Only recently, a few weeks ago did I discover this magnificent piece of interactive fiction, through a recommendation of a friend on discord. It's difficult to find a similar game to Eternal among the COG/HG or the Twine games, I'm usually used to playing. Having 13 vastly different epilogues and massive story branching, it's the only game that truly satisfied that itch for "meaningful choices deciding and changing the course of the story". With that out of the way, let's continue with the review.
Narrative Depth and World-Building:
"Eternal" unfurls its narrative tapestry in a world where the tendrils of magic intertwine with political intrigue, forming a richly textured tableau. Within this expanse, cultures thrive, politics simmer, and characters navigate a maze of motives and desires. The narrative, a product of the author's narrative acumen, captures the essence of immersive storytelling. This world breathes, the characters, multifaceted and layered, pulse with life. As players traverse through its labyrinthine paths, the tale adapts, branches, and sprouts like an ancient oak, offering a multitude of possible endings, each a testament to the player's choices.
Gameplay Mechanics and Choices:
Navigating "Eternal" is an exercise in thoughtful engagement. The role bestowed upon the player isn't a mere observer but a puppeteer pulling the strings of a protagonist's destiny. Choices, numerous and consequential, serve as the bricks that pave the player's journey. These decisions hold power, forging alliances or breeding enmity, shaping the fate of both the player character and the realm itself. "Eternal" revels in ethical ambiguity, inviting players to grapple with dilemmas that resonate long after reaching one of the many epilogues.
Emotional Impact and Character Development:
The emotional depth within "Eternal" is borne from the author's masterful character crafting. Heroes and villains alike step onto the stage, each woven with motivations, flaws, and internal battles. These characters, intricately designed, evoke empathy, disdain, and everything in between. Emotion intertwines with the choices made, creating a tapestry of interlinked stories where the heartstrings of players are deftly pulled. The emotional engagement breathes life into the choices, imbuing them with significance that resonates profoundly.
Narrative Complexity and Replayability: "Eternal" thrives within its intricacy, offering a myriad of paths that branch and diverge. The narrative, a labyrinth of threads, weaves a complex tapestry of intertwined destinies. The promise of alternate outcomes beckons, rendering each playthrough a voyage of discovery. The allure lies not only in the destination but in the multitude of journeys that lead there. The expansive network of storylines ensures that each iteration is a new adventure, and the labyrinthine narrative beckons explorers with the allure of hidden gems.
Writing Quality and Descriptive Power:
The author's prose is a symphony of words, a brush that paints vivid landscapes within the theater of the mind. The textual descriptions are not mere vessels of information but conjurations that evoke sights, sounds, and sensations. The written words are a portal to worlds imagined, a testament to the transformative power of storytelling. The descriptive prowess adds depth to the experience, elevating it beyond mere reading to immersive participation.
Conclusion:
"Eternal" by Endmaster stands tall as an interactive fiction magnum opus, bridging the gap between player and protagonist, crafting connections through moral quandaries, and etching narratives that resonate. Its narrative symphony, character symposium, and the intricate dance of choices combine to forge an experience of enduring impact. The myriad of endings and labyrinthine paths invite players to explore with each replay, and the lingering emotional resonance testifies to its prowess as an interactive narrative.
Pros: + Complex and immersive narrative
+ Profound character development
+ Morally challenging choices
+ Exquisite writing and descriptive artistry
+ Expansive branching paths
Cons:
None worth noting; the game excels across all dimensions
Introduction:
"Adventure" is a timeless text-based interactive fiction game that stands as a cornerstone in the genre. Developed by William Crowther and Donald Woods, the game's legacy is as enduring as the immersive experience it offers. As an enthusiast of interactive fiction, I couldn't resist the allure of visiting this iconic title. In this review, I will delve into the game's foundational features, narrative and gameplay mechanics.
Story and Narrative:
One of the most remarkable aspects of "Adventure" is its foundational narrative. The game's story transports players into a captivating world of exploration, mystery, and puzzles. As a daring adventurer, players navigate intricate cave systems and uncover hidden treasures, all while piecing together a tale that gradually unfolds through the environment and sparse but evocative descriptions. Despite its simplicity, the narrative's sense of discovery and the player's personal involvement remain its enduring strengths.
Gameplay Mechanics:
"Adventure" excels in its innovative gameplay mechanics that laid the groundwork for future interactive fiction titles. The game presents players with a series of text commands, allowing them to interact with the environment and solve puzzles. The ingenious use of concise descriptions and responsive commands creates a sense of agency, immersing players in the illusion of exploration and interaction. Though rudimentary by today's standards, these mechanics are a testament to the ingenuity of its creators.
Pros:
+Foundational narrative and gameplay +Ingenious use of text-based commands
+Immersive world-building
+Historical significance and influence on the genre
Cons:
-None
Rating: 8/10
1.Concept (9/10)
It’s a late-night, modern-time story in chat-format between the protagonist and another character about a screwed up solar panel and a non-kept promise. You can feel the righteous fury of Earwyn through the game.
