Showing posts with label Nord and Bert. Show all posts
Showing posts with label Nord and Bert. Show all posts

Wednesday, 1 February 2023

Missed Classic: Nord and Bert - Won! (With Final Rating & Cut Scenes)

Written by Joe Pranevich

It always feels good to make it to the end of one of these games. Sometimes, it feels like a great accomplishment, a challenge defeated! Sometimes, it feels like a great relief, like we can finally move on with our lives. Often, it is a mixture of the two. This is something like my 65th review on “The Adventurer’s Guild” and I can confidently say that I have completed far (far!) worse games than Nord and Bert but this is the first one (except for Batman Returns?) where I have felt this frustrated by what could have been. This could have been a fantastic game and I am told that it inspired some games that are among the best in interactive fiction, but it wasn’t and I am glad that this is the last post. 

Where we left off last time, I had completed the seven main chapters of the game ranging from acting in a 1950s-style sitcom to saving a farm from the horrors of farming idioms. I battled Mr. Clean in his night job as the giant from Jack and the Beanstalk. I even sipped a pleasant cup of tea in the most charming cafe I ever saw, one I wish (truly wish!) existed in real life. All that is left for me is the finale where we “Meet the Mayor” and can finally put to right the pernicious problems that plague the people of Punster. Will the ending soar or belly-flop? There is only one way to find out.

Read on for more.

Thursday, 19 January 2023

Missed Classic: Nord and Bert - Haunted Pre-Raphaelite Spoonerisms

Written by Joe Pranevich

Welcome back to Nord and Bert! One of the commenters mentioned recently how it is difficult to play and write about a game that you aren’t really enjoying. That’s pretty true, but sometimes you can find joy in the worst games. It’s not that they are “so bad they are good”, but you can see the love that goes into games like Santa and the Goblins, the pre-Infocom Hitch Hiker’s Guide to the Galaxy, or even the early works of Berlyn and Moriarty that were amateurish as best. Where I’m running into difficulty with Nord and Bert is that it feels at times unfinished, or last least rushed, and it’s not living up to even the bar set by its earlier chapters. It is not a terrible game by any stretch and will score better than the ones I cited above, but something about it makes it a slog to get through and to write about. 

But here we are! We’ve completed five of the eight scenarios of the game and will tackle two more today. Jeff O’Neill has made each scenario at least individualized, but we’ve had two based on homophones (the grocery story and the jacks), two on idioms (the teapot and the farm), and the strange one based on sitcom tropes. As I’m shortly to discover, the two today are very different– and also very strange. One of them seems to have been partly inspired by Frank Zappa’s 1982 song, “Valley Girl”, though regretfully not by forcing the player to play entirely using “Valley Girl” slang of the 1980s. That would have been cool, for sure, for sure.

Let’s get to it!

Tuesday, 15 November 2022

Missed Classic: Nord and Bert - The One Where I Flipped My Lid

Written by Joe Pranevich

Welcome back to Nord and Bert! This is a strange game: last time out, we defeated Jack Frost to rescue a mermaid and conquered agricultural idioms to save a family farm. That’s three episodes completed with five more to go before Punster is saved and I can move on to Plundered Hearts and Beyond Zork. I respect Infocom and Jeff O’Neill for choosing to do something different and the individual episodes help by letting us play in small chunks, but they are not quite the types of puzzles that I enjoy solving.

Before I get into it, let me admit upfront that this post was a rough six hours of idioms and idiocy. The two episodes, “Eat Your Words” and “Act the Part”, were more difficult for me than the previous ones and I needed to take hints to put them to bed. Fortunately, Nord and Bert features a first-of-its-kind hint system! If you want to know what kind of devilish idioms tripped me up, you’ll just have to read on for more. 

Monday, 10 October 2022

Missed Classic: Nord and Bert - You Don’t Know Jack About Farming

Written by Joe Pranevich

Welcome back! We’ve been away from Nord and Bert longer than I expected, thanks first to our “amputated content” close-out for Lurking Horror and the Kevin Pope interview. Add to that some great progress on our mainline games and there wasn’t quite enough room to slot this in before now. And while I’m back to playing, please see a note at the bottom of this post for a scheduling option if you would like to see us accelerate one horror-related game to land in “spooky season” October. As Nord and Bert isn’t precisely an adventure game, I’m not sure the best way to write about it. I’ve decided to explain more of the wordplay as I go along as an aid to our readers who may not be as familiar with American expressions and English wordplay. I’ll do my best to find the right balance and if I’ve missed, please let me know in the comments below. 

Last time out, we started into the first “chapter” of the game as we solved a number of homophone and homonym-related challenges at Punster’s local grocery store. Once we finally found the cellar (“seller”) and purchased some on-sale (“sail”) food using a single cent (“scent”) that we found in a bouquet of flowers (“flour”), the chapter closed and we were able to select our next adventure. There doesn’t seem to be any required order yet (even though we were given a password for the endgame) so I’ll just proceed one by one. I’m planning to do two chapters per post for now, but if one is longer or shorter than the others, I will adjust.

Tuesday, 20 September 2022

Interview: A Few Words With Kevin Pope

Edited by Joe Pranevich

Last time, we began our coverage of Nord and Bert by looking at the first of eight included scenarios. I’ve already played the next two scenarios (I am stuck on the third) and a new gameplay post will be coming in a few days. Before we get there, I want first to share with you a conversation with one of the men most responsible for the distinctive look of the game: Kevin Pope. While it may seem strange to consider the “look” of a 1987 text adventure, Pope’s images– starting with the game’s cover art– seems an almost inseparable part of the experience today. Players pored over Pope’s included illustrations to reveal hints about each chapter’s distinctive style of puzzles. Although the illustrations are spartan, I have become a fan of Pope’s work. 

Kevin was an invaluable resource during the development of our introductory post. He was gracious enough to answer most of my questions, piling on stories and anecdotes beyond what could fit in our brief narrative. With his permission, I have edited our correspondence and assembled them into this mini-interview. Please enjoy, in his own words, a brief discussion with Infocom’s most famous illustrator. 

Thursday, 25 August 2022

Missed Classic 112: Nord and Bert Couldn’t Make Head or Tail of It - Introduction (1987)

Written by Joe Pranevich

Let’s state the obvious: Infocom wasn’t doing well. To offset declining sales, their new parent demanded twice as many games. This was working, in a way. The previous two games, Stationfall and Lurking Horror, taken together would just about made for decent sales… of a single game. Infocom needed to innovate, to open new markets, and to bring their brand of sophisticated (even literary) gaming to new audiences. They just weren’t very good at that kind of innovation.

That brings us to Nord and Bert Couldn’t Make Head or Tail of It, their 27th adventure. After failing at business products (Cornerstone) and graphical games (Fooblitzky), Infocom reached a period where they embraced diversity through genre. We have already seen The Lurking Horror, their first “horror” game, and we will shortly be looking at their first romance (Plundered Hearts) and RPG (Beyond Zork). Nord and Bert went in a different direction: a comedy game of wordplay and idioms, designed by Jeff O’Neill. Instead of a single narrative adventure, Nord and Bert would also be broken up into connected “Interactive Short Stories”. With a low barrier to entry and a completely new take on what an “adventure” game could be, Infocom hoped that they could “hit it out of the park”. 

Who doesn’t enjoy cliches, right?