IFComp 2016: Color the Truth

Spoilers follow the break.
Read more »

IFComp 2016: This is My Memory of First Heartbreak, Which I Can’t Quite Piece Back Together

Spoilers follow the break.
Read more »

IFComp 2016: Stone Harbor

Spoilers follow the break.
Read more »

IFComp 2016: Inside the Facility

Spoilers follow the break.

Read more »

IFComp 2016: 16 Ways to Kill a Vampire at McDonalds

Spoilers follow the break.
Read more »

IFComp 2016: Quest for the Traitor Saint

My first Twine pick this year. Spoilers follow the break.
Read more »

IFComp 2016: How To Win at Rock Paper Scissors

OK! Let’s do this! First game on my randomized list! Spoilers follow the break.
Read more »

IFComp 2016

The judging period of the annual Interactive Fiction Competition has just started, and unless you’re an entrant, you are eligible to judge. Even if you don’t want to do that, you are welcome to just play the games. There are 58 this year, and people are already saying it’s an unusually good assortment, with a mix of established authors and newcomers in a wide variety of forms and styles.

It’s been a few years now since I’ve tried to blog the Comp. I feel like I’ve kind of fallen out of the IF world — apart from Hadean Lands, I’ve played precious little lately, and written less. But IF is my home. It’s where I come from. And it’s about time I visited, if only for a little while.

One thing: This time around, I don’t intend to blog about every single entry. Partly because there are 58 games to get through, and partly because I’m reconsidering whether the negative reviews are actually a force for good or not, but mainly because I still don’t feel like I have enough of a handle on most choice-based stuff to discuss it intelligently. But we’ll see how it goes.

Munch’s Oddysee: The End

In the lengthy closing cutscene of the good ending, we finally see what use Abe and Munch got out of their trip to the surface and back: Lulu is now wealthy enough to win the Gabbiar auction. Except this still doesn’t really make sense. Abe has to mind-control Lulu through the entire process — Lulu doesn’t even like Gabbiar, doesn’t want to spend his entire new-found fortune, has no intention of just handing the can over to a couple of known criminals. So if Lulu isn’t a willing collaborator, why does it need to be Lulu? Can’t Abe just wait for the winning bid and then mind-control whoever won? I can imagine possible reasons why this wouldn’t work, but if the creators of this story even considered the possibility, they give no sign of it. No, Lulu is the only possible choice not for practical reasons, but for reasons of dramatic irony: you made his fortune by mind-controlling Glukkons, now you take it away by subjecting him to the same treatment.

I do want to keep going with the next Oddworld game once I’m through with IFComp for the year, but I have to say this one, even in its revamped form, was a step down from the first in most respects. There’s just an awful lot of filler where you repeat things you already know how to do in a series of similar-looking environments. The final level brings out some new wall textures to create a palatial look, and the effect is just to emphasize how much all the previous levels looked the same. There was a point toward the middle of the game where it started introducing ways to upgrade your Mudokon followers, turning them into powerful hand-to-hand or ranged combatants. It seemed like that might build up to something interestingly tactical, but the whole mechanic pretty much gets dropped after a few levels, probably because it made things too easy.

Munch’s Oddysee: Eggs? Eggs. Eggs!

Perhaps I’ve just been inattentive, or failed to read between the lines. It would be easy to do in a game where the story and gameplay are so separate. I can keep the Lulu side of the plot straight because it’s integrated into the levels, but there’s some purely interstitial story as well. Mostly it takes the form of headlines on a newspaper displayed after you complete a mission. The top story is generally the mission’s aftermath — “GLUKKON DONATES PROFITS TO LULU FUND! MAGOG MOTORS OUTA GAS!!!”, for example — but there’s also been an adjacent series in smaller type about the impending auction of the last remaining can of Gabbiar. Gabbiar is the roe of the Gabbit, which is to say, Munch’s species. Munch is generally assumed to be the last of his kind (hence his side of the rescue missions involving Fuzzles instead). So that roe, if still viable, could be the last hope for the continuation of his people.

I hadn’t really paid much attention to this plot thread before, assuming that it would assume prominence when it was ready, but there’s something else that’s got me thinking about it: the emergence of Labor Eggs. I had seen the phrase “Labor Eggs” in the game’s help text before, when it explains that the ending will depend on how many Mudokons, Fuzzles, and Labor Eggs you rescue. But only now, in the last few levels, do I get an explanation of what the phrase “Labor Eggs” means. It just means the eggs of Mudokons, kept by the Glukkons to be hatched into laborers. Which raises questions about where these eggs come from. As I’ve noted before, every Mudokon we’ve seen appears, at least, to be male — although these are aliens, so who knows?

Now, there is at least one specifically female character, also mentioned only in the newspapers: a Glukkon queen, who requires Gabbit lungs for some medical purpose. Which, now that I think about it, shows extreme short-sightedness on the part of the Glukkons. They have a desperate need for Gabbits, but Gabbits have been hunted to near extinction, so what do they do with the last clutch of viable Gabbit eggs? Package them as food. This is really par for the course for Glukkons, though. Their domination of the planet is based on ruthlessness, not good planning.

At any rate, the deal with the Labor Eggs is that they’re in boxes, which you have to pick up with a crane and drop into a hole. In the level where they first appear, there are 22 such boxes, all in the same area. You can’t access the crane until you’ve got rid of some guards, but once you’ve done that, there is nothing at all interfering with the task. This moment is pretty much pure repetitiveness, lacking challenge or interest. And that’s a distillation of the worst aspect of the game as a whole: its tendency to give the player busywork, to fill out scenes with activities that aren’t challenging or interesting. “Labor Eggs” may be a doubly accurate name.

« Previous PageNext Page »