{"id":1053,"date":"2010-10-31T14:16:36","date_gmt":"2010-10-31T19:16:36","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=1053"},"modified":"2016-11-26T13:52:59","modified_gmt":"2016-11-26T21:52:59","slug":"ifcomp-2010-the-1254-to-asgard","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/1053","title":{"rendered":"IFComp 2010: The 12:54 to Asgard"},"content":{"rendered":"<p>J. Robinson Wheeler is a familiar name within the IF community, although it&#8217;s been a while since he released anything apart from <a href=\"http:\/\/ifwiki.org\/index.php\/Speedif\">SpeedIFs<\/a> and <a href=\"http:\/\/ifwiki.org\/index.php\/IF_Whispers\">Whispers<\/a>. In fact, his last real IF game was written in 2001&#8230; which, coincidentally, is also when <em>my<\/em> last real IF game was written, so I suppose I shouldn&#8217;t throw stones. Anyway. Spoilers follow the break.<br \/>\n<!--more--><\/p>\n<p>My first impressions here were extremely favorable. Sent to fix a leaky roof in a TV studio at night in the middle of a downpour, the protagonist is deliciously surly, his attitude reinforced by most of his interactions with the environment. (I particularly liked how some items were flagged as needing to be put away. I don&#8217;t know if putting them in their proper places provides any benefit beyond making the PC feel better, but I tidied up as much as I was able as I went along.) The game induces us to climb up onto a plank above a catwalk, rainwater pouring onto it like a faucet, and then, when you can&#8217;t quite reach, to stand on top of a suitcase balanced on the plank, and then turn around to get a better angle for swinging a hammer, and at every step you see what&#8217;s coming, but you do it anyway, and boom, suddenly it&#8217;s a game about the afterlife.<\/p>\n<p>The afterlife is a mishmash of tradition and invention, organized hub-and-wheel: there&#8217;s a plaza containing several turnstiles leading to sub-scenarios, which you can pursue in any order, although there&#8217;s a sidekick-like NPC (an amiable red-headed girl) with some opinions about which you should choose first. It was in these sub-scenarios that I started encountering bugs. Actually, that&#8217;s not true: there were noticeable bugs in the opening scene, such as a message about not knowing where a lost object was that kept appearing even after I had found it. But the first really troubling bug was in the sub-scenarios, when a sort of monster swallowed a bronze key that I had picked up the previous turn. I had picked it up specifically to keep it away from the monster. Had the monster gotten it out my inventory? No, I still had the key. Later, in a sort of game-show scenario, the host asked me several yes\/no questions, which I answered successfully up to a point. Then he asked a riddle, but also asked another yes\/no question on the same turn, and I found I couldn&#8217;t answer either. Giving up and going to a third scenario, I knocked on a farmhouse door, and a voice within asked me who I am. I tried all sorts of commands to answer the question, but I couldn&#8217;t talk to the voice. I did, however, discover a syntax that brings up contextless responses from the host back in the game show scenario. And at this point, I gave up. It isn&#8217;t just that there are bugs here, it&#8217;s that there are stealth bugs, things with lasting effects that you don&#8217;t notice until later. I don&#8217;t know where this game is going, but I can&#8217;t trust it to do what the author wanted, and thus, I can&#8217;t play it. It&#8217;s a shame, because it started so well.<\/p>\n<p>The game credits five testers, including people who I know have higher standards than this. I don&#8217;t know what happened here. It&#8217;s possible that I just did something weird that threw the whole game off and that none of the testers experienced what I did, but it&#8217;s also possible that the testers reported the problems I found and the author didn&#8217;t leave enough time to fix them. I recall having an experience like that as a tester in the 2008 comp.<\/p>\n<p><strong>Rating: 3<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>J. Robinson Wheeler is a familiar name within the IF community, although it&#8217;s been a while since he released anything apart from SpeedIFs and Whispers. In fact, his last real IF game was written in 2001&#8230; which, coincidentally, is also when my last real IF game was written, so I suppose I shouldn&#8217;t throw stones. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[154,84,53,409],"class_list":["post-1053","post","type-post","status-publish","format-standard","hentry","category-if","tag-bugs","tag-if","tag-ifcomp","tag-ifcomp-2010"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1053","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=1053"}],"version-history":[{"count":6,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1053\/revisions"}],"predecessor-version":[{"id":1101,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1053\/revisions\/1101"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=1053"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=1053"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=1053"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}