches of outer space, most notably because people are trying to kill them, the game environment never feels entirely unpleasant or hostile. Admittedly, Grimes might disagree with that assessment for good reason. Even so, this still feels like a game world where the AIDS Archer may well have hung up his bow long ago, where having pets is still a perfectly legal activity, and where Varick still works 9 to 5 because he hasn’t been driven to raid the last resting places of the dead by sheer economic necessity.

Enceladus does a nice job depicting the chain of command and job specialization on a well-run starship. As Ja’Rod, you are not the head honcho. Like everyone else on the ship, you have a job to do; in your case, you use your special X-ray glasses to scan nearby locations for DANGER. Like everyone else, you answer to the captain. Not doing your job and not following orders can get you and the rest of the crew killed. At the same time, you are given the creative freedom needed to problem solve and can speak freely without fear of retribution. This is an efficient outfit that clearly works well together. Linus Torvalds and Jeff Bezos could probably learn a lot about leadership from the unnamed but badass and utterly competent captain in this game. As a general rule, I like being in charge whether in an adventure game or in real life, but Enceladus does a great job of making you feel like your role is important even when you’re not the one giving the orders. All space games tend to remind me of Red Dwarf to a degree, and mentally I did classify Ja’Rod as Dave Lister in an alternative universe. Like Ja’Rod, Lister isn’t an insubordinate man by nature, and he would likely have served a capable commander with perfect rectitude. Ja’Rod probably wouldn’t have amounted to much if he had to work under Rimmer either, but placed in a positive work environment such as aboard the Plagoo he has everything he needs to shine.

Robb Sherwin remains a big believer in the potential of multimedia to enhance interactive fiction. In this game, there are just a couple of graphics that you see when you start the game and visit the about section, but there’s music throughout the game. In the past, I haven’t always been a big believer in the use of music in text adventures. I kind of like having text adventures be a silent, almost meditative experience, and it can be difficult to find music that truly complements a game. I even felt that way playing Cryptozookeeper at times because it felt like the music was doing its own thing, largely independent of the action in the game, and sometimes it actually distracted me from the job at hand. In Enceladus, however, the music perfectly complements the game and each song seems to match the scene it is featured in very well. Rather than serving as a distraction, it actually reinforces the mood set by the text. Robb has proven with this game that music truly can add something to the text adventure playing experience just as it does in other types of games. The loud red background color also seems to fit the game very well. Most importantly, it reminds me of AGT so it gets some bonus points based on that alone.

I served as a beta tester towards the tail end of this game’s development, and I’m very pleased with how everything turned out all in all. Some bugs needed to be squashed and typos eliminated along the way, but it’s a downright smooth and almost flawless playing experience now as long as you type all the same things I do. If you run into the text, “I aren’t in anything at the moment,” in the mine, I’m very sorry and have no idea why I only noticed that after the comp version had already been released. Finding a way to get Alexandra safe and sound and inside the airlock proved to be one of the most serious game development challenges. It’s much less confusing now than it used to be, but it’s still a little odd that Alexandra is listed as being present Before the Airlock and also said to be inside the airlock at the same time. Oh well, nobody likes a pedant. Apart from those small quibbles, the game works great now and I’m very happy to have played a very small role in getting it into its present form.

For better or for worse, Enceladus is a comp game through and through. It’s short and easy enough for just about anyone to finish. In practice, this means that the game ends very soon after it reaches its crescendo. You play through the best part, and then it’s just…over. I definitely found myself wishing there was more adventure to be had and that I could spend some more time with my crewmates, but at the same time I know authors can struggle to find the perfect length for a comp game so it’s perfectly understandable why Robb would want to keep it short. Even though Enceladus is about as straightforward as interactive fiction can be, there are probably a few people who still will have a hard time finishing it. I imagine any hardcore Twine fans who crossed over to play this game likely needed to ice their fingers after every few typed commands so that two hour comp game time limit really can be reached more easily than one might imagine. When I give out my numeric ratings, I’m mentally comparing a game to all the interactive fiction I’ve ever played even though that’s probably not fair. This can make it difficult for a short game to get a great score from me, but I really had to think a while about what rating I should give this game. You could consider Enceladus to be about as good as short and simple IF can be. It really is among the best of its kind, and I’m not sure a better game was entered into Comp ’19 — if one does exist, I definitely haven’t played it yet. At the same time, I still prefer my IF to be lengthier and a little more challenging. Be that as it may, the annual IF competition is all about celebrating short form IF, and Enceladus is fantastic short form IF so I’m expecting it to do very well.

Lastly, the fact that I have now reviewed two games in a row that both featured Enceladus has to be about the weirdest thing to have happened in the history of this site. Yeah, it’s even weirder than having all three of the original Trotting Krips review Pass the Banana. I had absolutely no idea Robb was working on an Enceladus-themed game until I’d already started writing my review of Saturn’s Child. What this all means I have no idea, but I think I can state with more authority than anyone else that Enceladus is the best Enceladus-themed text adventure there is. Admittedly, Saturn’s Child did feature an awesome space birth scene (though in my opinion it would have been better if the baby had been named after Jim Bexley Speed), but Enceladus is pretty much superior in all other respects. So, if you can just play one Enceladus game, make it this one!

