Archive for category Reviews

New Ethshar Serial Starting

After too long, Lawrence Watt-Evans is spinning up a new Ethshar serial — The Final Calling.  His Ethshar novels are excellent light fantasy, and are notable for having both a great amount of interesting, powerful magic as well as very believable, human characters that for the most part treat magic as just another phenomenon to deal with or use as they go about their lives.  They’re loosely-connected, for the most part; you can fairly easily jump in at any point.  I’ve enjoyed every one of these novels thoroughly since the first one — The Misenchanted Sword — was published when I was in high school, back in 1985.

The way these serial novels work is that every week, assuming enough contributions have come in to pay for it, he’ll post a new rough draft chapter.  Anyone in America who contributes $25 or more will receive a printed copy of the completed book (thresholds slightly higher for other countries).  It’s already paid through Chapter 11, and I haven’t sent my $25 yet, so I’m guessing this is going to be a pretty successful serial.

This seems like a pretty good way for authors to be paid to continue work on series they enjoy, and which have a strong fan base, but for some reason are not appealing to traditional publishing houses.  Lawrence Watt-Evans has used this model successfully for two Ethshar novels in the past, and is serializing a science fiction novel (a sequel to his earlier Nightside City) simultaneously.

Check it out if you enjoy light fantasy written with wit and intelligence!

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Andrew Plotkin’s Quixe Beta: Glulx Games Directly In-Browser!

In a surge of holiday-weekend coding, Andrew Plotkin (Zarf) has progressed his Quixe project to the beta stage and released it for evaluation.  If you’re very familiar with the excellent Parchment project, you’ll know that Parchment provides a Javascript implementation of the Z-machine, which is one of the major virtual machines used in the interactive fiction community.  When you play a game via Parchment, you don’t need plugins or standalone interpreter software at all — you play directly and natively in the browser.  This has obvious advantages for outreach — many people are leery of downloading unknown executable files at all.  And unless your game runs in Flash, convincing someone to install a browser plugin can be almost as hard a sell.  So Parchment has been a great mechanism to make Z-machine games available to not just a wider audience, but to a wide variety of devices as well.  Almost any device that supports a Javascript-enabled web browser can access interactive fiction through Parchment.

But until now, Glulx games were left in the cold.  Glulx is an alternate virtual machine developed by Andrew Plotkin to address some of the limitations of the Z-machine.  There’s more addressable memory as well as support for multiple windows, graphics, and sound, among other improvements.  Inform 7 gives you a choice of using Glulx or one of the Z-machine formats when you compile a game.

Unfortunately, using Inform 7 for a game of any complexity almost forces you into using Glulx, whether you are making use of its enhanced capabilities or not.  Inform 7 generates large game files that easily push past the Z-machine limits.  Particularly if you make use of the growing extension libraries you are likely to inflate yourself right past even the Z8 format’s cap on size.

So Inform 7 developers have (for the most part) found themselves unable to enjoy the same advantages of accessibility and ubiquity that Parchment gives Z-machine authors.

Enter Quixe.  Quixe provides a native Javascript implementation of the Glulx VM.  When combined with a suitable output layer (in this case I believe Zarf is using his own GlkOte implementation) it enables the same type of direct-in-browser play for Glulx-based games that Parchment enables for the Z-machine.

He’s currently got five games up on his page, but authors are able to convert any existing Glulx games using the zcode2js tool, and run them via his engine.  If you do this, you’ll notice that not everything is functional yet.  In particular, if you play the conversion of Rover’s Day Out you’ll miss much of the text formatting and screen effects that are visible in the game when played via a standalone interpreter.  Also, Internet Explorer does not currently work (!) Presumably these problems will be fixed and capabilities will be added in as development proceeds.  I expect we’ll also see the new style model that Zarf has been discussing over the past few months.

And of course, I had to run a conversion of my own Glulx game, Grounded in Space!  Despite not being very long or complex, I had to use Glulx for this game due the need for fairly high-precision floating-point math for one of the puzzles.  I haven’t gone through it in detail yet, but it seems to have converted correctly.  It doesn’t use any odd tricks that should prevent it from being playable, although the geometry puzzle might be even less comprehensible due to style and font issues.  At any rate, it’s very cool to have this capability, and I hope by the time this year’s Comp rolls around we’ll have a much larger number of games able to be played online due to Quixe!

