IF Comp 2015 Guest Post: Harry Giles on Cape

Cover of capeThis post is part of an ongoing project to bring more voices to the IF Comp conversation. I have been reaching out to players and authors who aren’t part of the intfiction community, and also to some veteran intfiction denizens who might not have time to cover the whole comp but who are likely to have especially useful feedback in particular areas.

Harry Giles, creator of (among other things) Raik and the spoken word performance Drone, has written here about Bruno Dias’ Cape.

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Alicewinks and “Don’t Find Me, I’m Not Yours” (David Neal et al)

(Disclosure: the following review is the part of the IF Comp review trades. David Neal requested that I check out his work. I played a copy of Alicewinks that I bought with my own money; other work reviewed is available for free on David’s website.)

Screen Shot 2015-11-05 at 2.40.24 AMAlicewinks is an ebook version of Alice in Wonderland, read aloud and fully animated. The interactivity mostly focuses on mode of consumption: you can choose to read the text, flip through illustrations, or view the animations with audio — the latter option basically being a chaptered movie. The reading is pleasant to listen to, if a little less polished than some audio book performances.

The animations are made from illustrations out of many different editions of the book stitched together. The effect is a bit dizzying. Now Alice looks like a fairly young girl, and now she looks nearly grown; now she’s blonde, now brunette. Similar changes happen to the white rabbit. Sometimes the characters are made to walk or hop through a perfunctory animation of their limbs, not far off the style of Monty Python animations. Sometimes they’re squeezed or stretched to match up with elements from other illustrations. Sometimes they’re placed against backgrounds that have been upscaled or blurred to give them room for movement.

Though the individual contributing illustrations are often very beautiful, therefore, the juxtaposition and forcible animation of those illustrations is often unattractive or (at best) a bit hallucinatory. Given that it’s Alice in Wonderland, that’s not completely inappropriate.

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IF Comp 2015 Guest Post: Lucian Smith on Darkiss

darkiss1This post is part of an ongoing project to bring more voices to the IF Comp conversation. I have been reaching out to players and authors who aren’t part of the intfiction community, and also to some veteran intfiction denizens who might not have time to cover the whole comp but who are likely to have especially useful feedback in particular areas.

This time, Lucian Smith talks about his take on the Italian vampire puzzler Darkiss.

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IF Comp 2015 Guest Post: Duncan Stevens on Map

map coverThis post is part of an ongoing project to bring more voices to the IF Comp conversation. I have been reaching out to players and authors who aren’t part of the intfiction community, and also to some veteran intfiction denizens who might not have time to cover the whole comp but who are likely to have especially useful feedback in particular areas.

Here Duncan Stevens, one of the prolific reviewers of IF in the late-90s newsgroups, takes a look at Map.

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Sun Dogs (Royal Polygon)

Screen Shot 2015-10-24 at 4.22.15 PM

Sun Dogs is a map-and-text game, with various events tied to each location, and various routes between locations. Much of the pleasure comes from exploring and finding out how different this universe is from our own. So far it’s formally reminiscent of 80 Days, but that’s where the resemblance ends.

Sun Dogs is austere, minimally directed, thinly populated rather than teeming with people and cultures. No other named characters appeared at all in the time I was playing, and even my own character is abstract, impersonal, and easily changed. When I started I was given a simple mission, and occasionally landing on a planet seemed to produce further outcomes, but in general I was just hopping from place to place, trying to wrap my mind around the world that the creators had built.

The game is set in a transhumanist future in which we have changed both our solar system and our own bodies beyond recognition. All the planets through Mars are accessible, and there are additional stations and stopping points at some major asteroids, and in the “debris field” around Earth, and in similar locations. Meanwhile, my character at one point went shopping for some new eyes, and on another occasion had a couple tanks of spare oxygen installed inside her body, just in case.

The whole solar system is in motion, as it should be: no fixed routes from London to Paris here. If you set out for a nearby station, your journey there is animated in a way that takes into account the lowest-energy way to accomplish that journey, which is anything but a straight line. If you go further afield, you get a brief transition screen telling you how many days you’ve used up (usually measured in the hundreds), and when you arrive the positions of the planets are updated accordingly. Time is not particularly a source of pressure. Age doesn’t seem to be important, and you can always get a new sleeve to inhabit, even if you die (which happened to me several times within my first half hour of play). Resources like fuel and food aren’t simulated, so you don’t have to worry about running out. The very fact that you can casually go on a voyage of a year and a half just to check something out gave me a sense of utter strangeness like that of playing Hoist Sail for the Heliopause and Home.

Screen Shot 2015-10-24 at 4.32.56 PMSun Dogs doesn’t really focus on goal-seeking play. The couple of missions I received at the outset of the game took me only a few minutes to complete and were not followed up with others — and they also had little consequence when completed, as far as I could tell. Meanwhile, just by exploring various locations, I automatically received assorted upgrades to my body and mind, not because I was looking for them or had paid for them but because exploring that area simply brought them into being. The biggest appeal for me was simply drifting from place to place and investigating all the unusual places and events.

(Disclosure: I played a free copy of the game that was given to me for the purposes of review. The game is available today on Steam.)

IF Comp 2015: Arcane Intern (Unpaid) (Astrid Dalmady)

The 21st annual Interactive Fiction Competition is currently on, through mid-November. Voting is open to the general public; the only prerequisite is that you not be an author, not vote on games that you tested, and submit votes on at least five games. (You emphatically do not have to have played them all! In a year with 55 entrants, it is very unlikely that most judges will get through anywhere near all of them.)

Arcane Intern coverArcane Intern (Unpaid) is a Twine piece with three endings, in which the player goes to work at a publishing house that turns out to be tangled up with actual magic; it’s a branch-and-bottleneck structure with an intro, three segments with light puzzles and exploration, and a conclusion. I played to all three endings.

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