Showing posts with label Mystery. Show all posts
Showing posts with label Mystery. Show all posts

Tuesday, June 6, 2017

Foo Foo

Author: Buster Hudson
Availability: Free, Download
Format: Text Game
Genre: Humor, Mystery, Fantasy / Literature
Rating: Teen

Found at ifdb.tads.org

My Scores (Out of 5):


Writing: 4
Art: N/A (Cover Art: 2.5)
Gameplay: 3.5
Romance: 2 (“Forget it, Jake; it's Fieldtown.”)

Summary

Foo Foo is, of all things, a hard-boiled P.I. mystery based on the nursery rhyme “Little Bunny Foo Foo”.  You play Good Fairy, a detective with the FPD who's been tasked with clearing the name of a repeat-offender who swears he really doesn't recall bopping anyone this time.  As you dig deeper, you unearth a conspiracy involving real estate deals, disappearing field mice, and illegal cheese; and somehow, your ex-girlfriend is mixed up in all of this.

Review

The Writing

It boggles the mind how Foo Foo manages to be so silly and so dramatic at the same time.  On the one hand, you're a fairy in glass shoes, dealing with cheese, stuffed dinosaurs, and food that may actually be mud.  On the other hand, beneath this gleefully ridiculous surface is a story of lies, betrayal, and heartbreak that would seem right at home with any “serious” story.  It feels like it's not as much a parody of noir as it is an actual noir story in a very silly setting, and somehow, it works on both levels.

The Art

Like Pytho's Mask, this is a text game, or Interactive Fiction as they're also known.  As such, the only art you'll see is the cover-art when you click “About This Game”.  It's not bad, and the idea of a rabbit's shadow looming menacingly over a mouse does fit the silly-yet-semi-dark tone of the game.

The Gameplay

The puzzles tend towards the “easy” end of the scale, and I like how the hint system is integrated into the game: one of the characters is “partially psychic”, which means he can give you obscure clues that you have to decode.  Of course, if even that's too difficult, then pressing him further will give you a clearer answer.

The game uses multiple-choice dialog.  There are no topics to be brought up, nor any branching dialog trees; your responses seem to be mostly decorative, although there are a couple obvious points where your choice can lead you to a different ending.  This system and the small world-map keep the game very compact, which is both a plus and a minus in my book.  Since there isn't a whole lot to explore, it's difficult for the player to get lost.  It's a good game for beginning IF/text-game players, I think; although the humor and over-all shortness should keep more experienced players from becoming too bored.

TL;DR:

Foo Foo is a hilarious love-letter to hard-boiled mysteries that manages to evoke the same feelings you'd likely find in a straight example of the genre.  The gameplay keeps things short and simple so that the player doesn't get lost, and the in-game hint system is amusingly done.  If you're new to text-games, this game is a good way to get your feet wet, and if you're a veteran IF player, it's still an amusing way to pass a few minutes.

These are just the facts, Ma'am...well, actually, no;  they're just my own opinions.  You might think this game is a wish come true, or you might say it stinks like old cheese.  Feel free to present your case in the comments!

Thursday, September 13, 2012

Pytho’s Mask


Author: Emily Short
Availability: Free / Download
Format: Text Game (Interactive Fiction)
Genre: Fantasy, Mystery
Rating: Everyone
My Scores: (Writing: 4, Gameplay: 3) out of 5

Found at http://ifdb.tads.org/ or http://www.wurb.com/if/index

Summary:

In Pytho’s Mask, you are Soteria, an agent of the secret Order of the Phoenix.  A mysterious masked man has invited you to the royal celebration of a comet that appears once every hundred years.  Your orders are to use this opportunity to investigate a possible threat to the king, which may have something to do with the comet...

Review:

Pytho’s Mask is a text game.  Although the more popular term for this genre is apparently “Interactive Fiction", I personally prefer to stick with “Text Games”:  arguably, most of these games are interactive works of fiction.  The main difference is that while most of these games have graphics and clickable items and whatnot, text/IF games deal primarily with, well, text.  The narrator gives you a description of where you are and what’s going on, and you type what you want to do in response.  True, some may have illustrations; but it’s like the difference between a book with pictures and a comic book.  Anyway, since Pytho’s Mask is all text with no pictures whatsoever, the Art score is absent for this review.

