[Reviews] Solitary, The Last Hour

G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

As part of an attempt to post more reviews, I am posting more
reviews. Like all my reviews these are archived on my website at
http://www.drizzle.com/~dans/if/reviews.html -- if you're reading this
post after a few days there may be a more updated version there.
First up, two one-room games:

----------------------------------------------------------------------

Solitary (Kahlan) Z-Machine:

Enh, I dunno. Solitary is about an 18-year-old college student who
writes about being sad, and I suspect this is also a fairly accurate
description of the game's author. I'm not really in a great position
to poke fun at this, since I too was 18 lo these many years ago, and I
too sinned and wrote poetry. But, right, the thing that was true then
and is still true now is this: you can have feelings that are real and
true and right, but that doesn't mean that you've necessarily done a
good job putting them into a piece of art for other people to look
at. And when they look at the art, they don't see your original
feelings, only what you put down, so if that's not great, the art
won't be great. And Solitary isn't great.

Kahlan's goal was explicitly to create a puzzleless story-biased
one-room game. Which is fine. The trick, then, is how to set the
atmosphere and cue the reminiscences in a natural way. Unfortunately
Solitary punts on both these points: the latter is handled by having
the hint system tell you to do "THINK ABOUT X" (this command doesn't
appear anywhere else in the game as far as I know), and the former is
handled, well, like in the description of the vase of flowers:

It's a glass vase of flowers, artfully decorated, but the flowers are
wilted and tired, perhaps a week old. They were roses, when you could
recognize them, but now, they are just red spheres, soon to become
just dust, like your true love. Your heart shudders again as you read
the tag attached. Something inside you just wants to cry out, and
never live again.

(Ow, my heartstrings.)

I've skimmed over the grammatical issues, the weird gameplay
decisions, and the bugs (most glaringly, "QUIT" is remapped to "JUMP",
and then a few places are missing rtrues and so on), but probably you
can get the idea just from the quoted passage above. Overall, Solitary
is like the poetry I wrote when I was 18 -- deeply meaningful to the
author, a necessary step in learning to write, and shouldn't really
have been shown to anyone else.

(The good news here is people get better; I'm sure Kahlan's next game
will tone it down and liven it up and be a much better play all
around. There is some potential here, even if the execution was pretty
much a wash.)

----------------------------------------------------------------------

The Last Hour (Roberto Grassi) ADRIFT:

The Last Hour has some similarities with the last thing I reviewed,
Solitary, in that they're both one-room games with a potentially-
interesting idea poorly executed. Unfortunately, The Last Hour's flaws
are so severe that the game is almost unplayable. To start off with,
Grassi should have had a native English speaker help him edit the text
of the game. It's not impossible to understand, but it seriously
distracts attention from the story when I'm having to puzzle out the
phrasing. The Last Hour also has issues both in terms of not
implementing enough objects and not supporting enough actions (I never
worked out the right syntax to catch the mouse, for instance, and
though it's supposedly possible to talk to the guy in the next cell I
never found the command). This problem is worse in this case because
it's a one-room game, so the implementation needs to be deeper than
usual to make up for the lack of scope.

But these are just side-notes to the most fundamental problem, which
is this: The Last Hour is a game about being confined. You're in a
cell and never get out. There's nothing really to explore in the
cell. You can't change the plot or affect it in any way. You can do a
game on this premise (cf Rameses), but there has to be motion in the
character arena, then, and this game doesn't even have that. There's
one twist, it's telegraphed early on, and the player character is so
unsympathetic we don't care. The twist itself is so black-and-white
and the revelation is given so melodramatically that I found it
impossible to be moved or even really startled by it*. I'm not going
to say it's impossible to do a good game on this premise but The Last
Hour isn't close to being it. I think Grassi's style would work much
better on something larger scale and less Serious; I'd suggest he aim
that way for his next game.

* Emily Short had a bit about this in her review of Natalie that
suggested that Italian IF may just have different genre conventions
with respect to presenting emotional content -- if you find those
conventions less weird than I do you may appreciate this game more.

--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

Hi Dan, first of all let me thank you about playing and reviewing my
game.