2.Structure (10/10)
You can follow the story by clicking on the choice-like links. Daeyang, the spectator of gladiator games, being you, the actual protagonist, has two choice to make between the options presented. Either add fuel to the fire for your amusement or stay indifferent to the whole situation. Take your pick.
The pacing is great and there are no grammar errors as far as I read.
3.Characters (10/10):
A great job was done in conveying the characters’ emotions and personalities, and I’m not speaking of the dialogue lines only. Searching the meanings of the characters’ showed some interesting results, one of them being their relation to water. Earwyn’s name means “friend of the sea” which explains the lighthouse mentioned while Daeyang means “deep ocean” which is fitting considering how his personality can kind of be defined by the choices the player makes.
Conclusion
The chat was provided a fun gameplay experience. Definitely recommended for people who like short and fun stories.
Overall rating: 9.66 (5/5 in IFDB rating scale)
Introduction:
The Thick Table Tavern (TTTT) is a text-based interactive fiction game that immerses players into a rich fantasy world of strange and eccentric characters. As a fan of interactive storytelling, I was eager to delve into this game and discover its unique narrative and gameplay mechanics, as an entry to the IFComp 2022. In this review, I will expand upon the various aspects of the game, from the writing quality to the gameplay mechanics, to provide an overview of the overall gaming experience.
1. Storyline and Writing (7/10):
The heart of any interactive fiction game lies in its storytelling and TTTT does not disappoint. The writing is engaging, descriptive, and often enthralling, drawing the players into the world and allowing them to connect emotionally with the events and characters.
Starting strong with a prologue designed to pull the player in, it continues by following the days of an overworked bartender in a small-town tavern, serving whimsical and abnormal costumers appearing in random order, surrounded by funny yet annoying colleagues. Even so, the interactions between the bartender and the costumers felt more like a one-sided storytelling (aside from some of them) rather than a dialogue. A different thing could be said about the bantering between them and their colleagues which showed why it is one of the author’s strong points.
However, in some instances, the pacing could have been improved to prevent lulls in the storyline. After a few days, it feels as if the story is dragging needlessly long. There is also the problem, as pointed out on other reviews, of grammar errors present in the story.
I am kind of disappointed on the missed opportunity with the character appearing on the prologue and one of the days in the story. It gives the impression of something fishy happening behind the scenes, yet the small plot goes nowhere. Why does the bartender end up on that condition when meeting them for the second time? What do they need from them? Are they their guardian or enemy? Why the bartender? These and more questions were left unanswered for me.
2. Gameplay and Choice (8/10):
TTTT offers unique gameplay mechanics, standing out among other entries in the IFComp 2022. There are two modes and a simple currency system directly linked with the story’s outcome.
a)Story Mode is the mode the player has to choose if they want to proceed with the story. Each day, the player has to choose whether they go against the bosses wishes. If they feel testing their luck over and over again, the outcome will be the same: Your pay is gonna be reduced. The most fitting quote for them: “Insanity is doing the same thing over and over again and expecting different results.” Oh, and the player can test their bartending skills through the rush hours, following the recipes provided. Based on how good they do, they get a certain amount of tips to help with their end goal. The customers appear in random order thanks to the random function implemented on the game.
b)Arcade Mode is the mode the player has to choose if they don’t want to bother reading the story, being (lazy) only interested on trying out the bartender life while practicing their drink-making skills. To get the hang of things, the player can try the tutorial (leading to “there is still a bug” page after finishing with it). If they want to test out their skills and be punished at their first mistake, they can choose perfection mode, but if they desire to be punished for not finishing their work on time, they can choose the timed mode. For those players who aren’t gluttons for punishment, they can choose the endless mode.
Regarding choices, I should make one thing clear. The only choices which matter in Story Mode will be the goal you have and how well the bartender can do in saving enough money to reach that goal. All the other choices only affect the flavor text the player gets to read.
3. User Interface and Accessibility (10/10):
The user interface is clean and intuitive, allowing players to focus on the story without unnecessary distractions, though the player should expect a cup of beer and a tavern sign welcoming them in the tavern. The accessibility features are all there for the player to choose, along with the difficulty adjustment for bartending skills test. The aesthetic choices made by the author and game designer are impeccable as usual.
4. Replay Value (8/10):
TTTT boasts commendable replayability, thanks to the multiple branching paths, outcomes and the random function implemented on the game. You never know when or if a character is going to appear. Each playthrough offers a fresh experience and encourages players to explore different decisions to uncover new aspects of the story. However, additional content or achievements could have added more incentive for repeated playthroughs.
Conclusion
TTTT, in spite of its flaws, has provided me with an enjoyable gameplay experience though it needs improvements to be made to it. I would recommend giving it a try, in spite of my review for you to make your own judgement on it.
Overall rating: 8.25 (4/5 in IFDB rating scale)