Game #5: Downtown Train (Z5), by Owen Lockett
Played On: 12/13/2004 (12:20 PM to 1:20 PM)
Score For Comp: 10 -- Unofficial Score: 9.5
From an initial peek at the game, I was expecting something different and
worthwhile in "Downtown Train". The introductory text was short and
intriguing. This minimal setup was enough to spark my imagination, as I
predicted what kind of game this might be.
For once, I was right. I expected a game in which late-night encounters on a
subway train would be more than they seem. I expected an interesting story involving
an almost surreal, claustrophobic setting. "Downtown Train" delivers on the
expectations set by its beginning text. It isn't perfect -- I'll talk about
the problems later -- but it's still an incredible game to have found its way
into a 32k contest. "Downtown Train" is forcing me to reevaluate my rankings.
I beta-tested the next (last) game on my C32 list, and until playing Owen's
entry, I was certain that the three I played in beta were going to comprise
the top half of my rankings. In short, I now have "Downtown Train" in the top
spot.
Most of the game worked extremely well for me. I was impressed that "listen
to music" (as my first move) worked with favorable results. I'm not a big fan
of Rod Stewart, but I recognized the song. True story: my wife and I once saw
him in some video clip on TV, and when I commented that I thought the guy
was dead now, her quick response was "no, he's forever young." Anyway, the
lyrics of "Downtown Train" have been weaved into the game -- not only for the
setting, but for much of the action as well. When things happen just right,
the result is amazing:
...groceries spill out (to the) floor.
You watch... as they fall...
"What the hell do you think you're doing?"
...on a downtown train
Giving thought to the lyrics and some of the other responses, some very
interesting and appropriate combinations are possible. If the song had
persisted into the last scene, it would have packed an even bigger punch.
I was disappointed that it didn't. I think it should have. This would have
shaded the story with more meaning. As to the story itself, I can say very
little without spoiling it.
The game flows well for a while. I figured out what to do, and began trying
the same thing with everyone. I made good progress without really knowing
what I needed to do. I knew the goal, and I knew I was being prevented from
it. I just didn't read enough significance into the other people's actions.
It simply seemed a well-crafted set of behaviors for Owen's NPCs. A peek at
the hint file (but not the walkthrough) showed me that this was the game's
puzzle. Once I knew this, my frustration mounted for a while longer. I
couldn't figure out how to solve it. I did, though, after starting the
routine a few more times. I simply needed to note which people were
distracted by which events, and then try a few variations of putting this
all in order. I solved it without a peek at the solution. I'm glad to see
(upon looking after I won) that more than one possible solution exists. I
don't think the Dentist was first in my solution -- but I didn't write it
down.
The game is well-polished, but a few minor bugs remain. Skip the next
paragraph, if you are inclined to avoid my bug report.
Without specifying whose hand you wish to hold, it defaults to the frowning
man. I found this out after trying to follow the gray-haired woman's advice.
The line containing "...groceries spill out floor" seems to be missing "to
the" between "out" and "floor". Inside the train, an attempt to "get out" of
it claims that I'm not inside anything. "Listen to music" works. but so does
"listen" to anything else. I tried to hold the dog's paw (no such noun), and
then its "hand" (the game claims that it isn't an animate object). The game
started with one turn already taken -- maybe that's intentional, but I
couldn't see a reason for it. These nit-picks are the only technical
problems I found in "Downtown Train".
The only thing working against the game is the puzzle itself. I don't mean
to say that it's poorly designed. That's not it. It's a great puzzle, and it
isn't too difficult to solve. It reveals much of the story, and in a way
that stays interesting. My problem was that I just didn't know that I was
on the right track (excuse the pun). I was making progress, but things became repetitive and
frustrating until I worked out a winning solution. I felt stuck in that loop,
and it began to shadow the excellence of the story. Without the challenge,
though, it would have been a mighty short game.
