<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Too Much Free Time]]></provider_name><provider_url><![CDATA[https://tmft.wordpress.com]]></provider_url><author_name><![CDATA[Tracy Poff]]></author_name><author_url><![CDATA[https://tmft.wordpress.com/author/tracypoff/]]></author_url><title><![CDATA[IFComp 2010: Under, In&nbsp;Erebus]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><em>Under, In Erebus</em> by Brian Rapp is an interactive fiction game entered in the 2010 interactive fiction competition. You&#8217;ve accidentally boarded the wrong train, and when it stops, you&#8217;re in a dark and unusual place. How will you get home?</p>
<p><em>(This post contains spoilers. Read at your own risk.)</em></p>
<p><em>Erebus</em> is severely under-hinted. I solved very few of the puzzles without using the hints. Actually, I didn&#8217;t even figure out that the booths were used for spelling out objects until I read the hints. It wasn&#8217;t even entirely clear that you <em>were</em> trying to escape. For all I knew, you were supposed to make friends with the cyclops and learn his secret of eternal life.</p>
<p>Some of the puzzles felt positively obtuse. Spelling out PUB in order to get a drink? Was there some hint that I missed? Making a cup and a tub were pretty obvious, but that&#8217;s pretty much all I managed alone. And the ending puzzle is absolutely impossible to guess, as far as I can tell. &#8220;You could use some assistance in escaping from Erebus. A student who will follow your instructions would be ideal.&#8221; Why would I even consider that?</p>
<p>There were some other problems, too. It was necessary to repeatedly travel around collecting ingredients (or, rather, letters) to try out puzzle solutions. Every time I needed a pea I had to go get one, open the pod, then use it. Eventually I just collected a big stack of bees and peas and dropped them near the booths, but I still had to make trips for the tea, ewes, and eye. I get that, from an in-game perspective, there should only be one eye at a time (though it reappearing sort of ruins that), but there could have been a whole flock of sheep I could herd to the booths, and I could have poured a small amount of tea out of the tub, leaving it little diminished. It was also a pain to have to take things out of the pack repeatedly. I&#8217;m of the opinion that if there&#8217;s no good reason to restrict the player&#8217;s inventory size, you shouldn&#8217;t do it&#8211;I believe players will forgive at least that failure of realism in service to playability.</p>
<p><em>Erebus</em> wasn&#8217;t all bad, though: there were some nice responses; the various &#8216;bonus&#8217; words you could make were amusing&#8211;though not amusing enough to make me want to make them all, given the painfully large amount of work involved in making just one word; the changes in the response to examining yourself were nice; the fact that the backpack became a wristpack was a nice bit of attention to detail.</p>
<p>I guess there were some things I didn&#8217;t explore. I couldn&#8217;t work out how to explore the pit, though the ten points I got for making it would seem to indicate there&#8217;s more to it. Maybe I should have tried &#8220;TILT&#8221;? But it&#8217;s too late now, and I don&#8217;t think I&#8217;ll ever go back to it.</p>
<p>I regret that <em>Erebus</em>&#8216;s shortcomings so outweighed its successes. The environment seemed like it might be fun, and I do enjoy wordplay&#8211;<em>Ad Verbum</em> is one of my favorite games. But everything I did in <em>Erebus</em> just felt like slow work. With better hinting and an easier way to create the words, <em>Erebus</em> could be a pretty solid game. As it stands, though, it&#8217;s just more trouble than it&#8217;s worth.</p>
]]></html></oembed>