> interesting idea poorly executed. Unfortunately, The Last Hour's flaws
> are so severe that the game is almost unplayable. To start off with,
> Grassi should have had a native English speaker help him edit the text
> of the game. It's not impossible to understand, but it seriously
> distracts attention from the story when I'm having to puzzle out the
> phrasing.

Yes, i agree.
Here's a note from another review the game has received.
-------------------------
A note. It is apparent that Robert Grassi's native language is not
English, although his English is perfectly fine by most standards.
However, in this game, I found that to be helpful. His foul mouthed
characters are just that. Nothing more. They don't speak cleverly.
If anything it makes their speech more true to life. Uglier.
-------------------------

> The Last Hour also has issues both in terms of not
> implementing enough objects and not supporting enough actions
> (I never worked out the right syntax to catch the mouse, for
> instance,

It's uncatchable.

> and though it's supposedly possible to talk to the guy in the next cell I
> never found the command).

Mmmmm.
Did you try:
ASK SLY ABOUT [whatever] ? ;D
And about 'interactivity' there are more or less 150 actions
to do in that cell. 70 are coded in explicit way.
Did you play that with native Adrift runner or with another
interpreter?

>I think Grassi's style would work much
> better on something larger scale and less Serious;
> I'd suggest he aim that way for his next game.

TYVM about this advice.
I'll keep into account.
And...
A last question. I think that could be useful for the author,
to have a TRANSCRIPT of the game played by the reviewer.
Can you send me yours, Dan?
It would be really useful to me.
Rob


--
Posted via Mailgate.ORG Server - http://www.Mailgate.ORG
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

"Dan Shiovitz"

> Solitary (Kahlan) Z-Machine:
>
> Enh, I dunno. Solitary is about an 18-year-old college student who
> writes about being sad, and I suspect this is also a fairly accurate
> description of the game's author. I'm not really in a great position
> to poke fun at this, since I too was 18 lo these many years ago, and I
> too sinned and wrote poetry. But, right, the thing that was true then
> and is still true now is this: you can have feelings that are real and
> true and right, but that doesn't mean that you've necessarily done a
> good job putting them into a piece of art for other people to look
> at. And when they look at the art, they don't see your original
> feelings, only what you put down, so if that's not great, the art
> won't be great. And Solitary isn't great.
>
> Kahlan's goal was explicitly to create a puzzleless story-biased
> one-room game. Which is fine. The trick, then, is how to set the
> atmosphere and cue the reminiscences in a natural way. Unfortunately
> Solitary punts on both these points: the latter is handled by having
> the hint system tell you to do "THINK ABOUT X" (this command doesn't
> appear anywhere else in the game as far as I know), and the former is
> handled, well, like in the description of the vase of flowers:
>
> It's a glass vase of flowers, artfully decorated, but the flowers are
> wilted and tired, perhaps a week old. They were roses, when you could
> recognize them, but now, they are just red spheres, soon to become
> just dust, like your true love. Your heart shudders again as you read
> the tag attached. Something inside you just wants to cry out, and
> never live again.
>
> (Ow, my heartstrings.)

Since crying increases the score this may not be as corny as you suggest,
but simply a hint.

>
> I've skimmed over the grammatical issues, the weird gameplay
> decisions, and the bugs (most glaringly, "QUIT" is remapped to "JUMP",
> and then a few places are missing rtrues and so on), but probably you
> can get the idea just from the quoted passage above. Overall, Solitary
> is like the poetry I wrote when I was 18 -- deeply meaningful to the
> author, a necessary step in learning to write, and shouldn't really
> have been shown to anyone else.

Your smug condescension and patronizing tone are duly noticed.

> (The good news here is people get better; I'm sure Kahlan's next game
> will tone it down and liven it up and be a much better play all
> around. There is some potential here, even if the execution was pretty
> much a wash.)

Solitary is a game that deals with the real-life problems of early
adulthood. It's not meant to be invigorating or escapist. Everything doesn't
shimmer and gleam, but then, this isn't Pytho's Mask.

