Meeting Robb Sherwin by Jizaboz (2019)

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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

Mentula Macanus: Apocolocyntosis by One of the Bruces (2011)

I have never played Curses. Any reference that Mentula Macanus: Apocolocyntosis has to Curses is going to be lost on me. However, I did play Apocolocyntosis in a moving vehicle to and from an arcade, with several other people along for the ride and Bruce as the narrator. I believe MM:A gives you quite a lot to think about regarding the magic of a singular vision in design.

Bruce has made the kind of game I suspect he would like to play on some level, but never gets a chance to. Sometimes text games try to answer a question that is always lurking — in Savoir Faire, we wonder “What if I could link these two objects?” In Deadline, we wonder, “What if I could accuse people of a horrible crime?” In Apocolocyntosis we get the answer to, “What if everyone was more-or-less receptive to my engorged video game cock?” Text games are really among the leaders in answering these questions, because doing so with a mainstream title means taking a chance. It’s not remotely pornography, though it’s an incredibly pornographic experience.

There are things I like about this game that have nothing to do with sex mechanic. It’s packed with fun features. I like PONCY MODE being a thing you can enable, and I like that it came out as a result of discussions with people who made the newsgroups unreadable. I like it when people put footnotes in their games. What I liked most was the “hub” design of the game world. There’s areas to explore in Apocolocyntosis, but Bruce doesn’t ask you to play them all over again, like Halo, or play them a second time in reverse order, like Hexen. It’s a difference in preference between generations of gamers, like how quarter-second cuts are totally okay in music videos if you are younger than I am, but a moronic unstyle if you are exactly my age or older. The area worlds are set up like chapters in a book, and filled with characters that I can dislike “properly”: I dislike them because they treated our protagonist badly or were condescending to him, not because the author is broken and projecting his issues onto his characters.

I recall that as a group, we had a bit of trouble with the whale scene, but we were otherwise able to make pretty good progress with only marginal nudging. I was exhausted on the trip back, so more of a passive absorber in that regard, due to my attempts to have sex with the Sinistar machine at the arcade; don’t judge me you fiends. The design, taken as a whole, it is that of a game meant to be played in a session or two, and it’s all very approachable. It, like The Undiscovered Country is unquestionably an adventure game — if you’ve been at all frustrated with puzzleless IF, this is the game for you. Even if you take the fact that it’s a text game out of it, what interests Bruce from a gameplay standpoint is frozen in time, and I am delighted to return to a sort of post-Infocom Meretzky ride with his offerings.

There’s a good deal of subtle humor in the game as well — a great application of scare quotes managed to crack me up every time I did a playthrough, and you’re never going too long without the game giving you a wry observation. More, while I had no idea what a lot of stuff was in the game, especially regarding archiecture, Bruce described it well enough for me to make sense of it. >LOOK is a strong verb in the arsenal once again, at least in my playthroughs.

Completing Apocolocyntosis, I wonder what kind of game Bruce would or could make next. I would most like to see him answer, “What if he gave us Stiffy’s thoughts on all this?” I don’t know if that sort of thing resonates with him much, but it wouldn’t be the first time a mute protagonist spoke in a sequel.

The people who gave it a “1” in the comp are probably babies (no offense). If you have matured to the point where a video game can’t offend you by simply existing there’s a lot of adventure to be found here. I don’t know if we’ll ever get another Adam Thornton game – I hope we do! – but man, what a way to go out if this is the finale.