THE HOUSE OF THE STALKER A text adventure by Jason White (Part of Disk 1074) Reviewed by Bev Truter This Inform game was another entry in the 1996 I-F competition run on the Internet, and was placed 23rd out of 26 games submitted for judging. The game title can't be read too literally either, because the action does not take place in a stalker's house, but in your [game character's] house. The gist of the plot is that you are alone at home when you hear on the morning news that an inmate has escaped from a Psychiatric Institution, situated in your neighbourhood. He's armed and extremely dangerous, and while you are busy scouting about your attic clearing out some junk you hear ominous noises from one of the rooms downstairs. Uh-oh, you've guessed it, the killer/stalker has broken into your house, and you'll have to overpower him if you want to survive. The author has tried to write a tension-filled game, with you playing the role of someone who has to deal with a very nasty situation - can you devise a way of capturing the stalker before he kills you? As it turned out I couldn't, because the game appeared to be bugged near the end and I was unable to finish it. I faithfully followed the inputs suggested in the HINT file for two necessary actions to subdue the stalker, and neither input would work no matter how I phrased them or rearranged the sentences. So there I was, with the stalker all trussed, and unable to kill him. Yes, you apparently have to kill the stalker - rather a drastic way to dispose of the guy, I thought. What about ringing the police? Or the Psychiatric Institution? Perhaps it's just as well the game *did* appear to be bugged at this point - it saved me wrestling with my conscience over the morality of killing the poor nutter. However, long before reaching this crisis of decision, I began feeling a wee bit sorry for the stalker, and slightly peeved with my game character. You are genderless (i.e. it's never made clear whether you're male or female) in STALKER, a politically correct tactic which I loathe. I'd much rather just play the role of a given character, male or female, rather than wade through a sanctimonious INFO section which makes a big issue out of giving you a "genderless" role to play. And while I'm on the subject of griping about my game character, there's more to whinge about. As you roam about your house you discover that your partner has left you and taken the kids as well, and there are a few obligatory pieces of dialogue to read which indicate that you feel very sorry for yourself indeed, and are plagued by wistful memories of your departed partner and wonderful kids. By the time I'd got half way through STALKER I realized exactly why the partner plus kids had left, and even began feeling a surge of empathy for the stalker lurking about outside the living room. I'm sure the author wasn't aiming for this effect at all, but somehow my game character was so...so...IRRITATING. But then you can always bump your character off by ambling outside to where the stalker is lurking, and get yourself killed. This provided quite a good substitute ending for me, when I realized I was unable to finish STALKER due to the suspected bug. Bugs and unintended endings aside, STALKER wasn't too bad a game viewed from a technical point of view. All seemed adequate on the spelling and grammar front, location descriptions were about average for this type of game, and all the puzzles "worked" (except for the semi-final two, possibly). While the writing appeared a bit stilted and heavy-handed in parts, it was adequate enough to keep the plot trotting along at a fair pace. STALKER covered about 10 or 12 locations, and would be easily finishable in about an hour, that's if it can be finished and isn't bugged as I suspect near the end. On the negative side though, there weren't many puzzles to solve in STALKER, and most of them were concerned with finding and using various items to overpower the stalker sufficiently so that he couldn't kill you. Overall STALKER contained some interesting ideas for a plot, but somehow the author didn't seem able to maintain the sort of nervous tension needed in this genre, and the game didn't really succeed as a suspense story. - o -