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The Fruits of My “Research”

I recently took what ended up as a 2 1/2 month break from interactive fiction development.  Most of that time got spent on Dragon Age, but I also played through Left 4 Dead 2 due to an offhand comment by Zarf on rec.arts.int-fiction.  In addition, over the Easter weekend I traveled to my in-laws for the holiday and also to celebrate the birthdays of a niece and nephew.  While at Chuck E. Cheese for the latter event, I found an interesting game called “Let’s Go Jungle”, which in addition to sounding like something my daughter might say, incorporated an interesting gameplay mechanic that adds interest to what is otherwise a garden-variety rail shooter.

So to rationalize to myself that I didn’t just flush the last couple of months down the toilet, here’s some of the musings I drew from my “research”:

Read the rest of this entry »

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Game Review — Left 4 Dead 2

While gearing back up for some more interactive fiction development after my two-and-a-half-month detour through Dragon Age, I made a comment on rec.arts.int-fiction to the effect that the Drama Manager in Blue Lacuna, Aaron Reed’s XYZZY Award-winning interactive fiction title, was unique in my knowledge in terms of providing an auto-adapting pacing mechanism for gameplay.

Zarf (Andrew Plotkin) responded with a link to a design postmortem presentation for the game “Left 4 Dead“, by Valve Software, which talked about their use of procedurally-generated content to provide dramatic pacing for that game.  Now, Left 4 Dead is substantially different from an interactive fiction title, but I like a good FPS as much as the next guy, and was intrigued by the paper.  In a coincidence that was happy for my wallet but not for my productivity, Valve was having a half-price sale for Left 4 Dead 2 right after this exchange, so I was able to pick up the game for just $25 and give it a spin.

The premise of the L4D series is that there’s been some sort of contagious infection that is turning people into zombies.  You play one of the four Survivors, humans that have proven immune to the contagion.  The goal is simple — escape the zombie hordes before your brains are eaten.  To do this, you have to work together to protect each other and carve a path through the ravening hordes of zombies to reach an extraction point at the end of the level.

It’s a cooperative first-person shooter game — even if you play alone, the game spawns three “bot” players to help you.  And it’s a good thing it does, because the gameplay depends on close cooperation between players.  If one person gets separated from the group, it’s very likely they’re going to get killed before too long, because certain of the enemies — the “special Infected” — can pin or otherwise incapacitate lone Survivors.  If one of your friends doesn’t quickly kill whatever’s on you, you’ll watch helplessly as the zombie rips you apart.

A big chunk of the magic of this game, as the paper I read indicated, is in the pacing.  L4D2 generates loot and enemies procedurally, depending on where you are and what your calculated level of “emotional intensity” is.  If you’ve been fighting hard, with lots of zombies on you, the game will hold at that level of intensity for a little bit and then back off to give you a breather.  If you’ve had some downtime, the game will slowly start spinning up more enemies and eventually subject you to a “horde”, where a mob of common Infected rush you, trying to overwhelm you with a human wave attack.  And every so often you get a special Infected or boss Infected thrown into the mix.

These special Infected are by far the toughest part of the game.  Each of the specials has a powerful ability it can use to wreak havoc on a team of Survivors.  Spitters can spit globs of caustic saliva, causing damage and potentially cutting off escape routes.  Chargers can sprint into a group, grab someone, and carry them along in a straight line until they reach a wall, both damaging and separating them from the group.  Jockeys can jump on your shoulders and force you to run away from your friends, and can even force you off ledges.  The dreaded Tank can absorb a ridiculous amount of firepower, and does amazing damage and knockback if you are foolish enough to let it close to melee range.

The complement to the dynamic pacing is the atmosphere.  Level design is excellent, with decaying architecture, weather effects, low-light areas, and close quarters all serving to keep the tension heightened.  The music used on each level is different, and thematically matched to the play environments.  Hordes and bosses all have special theme music, which is again different depending on the level you’re playing, and it wasn’t uncommon for me to start getting twitchy and panicky when I heard that horde theme start up again while I was stuck hip-deep in swampwater.

