Game #35: Chancellor, by Kevin Venzke
Played On: 11/04/2005 (10:10 AM to 10:40 AM and 12:20 PM to 1:50 PM)
Unofficial Score: 9.5 (9.5 base with no skew)
Again this year, Kevin Venzke has written my second-favorite
game of the competition. I beta-tested Chancellor, a few days before the
competition began. Even though not much has changed, that first play-through
went a little rougher than this, as I have gone back through the official
competition version. It’s a pretty hard game. I managed it this time, right at
the two hour mark, thanks to those hints from more than a month ago.
I wasn’t sure what score I’d assign to Chancellor. It
isn’t easy to be objective about an updated version of a game I’ve already
played. It stood up very well to the repeat play-through, which shows me how
well-written and entertaining this game really is. I even noticed bits of
consistency that escaped me the first time – I remember seeing it, but I don’t
think it hit me at the time. For instance, pay attention to the bit at the
beginning where the PC slides down into the cave (something happens with the
torch), and then look at the mirror later, in the bathroom.
The detail put into this game is amazing. A variety of
sensory descriptions are used. Almost everything obvious is implemented, and
this includes more than just being able to look at what’s around. Unnecessary
actions such as jumping at the balcony or moving the body at the shore are
anticipated and responsive. Even though figuring out what to do can
sometimes be a challenge, the game is very good about understanding variations
in commands – nouns and verbs that seem to require no guessing whatsoever.
I would hate to give away what’s going on in the game
(although I’m sure other reviewers won’t hold back), but suffice it to say it’s
a very interesting plot. There are two… parts, I guess. The overlap can
sometimes be subtle and even hidden enough to miss (examine your suit in the
first bit, and then go inside room 510 in the next – be sure to look at the
door first). It’s sometimes more obvious as the lines begin to blur (what
father writes on the note; what’s contained in the package; the condition of
Stacey’s clothes, found later in the game; the common fear of the monster and
the janitor). I’ve probably said too much already. It’s interesting how (especially
in the later bits) one part just fades away into the next, as if by sleight of
hand.
It’s one of those games, though, where even a second
play-through leaves questions unanswered. How much detail did I miss?
What’s to be believed, if anything? I hope this gets some discussion after the
competition (with appropriate spoiler notices, of course). I’m interested in
finding out what it all meant to other people, and so far the author hasn’t
explained it. Maybe it’s open for interpretation, but I gather that something
is going on, and it can be figured out. The ending alludes to the
ultimate completion of a task – one that seems important to her father – and
that’s exactly what the PC set out to do at the beginning.
I mentioned, though, that it’s a pretty hard game. Some of
it might be the need for better clueing. Maybe that’s not it – I picked up more
hints in this second play-through, and I’m sure I just missed some of this
subtlety the first time. Maybe it’s the larger area covered by the game in some
places, or just the amount of detail that sometimes seems important even though
it isn’t. Anyway, no help was available during the beta, except be emailing
Kevin. A hints file is included with the competition version, but as far as I
can tell (it’s coded, but with an easy key at the bottom) it only covers the
first part of the story. My hope is that judges persist through the tough
parts, to get a better sense of just how much the game has to offer. I think
the lack of a walkthrough might hurt Chancellor. I didn’t mind so much
that Kurusu City wasn’t as well-liked by the judges last year as it was
by me, but if Chancellor isn’t in this year’s top 3, the judges have
collectively made a mistake. It’s really a great game. And I’ve played them all
at this point.
So, this is the last one! I give it a 9.5 – no skew, but for
no particular reason. Well done!
Game #36: Distress, by Mike Snyder
Self-Reviewed On: N/A
Unofficial Score: N/A
I haven't yet written my thoughts on the design and implementation of
Distress, my own competition entry. I'll try to do it shortly after
the results are announced -- might be a few days, though.
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