A Collection of Reviews of ADRIFT Games Which People Have Written But They Might Not Necessarily be all Adrift Games that People are Writing Reviews Of

 

ISSUE 7

 

EDITED BY ROBERT STREET (EMAIL: adrift.reviews@gmail.com)

 

PUBLISHED ON 8 JANUARY 2006

 

 

 


CONTENTS

 

INTRODUCTION

 

2005 YEAR IN REVIEW

Top Ten Games of the Year – by David Whyld

2005 - My First Year as a Drifter – by Christy Henshaw

 

FINISH THE GAME COMPETITION ENTRIES

Results from the competition

Pathway to Destruction – reviewed by David Whyld

Take One – reviewed by David Whyld

The Demon Hunter – reviewed by Robert Street

The Hunter – reviewed by Robert Street

Shadow of the Past – reviewed by David Whyld

Jack of Shadows – reviewed by David Whyld

 

IF COMPETITION ENTRIES

Results from the competition

Escape to New York – reviewed by TDS

Mortality – reviewed by TDS

Vendetta – reviewed by Robert Street & TDS

The Plague (Redux) – reviewed by TDS

 

ADRIFT GAME OF THE YEAR COMPETITION ENTRIES

Results from the competition

Provenance – reviewed by David Whyld

Showtime at the Gallows – reviewed by Robert Street

A Spot of Bother – reviewed by Robert Street

 

OTHER RECENT ADRIFT GAMES

Can I Do It? – reviewed by David Whyld

Chasing the Russian – reviewed by David Whyld

 

OLDER ADRIFT GAMES

Wizard’s Playground – reviewed by Greg Boettcher

 

NON-ADRIFT GAMES

House of the Midnight Sun – reviewed by David Whyld

 

APPENDIX

List of games reviewed in this issue and previous issues

 

 

 


INTRODUCTION

 

Welcome to the seventh edition of the Reviews Exchange. In the following sections are 18 reviews and 2 articles of thoughts on the year 2005. Thank you to David Whyld, Greg Boettcher, Christy Henshaw and TDS for their contributions.

 

2005 was my first full year as a member of the ADRIFT community, as I joined the ADRIFT forums in late 2004. I may not be the best judge of how this year compares to previous years, but I think that 2005 was a strong year for ADRIFT. There may not have been any game that stood out for me as absolutely outstanding, but there were a lot of very good games released over the year, highlighted by the strong performance by ADRIFT in the IF competition. The forums on the ADRIFT main site were also steadily active throughout the year (barring the occasional crash of the ADRIFT site, which thankfully has greatly improved in reliability in the second half of the year), with a lot of interesting threads.

 

2005 was also the first full year of the Reviews Exchange with 5 issues and 95 reviews (not counting this edition, which was in 2006, or the first issue, which was in 2004). That is a large effort for a community as small as the ADRIFT community and I hope that people have enjoyed reading it. As a comparison over the same time period SPAG for the general IF community has released 4 issues and 48 reviews. Thank you to the following contributors over the last year:

 

 - David Whyld (44 reviews);

 - Robert Street (20 reviews)

 - Stefan Donati (11 reviews)

 - Christy Henshaw (6 reviews)

 - Laurence Moore (6 reviews);

 - Lumin (3 reviews)

 - THoiA (3 reviews)

 - Cobra1 (1 review); and

 - Red-Sith (1 review).

 

Hopefully in 2006 we will see more reviews from these reviewers, plus some from new reviewers.

  

My personal three favourite ADRIFT          games of 2005 were:


 The Plague (Redux) – The first game by Laurence Moore for several years showed that he hasn’t lost his ability to create a creepy atmosphere, with good writing and an interesting story.

 

 Second Chance – Second Chance showed that David Whyld can write more serious story-based games just as well and possibly better than his more usual comedy games.

 

 Pathway to Destruction - Generally I would be much more disappointed at just missing out on winning a competition. However, I felt that Pathway to Destruction by Richard Otter was a very good game that created a strong story from the constraints of the competition and it deserved to win.