I highly recommend "Downtown Train". I find nothing else by this author in a
search of Baf's Guide, but this doesn't seem like the work of a first-time
IF author. Owen Lockett is either an alias, or a great new talent. If the
former, I really need to play his prior games. If the latter, I look forward
to his next!
Post-review wrap-up: I haven't played through "Downtown Train"
again, since I finished and reviewed it yesterday. What surprises me most is
that the game still sticks with me. Either its merits are growing in my mind,
or it really was an excellent, unexpected entry for such a niche contest.
This is the top game on my scale -- the "10" spot. If it had been an entry in
IF Comp '04 (and a little larger to fit that competition), I would have given
it a 9.5. It comes very close to being the "wow" game I hoped for, failing
only when the puzzle began to interrupt the story.
Game #6: Turning Point (Z3), by Robert Rafgon
Re-Played On: 12/14/2004 (9:30 PM to 10:00 PM)
Score For Comp: 7 -- Unofficial Score: 9.0
The last game in my C32.Z5 list is also the last game I beta-tested. Robert
sent me a game with virtually no problems left to find! Sure, there were a
few minor things, but my biggest influence was probably the "x me" response.
At times, some of the sentences seemed unnecessarily long. This persists to
some degree in the contest version, but it's just not something I can easily
identify. It's like catching a glance at something in your peripheral vision.
You know something isn't right, but when you turn to look, it's gone. Some of
the text in "Turning Point" just feels wrong; but re-reading it once or twice
more won't reveal any clear mistakes. I think it's a punctuation thing. I
suggested a few spots after playing the beta, and Robert made revisions. I
don't know. Since I can't seem to pinpoint the issue, I'll say no more about
it.
I'm fond of the game for its sci-fi setting. Unlike several of the IF Comp
`04 entries, which were set on a doomed spaceship with a lone protagonist
working for his own survival, "Turning Point" takes a different approach.
Captain Athta's ship is busy with activity. The captain oversees it all from
his perch above the engineering section, while the crew are hastily assigned
some pretty amusing tasks. As his clone, you are set to task as well. After
some kind of disturbance down below, you are instructed to investigate and
deal with the situation.
Somehow, Robert takes a background premise (galactic hostilities between two
warring species) that could have been applied to a more serious game, turns
it over, and sprinkles it with humor. The game is certainly fun. It offers
two or three good puzzles (each one comprised of smaller steps), clever
writing, and solid gameplay. What's more, it flows really well as a story
and as a game. In my initial beta play-through, I don't remember getting
hopelessly stuck at all. Each puzzle is difficult enough to be a challenge,
not a roadblock. I found the puzzles to be clued very well (even moreso in
the competition version), logical, and interesting.
One of the best compliments I can pay to "Turning Point" is that it doesn't
feel like a stripped-down game. It's short, yes -- but even after playing the
competition version, it does well in hiding the fact that it had to squeeze
into a 32k space. The text doesn't seem unnaturally terse (as in "Amusement
Park"), and it doesn't restrict gameplay to just one or two rooms (as in
"Endgame" and even "Downtown Train"). It's perfectly suited to the
competition.
It does have a "learn by dying" puzzle, which sort of struggles for
justification when it's not the only puzzle in the game. It's probably
possible to solve it the first time, just by using the clues at hand. I
wasn't sharp enough to do it without a couple more attempts, but it never
seemed frustrating or unfair. I was on a time (turn) limit without knowing
it. What worked for me was to replay the first parts without wasting turns,
then save at a point where I needed experimentation to make more progress.
Fortunately, it isn't a short, strict limit (as in "Endgame"). That's good,
but it also makes the need to retry feel more like a "redo" and less like a
theme.
Post-review wrap-up: As I said in the "Amusement Park" wrap-up,
I found it difficult to rank the three games I tested. By my IF Comp '04
ratings, I might have awarded it a well-deserved 9.0. It really could have
been higher then the "7" spot. It isn't a failing of the game in any way. I
didn't "lower" it below the top three. I was determined to score the games
based on a ranking order (so my scores might have real weight), and "Turning
Point" was edged out by the others for no huge reason.
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