I like the writing in this game.  The plot is interesting, the mystery is well-clued without being too obvious, and the strange setting is beautifully detailed.  While some details can seem confusing at first, one quickly and easily gets a feel for this fantastic alternate-Earth.  Better still, the story and setting seem to “bleed off the page”, as it were;  hints of old stories and personal dramas creep in, giving the feeling that there’s more in the distance.  The characters are nicely distinct with strong personalities, requiring only a couple of sentences to establish just what sort of people they are.  And yet, there is more to each of them than meets the eye, for this game is all about hidden facets and dualities.  Also, I like that the main character is a bit like a Renaissance noble-woman version of Batman: Soteria doesn’t just idly solve mysteries as a way to pass the time between harpsichord lessons; she is a highly-trained agent whose job it is to kick butt.

The gameplay, on the other hand, I consider to be middling: not very good, not very bad.  One of the problems text games face is that they are highly vulnerable to “What Am I Supposed To Do Here?!” and its cousin, “What Am I Supposed To Type?!”.  Pytho’s Mask does a fairly good job of prodding you in the direction of the plot.  Admittedly, there are moments where you feel the game putting you on rails, but this is balanced out with times where you get to wander and explore at your leisure.  As for typing, there are blessedly few commands that you will actually need, although first figuring out how to phrase some things was a bit of a hiccup for me.

>Read Guide To Spotting Conspirators
What do you want to read that in?
> ???

Bear in mind, this is usually the fault of the tools used to make the game more than the author him/herself.  I currently recommend TADs, as it has a decent system for handling and creating actions, and it doesn’t ask me what I want to read things in.

One bug that’s more likely to be on the author’s shoulders, though, is the tendency to try to pick up a given book in the library only to later find yourself holding a completely different one.

On the shelves, you notice The King In Yellow.
>Read King In Yellow
(First taking The King In Yellow) It details how to roll out the dough, and what ingredients to use for sauce.
>Inventory
You are carrying a copy of How To Make Pizza.
>??!

Fortunately, things like that do not make up the majority of the game.  If anything, you spend most of the game talking to other characters.  The conversation system is introduced very early on, and it’s actually an NPC who initiates your first conversation.

Conversations are mostly handled in dialogue trees.  You first address a character by typing “Talk To (Character)", and then you’re given a choice of things to actually say.  You choose by simply selecting A, B, C, etc.  This helps make conversations easier to navigate, as it solves the “What Am I Supposed To Type?!” problem.  I discovered by accident, though, that you can also introduce different topics by typing “T (ThingYouWannaTalkAbout)”.  It took me a while to figure out what T was supposed to stand for (Talk About?  Tell About?); then I stumbled across a help section that said T was short for Topic.  “Topic Prince”?  Weird.

On that note, some of these characters have unusual names.  While that’s par for the course in fantasy, it brings up the problem of actually being able to remember said names.

>Ask Minister About Venetia
Who?
>Vedalia
Who?
>Viviwhoseewhatsis 
Who?
>The Hussy Hanging All Over The Prince
Who?
>!!!

As it happens, though, the aforementioned Help section -- which I found so late in the game, that it’s embarrassing -- disclosed that, at any time, I could have typed “P” and been given a handy list of all the characters I’d met so far.  Why, oh why, did it not occur to me to type “HELP” sooner?  It could’ve saved me so much headache.

The last minor complaint I’ll bring up is that it’s a bit tricky to keep track of where the exits are.  Some text games have a built-in compass that tells you which directions you can go at any given time:

You are in a dungeon.  Exits are North, South, and Dennis.  
 Exits: North, South, Dennis
>Go North
You come to a room with an inadequately written description. 
 Exits: South, West

The version of Pytho’s Mask which I played (on Frotz) has no such function that I could detect.  Exits were only mentioned as the room was being described (“to the west is a door, and you see a...”), and room descriptions only appeared automatically when you first visit a room.  This means that if you go back to a room you’ve already been to before, you’ll have to explicitly type “Look” (or just “L”) to see where you can go from there.  (Or, of course, you can try going in a direction that doesn’t exist there, and thus be told “You can’t go that way.  You can only go North, South, or Dennis.”)  It’s a minor-to-moderate inconvenience, but it doesn’t make the game unplayable.

There are multiple endings to be had in this game, and at least two different men you can end up with.  Several of the endings fork from the same point.  Basically, toward the end of the game, you have to switch one item with another, and what you switch it with will determine the outcome (And let’s just say you really want to have a grip on who’s who at this point).  Of course, merely figuring out whodunnit isn’t enough to ensure everybody goes home safe and happy...

TLDR:
Pytho’s Mask is a fantastic intrigue flavored with romance and a little action.  It has its share of hiccups, but nothing so debilitating that you can’t finish the game.  “HELP” is your friend, and will save you from much woe.  On the whole, it’s worth checking out.

