In the "About" section of this game, the author writes: "The inspiration for Divis Mortis comes from my own life. I am rather fearful of a zombie attack, to the point where upon entering rooms I think about how to best barricade them, I make sure to stock up on blunt objects and canned food, and I always am running through scenarios in my head."
In this regard, DIVIS MORTIS succeeds quite well. If ONE EYE OPEN contained the horror and surreal aspects of SILENT HILL, then DIVIS MORTIS surely contains all the "survival" feelings. As you search the hospital for escape, you see how your, ah, "predecessors" fared. This environment makes it easy to believe that you are in peril--so when you finally encounter scary things, you're scared of 'em! This is just the thing you want in a survival horror game.
This game is thoroughly grounded in realism. The medical jargon is convincing, and state of the hospital (and the story it tells) rings very true. My hat's off to the author, though, for a scene in one of the elevators--one of my very favorite parts: (Spoiler - click to show)In one elevator, you pick up an emergency phone--AND IT WORKS. Major kudos to her for this part; without it, I think a lot of the realism would have been lost.
However, like ONE EYE OPEN, I feel like DIVIS suffers just a touch from a tone problem: on occasion the player character shows some snark/humor that feels a little too funny for the dire occasion. It doesn't bother me any more or less than it did in ONE EYE OPEN, but in EYE I felt like the game could get away with it a little more, since it overall was a more quirky setting (flesh. eating. washing. machine. That is all.).
DIVIS has such a cohesive feeling of isolation and caution, the one-liners felt out of place--perhaps the author didn't think her setting would be enough to hold the player's interest? If the PC had been played completely straight I think we might have gotten an extra taste of horror. I even wish it ended on a more serious or personal note than it did.
My other issues with DIVIS can hopefully be seen as compliments. First, I wish it were longer! Second, I wish there were a few more puzzles, or maybe more zombie-interaction puzzles (distracting a zombie, or really sneaking by some, perhaps?). It sounds like the author isn't a programmer by trade, so I can completely understand why the puzzles aren't too complex. The environment makes up for these shortcomings, though.
With its short-to-midsized length and reasonable puzzles, this game might have been relegated to the "Play in one evening" category--though an exceptional one due to the thought put into the setting. However! The ending really adds to the replay value.
In short: Horror buff? Zombie fan? Scenery hound? PLAY IT!
Having finished playing "Mite" I can't help but think of Gail Carson Levine's book "Fairy Dust and the Quest for the Egg." Some might think of "Fairy Dust" as just another Tinkerbell promotion. However, if you look in side, you'll see these gorgeous watercolor illustrations, which perfectly perfectly depict a magical fairyworld, where flowers are tall as trees and goblins lurk.
"Mite" is a short game that lets you have an adventure IN that beautiful miniature world!
As a game, it solidly built--with a few puzzles, but nothing too taxing. It's really the world you encounter that is its strong point. It's not huge or luxe or lush but it knows what it wants to be, and portrays it well.
Due to its length, fantastic world, and non-complicated puzzles, I think this would play very well to the fairy or elf-crazed child.
My favorite bits: the chipmunk guard (a girl!), and the ending. While simple, the ending feels true to the world anc character and leaves things open for a sequel, which I would be interested in seeing--especially if we get to see more of the chipmunk warrior!
ROGUE is a tongue-in-cheek sci-fi trek that'll keep you coming back for more.
Normally when I play IF, I play to get through the story. And often, IF is streamlined to that end: the rooms you encounter and the people you talk to and the objects you find are all designed to either get you "in" to the story (through atmosphere and object descriptions) or get you to the end of the story.
ROGUE's mission areas are one of the few instances I've seen in IF where you can plunk around for a long, enjoyable time, not doing anything to further the plot (if you desire). In other words, ROGUE's mission areas act as a minigame, and a darn fun one at that.
You can play an infinite amount of missions, because they're procedurally generated. But they're not lame missions, no--each world you're beamed to has its own fully-realized character, whether it's a cybernetic city or a series of grassy fields.
When you're done with a mission, you return with all kinds of crazy loot, resulting in kooky commentary from the doctor about the booty. Oh, yeah, and you get money, too, which means you can buy things from the store. Delivery to your, uh, "home" is automatic; once you've bought something, return to your house and see the awesome alien junk you've acquired!
The ability to buy all the store's random merchandise and play the missions at your leisure, without being required to do anything to advance the plot--heck, without being *penalized* for not advancing the plot--delighted me. Absolutely delighted me.
I also enjoyed the unconventional setup of ROGUE. It starts in a prison. I was expecting it to go 1984, but then I (Spoiler - click to show)wind up a lab experiment. I was expecting it to go (Spoiler - click to show)PORTAL, but then suddenly I'm roaming around like a (Spoiler - click to show)TOMB RAIDER with access to the Home Shopping Network. Then things go kablooie and now I feel like I'm driving through (Spoiler - click to show)DIE HARD. And that ending? (Spoiler - click to show)What is this, THE PRESTIGE meets TEMERAIRE? It was wonderful to have my expectations swept aside in such fun ways.
