IFReviewed by Paul OBrian
on 2006-07-19 07:35
Ever feel like you're first reader for the slushpile? I get that feeling sometimes as I near the end of a long list of competition entries, and I definitely had it playing Lomalow. It's sentences like this that produce such a feeling: "The sheer mountain cliffs end abruptly at and are ended abrutply at by a dense forest of tall evergreens." Huh? The author announces at the outset that the game's only puzzle is "how to get to read all the text that you possibly can." The implication is that reading the text is its own reward. This is a nice concept, but works better when the text is actually well written. There's a fair amount of prose in this game, and seeing it can be rewarding, but often not for the reason the author intended. For instance, at one point, a wind howling above the pit you're in is compared to "a giant child puffing across the top of a Coke bottle." This comparison may have been intended to inspire awe, but for me it was a very comic image. Somehow the idea of a kid blowing on a Coke bottle failed to evoke the fury of nature. My favorite passage, though, was a room description, and I can't resist quoting it in full:
This area seems to be filled with abrupt ends. To the east,
the mountain ends abruptly at the forest you came from, and vice versa.
The forest also ends abruptly at the cliff which you are standing on.
It's about ten feet wide and ends abruptly in midair. Far above, a
riverbed abruptly ends at the abrupt end of the mountain, generating an
incredibly long but relatively narrow waterfall. From the roar that
emanates from below, you presume that this waterfall ends abruptly at
some flat surface, creating high-intensity sound waves which end
abruptly at your ears, which end abruptly at the side of your head,
which ends abrutply at your shoulders, and so on and so forth.
By the time I got to the end of this passage, I almost fell out of my chair I was laughing so hard. The problem is, I'm not at all certain it was meant to be funny. The contrast suggests to me that the game's prose has escaped its control -- the same word is repeated 10 times in 6 sentences, sounding sillier each time (it doesn't help that the final occurrence is misspelled) and jarring badly with the overall tone of the story.
The mounting ridiculousness of the repetition in the above passage is echoed by the repetitive nature of the game itself. Lomalow is designed so that the only way to win is to ask the two characters the same questions over and over and over again. A typical interaction might be to type "ASK WOMAN ABOUT BOOK." She will give a very short answer, trailing off with an ellipsis. Then, the player must type "G" again and again until the old woman starts to repeat herself. After that, the player must repeat the process with a different noun substituted in place of "book." Then, repeat all of the above with the game's other character, an old man. After going through the cycles a few dozen times, the whole thing starts to seem really funny. I kept imagining what life would be like if all conversations had to be carried out this way. I'd have to ask my wife about the store 29 times to get the entire shopping list down. You'd have to ask the cop about the ticket 8 times before finally receiving it. When the final climactic scene came, my main emotion was relief that the characters could bring themselves to utter more than a few sentences at a time without being prompted. Relief was followed closely by amusement when the old man screamed at me, "We're magic BIRDS, aren't we? What do BIRDS do, guy?" Of course, it took me a while to get to this scene, because I kept running out of nouns to substitute in the conversations. I turned to the hint system for help, but all it tended to give me were cryptic suggestions along the lines of "Don't be dense. You've already seen 14220. Why haven't you talked to the old woman about it?" My suspicion is that these odd messages are the result of a bug in the hint system caused by having Inform print an object's number rather than its name. The numbers may have been intentional, but if so, the decision to use them makes the hint system pretty useless.
So Lomalow is a very flawed game, hampered by its overblown prose and its numbingly iterative design. That's what I have to say as a critic. Now, here's what I have to say as an author. The thing I liked about Lomalow, and the thing that kept it from becoming a purely irritating experience, was the obvious sincerity that was driving it. Yes, it's the product of a novice writer. But every writer is a novice at some point, and I'm quite certain that almost every respected writer (of interactive fiction and regular fiction too) started out writing passages that were just as silly as, if not sillier than, the ones I quoted in my first paragraph. It's a necessary thing, and I know from my own experience that fear of looking foolish in public can hold a writer back from going through that stage. Since it's a stage that is almost always one of the first steps on the path to real skill, the fear stops many writers from reaching their true potential. So even though, from a critical standpoint, I can't see Lomalow as a success, I applaud its author for having the courage to overcome that paralyzing fear. I could see the promise of improvement shining through much of the text, and the game's very existence suggests that the author is committed to pursuing that promise. These thoughts allowed me to play through Lomalow with a smile rather than a grimace.