| Nutshell: An ambitious
implementation of a Sherlock Holmes short story, filling in the gaps
and leaving you to solve the puzzles. Tricky to solve.
Game Info: An entry into the 2003 Spring
Thing. Inform.
I like the way this one begins, and I like the idea of
playing Sherlock Holmes as he solves a mystery. I haven't played many
mystery games myself, and I love watching Colombo, but I am always
surprised by the endings of movies (unless I am watching it with my
husband, who is very good at this sort of thing, and sometimes clues
me in also). Let me make at least one very clear statement in this
review: "The Cross of Fire" would benefit greatly from some
thorough hints. Not a walkthrough; it's got that. It could use a whole
slew of hints.
I like to write reviews in the order that I played games, but CoF
was actually the second game from the Spring Thing 2003 Comp I
tried to play. After finding out I wouldn't be able to play "Max
Blaster..." without a new interpreter, I moved on to the second
on the list in the order of "most interesting names." I was
quite pleased to see that the game was in Inform, and so I wouldn't
have any trouble getting it to load. What I did have trouble with were
some of the commands. The game is solid enough, and I didn't crash it
or anything, but I'm one of those players who appreciates the extra
time some authors take to make sure lots of different versions of the
same command can all be used. "Inject," for example, seems
to be a verb that has been made a synonym of Put On, or possibly
Transfer, when it makes perfect sense to use for, well, injecting
oneself. "Inject me," "inject myself,"
"inject syringe," "inject syringe into me," and
other variations could have been available, but are not.
I would say that sort of thing pervades the entire game, but I
can't. I didn't get very far before the exact opposite problem hit me.
A very specific, specialized verb was needed, but the action was so
non-intuitive that it wouldn't have occurred to me to try the action,
even if I thought for some reason that the verb was implemented. This
occurs fairly early in the game, but it could be considered a spoiler,
so I'll warn you now. The verb is "hire," and for some
reason you are supposed to use it just before getting into a cab. Why
I would want to do that, I wasn't sure, but even if I had wanted to, I
would not have expected "hire" to be implemented. It should
have been, sure, but it still sticks out in the walkthrough like
Darrin Stevens at a Washington Redskins linebackers practice.
Yes, I turned to the walkthrough in no short order, and it was a
bit problematic. Not technically speaking, since the commands it lists
will indeed take you to the end of the game, but rather from an
aesthetic point of view. This is a mystery. There are deductions to be
made, and clues to pick up on. Some of it is obvious once you do it,
and you understand why you ask certain questions once they are
answered. However, some of it doesn't work at all. I consider this bit
non-spoilerish since I still don't understand, and it's a perfect
example. After some perfectly reasonable (and clever) looking around
and scheming, the walkthrough suddenly directs you to go to the police
station and "tell Lestrade about gunshot." What's that? What
gunshot? I've been reading all the text as I went along following the
walkthrough, but I have no idea what the PC is talking about or how he
knew about this gunshot. This makes the game a good deal less
enjoyable, and it could have been headed off by some hint-writing.
"Cross of Fire" uses a slightly unorthodox version of the
traditional conversation system. What I like about it is it's very
clear about when to use which style of talking: "ask about"
and "tell about" are specific for use in official
investigations. And when you "tell person about thing," you
should use a topic ("thing") that shows that you have made a
deduction about something. You don't tell people about clues you find;
you tell people about things you've figured out. This introduces the
walkthrough problem: by using the walkthrough, I can "tell
Lestrade about gunshot" as if I have figured something out, when
really, I know nothing. But what else can you do? (Answer: good hints,
and a nice, wordy walkthrough that explains each step as you go
through.) Additionally, there were a few places where I thought I
should use a more specific way of telling people things, but
"talk to" was what was needed. For example, the game
instructions say to use "tell person to [do something]" is
the proper way to ask an NPC to do something. So, when I have a guest
in my office, and chairs for guests, I say "tell Openshaw to
sit." But the parser chides me for telling him what to do. On the
other hand, a simple "talk to Openshaw" spits out some text,
including Holmes saying "Please, have a seat."
Overall, I like the conversation system. In fact, there's a lot to
like about this game. Despite a few technical errors and some syntax
troubles, it's a very ambitious work that could be quite enjoyable. I
confess to a bit of rushing through, because of the competition voting
deadline, and I might have been able to do more if there was no
deadline. Of course, it's also quite possible I would never have
finished it without a deadline.
Writing: 4 out of 5. At times a bit stilted, but also at
times artful. Overall it was easy and enjoyable to read.
Appeal: 3 out of 5. Playing Sherlock Holmes is fun.
Bugginess: 3 out of 5. Missing lines between paragraphs,
being able to open doors while seated, the aforementioned trouble with
talking to folks. And where was I supposed to come up with "ask
sailor about painting mast"?!
Entertainment: 2 out of 5. In the end... enh. I didn't have
that much fun with it, because I felt like I was missing out on so
many parts of the story. Plus, I'm not familiar with a lot of the
backstory of Sherlock Holmes, and was a little surprised by some of
the things that happened. Some nice puzzles, though.
Overall: 6.0 out of 10. A nice game that could benefit from
extended playing time, and possible a more polished version.
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