Yes, the implementation is buggy and the prose is on the sentimental side,
but Solitary suffers from a much more serious fault; it makes sense. With
titles like Curses, So Far and Shade making it to the Pantheon of IF, making
sense has become a liability.
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

In article <06306d392e4e36cb1584d01d6b87a95e.99203@mygate.mailgate.org>,
Roberto Grassi <robgrassi@yahoo.it> wrote:
>However, in this game, I found that to be helpful. His foul mouthed
>characters are just that. Nothing more. They don't speak cleverly.
>If anything it makes their speech more true to life. Uglier.
>-------------------------
>
>> The Last Hour also has issues both in terms of not
>> implementing enough objects and not supporting enough actions
>> (I never worked out the right syntax to catch the mouse, for
>> instance,
>
>It's uncatchable.

Ah, I see -- yeah, I didn't get any definite refusals so I figured it
was just a matter of finding the right syntax.

>> and though it's supposedly possible to talk to the guy in the next cell I
>> never found the command).
>
>Mmmmm.
>Did you try:
>ASK SLY ABOUT [whatever] ? ;D
>And about 'interactivity' there are more or less 150 actions
>to do in that cell. 70 are coded in explicit way.
>Did you play that with native Adrift runner or with another
>interpreter?

Hunh, interesting. I'm not sure what I was trying now -- it's possible
I didn't try asking Sly about anything the first time (or I just tried
to >TALK TO SLY and decided the default response meant it wasn't
implemented) and then on later tries I did >ASK SLY ABOUT WHATEVER on
early turns when it gives an error message.

This was with the normal windows interpreter, yeah, so it can't be
that (version 4.00 release 42, which I hope is the newest).

>And...
>A last question. I think that could be useful for the author,
>to have a TRANSCRIPT of the game played by the reviewer.
>Can you send me yours, Dan?
>It would be really useful to me.

I didn't keep one, but I'll definitely try and do that for future
reviews. (I'll see if I can put together something for this game
anyway and send it to you.)

--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

In article <K5Zic.57206$mU6.234959@newsb.telia.net>,
Jutta Schulz <joe@joe.com> wrote:

Hey, look, a literal Joe job.

>"Dan Shiovitz"
>
>> Solitary (Kahlan) Z-Machine:
[..]
>> recognize them, but now, they are just red spheres, soon to become
>> just dust, like your true love. Your heart shudders again as you read
>> the tag attached. Something inside you just wants to cry out, and
>> never live again.
>>
>> (Ow, my heartstrings.)
>
>Since crying increases the score this may not be as corny as you suggest,
>but simply a hint.

Well, it can be both -- it's true that the writing distracted me from
considering it as a hint, but that's a good point.

[..]
>Your smug condescension and patronizing tone are duly noticed.
[..]
>Solitary is a game that deals with the real-life problems of early
>adulthood. It's not meant to be invigorating or escapist. Everything doesn't
>shimmer and gleam, but then, this isn't Pytho's Mask.
>
>Yes, the implementation is buggy and the prose is on the sentimental side,
>but Solitary suffers from a much more serious fault; it makes sense. With
>titles like Curses, So Far and Shade making it to the Pantheon of IF, making
>sense has become a liability.

Jacek, I know that you aren't big on where you see modern IF going,
and so you resort to making these not-very-anonymous posts that make you
sound like either a creepy stalker or a crazy guy in a shack, but
there's a better way: write some reviews. I can see from this post
that you at least took a look at the game. So, since you liked it, how
about writing a post discussing what you liked about it?

This goes for everyone else too. I mean, if you think about it,
posting reviews to the newsgroup is pretty much the most impact you
can have as a player: downloading a game has some effect since the
author sees the stats, writing an email to the author has more effect,
writing hints for the game has more, and writing a review has the
most, especially if you're somebody who's gotten a reputation for
writing frequent and well-thought-out reviews (like, say, Paul O'Brian).

It just seems a pity that to expend a lot of effort making these sad
little posts to the newsgroup that most people skim over or say
"Oh, it's just Jacek being crazy again" when you could be putting in
the same amount of effort and writing posts that people would look
forward to and pay attention to.

But hey, it's your life.

--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

Hi Dan,

> >It's uncatchable.