 


Hopefully, 2006 will be an even better year, with the Reviews Exchange continuing strongly and more new great games. Given Campbell Wild’s recent comments on the ADRIFT forums, maybe even a much improved ADRIFT 5.0 will be released. Whatever happens, I look forward to the next year.

 

 

 

Robert Street

(adrift.reviews@gmail.com)

 

 

Back to contents

 

 

2005 YEAR IN REVIEW

 

TOP TEN GAMES OF THE YEAR

By David Whyld

 

My favourite ten ADRIFT games of 2005, and why I liked 'em:

  

Can It Be All So Simple? By TDS

A strange horror game where precious little makes sense (is it all in the player's mind?) but which is well worth playing all the same.

 

Unusually for a game by a newbie, this shows a high level of professionalism in that just about every item mentioned in the room descriptions can be examined. The dreaded "you see no such thing" is mercifully absent for most of the time.

 

I wasn't too keen on the intro, which seemed to bear little relation to the rest of the game, and I would have liked a better explanation for what went on, but those points aside this was certainly an impressive debut.

  

Crazy Old Bag Lady by Sprite

Sometimes games come very close to being really good, but just miss out at the last moment. "Crazy Old Bag Lady" was one such game.

 

It's the amusing, tongue-in-cheek story of a bag lady on a quest to find a golden shopping trolley, along the way contending with a mad cat lady (shamelessly stolen from The Simpsons?) and a whole weird consortium of the homeless. Very comical in places and well written, but…

 

But the bugs. Oh dear. The original version of the game had a bug that crashed it the moment you entered a certain location; this version has that one fixed but several others have crept in, thus spoiling what is otherwise a decent game.

  

Frustrated Interviewee by Robert Street (Rafgon)

I generally avoid puzzlefests like the plague (ignoring the fact that I've just written one) as I'm hopeless at the puzzles and inevitably wind up frustrated and wishing I'd never bothered in the first place. But I gave this one a whirl anyway.

 

For a while I managed to do pretty well with it, moving along from one scene to the next with only minor problems. But then the puzzles started piling on thick 'n' fast and before long I was being overwhelmed by them. Solve a difficult puzzle and you've got another one just around the corner, with a few of its friends lurking in the background.

 

A decent enough puzzlefest when all is said and done. Just… too many puzzles.

  

Pathway To Destruction by Richard Otter

Winner of the Finish The Game Comp I organised and an interesting game in its own right. I usually start off liking Richard Otter's games and then go off them when I come across the lifeless NPCs and their stilted dialogue, but "Pathway To Destruction" is an NPC-free game… and all the better for it.

 

Out of all the FTG entries, I felt this one made the best use of the source material. Admittedly the source material was intended more for a fantasy-style game, but I think the sci-fi setting used here works equally well.

 

A few guess the verb and guess what the writer's thinking (why would I want to do that to the lamp post?) aside, this was a thoroughly enjoyable game.

  

The Plague – Redux by Cannibal

This fared surprisingly poorly in the IFComp (where I thought it would be the highest placed ADRIFT entry), yet I still liked it. You can't go far wrong with vicious man-eating zombies and a girl in a mini-skirt with a metal pole knocking 'em for six.

 

The bulk of the game is a kind of silly 'hunt for change for a vending machine 'cos you need a bottle of water out of it', thus ignoring the fact that there are shops all over the place which would have water in them… and further ignoring the fact that the damsel in distress is being chased by the undead so hunting around a subway station for loose change doesn't make a whole lot of sense. But forget the gaping holes in the slot and just sit back and enjoy the best ADRIFT game of 2005.

  

Provenance by Corey Arnett

Well, I certainly never thought I'd be including a game with no hints and a maze in my top ten ADRIFT games of the year, but "Provenance" thankfully has a lot else going for it.

 

It's a horror, creepily written and with a great deal of background information on hand to flesh things out. Making progress is fairly easy to begin with… probably just as well considering as the writer hasn't bothered including any hints. And the maze? Well, I solved it the hard way, with a pen and graph paper, even though my initial reaction upon discovering that over a hundred of the game's locations had been wasted on a maze was to quit.

