Game #22: Jesus of Nazareth, by Paul Panks
Played On: 10/29/2005 (4:50 PM to 6:30 PM)
Unofficial Score: 6.5 (5.5 base with +1.0 skew)
If you thought Vespers was blasphemous, you ain’t
seen nothin’ yet!
As Jesus, you can attack anyone, provoked or not. Yes, Jesus
has hitpoints. You can even become a hitman for Harod Antipas, ridding him of a
Sicarii rebel and ultimately converting him to the path of righteousness.
Jesus of Nazareth does a lot wrong. There are bugs,
and I’ll mention some of that later. It’s a hand-made parser. Paul thankfully
added “x” as a shortcut for “examine”, and it features a “save” option – but no
“undo” and very few frills. The game is going to rank very low in the competition.
It’s going to get 1’s and 2’s… maybe a few 3’s.
Somehow, the game worked for me. Before I launch into
what’s wrong with the game, I should discuss what’s right. In “unofficially”
ranking Jesus of Nazareth higher than most judges will – even higher
than I’ve ranked a few of the other game so far – I should explain why.
Paul Panks manages to keep things simple. Sure, Jesus of Nazareth
doesn’t understand complicated commands, but it rarely ever sets up a
situation in which a complex command would seem necessary. The “help” command
explains it all. It doesn’t take long to understand how the game is put
together. Important things are always listed after the room description. This
makes the game more playable than it might otherwise be. The consistent
blue-on-gray display was also easy on the eyes – a welcomed change from harsher
color schemes and rainbows of needless highlighting.
It’s also unexpectedly original. Sure, it’s silly to have
Jesus battling centurions and city guards, keeping track of hit points and all,
but the concept is pretty good. Jesus, travelling the land, is recruiting
disciples. This sometimes requires obtaining some object of interest to the
potential recruit, but they’re easy to find and don’t require any complicated
puzzle-solving. In fact, Jesus of Nazareth has no real puzzles. It’s all
just a matter of collecting a few objects and roaming the map. This keeps the
pace flowing, and it’s perfectly comp-sized. The second-person narrative
switches to third-person during dialogue and attempts to convert the denizens
of Capernaum. This is less jarring than it might seem. These parts are written
in pseudo-biblical fashion. Some of it is probably based on direct quotations,
although I think Paul probably strays from it to suit the situation.
Although it requires working around a few bugs, Jesus of
Nazareth is winnable without hints and without a walkthrough. That’s
fortunate, because the game includes neither. I liked that it was easy to
finish, even with its quirks. The writing has a few problems, but it’s
pleasantly more verbose and well-written than either of the two Paul Panks
games I’ve played before (Ninja v1.30
and The Golden French Fry).
The fighting aside, it doesn’t feature any fantastical, nonsensical elements or
suspiciously contrived situations. It doesn’t require any outlandish leaps in
logic to play. The available exits listed above the command prompt, although
frowned upon by today’s standards, helped quite a bit.
I was lucky a couple of times, or I very well might have been
stuck. In the town of Capernaum, Mary Magdalene can be found in the central
market. The problem is, her entry after the room description says “this is Mary
of Magdala, a town near the Lake of Tiberias.” On a whim, I tried talking to
Mary, and this works. Another point of confusion is that the terra-cotta lamp
is always described as burning brightly, even when it’s not on. After some
frustration with trying to enter the cave, I noticed that “light” was listed as
a verb in the “help” info. Lighting the lamp worked. The last problem is that
you can convert Harod or John, but not both. Well, that’s not necessarily a
problem, because the game requires 6 disciples, and there are seven
possibilities. However, Peter won’t convert when the other five include Harod,
which leaves the game unwinnable.
These aren’t the only bugs, but they’re the ones that hurt
the most. As far as I could tell, it’s impossible to escape from a battle once
it starts. You can convert Andrew again, even after he has joined the others.
Everybody goes south after conversion, even though an exit rarely exists in
that direction. I can’t leave the garrison because the centurion wants to
arrest me, but he never actually does. If I try going south, he acts as though
nothing happened. Sometimes, I am said to have “destroyed” an enemy, yet the
battle has only just started. Trying to covert the soldier gives no response.