The Fortune Teller holds up a card.  On one side is an image of a reader agreeing with everything that the girl with the blog has just said.  On the obverse is an image of a reader shaking their head, tossing the blogger out of a convenient window, and going off to start their own blog, a better one, that will have blackjack and hookers.

Tuesday, May 17, 2011

Love and Order

Author: ? (Seriously, why is it so hard to find credits for these things? If this were my game, I'd want my name all over it!)
Availability: Demo/$19.99 Full Version, Download
Format: Management Sim / Dating Sim
Genre: Mystery / Workplace Romance
Rating: Teen
My Scores: (Writing: 4, Art: 4.9, Gameplay: 4) out of 5

Found at http://www.otomegames.com or http://www.winterwolves.com/

Summary:

In Love and Order, you are Dana Larose, a young woman who just started work as a secretary for the understaffed Crown Attorney's office in a small district in Montreal. In addition to your demanding job and cute coworkers, there's a very mysterious case file that draws your attention.

Review:

Writing:

Right away, I found things to love in this game. It's set in Canada, which is a nice and original change from the usual settings (see other reviews for more ranting on the subject), and enough flavor is given that this actually seems like "Canada" and not "Japan with a name-change". So hooray for that! Also, I liked the little rip-off of the "Law & Order" intro. It was silly, but I liked it.

The game proper made me feel like I was actually in an attorney's office. Granted, I know very little about law and how law offices actually work, so take that assessment with a grain of salt. Still, it was more than enough for my Suspension of Disbelief to work with. What's more, I found it hilarious and, in a way, realistic how the cases your office was handling weren't glamorous cases like "The People vs. Bob 'The Decapitator' McKiller" or "The People vs. Bob McWronglyAccusedForMurderButNobodyBelievesHimNotEvenHisMother". Instead, your office handles cases like "Man accused of harassing chickens." Ladies and gentlemen, the legal system at work.

Art:

The art here is very good and well drawn, though maybe the border lines around two of the boys' hair could use a little cleaning up. The "Change location" screen contains a map that's justified in-game, which I thought was a very nice touch. Also, you can change outfits, which is somewhere between nice and pointless.

Gameplay:

Having only played the demo, I'm reluctant to give an official score on the gameplay, but what I've seen so far impresses me. You can request assignments, and sometimes opportunities for new assignments will be given to you. Doing more tasks means getting more money, but it also means more stress which can mean screwing up and failing the task altogether. It's very well balanced, I think.

The one thing that concerns me is the replay value. From what I can tell, the mystery seems pretty straight forward and linear, which means once that's solved, it probably won't need to be solved again. As for the love angle, there are four suitors, and their paths also seem pretty linear. I don't know how many endings are possible, but from here, the possibilities look fairly small. This wouldn't be a problem if the game were freeware, but since it's a commercial game, this is a very serious point to consider: Is a game you only play 4-6 times worth spending $20 on? For some people, the answer might be "Sure, why not?", but for people more like myself, a game has to be something more than just a fleeting experience in order to make me part with my hard-earned money. With Love and Order, I don't know if it can do that for me.

TLDR:

Love and Order is interesting and very well put together. It's one of the better games I've played, and I can completely understand and agree with the authors deciding to make money off of it. It's a high-quality game. What I don't know is if the apparently limited replay value is worth the price they're asking. Of course, it might just be that I'm cheap.

As usual, this is all my own opinion; you might think this game is worth a thousand dollars, or you might feel it needs to be burned and its creators fed to wolverines. Feel free to post your thoughts in the comments section, free of charge. ;)

Tuesday, March 22, 2011

2nd Teen Story: Xmas

Author: Nyu
Availability: Free, Download
Format: Visual Novel
Genre: Romance (with some Horror/Mystery)
Rating: Teen
My Scores: (Writing: 2.5, Art: 3, Gameplay: 3)

Found at --Apparently, this game has been taken down from its original locations.  If anyone has any information, please share.

Summary:

In Xmas, you are Nguyet Ly. It's the night of December 24th, and you currently have no plans for Christmas. What will you do? And will you find love while doing it?

Review:

Writing:

In my last Nyu Review, I lamented the general lack of information surrounding our protagonist. In Xmas, though, that problem is finally solved; our girl has a name, and she definitely lives in Vietnam. For a game of this type, that is the perfect amount of flavor.

The English is still imperfect and peppered with anime smilies, but it's readable. Also, the story contains actual dialog this time, so hooray! There were still parts where the dialog was cut in favor of a summary, but as these mostly boiled down to recounting what would surely be a long story, it's more excusable.