 

The maze aside (I'm still having nightmares about it), I liked the game.

  

Take One by Robert Street (Rafgon)

The idea behind "Take One" was certainly an inspired one: you're a film director moving Indianette Jones (nice name by the way) around a film set and steering her past all the usual dangers that lurk there.

 

If anything, this was a better idea than the one used in "Pathway To Destruction", but the non-obvious puzzles really got me cursing at times. Then, too, it's a very, very short game. Figure out what you need to do and you can be through the entire thing in a few minutes… too short to really enjoy what's going on. An expanded version (hint hint) might be an idea for the future.

 

Veteran Knowledge by Robert Street (Rafgon)

An enlarged version of a mini-game, this was a lot better than I expected it to be. I think I had the idea that it would just be a case of adding a few extra locations, slapping some more items in and leaving it at that. So I was pleasantly surprised to find it was a lot more than that. Gone are the minimal set of locations from the original game and in their place is a far larger game, complete with a whole different direction and a wide variety of characters.

 

It isn't all good news though: the dialogue of the NPCs is so bad in places it's almost funny.

 

But if you fancy taking a walk on the wild side and playing a character who is a thoroughly unpleasant SOB, this might be the game for you.

  

A Walk At Dusk by Eric Mayer

"A Walk At Dusk" is a different kind of game from the usual ones I play. There's no quest for buried treasure, or rescuing a damsel in distress or even any world saving going on. Just a guy out for a walk one evening…

 

If you don't think that sounds like a particularly enthralling idea, you've just hit on the main flaw in the game. It's nicely written, interesting enough to keep your attention for as long as it takes to finish (which won't be long as there are no real puzzles), but just not that remarkable.

  

The White Singularity by Irene

I umm'ed and ahh'ed quite a bit before including "The White Singularity" in my list of favourite ADRIFT games of 2005. On one hand, it does deserve including: it's well written and it's got an interesting storyline. On the other hand, it doesn't deserve including: it's bugged to high heaven.

 

The story is pure pulp sci-fi: scientist embarks on a journey to the centre of the Earth in a vessel and discovers strange things on the way. I've always had a soft spot for this sort of thing and warmed to the game straight off.

 

But the bugs. Oh dear. Most of them can be attributed to sheer newbieness, but they're still a pain. With them all fixed, and some extra content added, this could be an excellent game; as it is, it's still good but if you play it be prepared for a lot of annoyances.

  

 

And in order of which games I liked the best:

 

1.       The Plague – Redux

2.       Pathway To Destruction

3.       Take One

4.       Can It Be All So Simple?

5.       Crazy Old Bag Lady

6.       Provenance

7.       Veteran Knowledge

8.       The White Singularity

9.       A Walk At Dusk

10.     Frustrated Interviewee

 

 

Back to contents

 

 


2005 – MY FIRST YEAR AS A DRIFTER

By Christy Henshaw

 

When I sat down to see what my personal experiences with ADRIFT have been over the past year, I was surprised to see that I hadn’t even registered ADRIFT until February 2005. So why do I feel like it’s been so much longer?

 

Over the past year, I feel I have come to know a bit about other ADRIFT fans through the forum, and I seem to have found a place for myself within the community. This is primarily through the efforts of the dozen or so ‘regulars’ who keep conversations going, start new discussions, and moderate the occasional personality clashes (one thing I’ve learned - people stick with their individual personalities even in a format as anonymous as this is). In my view 2005 has been full of lively discussion, with questions answered on a wide variety of issues with game writing, Cast Adrift revived, continual posting of beta-testing requests and game reviews, and general feedback on all the IF and ADRIFT events throughout the year.

 

As far as game writing is concerned (and that is the whole point of this, although it’s easy to lose sight of that what with all the forum chit-chat), I have felt positive about the quality and quantity of game-writing over the year, both in ADRIFT and IF comps, as well as for general release games. My own personal contribution, as a newbie, hasn’t been exactly earth-shattering, but the fact that I managed to release a couple of full games, and participate in a couple of comps is a lot of activity for a first year (which is why it feels like I’ve been involved twice as long as I actually have).

