IFReviewed by Paul OBrian on 2006-07-21 06:48
Apparently, malfunctioning slower-than-light starships with passengers in cryogenic sleep have replaced isolated scientific complexes as the go-to comp game setting this year. Of course, in fairness, we did have a scientific complex in All Things Devours
, though it wasn't underground or in Antarctica
or anything. Oh, and I guess my own entry could be considered an "isolated scientific complex" game, sort of. Still, the malfunctioning starships are making a strong showing this year. Happily, Splashdown is leagues ahead of its competitor, Getting Back To Sleep
, though they both feel rather too much like Planetfall knockoffs. One refreshing difference is that at least Splashdown acknowledges its debt to Steve Meretzky
, not to mention the fact that its implementation is (pardon the pun) light-years ahead of GBTS's creaky homebrew. The game even provides a nifty PDF feelie that rivals Infocom
in quality. Nevertheless, there are times when Splashdown feels just too derivative, especially when it introduces a cute little robot companion who follows the PC around, spouting random funny dialogue and helping out with the occasional puzzle. Sound familiar? Besides that, there's the fact that the crux of the story really doesn't make much sense. Apparently, the ship is heading off to colonize a distant planet, but something goes wrong, so its computer picks a random colonist to reanimate, in hopes that this person can address the problem. This random colonist is the PC, natch, and if it were me, the colonists would be doomed, because I certainly didn't win the game my first time through. Isn't this an unbelievably dumb disaster plan? Why in the world wouldn't there be a designated person to reanimate in situations like this? Putting the fate of 500 (or maybe 300, depending on whether you believe the game or the hint files) people in the hands of some randomly selected dude isn't a strategy I can see even the most dunderheaded government or corporation assaying.
That complaint aside, Splashdown presents an entertaining story and a believable setting. I particularly enjoyed figuring out the reason why the ship malfunctioned, a comic situation worthy of Meretzky. There are a nice variety of puzzles, and they're blended pretty seamlessly into the story, which I greatly appreciate. Somehow, though, many of these puzzles felt rather counterintuitive to me. Looking back at my transcripts, I see a few different root causes for this problem. One issue is that the game's description of certain objects doesn't really jibe with my understanding of how those objects ought to work in real life. In particular, I don't expect a spigot to do anything useful unless I turn a faucet or turn on a pump or something, and if I do so, I expect that spigot to start spouting whether or not it has anything attached to it. These assumptions played me false as I was flailing around Splashdown's ship, trying to figure out anything to do that would make any sense at all. Another issue is that I had the sense that I was missing just a little bit of documentation. In one or two of the final puzzles, I only knew what I needed to do because the hints told me so, not because of anything in the game that gave me the clue. This may be down to a case of me being slow on the uptake, or it may be that the game makes a few too many assumptions about how familiar players are likely to be with its setting. Finally, in some situations, too few verb forms are implemented. Particularly on one of the initial puzzles, I grasped the concept of what needed to be done, and tried a few different ways of expressing it, only to be rebuffed each time. Consequently, when I saw the solution in the hints, I felt annoyed rather than relieved.
Actually, the lack of synonyms and alternate verbs plagued me outside of the puzzles as well. For instance, there are cryotubes in the game that can't be called "tubes." There is no good reason not to provide those sorts of synonyms. In addition, one section of the game requires a lot of talking to the computer, using syntax along the lines of COMPUTER, DISPLAY HELP SCREEN. You can't call the computer COMP or anything like that, and you can't just say, for example, DISPLAY HELP, or better yet, HELP. Given the number of times I had to type out commands like this, I was mighty annoyed at the lack of abbreviations after a while. On the other hand, the implementation is almost comically rich in a couple of areas, particularly the cryotubes themselves. There are 125 of these implemented, each with its own personalized nameplate. I was so gobsmacked at this that I had to examine each one, and was rewarded with occasional jokes and geeky insider references. And so the ship's systems gradually failed as I went around autistically reading nameplates, but I loved it. Despite the occasional moment of breathtaking implementation, though, Splashdown feels like it's not quite out of beta yet. There are a considerable number of typos, and sloppy formatting is rampant, especially when it comes to the robot companion's random dialogue. In addition, I encountered a few minor bugs and glitches here and there. I hope very much that the author takes reviews and feedback to heart and releases a post-comp edition of this game. With some polish, I think it could be a really fun Infocom-style ride.