Your fellow survivors have a great deal of scripted conversation that is triggered in certain circumstances; you definitely get to know their personalities as the game goes by.  In addition to the level-specific dialogue, there are a lot of coordination comments they use, from alerting you to weapons nearby to reporting their imminent death.

I guess a good illustration of the intensity of the gameplay is my reaction to the weapons available on each level.  You always start a level in a “safehouse” — an impregnable room with a selection of health packs, weapons, and ammunition.  You can choose a single heavy weapon (such as a rifle or shotgun) to take with you, and you can’t change it until you find either another safehouse or a hidden stockpile of guns somewhere in the level.  And since the levels are procedurally generated, you don’t always get the same selection of guns on every playthrough.

In most first-person shooters I have weapon preferences — in Half-Life I’m a pretty big fan of the shotgun (if I don’t have the gravity gun) — but if I can’t get my weapon of choice, or if I’m out of ammo, it’s not a big deal.  I’ll just use one of the other ones.

In L4D2, if I don’t get either the AK-47 or the M-16 (on levels where that tier of weapon is an option) I feel naked and exposed.  It’s very uncomfortable not to have the precise weapon I’m most skilled with, and it’s just nervewracking and not very fun to play the game until I find an acceptable gun.  I think this more than anything else is the triumph of the Left 4 Dead series — that they can control pacing and atmosphere to such a degree that they can give you that “character in a horror movie” feel, just from your expectation of what’s coming next.

I’ve really only played the single-player campaign, so I don’t have the experience of going out and playing with three other guys using voice chat.  They do have several player-vs-player variants, including a very fun one where two teams of four alternate being the Survivors and the special Infected and then see which team can make it farthest through one of the levels.  It seems there’s a lot of replayability here, and I’m looking forward to giving some of those other modes a shot.

Even the single-player experience, however, was well worth the $25.  As an illustration of how procedural, dynamic content can serve the gaming experience, and as a darn good FPS game itself, L4D2 is well-worth playing if you have any taste for first person shooters — or zombie movies.

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Dragon Age — Game Review

At the beginning of the year I took a “quick” break from development on my next interactive fiction title to play Dragon Age, which I got for Christmas from Robin.  I’m a big Bioware RPG fan from way back; I’ve played most of their titles over the years and have been really impressed at how they’ve pretty much singlehandedly taken the Western RPG from life support to marketplace dominance.  So I was expecting an epic-scoped of game with plenty of character development, relevant player choice, and intricate, intertwined plots.

What I was not expecting was a massive, addicting game that would eat up three and a half months of my free time.  Granted, part of that is because the amount of time I have for gaming is a lot more limited now, with newborn Jonathan and his massive disrupting effect on our family schedule.  It was common for me to only get one three-hour block per week to play during this period, and the game has somewhere around 100 hours of content, depending on how you play.  Speed wasn’t enhanced by my decision to play on the “hard” difficulty level, which ramps up the difficulty of the combats.  The main result of elevated difficulty was to require more time fiddling around with gear and a few extra restores on tough fights — again, costing more time.  By the end, I was almost desperate to finish the game, as like Zeno’s Paradox the finale always seemed reachable, but each individual step towards it only got me partway there.  When it was over, I was pleased to be done, and impressed with the excellent main plot arc and the incredible detail in terms of allowing meaningful player choice.  But I was also sick of playing it, and almost resentful of it for refusing to let my mind go.

Dragon Age was a hard master, and I’d finally won free.  I wasn’t going to stick around to give it another shot at me.

I’m going to cover the branching plot and analyze the conversational model of this game in an upcoming post that focuses more on the craft of building these types of games and the lessons we can take when writing interactive fiction.  In this review I’ll just cover the game itself.  There will be some plot spoilers, so if you don’t want the backstory and a bit of the plot spoiled, it’s probably best to stop here.

There are six separate openings, which you can play depending on which race and class you chose, and what background you want your character to have.  Each of the openings is about two or three hours long, completely separate from the others, and sets you up with contacts, history, and a place in the story that is unique.  Depending on which opening you play, other options open up for you throughout the game.  Someone that you wouldn’t know from any random passerby if you played the City Elf opening turns out to be your renegade blood mage friend if you played the mage opening.