 

All of the comps this year had a good turnout of ADRIFT: after a slow start at the beginning of the year for specific ADRIFT comps, with not much voting activity, people pulled up their bootstraps and mucked in with all the rest of the events throughout the year. In the IF comp recently, ADRIFT placed very well and ADRIFT games have, over the year, received some insightful and often positive reviews on other review websites and forums. This bodes well for ADRIFT as a platform, and is heartening for those writers, like me, who don’t want to learn a programming language.

 

Looking into 2006, I wonder if I will be able to maintain my interest in gaming, posting on the forum, and staying involved in events – I can’t predict for myself what will happen, having such a short track record. But as of this moment, I have a nearly finished game I’ve been meaning to release for a couple months, a half-finished game I haven’t yet lost interest in, and high hopes for one or two of the comps next spring and summer (if, that is, there’s any room between all the increased gym-going, healthy-eating, music-playing and Classics-reading I’ve also resolved to start doing…).

 

I’m sure I’m not the only member asking myself these questions as 2006 rolls in, but several recent developments are certainly promising for the future. By the end of 2005 a few developments indicated that 2006 could to be an even better year for ADRIFT: the establishment of a live chatroom, the presence of many new members, the release of several debut games, and, of course, most of all, the announcement that a major new version of ADRIFT is under construction. Will 2006 see the release of ADRIFT v. 5? That is the big question for the next year, and the hinge on which ADRIFT’s future success rests.

 

 

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FINISH THE GAME COMPETITION ENTRIES

 

RESULTS FROM THE COMPETITION

The concept behind the Finish the Game Competition was that a few identical room and inventory descriptions were provided to each author, and these had to be expanded into a full game.

 

Voting for the Finish the Game Competition in 2005 took place during October, with the final positions and average scores being:

 

1)     Pathway to Destruction by Richard Otter - 7.3

2)     Take One by Robert Street                     - 7.1

3)     The Demon Hunter by David Parish                   - 6.4

4)     The Hunter by Red Assassin                    - 4.9

5)     Shadow of the Path by Catherine Post     - 4.3

6)     Jack of Shadows by Arnold “Ace” Rimmer          - 4.1

 

Below are reviews of all the entries to the competition.

 

 

 

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PATHWAY TO DESTRUCTION

 

AUTHOR:       RICHARD OTTER

PLATFORM:    ADRIFT 4.00

 

REVIEWER:    DAVID WHYLD

 

Pathway To Destruction: winner of the Finish The Game Comp I organised, and my personal favourite out of the comp entries.

 

What's it about?

 

You're a worker at the Institute of Transportation and about to embark on an experimental mission that should, in theory, teleport you from one side of the planet to the other. Only, of course, something goes wrong and you actually find yourself in a desolate ruin of the world you once knew.

 

I felt Pathway To Destruction made very good use of the source material, although in a completely different way than I envisioned when I wrote the source. I had had in mind something along the lines of a medieval fantasy adventure with a swords & sorcery element thrown into the mix, but Pathway To Destruction's sci-fi setting seems to fit in remarkably well with the mini-game that was already written, and at no point did I feel that it was out of place. Full marks for that.

 

A frequent failing of the author's games in the past has been the shallow NPCs and their wildly implausible dialogue, something that Pathway To Destruction is mercifully free of. There aren't any NPCs here, just the main character, and the game is much better for it. (Although saying that, there are bits when the player, despite being alone, speaks out loud which are pretty implausible themselves. Would he really tell himself what to do next after throwing a certain item at another item?)

 

My only real complaint with the game was the difficulty factor of some of the puzzles; or, if not difficulty factor, then the fact that some of them are so unobvious that it's hard to imagine people ever figuring them out without resorting to the hints. Why would I want to push a lamp post over? Why would I throw a certain item at another item? Why would putting one item on top of another make the second item work? (The second item, incidentally, has a slot in the side which I spent a while trying to put the first item into. It never occurred to me to try putting it on top.) Getting inside the author's mind, or being psychic, is a good requirement for finishing this game. It also didn't help that sometimes seemingly obvious solutions to puzzles didn't work and there wasn't any real explanation for why. I needed to use one item to get the jewel but another item I had, a bar, didn't work. Why?

