| |
Alloys and Allies
Review by: Paul O'Brian Game: Bronze By: Emily Short
The unveiling of Inform 7 is hugely exciting for many reasons, not the
least of which is a sudden bounty of new games by Graham Nelson and
Emily Short. These example games are meant to show off various
capabilities of the development system, but the designers being who they
are, the games are likely to be eminently playworthy in their own right.
This review begins what I hope will be a series that illuminates the
value of these example games to players, quite aside from what they
demonstrate to authors.
First on the list is Bronze, an adaptation of Beauty and the Beast and
an old-fashioned puzzlefest, though only old-fashioned in the good ways.
There are no mazes, no hunger puzzles, no expiring light sources; for
such favors I thank the author sincerely. What we have instead is a
large landscape (in this case the Beast's castle), a well-paced plot
punctuated by clever puzzles, and a variety of endings that allow for
varying interpretations of the main character. The PC herself goes
unnamed, but she is clearly the Beauty of the story, known as Belle in
many versions, including both the Disney and Cocteau films. The tone of
this game is much closer to the latter, pleasantly. In fact, Bronze
reminded me often of Cocteau's La Belle et la Bête -- its gloomy,
echoing chambers, its magical aura, and of course the wounded, romantic
figure at its center.
Bronze's castle is less wildly inventive and evocative than Cocteau's,
though of course this is a rather rarefied standard to apply. What it
does have over any other adaptation I've seen, however, is
dimensionality. This game cannily exploits the strengths of IF to use
its landscape for multiple ends. At the most basic level, it arranges
the map in three dimensions, and at several points forces us to think
not only of what is around us but what is above and below. A further
(and more interesting) depth accretes as the PC's memories surface in
connection with certain rooms and objects. This is not a new trick in
IF, but it's very well-wrought here. Later in the game, we are shown yet
another dimension via a magical item that allows us to hear the memories
that other characters attach to various places. In addition, the game
lays in a great deal of history to the castle, the Beast, the Beast's
family, and so forth -- indeed, learning this history is essential for
completing the game. The historical information is nicely woven, mostly
avoiding infodumps and cutscenes in favor of memory-freighted objects
and consultable items.
On the down side, though, the need to CONSULT X ABOUT Y so often was
perhaps Bronze's greatest weakness for me. I got rather impatient with
having to plumb so many sources about so many topics, especially when
only one of the sources was portable. No doubt I'm rather spoiled by
small competition games. Perhaps more to the point, I squeeze IF into
the corners of my life and thus am not only unable to remember many
details from one play session to the next but also reluctant to take
notes while playing. I'd imagine that someone in a different mindset
would find all the research opportunities quite rewarding. I did not.
Another choice that stymied me was the structure of the endings. My
first attempt at Bronze terminated rather abruptly, at a
less-than-optimal ending, and it was not immediately apparent why I
couldn't keep proceeding to complete the other goals that would have led
to a more satisfying conclusion. The answer had to do with my failure to
consult a particular item about a particular topic before that item
disappeared, but I did not put this together until after I had turned to
the walkthrough. Even after I understood the problem, it still felt a
little unfair to me -- I wish there were a bit more space in the design
to prevent such accidental losses. Finally, there were one or two
aspects of the magic system that took me a long time to figure out. Some
of this may have been due to haste on my part, but I think they were
also a little underdescribed.
Enough whinging. An area where Bronze really shines (uh, no pun
intended) is in its technical prowess. Its blurb text promises "a number
of features to make navigating a large space more pleasant," and those
features are lovely. GO TO <location> navigates the best path from the
player's present location to the target room, a godsend for the many,
many occasions when one has to trudge from one end of the castle to the
other. Similarly, FIND <object> takes the PC directly to the target
object's location via the same pathfinding method. Bronze also
implements LOOK <direction> to let the PC investigate adjacent rooms
without traveling to them. Other great features include an adaptive hint
system accessed via the THINK ABOUT verb, and a status bar that shows
not only what exits are available but also color-codes those directions
according to whether they have been explored or not. Finally, I must
mention the very newbie-friendly, context-sensitive "novice mode" that
gently injects instructions for how to deal with the IF interface
throughout the game. In fact, Bronze is a game I'd recommend for
newcomers to the form, since its story is a familiar one, its help
system is extensive, and its writing is rich and enjoyable.
A few more words about that writing. Short's style is a familiar one by
now: elliptical but densely packed, full of arresting images and subtle
wit. At times, devoting so few words of description to so large a map
can make the game feel a bit sparse, but more often it achieves a lovely
mystique, showing us just enough to intrigue and enchant. Many sentences
are striking in both their economy and power, such as this description
of a door:
The work of the hinges and handle, the color of the wood, the point
of the arch: all malevolent.
In addition, the imagery of the castle's fixtures is pure Short, such as
the giant hourglass whose sands never stop pouring, or the cherry-wood
floor in which is carved an expansive map of the Beast's kingdom.
Another authorial trademark that will be familiar to fans of
Savoir-Faire is the game's detailed working-out of a magic system and
its implications not only for puzzles but for character and story as
well. Bronze is no masterpiece, but it is a well-crafted, fun, and
satisfying game. I recommend it not only to people wishing to learn
Inform 7 but to all fans of quality puzzle-laden text adventures. | |
|