The continent of Thedas is recognizable if you’ve ever read any of the myriad Tolkein-rooted Western fantasy series.  The game takes place in the nation of Ferelden, a relatively recent political construct wrested from the domination of the Orlesian Empire by a popular king and his friend and general, Teyrn Loghain.  Despite its brief current incarnation as a kingdom, Ferelden has a long and storied history that is revealed piecemeal as you travel the lands.

The social structure is feudal, similar to medieval Britain.  The king nominally rules over the whole land, but vassals administer the actual holdings.  The majority of these nobles are known as “banns” — the equivalent of “barons”.  Particularly exalted banns are known as “arls”, and the top rank of the nobility are the “teyrns” — analogous to dukes, or more accurately the sovereign princes of the Holy Roman Empire.

Actually, the comparison to the Holy Roman Empire is fairly apt, as the church is a major force in Ferelden as well.  In this game, it’s known as the Chantry, and consists of priestesses of the prophetess Andraste, the Beloved of the Maker, and their militant arm of Templars.  Templars are warriors trained to fight rogue mages, known as maleficarum.  They also serve as protectors of Chantry property and personnel, and as somewhere between guardians and jailers for the approved mage circles.  No one trusts the wizards after the tyranny of the magister lords of the old Tevinter Imperium, and Chantry policy in Ferelden and nearby lands since that time has been to lock down all mages until they have proven themselves able to resist demonic corruption.

There’s a very noticeable Gnostic influence at play in the depiction of the Chantry; the Maker is presented as capricious and almost petulant, an aloof and grudge-holding god who seems to expect the worst of the world he created.

Humans are the dominant race in Thedas, having destroyed the ancient elven culture centuries ago.  Elves now either roam the wilderness, trying to avoid human encroachment, or live as an underclass in “alienages” in major cities.  Dwarves exist as well, although their great subterranean civilization has dwindled to the single city of Orzammar under the constant onslaught of the darkspawn.

Oh, yes, the darkspawn.  How could I forget?  The darkspawn usually roam the Deep Roads — the abandoned underground highways and outposts of the dwarves.  Every few centuries, however, they find… something buried in the earth, and awaken it.  These paragons of evil become archdemons, forge the mindless darkspawn hordes into legions of evil, and lead them onto the surface to wreak havok on the kingdoms of men in an event known on the surface as a Blight.

In Dragon Age, regardless of which origin story you play, you end up becoming a Grey Warden — one of an elite group of warriors dedicated to fighting darkspawn and ending Blights.  And just as you become one, all the other Wardens in Ferelden but one get themselves killed.  So it’s up to you to secure allies, figure out what’s going on, try your hand at politics and intrigue, and eventually put an end to the archdemon and end the Blight.

That’s the 10,000 foot view of the plot.  The actual game is played out through a series of interlocking quests, seasoned with cut scenes and extensive dialogue.  There is plenty of combat, and they’ve done a good job implementing it, but what really makes the game shine is the setting, the writing, the structure of the plot, and the interactions between you and the other characters in your party.

As you travel around, the characters in your party will have conversations among themselves.  These are generally short exchanges unconnected to surrounding events, and appear to be triggered at certain geographical points.  You can also initiate conversation with your party members at any time, although certain topics (and the romantic subplots) can only be pursued in camp.  You can find out a great deal about the backstory of the characters by talking to them, but often you can only get them to really open up if they trust you, which involves impressing them in conversation or with your actions when they are accompanying you.

I chose to travel with: Morrigan, an amoral sorceress from the Korcari Wilds; Alistair, a templar, the other Ferelden Grey Warden and secret bastard son of old King Maric; and Leliana, an Orlesian lay sister of the Chantry and sneak thief.  The writers did a pretty good job with these characters — although they have distinct personalities (approaching caricatures at times) there is a bit of subtlety in the changes in the way they react to you over the course of the game.  For the most part, their attitudes seem consistent with their backstories, and the writing and voice acting flows well.  There was a wide selection of other potential party members, many of which I acquired but never traveled with.  They ended up relegated to spots in camp, where I could talk to them but little else.