 

But overall I thoroughly enjoyed Pathway To Destruction. It wasn't a perfect game, and there were bits that could have done with improving upon, and some of the puzzles could certainly have been better clued, but those issues notwithstanding it was the best game in the comp and definitely the best game the author has written to date.

 

7 out of 10

 

 

 

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TAKE ONE

 

AUTHOR:       ROBERT STREET

PLATFORM:    ADRIFT 4.00

 

REVIEWER:    DAVID WHYLD

 

This came second in the Finish The Game Comp, beaten very narrowly by Pathway To Destruction.

 

What's it about?

 

You're a director having to guide Indianette Jones around the set of his latest film, freeing an orb from a crystal and dealing with a demon in the process. Indianette needs telling what to do, you see, because she's the typical generic bimbo without a thought in her own head (kind of like a blonde version of Lara Croft).

 

I felt this was the best idea in the Comp, and it's probably just sheer bad luck it didn't win. The only problems with it are that it's too short – using only the locations already in the source game and adding no others – and takes little more than five or ten minutes to reach its conclusion. Of course, due to the difficulty factor of some of the puzzles you'll most likely end up spending quite a bit longer than five or ten minutes playing it. Some of the puzzles are nice and straightforward (like trapping the demon and swinging on the beam) – not easy, but logical enough when you think about them. Others – actually setting the trap for the demon – are the sort of things I only figured out how to do by looking in the Generator.

 

A neat trick is that if the demon isn't stopped in time and he kills Indianette, the game just resets itself. This is pretty much the same as simply killing you off outright, but misses out the annoying built in end game feature that plagues most ADRIFT games and is probably worth an extra point in itself.

 

For the ten minutes or so that I played Take One, I thoroughly enjoyed it. But I wish it had been a bit longer…

 

7 out of 10

 

 

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THE DEMON HUNTER

 

AUTHOR:       DAVID PARISH

PLATFORM:    ADRIFT 4.00

 

REVIEWER:    ROBERT STREET

 

The Demon Hunter is a good game, which is appropriately about a demon hunter. I felt that this game was well-deserving of the third place it received in the Finish The Game competition. The game provides atmosphere, and you do feel that there could be danger at any time.

 

There is an interesting story in The Demon Hunter, with the game focusing more on the story than most of the other competition entries. Creating an interesting story is difficult when you already have an initial set of locations, so the author has done well to include it. There is a very extensive back story, with quite a few pages of text available by reading the journal. This is a little concentrated, and ideally this story would be a bit more spread out in the game to break it up, as it is slightly intimidating in size.

 

The game is not too long and the puzzles are mainly reasonable. A few more synonyms around the puzzle with the pile of books might have made it a little easier though. Overall this is a good short game that successfully managed to build on the premise of the original locations.

 

SCORE - 6/10

 

 

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THE HUNTER

 

AUTHOR:       RED ASSASSIN

PLATFORM:    ADRIFT 4.00

 

REVIEWER:    ROBERT STREET

 

The Hunter is the second game in the competition with the word 'hunter' in the title, but it is completely different in style to The Demon Hunter. This is a fairly traditional kind of fun puzzle-solving adventure.

 

Unlike the other entries, The Hunter did not really use the original locations. The players only briefly pass through these locations on their way to the rest of the game, which is a pity as one of the interests I had in the competition was to see different people's ideas on how to create puzzles in the same locations. However, the game makes up for this by having a large amount of other locations. None of the other games come close to having as many additional locations. Expanding the world was an interesting idea, but too many locations were empty in this game. It possibly would have been better to cut down on the number of locations and simplify the map.

 

Make sure to pick up the hidden manual near the start to explain the magic system. This is the only useful object in the initial locations of the game. The magic system is interesting, but it really isn't that important after using it to solve the puzzles in the first couple of locations. It is very difficult to fully integrate a magic system into a game though.