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The Amazing Uncle Griswold Reviews
Author: David Whyld
Date: 2005
ADRIFT 4.0



Reviewed by Tommy Herbert

Mr Whyld is prolific. I don't know how many games he's written so far, but I wouldn't be surprised if it was more than the number of times I've posted to R*IF. The cost is polishedness. In this case, I suspect some of the text wasn't even proofread: certain errors are clearly typos. There are also gameplay issues. There's only one action necessary to complete the intro, but if you do it in the wrong place, the game tells you rather misleadingly that you don't need to do it at all. Apart from that, the intro seems to be kicking off a pretty inoffensive fantasy-quest-type affair. Not my cup of tea, but not a terrible thing to be attempting, for heaven's sake.

The Amazing Uncle Griswold: 3


Reviewed by Dan Shiovitz

Well, I guess this intro does a good job of suggesting what the final game will be like, since it suggests that it'll be pretty similar to most of Whyld's other games, which I assume will be the case. I still don't really care for his sense of humor it feels kind of overdone and self-consciously "look how bizarre I am, isn't that wacky?" but if you do, I imagine you will like this. 


Reviewed by Maga


Whyld's prose is gawky and frequently ill-considered, but not without its charm; in fact, here the gawkiness is put to good use in characterisation. This might end up becoming Kurusu City done properly. Then again, it might as easily end up like Kurusu City without improvement.

Front rooms are generally called 'front rooms' because they're at the front of the house; your front room is different in that it's at the side. You're not sure whether this is down to bizarre architecture, drunken house builders or just your father's liking for being 'different'. Aside from being at the side and not the front, the front room is wholly unremarkable: TV, video, stereo, several shelves of books, a sofa and a chair. All very humdrum and uninteresting.

Now, you just spent a substantial paragraph on a deadly boring room. If you're putting this much prose in, wouldn't it be better to expend your effort to conceive of and describe a distinctive room? Everybody hates bland IF rooms; the 'ha ha this is certainly a boring room, huh?' gag is only mildly funny the first time you see it and excruciating the next thousand times. And it makes it feel as if you're writing off the cuff and then not bothering to redraft. Stop it.

All the implemented objects are described at similar length, giving more information about the family than the objects themselves - and thus indicating where the game's interest is going to lie, and where the player's attention should be focused. An NPC-based game in ADRIFT faces limits, of course, and there aren't actually any characters or puzzles within the scope of the intro. Trepidation would probably be the safest option here; another case where I'd really like to score the game higher on the basis of my highest hopes for the theme, but am held back because of realistic expectations about the implementation.

Score: 5


Reviewed by Emily Short

Maybe if I had been in a different mood when I tried it, this would have appealed to me more, but I found I was not in the spirit for the flippant writing, and quit after a couple of moves.


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