> Ah, I see -- yeah, I didn't get any definite refusals so I figured it
> was just a matter of finding the right syntax.

Well, why should you get any definite refusals? :D
It's your "Last Hour" of life.
If you want to spend it trying to catch the mouse you can. :D

> Hunh, interesting. I'm not sure what I was trying now -- it's possible
> I didn't try asking Sly about anything the first time (or I just tried
> to TALK TO SLY and decided the default response meant it wasn't
> implemented) and then on later tries I did ASK SLY ABOUT WHATEVER on
> early turns when it gives an error message.

On early turns, SLY is NOT in his cell.
Have you tried talking with your attorney?
And BOTH "ASK" and "TALK" SLY ABOUT... are supported.

> I didn't keep one, but I'll definitely try and do that for future
> reviews. (I'll see if I can put together something for this game
> anyway and send it to you.)

Thank you very much.
Rob


--
Posted via Mailgate.ORG Server - http://www.Mailgate.ORG
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

On Sun, 25 Apr 2004 12:55:05 +0000 (UTC), "Roberto Grassi"
<robgrassi@yahoo.it> wrote:

>Here's a note from another review the game has received.
>-------------------------
> [...] His foul mouthed
>characters are just that. Nothing more. They don't speak cleverly.
>If anything it makes their speech more true to life. Uglier.
>-------------------------

As far as I am concerned, you can use all dirty language you like,
but please spell it out.

To quote from your game:

"Com' on in, you dirty mot*fuc*!"
I'm thrown inside my cell. My dirty cell. My fu**ing dirty cell.
[...]
"Suffer, you bas**rd! Get pain, as your victims did. If I had my
fu***ng way I would have killed you since we got you."
[...]
Me and my cell. My dirty cell. My fu**ing dirty cell.

Sprinkling your swearwords with *'s like that doesn't make your text
look 'more true to life', it just looks silly, IMO.

--
Sophie Frühling

"El arte no viste pantalones."
-- Rubén Darío
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

On Mon, 26 Apr 2004 07:31:21 +0000 (UTC), "Roberto Grassi"
<robgrassi@yahoo.it> wrote:

>Hi Dan,
>
>> >It's uncatchable.
>
>> Ah, I see -- yeah, I didn't get any definite refusals so I figured it
>> was just a matter of finding the right syntax.
>
>Well, why should you get any definite refusals? :D
>It's your "Last Hour" of life.
>If you want to spend it trying to catch the mouse you can. :D

Yeah, right. I'm supposed to spend the last hour of my life
trying to find the syntax to catch a mouse? You see, if I can't
get anywhere in a game, because the game doesn't do a good job
in telling me what can be done and what can't, I get frustrated
and just quit. As I did with "The Last Hour", FWIW. And I'm
still alive. ;)

--
Sophie Frühling

"El arte no viste pantalones."
-- Rubén Darío
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

Hi,

> Yeah, right. I'm supposed to spend the last hour of my life
> trying to find the syntax to catch a mouse? You see, if I can't
> get anywhere in a game, because the game doesn't do a good job
> in telling me what can be done and what can't, I get frustrated
> and just quit. As I did with "The Last Hour", FWIW. And I'm
> still alive. ;)

AHAHAHAHAH :D
Rotfl :D
You're right.
That's a good comment!
Rob



--
Posted via Mailgate.ORG Server - http://www.Mailgate.ORG
 
G

Guest

Guest
Archived from groups: rec.games.int-fiction (More info?)

Sophie Fruehling <sfruehling@LOVELY-SPAM.aon.at> wrote:

[snip]

>Yeah, right. I'm supposed to spend the last hour of my life
>trying to find the syntax to catch a mouse? You see, if I can't
>get anywhere in a game, because the game doesn't do a good job
>in telling me what can be done and what can't, I get frustrated
>and just quit. As I did with "The Last Hour", FWIW. And I'm
>still alive. ;)

No, no, no. You have that wrong. Move around. There will be
plenty of time to be still when you are dead.

Sincerely,

Gene Wirchenko

Computerese Irregular Verb Conjugation:
I have preferences.
You have biases.
He/She has prejudices.