It was really the NPC interactions that drove the game forward, and here they did a very good job.  There were very few “FedEx”-style quests involving delivering items from one place to another.  There were a larger number of “kill” quests where someone wanted you to take care of some sort of problem, from protecting them to eliminating competition, but there was almost always a compelling rationale provided for your actions, and you could usually get to the solution in multiple ways.

This is particularly true for the main plot quests.  There were always major choices to be made that could have serious ramifications in the future.  Ally with the elves or the werewolves?  Mages or templars?  A choice here could not only affect the ending of that particular quest segment, it could affect options available in the next segment, and change the disposition of troops available to you at the endgame.

And speaking of the endgame, the sheer number of ways the denouement can play out based on the choices you’ve made throughout the game is just crazy.  Who rules Ferelden (there are about 5 different possibilities here)?  What becomes of Loghain?  Does the main character even live?  Not only do you get to talk to each of the major characters at the end of the game to get a debriefing on their status, but at the very end you get an epilogue summary for each character that lets you know what became of them.

It’s a fantastic, deep game, one that I’d strongly recommend for folks with a taste for dark heroic fantasy and some time to burn.

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It Seems I’m Actually A Woman…

I had not come across this before, but there is an online analyzer for prose that purports to determine if the author is male or female, apparently by counting the frequency of certain keywords in your text.

So I scraped the front page of my blog and fed it into the analyzer.  Although the count was close, my “female count” was about 10% higher than my “male count”, so their algorithm guesses that I am female.

As a control, I also fed in the only actual female-authored text on the site, the post I Want Glue Teeth, which was written by Robin.

I’d love to be able to report that it thought she was a man, but actually the female/male ratio on that article was about 2:1, so at least Robin is more of a woman than I am, which is as it should be.

Oops!  Gotta go!  Gloria Steinem is guesting on Oprah today!

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Logorama

I won’t comment about the Oscars (since I didn’t watch them) other than to say that the fact that Logorama won the best short film category is awesome.

At least for now, it’s available through its homepage (slow, though) and these links:

Part 1

Part 2

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Implicit Association Test

There’s a very interesting website that purports to test your unconscious association between different classes of things.  Many of the tests are to identify whether you have a implicit preference for certain types of people (black or white, old or young, slim or overweight, etc.) but there are other tests that operate on names or religious imagery, etc.

The tests are apparently based on reaction time and number of mistakes made.  In the race/weapons test, which is the only one I’ve taken, you’re shown pictures of white and black faces and asked to quickly press a key to categorize them as white or black.  You’re then shown pictures of harmless object or weapons and also asked to quickly categorize them.  The system then shows you pictures of faces and objects interspersed, and asks you to categorize them as “white or weapon” or “black or harmless”, and then switches to “black or weapon” and “white or harmless”.

It appears that what it’s measuring is whether you will more quickly/easily be able to associate black faces or white faces with violent objects based on how fast and accurately you can categorize the images you are shown.

I was pretty fascinated with this methodology; it seems pretty valid to me, and I’m interested to try out some of the other surveys.  I’d love to know the heuristic they use to grade the results.  Interestingly, they give you a questionnaire at the end where they ask you how valid you think the study is, and I suspect this is a major part of their analysis.  They try to give you an out — one of the questions gives you the option to say that the survey reflects the culture to which you’ve been exposed, but doesn’t say anything about you personally, while other options let you say you think the test is a valid reflection of your conscious or unconscious preferences.

My guess is that those people who achieve “desirable” results (no association of weapons with race) will be more likely to ascribe validity to the survey and to believe it reflects their true outlook, and frankly that might be the whole point of the study.  Regardless of whether the picture association component is meaningful or not, they could just be measuring how much more likely you are to put faith in a seemingly authoritative statement that tells you something good about yourself as opposed to a similar statement that tells you something bad about yourself.

Ah, psychology is great!  No other field of science gets to combine experimental design with stage magicians’ sleight of hand.

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Ferb, I Know What We’re Going To Do Today

I don’t really watch a lot of cartoons these days.  I’m pretty busy with 3 kids, plus I generally prefer to read or play on the computer rather than watch TV.  When we do watch TV it’s usually The Biggest Loser or American Idol — shows that Robin and I both like and that we watch together.

