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The Online Interactive Fiction Review Site |
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Game: Dangerous Curves By: Irene Callaci
The game opens in the midst of a classic PI cliche: a blonde bombshell wanders into the PI's dilapidated office, looking for help out of a tricky situation. Jessica Kincaid (our bombshell) is framed for the hit-and-run of her rich (and neglectful) husband. This well-worn beginning would have rang alarm bells if not for the skillful execution by the author; this is no hack imitation but a excellent homage to the genre. The prose burns with the wry humour and extravagant similes that fans have come to expect from hard-boiled fiction. The game is true to its stylistic roots, but thankfully, it doesn't take itself too seriously. Much to the author's credit, the rest of the game sticks to this style. So the writing is good. What about the programming? Much of "Dangerous Curves" is simulationist in approach. Everything takes place in a largish city that ebbs and flows with the passing of time (yes, there is night and day). But with realistic time, there are food, drink and sleep concerns. Luckily the game is pretty forgiving but you still need to take care of these things. A nice touch is that you begin the game with a few hundred dollars and (the era being the early 1900s) you can get a meal and a cup of coffee for a pair of dimes. Speaking of currency, the game handles money nicely, giving appropriate change. This extra effort gives your money some real value, rather than being "a wad of money".
The game world is reasonably large, but not excessively so. You have a
car to use, but it is almost as fast as walking. However, it can take
you to certain areas that you cannot go by foot. Luckily, there is a
GO TO
In a game of investigation, you'd expect there to be a lot of people
to grill. Dangerous Curves has quite a cast and surprisingly, they are
all well-implemented. This is mostly due to the good writing, but they
are also decently programmed. One of the nice touches is that hints
can be bought in classic PI fashion: catching a movie and having a
mysterious and anonymous informant whisper hints in your ear, leaving
before you can find out who it is. Getting to the movie theatre isn't
too taxing, but making it just a tad more effort than typing HINT is a
winner, I think.
Unfortunately, I had several issues, some which were due to
implementation, some which were actual design decisions. The car you
own doesn't offer too much of an incentive to use it. Typing IN will
always assume you want to enter the nearby building instead of trying
the car as well. Entering and leaving the car is fine (it will
automatically do the implied open/close door actions), but what is
most annoying is that you need to explicitly say TURN ON ENGINE (or
CAR) every time you want to get moving. DRIVE TO
The game world is, as I've mentioned, rather large. There aren't
really any locations that are completely useless. Most locations will
either be useful or a conduit, and never just random dead ends or
"spacers". I'd recommend you explore the world first before doing any
detective work. I didn't do this and as a result, there was one place
that I didn't even know existed until late in the game. This is no
great fault of the author's as you could have guessed such a place
existed and the ever-helpful compass in the status bar indicated that
you could explore such a direction. I kind of missed it by
auto-driving everywhere. One odd thing about the compass was that is
often listed synonymous exits which gave me a feel that there were
more paths to explore than there actually were. But this is a minor
quibble.
Nevertheless, the large game world and the freeform structure was
great in that it suggested that you do real detective work. I enjoyed
having to hunt down possible angles and puzzle over the plot in true
Phillip Marlowe style. Some players may be overwhelmed by being thrown
in the deep end so early, but if you do a modicum of detective work
you'll have enough to go on and eventually the game will gently nudge
you in the right direction.
This being said, you should explore with an objective in mind. The
building where you begin has fifty-some rooms, most of them
unimportant. They aren't in the way, but don't get too distracted. I
felt that this (and the hospital puzzle) were instances of room
overkill, but it's not too bad.
Conversation is handled fairly well. In addition to the standard ASK
The NPCs were handled nicely for a game of this scope. Not having
something to say about a topic was more an exception rather than a
rule, which was pleasing. I especially appreciated all the extra
effort put into catching special situations. For example, brandishing
a gun in the police station triggers the expected panic. NPCs aren't
little fountains of information; they often put a spin on things or
reply in a way conveying character or history. For example, asking
your long-time barman chum about his bar causes him to wonder if
you've lost your memory or something. Choosing this approach over a
canned speech about his bar is a great decision on the author's
part. The author also incorporated some hilarious responses that were
great to stumble across (ask the guys at the bar about the lipstick, I
dare ya). Though the characters were sometimes a little
one-dimensional, the detail and responsiveness made up for this.
The NPCs have cycles to their day which further adds to the
simulation. Unfortunately, they don't have moods or much in the way of
memory. Sometimes you can go through a conversation that escalates
excellently, only to come crashing down with an incongruous "I don't
know that" response. Little things like this make me wish that the
author took their vision just that little bit further and round out
the simulation fully. But Dangerous Curves is already quite a solid
piece of IF, so I understand why she stopped here.
The non-conversational puzzles were not too agonizing, although the
mechanic puzzle really stumped me. It was a little obscure and should
have been reworked. Other than this, no puzzle was particularly
obscure, but I often wasn't sure of what I was expected to chase up in
some situations. Some of it I am prepared to accept as all part of
your detective work.
Although the writing is great, the puzzles reasonably well-pitched,
and the NPCs and world simulation well-done, the main disappointment
was the plot. It had a lot going for it and borrowed tried-and-true
elements of the genre, but the whole thing seemed to lose momentum
near the end. The plot was fairly standard (perhaps intentionally) but
I would have liked a few more twists and turns. A few characters had
great potential from both a characterisation and plot perspective, but
sadly this potential wasn't exploited.
Aside from the minor complaints, Dangerous Curves is a solid piece of
interactive fiction with highly commendable writing. I hope to see
more from the author, as well as more people trying this genre and
doing as good a job as she did. |
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