As for the story itself, it had its share of strengths and weaknesses; but for what it's worth, I actually found myself caring about the characters, and as that is the primary goal of any author, kudos must be awarded. There were parts that caused me to laugh out loud; for example, the fact that Nyuget basically prevents a guy from killing himself by beating him up. That has got to be the most unorthodox suicide prevention method I've ever heard of.

The santa-murderer plot was an interesting change of mood, and possibly genre, taking us from a light-hearted romance into a dark murder mystery with possible supernatural overtones. It almost seemed like it shouldn't be part of this game; the tone is just that contrasting, although it keeps the motif of meeting and hanging out with a cute boy. I actually think it should be extrapolated into a game of its own; it's creepy, interesting, and I would love to see more of it.

Art:

The art is much better than in the first game. I like the style; it has a few elements vaguely reminiscent of manga, but it's longer and thinner, with a bit of sketchiness about it. I really like it. I'm also crazy about the art in the menu and option screens; Nyu seems to have pulled out all of the stops.

The photo-backgrounds are also less annoying. They help establish the setting further, giving us the sense that, yes, we are in Vietnam. They're also interspersed with black-and-white drawings. Personally, I think the lack of color in the drawings makes for a more intense contrast with the full-color photographs and keeps in step with the rough, informal feel of the rest of the game's artwork, but your opinion may differ.

There were a couple points where the anime-esque expressions creeped me out, though. The eyes and mouth would suddenly get too big, too white, and stare out from a body that simply did not match the superimposed face. It was...disturbing.

Gameplay:

The gameplay is simple; there are only two choices in each menu, and choosing incorrectly may loop you back around to someone else's path as a sort of second chance. It doesn't drag like the last game did, though I admit that the change in mechanics compared to the last game did initially feel like a step backward to me. It seems to work, though.

TLDR:

I like this game. While it has room for further improvement, it's a definite step up from Lolipop Love. The mechanics are simpler than the first game, but this allows more story to exist in what would otherwise have been empty space. Overall, it's short and compact, but still satisfying. The Santa murder path was an incongruous yet fascinating change of pace, and I hope the author does something more with it.

Once again, of course, this is all one girl's opinion. Your experience may well differ, so feel free to share in the comments section.

Monday, October 25, 2010

Re: Alistair

Author: ?
Availability: Free, Download
Format: Dating Sim
Rating: Teen
My Score: 3 out of 5

Summary:
Re: Alistair is a stat-based dating sim. You play Merui, a gamer girl obsessed with a MMORPG called Rivenwell Online. Another player has stolen your kill and claimed your prize, and you've since discovered that this player is one of three people who goes to your school. The problem is, which one?
Review:
I definitely want to give the writing bonus points right off the bat for having Merui be a gamer. After all, the very reason this blog was started was because of the misconception that girls don't game, so this is a welcome aversion of that old tripe. More generally, though, I think the characters are decent; the story is solid, and I like the way the emails and the gaming sessions are handled.
The art is likewise very good. Once again, it's based on anime/manga stylings, so a heads up to those of you who aren't fans of the genre. Presonally, I like it, and I enjoy the style change between the real world and the game.
The gameplay itself is something I'm a bit more ambivalent about. First of all, let me applaud the fact that the mystery of Alistair's identity has only one correct answer. You can end up with any of the three boys, but who you end up with does not in anyway influence who Alistair turns out to be. As for ending up with the boys, though, therein lies the problem...
This is the first truly stat-based dating sim I've ever played; while Festival Days had some Stats, they mostly influenced how much money you could earn, and other things that more or less became irrelevant once you cracked the system. In Re: Alistair, though, your stats determine who you end up with...I think.
The fact is, I'm not quite sure how it works. At first, it seemed pretty obvious to me: You have stats for Social, Network, and Intelligence, and your suitors are a Popular Jock, a Computer Guy, and a Smart Classmate. I initially assumed a direct correlation, then, between each stat and each guy, but single-mindedly pursuing one stat/guy resulted in *nothing*. If there's a combination that needs to be reached, I'm not sure what it is. According to the forums, success apparently lies in buying many, many objects, but there's no real clues for which objects to purchase (Except for one item suggested by each guy, but that's apparently not enough). At some point, I actually *did* get a good ending for one of the characters, but frankly, I'm not sure how I got it!
That's what really bothers me: I don't know how I got that good ending. I'm completely baffled. Personally, I think that if the player doesn't know what they did right, then something is wrong.
To sum it all up, Re: Alistair is pretty, well-written, and I have no clue what it wants from the player. WHAT DO YOU WANT FROM ME, ALISTAIR? WHAT DO YOU WANT???!!!!
*Ahem* Sorry. Perhaps you'll have better luck with it, though. Feel free to try it out and share your experiences in the comments.