Adverbs are usually a joke in IF. There's so much work to do just to make the game respond sensibly to straightforward actions that adding subtle qualifiers to those actions seems like an impossible task. Where they do appear, they tend to be used for conversation and other social contexts, where how something is done is as important as what is done. In the romance-parody Forever Always, for instance, you negotiate a fraught social situation (disrupting your lover's wedding without fatally irritating her) by using different verbs and adverbs for speech. ROAR ANGRILY gives different options than WHISPER LUSTILY, and gives those options different effects.
Danse Nocturne is a slighter piece even than the rather brief Forever Always; the verb is always DANCE and your only control lies in the selection of adverbs. The emphasis on tone and mood is reinforced by the writing, spare blank verse that focuses on the core of the story without giving much away beyond that. Avoiding the usual IF methods of detailed, object-oriented setting allows it to get away with a much more immediate, sparse, focused world than would normally be possible, and to deliver poetry without waffling. The core story, a revenger's tragedy that could be summed up in a line or two, emerges at just the right pace: not so slowly as to be irritating, but slowly enough to have dramatic impact. There's a well-maintained feeling of the epic or mythic. The Germanic naming style evokes a feeling of tragic saga.
Again, the core thing that the player does is not exploring the PC's range of action, but her range of attitudes, social styles, emotional responses. This ends up enabling action, but the game's core is: how should this character feel about this? It's about a character who is trying on different personas, seeing if any of them will help her -- a process at the heart of role-playing and of socialisation.
As a speed-IF, this is all quite brief and simple. While the game recognises a great many adverbs, the territory you negotiate with them is not complex; most adverbs give a single response and don't change the game-state. Play is mostly about thinking up new adverbs and trying them out. This is not to say that it should have been longer or more difficult: the strong poetic approach probably couldn't have been sustained over a bigger game. But it does leave me wistfully hoping for more substantial games that are navigated by manipulating tone, style, mood, focus, rather than medium-size dry goods.
One of the better CYOAs to be released in an IF context, this deals with territory that's unusual for IF but standard for theatre: a small group of characters who don't like each other very much but are stuck with one another. There has been a fair amount of discussion in IF circles about the PC as director, steering other characters rather than driving the action directly, but The Play is the first game I've seen in the IF sphere that really does this.
The pitch: you're the struggling director of a wretched play, trying to get your demoralised, infighting actors into some kind of shape in your last rehearsal. The tone isn't as doom-laden and jaded as it initially appears; in spite of the acrimony, it's a comic melodrama at heart. The writing is solid and efficient if not scintillating, and the game in general gives the impression of a high craft standard.
It's very much a set-piece, short and efficient: narrative backbone is provided by the rehearsal, which you're determined to plough through. Most choices are binary, but (with considerable state-tracking) this adds up to a broad range of possibilities. The overt mechanic lies in managing the enthusiasms of all four NPCs, trying to elicit strong performances without annoying anybody so much that they quit.
The framing of gameplay, then, suggests that you should take a balanced approach and rely on moral credential effect. But the hidden mechanics tell a different story: individual decisions have individual effects, managing people is not a zero-sum game, and some viewpoints genuinely are better than others. This conflict between apparent and real best-strategy is a standard technique of persuasive games, but as a persuasive game The Play has some problems. First, its delivery of its main theme -- sexual harassment and institutional resistance to addressing it -- is somewhat uneven: some players miss it entirely and others end up feeling rather bludgeoned. Secondly, it's not interested in persuading anyone that sexual harassment is a genuine probem: it takes this for granted and moves on to the (more difficult) question of what can be done about it, and about how institutional resistance works. Thirdly, its use of slapstick and melodrama don't quite mesh with the serious material; the women are all Strong Women and predictably capable at traditionally-male roles, the sexist villain is straightforwardly villainous, there's a general sense of values being enacted rather than explored.
Persuasive games are always difficult, and I don't want to give the impression that The Play flubs anything terribly; the core of its ethical arc works as designed, I think. Rather, a lot of things are just a bit off, and this adds up. But despite this, it's an entertaining and impressive piece of work.
It's a broad truth in IF that the best works dealing prominently with Christian themes are written by non-Christians. Cana is the exception.
The game is presented (very loosely) as a late-Victorian translation of an apocryphal account of the Jugs of Cana, better-known as the water-into-wine miracle. As an obscure servant in the house of the bridegroom, you're tasked with finding more wine for the party and, eventually, in setting up the miracle.
The main thing the game depicts is not setting or plot or puzzle or individual characters, but a community: a community composed of individuals, many of them basically dissatisfied, most with diverging interests, full of conflicts great and small. Fundamentally an attractive community, full of kind, generous, intelligent people, but one which you are not quite a core member of. This goes a long way towards making it feel alive, rather than a tidy little parable.
Gameplay-wise, it's old-schoolish and not immensely intuitive. There are multiple solutions to certain puzzles, which have an impact on the general story, but interaction is not the central interest of the game. Some lines of inquiry rely on quite specific knowledge of the original text, and others are counterintuitive. There's a substantial hint system. Use it.
The game's core moral dilemma is, intentionally, trivial. (Spoiler - click to show)Joshua (Jesus) asks you to fetch some water; it's emphasized by other characters that you must do exactly as he says. But shortly thereafter, you have a choice: in order to save a child's life you have to disobey the literal commands of Jesus. The triviality is the point: anybody with the most rudimentary ethical sense can see the right answer, that literalism can't be allowed to trump straightforward ethics.
The approach to the rest of the story takes a similar attitude: it can't really be construed as an attempt at a strict historical retelling. Instead, it treats the text, story and history as juicy story elements rather than hard facts, and indeed in many places it's conspicuously ahistorical. Characters appear who are unlikely to have been around before the start of Jesus' ministry -- but then, so is the freaking Ancient Mariner, a guy who seems carefully chosen for maximum historical inconsistency.
(In the interests of full disclosure, I should point out that I've played an RPG campaign with Chris as the GM, and he took a highly similar approach there: a joyful, loving appropriation and blending of every story in sight, to the point where navigating the game became as much about interpreting, recognising and playing with the references as about in-character decisions. This led to one of the most fun and sustained RPG experiences I've ever had, which inescapably colours my experience of Cana.)
There's a certain kind of literary Christian who seems more invested in the aesthetic potency of Christianity than in its truth or goodness. Borges loved Christianity mostly because it led to Dante, Chaucer and a thousand strange and beautiful theologies. Cana does not quite fit into this model, though it can certainly be read in that mode: miracles and their significance are not really its central interest. (Indeed, Jesus doesn't quite seem to see the point of the miracle, which is fair enough: setting a party up with booze isn't quite the same order of things as healing the sick.)
Of course, all this presupposes that you actually get a decent proportion of the references. Your actual religious beliefs aren't directly pertinent to whether you enjoy Cana or not: more important is a textual interest in the Gospels, and a sense of humour about them.