On weekend mornings, however, we usually turn the TV on for Thomas and Katherine, and what they generally watch are cartoons.  They watch a wide variety of different shows, but the one that always gets me to sit down and watch with them is Disney’s Phineas and Ferb.

This is a very cute show that combines kid-friendly situations and antics with humor that appeals to both kids and adults.  And unlike The Simpsons, the two aren’t really separate; there are not really two levels to the show.  If you’re laughing, your kid probably is too.

An episode of Phineas and Ferb is fairly structured.  The premise is that it is summer vacation, and the eponymous brothers are trying to find fun things to do to occupy the day.  Phineas (it’s almost always Phineas) comes up with a Big Idea, which they set about implementing.  This usually ends up being some mammoth construction or engineering project, such as building a giant car wash, rollercoaster, or day spa.  Phineas, the short redhead, is the “mouth” of the group and the idea man, and Ferb is the technical genius (although neither boy is a complete slouch in the other’s area of strength).

The major obstacle is almost always the boys’ older sister Candace, who plays Daffy Duck to the boys’ Bugs.  Early on, she catches on to their plan and tries (inevitably futilely) to “bust” them by dragging their mom over to see whatever giant construct the boys have put together in the backyard.

Depending on the episode, some of Phineas and Ferb’s friends might show up to participate in whatever the scheme might be.  The most commonly appearing are Isabella Garcia-Shapiro, the overachieving Fireside Girl and the ballerina to Phineas’s Harrison Bergeron; Baljeet Patel, an East Indian supergenius and geek; and Buford Van Stomm, a tough kid who oscillates between bullying and friendly behavior.

Candace, besides her obsession with “busting” the brothers, is even more obsessed with fawning over her boyfriend Jeremy, and she often ends up madly juggling these two imperatives (often failing amusingly) as the plot unfurls.

At the same time as this is happening, there is almost always a side plot involving the boys’ pet platypus Perry.  Perry is actually a secret agent known as “Agent P”, and gets summoned to his secret underground base under the kids’ backyard to receive a mission briefing from Major Monogram, the head of the Agency.  This mission always involves dealing with the nefarious schemes of Doctor Heinz Doofenshmirtz, a crazed evil genius who invariably hatches some grandiose plot rooted in one of his many childhood traumas.

In his agent persona, Perry sports a stylish fedora, and although he can’t talk, he communicates very effectively using eye rolls and other facial expressions.  As his struggle with Doctor Doofenshmirtz reaches its climax, whatever bizarre device the Doctor has created usually misfires and either inadvertently resolves whatever jam the kids are in, snatches victory away from Candace just as she’s about to bust the brothers, or saves the day for Candace just as she’s on the verge of doing something monumentally stupid in front of Jeremy.

It’s all put together with excellent comic timing, and the voice work is great.   Candace and Dr. D. in particular are excellently done — Candace constantly skates the edge of hysteria while still projecting a unique personality, and the Doctor delivers some incredibly bizarre dialog with feeling and humanity.  Another appealing thing about the show is that the animation is fairly normal-looking instead of the almost aggressively ugly drawings in some other kids’ shows.

But the thing that really makes the show shine is the message and the relationships between the characters.  Despite Candace always trying to bust the brothers, she really loves them and has worked hard to protect them when they needed it.  In turn, Phineas and Ferb always try to help Candace out when she’s distraught over something (usually Jeremy).  Likewise, Perry and Dr. D., even though they’re each other’s “nemesis”, have each gone out of the way to protect the other when something seriously threatening is happening, and in fact exchanged gifts during the Christmas special episode.

All in all, the show presents kids using their imaginations and having good clean fun while displaying positive personality traits and resolving conflicts in a healthy way.  And it’s freaking hilarious!

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Hoosegow

If you’re interested in one-room escape games, JayIsGames is hosting a competition for them.  One of the entrants is Hoosegow, an interactive fiction game by Ben Collins-Sussman and Jack Welch, the team behind this year’s IFComp winner Rover’s Day Out.

I did some design review on this game, although I wasn’t able to beta the finished product.  It’s another well-written, fun little adventure with a tongue-in-cheek Western style that should have wide appeal.  I was very impressed with it.

It doesn’t look like JIG is showing the contest details at the time I’m writing this, but it should be up soon.  Check it out when you get a chance!

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