“Sandles” should be “sandals”. Dead bodies just disappear, as if this was some
first-person shooter from years gone by. Why can’t the game just convert
commands to lower-case behind the scenes, instead of being confused by
uppercase input? The “score” text says Jesus needs to find and convert four
disciples, yet all six are required to win. What was the purpose of the birds
found after climbing the tree, and what was the purpose of the sickly boy? Even
though the game has no transcripting feature, I made other notes during play,
which are available to the author at his request.
Some things just seem in poor taste. At one point in a battle
comes this bit: "Wow! The enemy centurion almost crucified you!" I
can’t try to convert the sickly boy, because he’s dying of the plague… maybe
I’m getting “conversion” and “redemption” mixed up. Presumably Jesus knows
about the Ten Commandments, yet he dispatches the righteous and the unrighteous
with equal fervor. The fact that any NPC is referred to as an “enemy” of Jesus
is a little suspicious.
Taken on its own merits, Jesus of Nazareth is between
a 5 and a 6 on my scale. That’s not undue, considering I was never stuck for
long, and the game never really frustrated me. I think it’s original and
unexpected. If the bugs had been fixed before the competition version, I might
have considered basing it at 6.5 or even a 7. The combat system seemed unnecessary,
and the text (especially the dialogue) could have used some indention and
spacing, but Paul was on the right track. I liked the game, and I can even
recommend it to anyone with an open mind for something unusual. I skewed the
game up a full point, to a final score of 6.5, because it’s much better than I
expected.
Game #23: Unforgotten, by Quintin Pan
Played On: 10/30/2005 (9:35 AM to 10:50 AM, 12:20 PM to 2:05 PM, adjusted)
Unofficial Score: 9.5 (8.5 base with +1.0 skew)
After playing Unforgotten, I feel... exhausted. I can’t
quite put my finger on why, and I mention it only as insight into the rest of
the review. It’s on the long side for an IFComp game (three hours would have
stretched into four or five, had I not made multiple forays into the hints).
It’s one of the best stories in the competition so far. It runs through a gamut
of emotions with disgust being right up there among the others.
The story jumps from now to later to much later, then twice
to past events, back to much later, and finally to much much later. Confusing?
It really isn’t. Nothing is clear at first, which I find intriguing in a story.
I don’t mean that the PC starts without any clear goals – which is true enough
– but that the story takes twists and turns and makes revelations about the
setting and the characters along the way. It feels like more than a game.
The author describes his design philosophy in the “Help
& About” text. As I play games with menu-choice trees in place of ask/tell
conversations, I like the former more and more. Quintin clears the screen after
each choice. I’m not sure why, except that maybe it draws focus away from the
prior list of options. I thought maybe this was a trick to keep “undo” from
rewinding the entire conversation, but this doesn’t seem to be the case. He
also mentions that a game shouldn’t require bits of replay if the player messes
up. In a game this size, that’s probably true – but if it’s only sections (not the
whole game), it’s fine with me. The alternative is that you’re allowed to skip
optional bits, sometimes never even realizing it. Only some peeking at the
hints made some of this clearer, and it was a shame I made it to the end
without seeing those parts. Sure, the game made sense anyway, but I like to get
the full experience. I don’t want to go back through it at this point, though.
I kind of wish all the optional bits were channeled through the main story
line, but that’s probably a minor complaint.
Some parts of the story are told from a different
perspective. One in particular is jarring enough to slice through the bond of
familiarity I was forming with Nigel, the main PC. I had (and still have) mixed
feelings about the bit with Zed. It makes the story feel dirtier, grittier,
less safe; but at the same time, I’m thankful to have been playing this one at
home, and not at work on my lunch break or something. While this bit may be
realistic, I think it’s probably trying hard for that shock factor. I don’t like
the story any more because of it, but I’ve decided I don’t like it any less,
either.
Even though the story is strong enough to make it feel like more than
a game, each obstacle serves as a reminder. The “help” text encourages
players to examine everything for clues that might otherwise be missed. That’s
good advice in most games. What I found, though, was that scenery was
inconsistently implemented. Especially in spots where the story was more
important than the puzzles, a response of “you can’t see any such thing” wasn’t
uncommon. Even doing my best to take it all in, I missed clues. Well, it’s not
so much that I missed clues, but that nothing about the clue was striking
enough to make me give it a further thought.
Peeking back at my transcript, I see where a red glow during
the conversation with Janice was clued, but somehow I didn’t catch on.
That’s probably my fault, but further