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

Pit of the Condemned by Matthew Holland (2015)

Last year, my gal and I bought the biggest piece of crap on the housing market in Denver and, over the course of 5 months, turned it into something livable. Through a steady regimen of cursing, nail-gunning and hair-pulling, we got it to where the roof doesn’t leak, the heat works and the doors shut. So when I picked Pit of the Condemned as my 2015 IF Comp game to review, the title alone made it sound like a vacation.

In PotC, you play a convict that, along with fellow imprisoned person Iza, are thrown out into a city while a horrible beast tracks you. There’s one thing that this game does very effectively, and that is giving you (in my opinion) a sense of where the beast might be, without the benefit of graphics or a Defender-style radar or little text mini-map. There were a few playthroughs where I focused so much on the game’s text at the very beginning like, “You hear movement not far away, to the west.” and I would find myself unable to not type “west” and not say aloud “DURRR.” This resulted in me instantly perishing, but it was my fault because I have the habit of typing whatever compass direction I see in a text game. Usually in a game that features a lot of dying, I get a little torqued and quit, but that never happened in PotC. I intentionally don’t want to know how author Matthew Holland implemented the movement of the beast, because nothing is going to beat how he did it in my mind, which was to have the thing actually track both Iza and myself every turn. It effectively seemed that way and is the game’s brightest positive.

But yeah, two of the graphical adventure games I liked as a kid – Borrowed Time and Tass Times in Tonetown – created a feeling of death under a ticking clock in the opening, alongside being chased by a killer. Pit of the Condemned has this same vibe going for it. What I like about chase-based IF is that it eliminates a certain sense of player anxiety. I’m not expected to futz about in the Boiler Room for 20 turns trying to get the lathe working. I’m expected to keep moving, maybe grab some items if they’re out in the open and be okay with dying a few times until I can formulate a plan. Pit of the Condemned implied, to me, that through its title we’re all going to be in one location, but that’s not it at all. Admittedly, I would have loved it if we found out a little bit about ourselves as the player character during this chase, but that’s not the focus of the game.

There was some inconsistency when it came to the capitalization of the various rooms — “Gallows Hill” as one example, “canal,” “cellar,” “rancid sewer” as others. Perhaps that was intentional and only the “decent” places got capital letters. (I do like that, though the primary means of execution these days is a horrible monster tracking you, they still had a nice hill to hang people on. You know the landscaper of the gallows was clucking his tongue in irritation and rolling his or her eyes when the Dark-Furred Monster People gave their seemingly superfluous sales pitch to the city.)

I would assume that the implementation is where the game got stung in the comp. An example where it got dicey is one room where I found a couple keys. >take the keys doesn’t work, you have to take them individually. More, the room’s description of the junk after you’ve grabbed the items still says that there could be something useful in the pile of junk, implying that the player should still search it… By that point I knew what to expect and it wasn’t irritating.

I want to stress that I am not bothered by this sort of thing in a text adventure. Not being maddened by under-implemented IF is not a huge surprise, having written the great majority of it in the 2000s. But to me, there’s two styles of text adventures, two things an author might be going for:

1) This is a highly-polished interactive adventure game and the author is creating something that Infocom could have released.

2) This the work of a highly-enthusiastic author that is doing this for the first or second time and might stumble into some common Inform / TADS / Hugo pitfalls.

I’m okay with the second one. I like those games. That’s what I mostly played in the 1990s when I re-discovered IF thanks to the Internet. The highest compliment I can give Pit of the Condemned is that it gave me nostalgia for a wonderful time and I enjoyed it for that reason. It’s perfectly stable, just missing a tiny bit of player character love that would have really made it shine more. What I really hope is that Matthew Holland digests the reviews and comes out swinging with another game in a year or two and lets us all into his mind once again.