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The Online Interactive Fiction Review Site |
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Game: First Things First By: J. Robinson Wheeler
FTF is considerably larger than your average game these days (since, as noted, most of recent releases seem to be roughly competition sized.) Not as fiendishly difficult and long to play as something like Heroine's Mantle, but it still took me numerous hours, including staying up until dawn once and then a couple of further playings to check out avenues I'd failed to explore.
It begins as an old-school sort of game, as the author freely admits
and as is evident from the first few moves. There's lots of scenery
that can't be used or interacted with. There's an inventory limit,
and limits to container holdings, but these limits are the
frustrating sort that don't emulate any feature of real life as I
understand it: you can scrabble up the side of a house with your
hands completely loaded. (No, I don't mind this, because it
facilitates game play; I just find it odd that, given that I can do
that, I can't also carry a bazillion objects around in other
circumstances.) A tightly wedged drainpipe is capable of containing
large objects. Descriptions, at least in the early part of the game,
sometimes fail to change when they ought to; you get 'you finally
step into
Early NPC characterization takes the form of one-line answers to
keywords, and then randomized actions. There are points where you
are surrounded by people, milling around and doing things, but none
of them is 'important': you can't look at them or address them or
interact with them in any way.
The gameplay is similarly old-school, in that it consists of solving
assorted puzzles for the sake of solving them, using some often
widely distributed and peculiar components. There are hints about
what to do, granted; some of them are rather broadly placed. There
are also moments where it isn't clear whether you've just lost your
chance of victory or merely had something made less convenient. At
several such points it seemed that it would have been useful to have
a >WINNABLE command, to find out whether I had really just ruined
everything or whether I had merely placed it into a state from which
I would be able to rescue myself again later.
What else does an old-school game require? Well, easter eggs, of
course: check. And some in-jokes: check. References to old
Implementors, to classic IF such as Curses, to popular ifMUD sayings,
sprinkle themselves about in such a way as to
almost-but-not-completely blend into the background.
But, though the puzzles and some of the implementation date from a
less enlightened age, the archaic features are treated with a
mocking, retrospective humor. You have to use >SEARCH sometimes.
Sometimes you have to use it a lot. I'm just warning you now because
I thought this was one of the most potentially annoying aspects of
the game, but it was also hilarious. "Deprecated," says Rob about
some of the puzzles. Here I am deprecating them, right on schedule.
But they are so self-conscious, so exuberant in their old-schoolness,
that they were fun anyway. Paradox? Maybe.
Puzzly though the game is, I was able to solve the whole thing
without resorting to external walkthroughs or hints, which is
something I almost never do. I had to ask someone after the fact for
some information since I won with less than the optimal number of
points, but the fact that I got that far at all is a testament to the
fact that the game is designed, if not forgivingly, at least with an
eye to being comprehensible. There are many points at which you can
lock yourself out of victory. On the other hand, there were few
puzzles that left me scratching my head and wondering how I was
supposed to have read the author's mind. The game is also developed
to provide hints; not only can you ask NPCs about topics and get
useful nudges, but they will even occasionally volunteer things
unsolicited about problems that you've been bashing your head
against. The realism of this effect may vary, but as a piece of game
design it's excellent, a sort of in-game adaptive hint system woven
into the story.
So the game presents itself as an old-school puzzle romp with a touch
of wry self-mockery...
...only, somewhere along the line, a plot begins to coalesce around
you, and themes emerge. The NPCs cease to be just means to an end
and become the end in themselves. The decisions that you have made
blithely in pursuit of the game's agenda begin to take on deeper
significance, as their effects ripple through time. To say too much
about this would be to give the game away, but FTF is about more than
it initially appears to be; the change of perspective is itself part
of the story. Classic old-school IF posits an anonymous adventurer
with a casually egotistical view of the world: everything is,
obviously, there for the taking, and one does what suits one's own
immediate ends, without qualm, because the player, of course, knows
that the universe has indeed been arranged for the player-character's
use. Not convenience, exactly; if it were arranged for his
convenience there wouldn't be so many problems about lamp-oil and
twisty passages. But there's nothing wrong with taking what you can
use and putting it to whatever purpose you desire. One of the
curious things about this game is that it progresses into its more
modern, thoughtful stages, it also becomes less about the player
character per se, who remains essentially a cipher in terms of
personality, and more about the NPCs. Somewhere along the line the
player character must begin to act as though he has a conscience.
How well the plot works for you may vary from person to person.
There were aspects of it that did not wholly satisfy me, despite the
fascinating transition in the form of the game. One of the
necessities, perhaps, of plot-heavy design is that it tends to become
railroaded, and the moments where the most is happening are also the
ones where the player has the least control. There may not be any
easy ways around that problem, but I found myself, at certain points,
to be no more than a spectator in the evolution of someone else's
life. Or of my own: it's evident that my character does, or has
done, or will do (figure out the temporality yourself) some
interesting things, but at the moment I barely understand them and
have little to do with them: there's an element of faith in the
preparation for events yet to come.
This is not true of all aspects of the game, however. There is one
part of the plot that you must journey through, in prescribed
fashion, to arrive at victory. But there is another part that is
wholly optional, and depends upon your personal compassion and
determination; it reminded me of the optional rescue of a certain
creature in _Worlds Apart_, but whereas I didn't find myself
motivated to figure out the puzzle in that case, here I was
sufficiently bothered by failure that I replayed the game until I got
a solution that pleased me. I don't know what to call this kind of
development: new-school, perhaps? But it represents the author's
willingness to back off and leave part of the story truly in the
hands of the player, spelling out the implications of success and
failure while leaving the choices to the protagonist.
I approve, of course.
Whatever your reaction to the later aspects of the game, you're
likely to find it at the very least an entertaining play. At its
best moments it is also surprising and thought-provoking. There is
an idea at the very core of it that I would like to talk about, as it
touches upon IF and as it interacts with the time-travel scene, but I
haven't done thinking about it yet. And, in any case, that belongs
in a spoiler-proofed venue. In the meantime, go and play the game. |
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