The Problems Compound

I was looking forward to this one. Andrew Schultz has, in the past, given us games focussing heavily on wordplay that, if they didn't really deliver much in the way of fiction, were original enough and enjoyable enough that it didn't matter. Unfortunately, as it turns out, this isn't really a wordplay game in the sense that the player does any playing around with words. Instead, it appears that the wordplay is entirely on the design side of the equation, with the author turning noun phrases around to produce the objects that populate the game. For the player, it's mostly bog-standard text adventure fare.

"Standard text adventure fare" is not a bad thing. As far as puzzles go, there's not too much to complain about. They were a bit silly, but the logic was consistent with the world and they work perfectly well, for the most part. In the version I played, I think the conversation system interfered with the solution to getting rid of the jerks so that it didn't really work as I think the author intended.

The setting and story, however, having been derived entirely from wordplay, tends towards the surreal. And because that wordplay doesn't extend to the player's verbal arsenal, that surrealism seemed superfluous. It's a setting created for something that isn't really part of the experience. Unless you like looking at the interpretations of the twisted noun phrases, which, I'll admit, can be quite amusing; just, for me, not amusing enough to make up for my disappointment.

A soy latte, with lox and cream cheese on ... toast? It's tasty enough, and it works, but I can't help but feel that we're committing some sort of crime against bagels here.