IFReviewed by Paul OBrian
on 2006-07-19 07:33
. The Talking Heads
. Television. The Ramones
. While the Sex Pistols
and the Clash
were spitting in the face of the bloated English rock establishment, the artists named above were leading a concurrent American punk revolution in New York City. The nerve center of the movement was a club called CBGB
(standing, ironically, for Country, Blue Grass, and Blues), where all of these artists got their start before being launched on the national stage. This is the scene to which Eric Mayer pays loving tribute in his competition entry, an ALAN
game called The HeBGB Horror!. You play Phil Howard, a musician dreaming of hitting the big time in NYC. You're down to your last few bucks, and ready to take the bus back home, when you spy a chance to see the reunion of legendary (fictional) punk band The Laughing Kats at their famous stomping grounds, HeBGB. It sounds great, so why can't you shake this feeling of nameless dread? The game combines the trappings of the Seventies New York punk rock scene with the sort of Lovecraftian
pastiche that seems to have become all the rage in IF since the success of Anchorhead
. I'm an avid rock music fan, so the former theme grabbed me immediately. The Lovecraft stuff, on the other hand, gets old pretty fast. Mayer obviously knows and loves the music, and the emphasis is on the New York punk scene -- these themes could have sustained a game easily on their own. As I played through the HeBGB Horror!, I found myself really enjoying the punk parts, and wishing that the various "eldritch horrors" and such could have been edited out. I'm not sure how much the game wanted to parody CBGB, or how much of an homage it intended for the Lovecraft bits to be, but I think it may have achieved the opposite of its ambition, as the music parts felt mainly like homage, while the Lovecraftiana, with its various generic rats, tentacles, and gibbering masses, felt more like a parody.
But hey, as the game itself reminds us at several points, it's only a "three-chord" effort. Indeed, one of the most endearing things about HeBGB is the way it evokes the D.I.Y. (Do It Yourself) spirit of punk, making a joyous noise even though it's no virtuoso. The author reinforces this viewpoint by cautioning us in the credits that HeBGB "does not represent the real capabilities of the Alan Language but does demonstrate Alan's amazing ability to allow someone who has never done an iota of computer programming of any kind to produce SOMETHING within a few weeks!" This is a very nice thing to say about a programming language, and in fact HeBGB is quite playable despite a lack of programming polish. However, there are a number of things missing from the game that the average game programmer shouldn't have to worry about at all. For example, the game offers no "undo" function, nor an "oops" verb. Some simple things run contrary to convention, such as a "<More>" prompt that accepts only the Enter key, rather than the space bar or any random keypress. Some fairly basic verbs are missing, such as "throw". I attribute these flaws to deficiencies in the ALAN libraries (or perhaps, in some cases, the ARUN interpreter) rather than a failing on the author's part. It's unreasonable to expect every game author to program conveniences like "undo" on their own. That's what libraries are for, and by being such a complete game in lots of other ways, HeBGB demonstrates the limitations of ALAN -- not the language, but the default shell given to potential authors.
What the author can control he provides quite well. Despite a few spelling and formatting difficulties, the prose in HeBGB (especially when it's not doing a Lovecraft parody) combines a snappy sense of humor with strong descriptions. The plot is clever, allowing a good deal of exploration while never opening so wide that the story feels aimless. There are a number of good things about the design, including the fact that the game is carefully structured in such a way as to allow players a second or third chance to obtain items that they may have failed to notice or pick up the first time around. These chances are always well- integrated within the game, and feel natural rather than gratuitous. This design choice allows HeBGB to close off early sections of the map once their purpose is served while avoiding the trap of making the game unsolvable once those sections are unavailable to the player. The puzzles, for the most part, are quite good, maintaining a high level of originality and (with one exception) escaping "guess-the-verb" syndrome. The one qualm I did have about the puzzles is that at several points, you must return to apparently unfruitful locations to obtain an object that wasn't there before. The reasons given for the appearances of the objects certainly make sense, but from a gameplay standpoint it's not very logical for a player to assume that visiting and revisiting empty locations will be rewarded. Moreover, some of the actions required to make the object appear in the empty location don't seem to have very much causal influence. In other words, the action which puts the object in the formerly empty spot gives players little reason to guess that visiting that spot again will be worthwhile. These quibbles aside, I enjoyed HeBGB quite a bit, and while I was wishing for the conveniences granted by more sophisticated libraries, the roughness of the game was in keeping with its topic, and that resonance lent it an unexpected charm.