I do have one complaint, though, and it almost made me take off a star.
Dr. Sliss' cursing.
I understand this game has a subversive sense of humor. And yes, parts of Dr. Sliss' questionaire raise an eyebrow. But in my mind, the main bulk of the game felt "PG," so encountering such strong language in the finale felt really REALLY jarring to me. It didn't fit the tone of the rest of the game.
Plus, while I know IF is generally made By Adults, For Adults...the whole scenario has a Bruce Coville/ARTEMIS FOWL kind of vibe that I think middle-school kids would get a kick out of. I would have loved to've played this game as a kid, and I know there are a lot of parents and children out there today who'd have fun playing through this together. With all kindness, I invite the author to consider editing out that language in a post-comp release.
Even if that never changes, I highly recommend ROGUE OF THE MULTIVERSE. You'll love the alien cultures, you'll love Sliss, you'll love the rip-roarin' finale, and you'll love taggin' random items for booty. It's a blast.
I liked the sense of mystery introduced in this piece--coming in from the rain, Estelle, just nosing around someone else's life.
The introductory section struck me as a little purple-prosey, but by the end, the writing either improved (injecting a lot of atmosphere without any cheesiness) or I stopped noticing any flourishy bits.
Here's where I'm lost: even though the author states that this is an interactive story, and more about your interpretation than puzzles...I didn't really feel like I got all the stuff I needed to construct my own background.
In particular, (Spoiler - click to show)I couldn't even tell if I was real or not. Some little bits made me think that hey--maybe I'm a figment of this gal's imagination or a separate personality?--but other evidence seems to point to the idea that I'm real and abusive. Or maybe I killed the houseowner in the first scene??. And I couldn't quite figure out how Estelle fit into all this. And I really WANTED to know.
It's pretty well-implemented, and there's a couple of interesting things to do (like (Spoiler - click to show)replacing the dry flowers in the bathroom with the roses...which I might have dyed with hair dye??), and overall, you'll enjoy snooping around someone else's house for an evening.
But the interpretive aspect of the work/work's meaning just didn't do it for me.
Gris et Jaune was the first IFComp 2010 game I played, due to the writeup over at JayisGames.com. In effect, they said: "We'd hate to spoil even the beginning for you. Just play."
So I did. And I think you'll enjoy it best that way, too, so I'll keep my comments brief.
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The beginning grabbed me in a way that I haven't experienced since parts of ANCHORHEAD.
I've never seen this setting before in IF. It begs the question: why hasn't someone set a piece here before?
There's a lot going on emotionally. More than you'd expect from a work featuring (Spoiler - click to show)a zombie.
That said, I'm not sure how much of that emotion was conveyed clearly. I had a lot of questions about a certain character (Spoiler - click to show)--Mama John-- and how things fit together between some characters. (After emailing the author--whom I found very congenial--about it, it sounds like we may see some changes in the post-comp edition; hopefully the emotional links will become more clear.)
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Gris et Jaune isn't perfect. But there is something very special about it. Play it. You'll feel the heart that went into it.
The night before I played this, my church had a speaker who was, at the time, Bishop (a pastor) to a number of kids who lived through the Columbine shooting. He recounted two of the survivors' stories. Those stories were on my mind while I played this.
The game calls itself "An Interactive Anecdote"--and I feel that's an accurate assessment. The way it's told, the details it leaves out, and its emotional inconclusiveness (in parts) gives this work a feeling of exploring a memory. Some moments are crystallized; they always happen the same way. Other moments are nebulous and change each time you revisit.
I can't say that I know what this piece is saying. I'm not even sure I liked it, or "got" it. But it was interesting, and maybe you'll get more out of it than I did.
I'm not one who tries to "outguess the author" when I read mystery novels or watch movies. I enjoy the ride. So maybe I'm not the target audience for this piece.
CUFF contains a really fun play idea--I just had a hard time getting it going. The first playthrough, I threw the wrong guy in jail (sorry!). The second time, after I thought I'd exhausted the number of items I could examine, I hit a wall. Almost none of the descriptions repeat themselves more than once, so I reached for the walkthrough.
I don't think I would have solved the crime without it. Even after the walkthrough, I didn't quite catch the thread of logic. But I also feel this way after reading some mystery novels, so it could just be the way my head works.
Definitely play this one--the writing is a plum, perfectly in-genre--just know it takes a very careful eye to untangle the real mystery.
HUMMINGBIRD is fun superhero adventure that does a good job of taking a visually cool superpower, translating that power to text, and still making you feel cool while using it.
The author purposely designed some moments to reward you for mastery of the superpower, and those moments really pay off.
I felt like the second part of the game needed a more direction. I had a hard time figuring out what I had to do, and one idea I thought was a fun and valid solution to a problem wasn't even in the ballpark of what the author had in mind--(Spoiler - click to show)I really wanted to drop those curtains on the goons!!
As a result, I played most of the endgame with the Hint guide out.
Afterwards I wanted to replay the FRENETIC FIVE series, so I'd say if you're a fan of superheroes, and also superhero parodies, you'll enjoy your own flight with the Hummingbird.