Paul O'Brian Speaks:
Note: You can read all of Paul's reviews at his web
site
THE EDIFICE by Lucian Smith
You're an ape, spending your days hunting for Food and fleeing from
Enemies. You have these little thumbs, too, that set you apart from the
others. Suddenly one day, a huge black Edifice appears before you,
arousing your wonder and suspicion. I can almost hear "Also Sprach
Zarathustra" in the background: Daaaaaaaa, Daaaaaaaaa, Daaaaaaaaaa.....
Da-Dummmmmmm! However, from this highly derivative beginning, the Edifice
ventures quickly into much more original territory. It seems that once you
enter the monolith, you find yourself able to enter various stages of
human development, from the discovery of fire to protecting your village
against plundering marauders. The idea works very nicely, putting the
player into puzzle-solving situations which blend very naturally into the
game's environment and using the edifice itself as a sort of frame around
the smaller narratives as well as a hinting device.
One section of the game in particular I found really remarkable. [PLOT
SPOILERS AHEAD] On the second level of the edifice, you find yourself as a
very early human, living in a family unit in the woods. Your son has a
fever, and to cure him you must find the Feverleaf, which can be made into
a healing tea. However, no Feverleaf seems to be available anywhere, until
you stumble across a Stranger. Unsurprisingly, however, the Stranger does
not speak your language, and so you are faced with a problem of
communication. The game does an incredible job with simulating this
situation. I was astonished at the level of realism which this character
was able to achieve, and at the care that must clearly have gone into
fashioning this interaction. I've rarely seen such a thorough and
effective establishment of the illusion of interactivity. The Stranger did
not of course respond to English words in understandable ways. However,
you could point to objects, or speak words in the Stranger's language, and
gradually the two of you could arrive at an understanding. It was an
amazing feeling to be experiencing this kind of exchange in IF... I really
felt like I *was* learning the Stranger's language. It will always remain
one of the most memorable moments of this 1997 competition for me.
I spent a lot of time on this one encounter, but I spent more time on the
first level of the edifice, [SPOILERS FOLLOW] where you learn how to
fashion a spear, how to hunt, and how to cook your meat over a fire. All
of the puzzles in this section were logical, and the implementation was
characteristically thorough and rich. However, this level is also where I
ran into the game's one major flaw: its scoring system. Upon typing
"score", you are told something along the lines of "You have visited two
levels of the Edifice and solved none of them. You are amazingly
discontent." However, sometimes "amazingly discontent" changes to "very
content." for reasons that aren't at all clear. Moreover, I did everything
that the etchings indicate on that level, but the game still insisted I
had not solved it. I worked on this until I got so frustrated with it that
I just went up to the next level. I'm not sure whether these
irregularities in the scoring system were intentional or not, but I found
that they were the only significant detractions from an otherwise
excellent game.
Prose: The author did a superb job with the prose. Objects and rooms were
described carefully and concisely, and in fact their descriptions often
changed to reflect the character's expanding knowledge. In the beginning,
words are simple and their meanings often archetypal: Rock, Enemies,
Others, etc. As the game progresses and the character continues to evolve,
the diction becomes more complex and the meanings more specific. This is
the type of prose effect that a graphical game could never achieve, since
it arises from the nature of the prose itself. That the game can achieve
this effect shows that it is very well written indeed.
Plot: I didn't finish the game, so I'm not sure whether the mystery behind
the edifice is ever revealed. From what I saw, the game's plot was a
clever device to put the player into various moments in the history of
human development. Its central device is rather clearly lifted from 2001:A
Space Odyssey, but other than that it's an excellent frame story around
fascinating vignettes.
Puzzles: I think the language puzzle was the best one I've seen in
interactive fiction this year. Certainly it was the best in the
competition -- it advanced the narrative, developed the character,
achieved a new kind of IF character interaction, and packed a powerful
Sense of Wonder. The other puzzles I encountered were also very good,
arising quite intuitively out of the game's situation and objects. My only
frustration was with the elements of the game which suggested I had more
to solve but never seemed to indicate what those things were.
Technical:
- writing -- The Edifice's prose was quite error-free.
- coding -- Aside from the problems with the scoring system, the
coding was outstanding. Synonyms abounded, and almost all logical or
intuitively available actions were accounted for.
OVERALL: A 9.2
This line last updated January 12th, 1998 AD
lpsmith
@rice.edu