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Review: The Wedding (1996)

Summary: Some under-implemented stuff, and a few quirks in plot, but overall it's clever, light-hearted, and well-written. Thumbs up.

Author: Neil J. Brown
Reviewed by Jess Knoch.


Note: Like in all my reviews, some of the object and place names have been changed to protect those who haven't played the game.

The game starts off with a mysterious phone call: your friend Malcolm is missing on the day of his wedding, and you're being asked to help find him. The setting is an English country house, albeit without any wonderful sense of English country house atmosphere, but it works. The house is full of NPCs: relatives of the bride and groom, the bride herself, the caterer. I would have liked to have seen more responses available from the characters: for example, the groom's father is nowhere to be seen, and no one (not even his brother) has a comment to make about it. And, just for an example, suppose one of the characters was a big fan of CHiPs, and I show the ultimate CHiPs guidebook to that character. Wouldn't he be at least a little interested, especially when (the next turn) I ask him about CHiPs and he *is* interested? At least a dismissive "Oh, not that old thing" or something would have been nice.

But these are nitpicky things. Sure, I like to see a ton of different topics in my consult-able objects, and I like a ton of different things to talk to the characters about, but I can live without that. There are plenty of amusing responses from the parser to actions to make up for the NPCs. In fact, if I had to pick a Miss Congeniality, I'd pick the parser over any of the NPCs.

One of the best parts of the game is the writing. No, it might never win any awards for its high quality or evocativeness, but it is straightforward, it doesn't distract at any point (no typos that I could see [maybe--see below]), and most important of all: it is sufficiently long.

Too many times there is just not enough text when I want it. The introduction to The Wedding is just the right length; the clever responses are just right, and most importantly, the ending is just the right length too. I loved the fact that the ending told what happened right then, and later on, and even later on. The "aargh" may have been a bit much, but I don't hold it against the author. Even better than the ending, there are some bits of writing in the "amusing" section at the end with some top-quality stuff. Like trying to fill in plot holes (of which there are many), and describing a secret meeting between IF addicts on the street.

The game does come with an online adaptive hint system, in addition to the "hint book" in the game which crumbles after a single use (Hellloooo, "undo!"). Also, I am told that the dog will give clues if he happens to be nearby. I never really saw that happen, but then again, I may never have realized there was a cellar door without the help of the loveable scamp. There is also a walkthrough on the archive, which I did use at some points because the hints really aren't that great. Authors, I understand completely the temptation to have a hint system that only prods and never gives anything completely away, but you really should remember that some of us are dense. Yes, we are "part of the IF Community" and no, we're no good at puzzles. I'm not saying every author has to write a hint system (hmm... it would be nice, though) but if you do include a hint system, why not finish out the hints? People only look as far as they need to anyway, so if "Maybe there's something in the pool you can use" is good enough, then I'll get it and stop there, but if it's not, then at least I have some more to go on without having to go find a walkthrough. We all agree that hints are better than walkthroughs in that they allow players to try things on their own more and give away "just enough."

Hm. I went on for a while there, didn't I?

Ah well. My point is, the hints in this game are helpful but not helpful enough. It would have been nice to have a "What am I supposed to be doing?" hint topic, because the worst puzzle of all is trying to figure out what your next set of tasks is, or what is there for you to work on.

Speaking of which, this game is great that way. Once you're in the house, there are a couple of different puzzles open for you to work on. It's kewl (once you notice what there is to do).

Some small problems: when I try to put something besides the cassette tape into the VCR, the game tells me "That can't contain things." Actually, it can (the tape!). The author is already aware of some of the plot problems, and apparently they don't bother him so I won't bother to list them out here. Just don't expect it to be a tightly-woven masterpiece in the vein of Detective... uh, never mind. Oh, and there is an extra punctuation mark at the end of a sentence, but the rest of the writing is good enough to make me wonder if this isn't a British quirk: in America, we don't do this:

The man on the television says "I'm home!".

Maybe that's proper across the pond. Someone let me know.

Hm, what else? Once, Chloe (a female) is referred to as "he." There is a very interesting looking door upstairs (yes, leading to a room) that doesn't seem to be implemented at all; that's a shame. And I never like it when there's an obvious pile of stuff that I want to search, and "search stuff" doesn't find anything, but "move stuff" does. Gr! Same with manipulating objects: I can only think of so many (push, pull, move, turn, look behind, look under, take) and if I don't get the right one, I could convince myself that the interesting-looking thing really can't be manipulated. Hm, I should make a page for people like myself who need a list of verbs to try! Coming soon!

As for puzzles: mostly pretty good. I'm not a good one to judge puzzles of course, but these seemed to make sense after I saw the answers. Seriously though, I managed a few of them on my own, which is a good sign for me. Some of them are well done, but they could use just an extra hint about what comes next. For example, the pizza. I did a great job of figuring out how to order it, even heard the moped, but couldn't figure out where it was being delivered. The in-game hint about what to do with the diamond is an excellent one, and just the sort of thing I'm talking about.

All in all, a great game worth a play. Funny bits, clever bits, and tongue-in-cheekish scary bits. By the way, the choice for the "sack object" was great! And what the heck is paracetamol?


Scores

Story

5/10

Nice idea, with several "plot holes."

Writing

7/10

I liked it a lot, after I finished the game (it didn't occur to me while I was playing). Completely accessible, personable, the writing works great. And no typos!

Puzzles

6/10

The camera bit was clever, and I figured it out on my own! It's a rough job to make "clever" puzzles that someone like me can solve. Still, some obscurity.

Coding

9/10

Some odd quirks (is the VCR a container?) but the implementation of so many buttons and machines was really well done. Good job with the conditional responses, too (where NPCs' responses change depending on if you've done or said something else).

Parser

8/10

Great. I love Inform, and this author knows how to use it.

Humor

7/10

Not bad! I'm hard to amuse, and this game did a great job with the occasional smile!

Involvement

6/10

We never get a clear picture of who the PC is, so it's hard to feel like anything other than a text adventurer. At least until the end.

Lack of Annoyance

4/10

Okay, I know the door is closed. Can't the parser ASSUME I want to open the door when I try to walk through it? PLEASE? And the same with taking things before trying to do something with them. A simple "(first taking the monkey wrench)" would have made my day.

Game Idea

6/10

Not much new, although there are a few small twists on the "manipulate NPCs to find out what happened" schtick. And I like weddings.

Wildcard

6/10

Enh. I like it, sure.

Total

64/100


See Also: Baf's Guide entry for The Wedding (includes download links); our old scoring system (used for this review); a complete list of other reviews on strangebreezes.com.

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