Simple Rating: 7/10

Complicated Rating: 34/50

Story: 7/10

Writing: 8/10

Playability: 8/10 (Whoever beta tested this game did a fantastic job!)

Puzzle Quality: 4/10 (It’s not that the puzzles are bad per se; it’s just it’s pretty much always bleeding obvious what you should do next so it’s not very challenging.)

Parser Responsiveness: 7/10

Special Ratings For This Game:

Looks Like AGT: 8/10 (Color is good!)

 

The House on Sycamore Lane by Paul Michael Winters (2019)

Tweet Review:

If you can get past the typos, scarce descriptions, and programming glitches, there’s a fun mystery to be solved within The House on Sycamore Lane. The game is unpolished and rough around the edges, but delivers a rewarding payoff for those willing to wade through its issues.

Full Review:

I was six years old when my father brought home our family’s first home computer, a TRS-80 Model III. One of the first games I ever played on that computer was Haunted House, a text adventure written by Robert Arnstein and published by Radio Shack in 1979. Forty years later, Paul Michael Winters wrote his own haunted house text adventure, The House on Sycamore Lane, and submitted it to the 2019 Interactive Fiction Competition.

Like 1979’s Haunted House, the goal of The House on Sycamore Lane is to enter (and subsequently escape) the titular house. After entering the house, players will need to free the spirit that haunts Sycamore Lane before ultimately freeing themselves. Following an opening sequence that takes place outside a middle school, players are quickly funneled (and promptly trapped) inside the Sycamore house through one of two entrances. From that point on, the majority of the game is spent exploring the spooky old house while solving simple puzzles, most of which involve acquiring objects within rooms and using them to complete tasks in other rooms.

The game’s first puzzle, in which players must unlock their own bike lock, is less about knowing the combination to the lock and more about knowing the combination of words needed to unlock the lock. Unfortunately, this was not the only puzzle where I knew what I wanted to do, but couldn’t figure out how to convey it to the game. Later, inside the house, I got stuck standing underneath a latch in the ceiling with a hook in one hand and some twine in the other. I prefer parser games to graphical “choose your own adventure” point-and-click games and appreciate the level of work that goes into programming them, but there’s a fine line between delivering freedom and frustration.

The sparse descriptions give The House on Sycamore Lane an old-school text adventure vibe. Examining your dirt bike reveals “it is your trusty dirt bike.” A pair of pliers found are “rusty, but functional.” There are no humorous descriptions or long passages of narrative to distract you from the tasks at hand. Most objects are described using only a few words, while room descriptions max out with a few sentences. In this text only medium, descriptions are where moods are set and mental images are painted, and I felt the game would have been more effective with more vivid descriptions. Authors often use item descriptions to provide depth to a story, an opportunity lost here.

Most fans of interactive fiction enjoy reading, which makes them particularly skilled at spotting typos. Unfortunately, this game is filled with them, which gives it an unpolished feel. I tried to overlook the way the game uses “your/you’re” and “its/it’s” interchangeably, but was driven bonkers by a “peperoni stick,” which literally stumped me until I realized the game was requiring me to misspell the object to pick it up. For any text adventure, but specifically one submitted to a competition, a bit of proofreading would give it a more professional look.

With all that said, at the core of The House on Sycamore Lane lies an entertaining little ghost story. As players move throughout the mansion searching for keys to unlock doors and such, certain objects, when acquired, trigger brief flashbacks. Over time, the story behind who has been haunting the house on Sycamore Lane (and why) is revealed — and, more importantly, a way to free the tortured spirit also becomes clear. It’s unfortunate that this story isn’t teased earlier in the game, as it’s definitely interesting. If I were to rework the game, I would either drop the opening subplot involving the middle school bully, or — even better — find a way to tie it into the overall theme of the game, creating a bit more cohesion. A couple of paragraphs at the beginning setting the tone and hinting at what is to come might also help set the mood. The actual story, which is the most compelling part of the game, is simply buried a bit too deep.

I’m not particularly adept at text adventures and it only took me about half an hour to work my way through The House on Sycamore Lane. There are a finite number of rooms within the house, so everywhere I turned I found objects looking for a puzzle to solve, or puzzles awaiting a solution. I don’t think at any point I ran out of places to go or wondered what I should be doing next, and I like that in a game of this scale. The size of the house was appropriate, with lots of rooms to explore and secrets to discover.

The House on Sycamore Lane isn’t terrible. There’s a fun mystery to be discovered by players willing to stick with the game long enough to find it. Interactive fiction games require interesting concepts along with polished writing. Paul Michael Winters has the former part down, and I would love to play another game by him with a bit more attention spent on the latter.

Link: The House on Sycamore Lane