Somewhere out there is a Platonic Ideal of the "Escape the Room" game genre. In my opinion, FRAGILE SHELLS comes remarkably close.
Most Escape the Room (EtR) games have a simple premise: there is a room full of stuff, and you must escape it. Most I've seen are graphical, nearly all have annoying codes and machines that make little logical sense, a few have interesting twists, and even fewer have any emotional motivation to escape provided rooms.
FRAGILE SHELLS gives me some things I've wanted in the genre (but never realized were missing): a compelling story behind the EtR setup, a subtle and intense feeling of danger, and puzzles that don't require me to write down stupid codes and patterns. Tapping into the emotional motivation behind escaping, though--that is where this game shines for me.
Also helpful: the obstacles you encounter (and how you solve them) make sense, so long as you closely examine everything. Even so, the hints are well-implemented, doling out just enough info to get your brain kick-started.
It's not the best IF game ever (I ran into a few implementation problems, and the technical aspects of the story still aren't crystal clear to me), but it's one of the best of the EtR genre.
Beta Tester is good for a couple laughs here and there. The hamster in the first room is probably worth the download. But once you're past the first room, the game falls apart.
I had a hard time figuring out what the objectives were in the second room--in one case, I found the solution to a puzzle in another room without being aware that a puzzle existed, while in another area, an objective is present, but I can't figure out any way to accomplish it. The funny writing helps delay the sting, but can't eliminate it altogether.
I eventually gave up. When objectives are so ill-defined that I can't figure out what to do, it's time to move on to a work that's had, (say it with me, now!) better beta-testing.
Snowquest is a competent work with a little extra depth than your usual short game. The first half of the game has a great sense of setting; the first scenes especially have a sense of peril to them. It uses the (Spoiler - click to show)"it was only a dream" trope a number of times, but uses the dreamlike atmosphere in a way that keeps the scenario interesting, rather than feeling like a cop-out. I especially liked (Spoiler - click to show)the scene where you discover yourself in the downed plane.
The game changes dramatically during the second half. While the elements of the first half don't match up to the second half's parts one-to-one, I still enjoyed the dream logic going on, even though the ending was forgettable.
An enjoyable way to spend your night. Not a perfect work (others have noted problems with implementation), but better than most reruns.
Note: this review was written while I was in the beginning of the game. I've since finished and have added some more notes to the end.
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I started ANCHORHEAD last night. It's not a new release--it won a slew of awards in back in 1998, and for good reason.
See, I've been craving an eerie game I could really sink my teeth into, and ANCHORHEAD has delivered.
The depth of its gameworld is incredible. When Earthworm Jim came out, everyone said, "It's like playing a Saturday morning cartoon!" Remember that? Well, ANCHORHEAD is like playing an excellently-written novella.
The attention to detail is incredible--you can interact with most objects you see, and the gameworld responds in a believable manner. Because of this, it's really easy to get into character. For example, I always lock the door when I leave the house. Does it do anything related to gameplay? No. But because I feel like I'm such a part of this world, I feel like I MUST act as though it is my real world, and thus--I lock up my (Spoiler - click to show)(electricity-less, sometimes frightening) house when I leave.
Here's another example: (Spoiler - click to show)It was morning in the game. I had just woken up, and my husband was in the shower. I had the feeling I'd need his university ID card later on, and his pants were hanging there right off the end of the bed. So I rifled through the pockets. Sure enough, the ID card was right there in his wallet...But in the end, I felt guilty about going through his things. So I left the card in his wallet.
Did I just lock myself out of some major puzzle or backstory? Maybe. But at least I didn't steal from my husband. That's the sort of feeling ANCHORHEAD evokes for me.
(Also, the game gave me points for soaking in a bath. :3 )
Another great thing about ANCHORHEAD: the puzzles fit. There were a number of times today where I felt like I was at a total dead end, but by taking a closer look at a couple of things, tinkering around with realistic game actions--BOOM! New paths were opened. New mysteries revealed.
And there's the other thing--with some games, you solve a puzzle...bing. That's it. Check the puzzle off your list, you're done. In ANCHORHEAD, with every new revelation you discover about (Spoiler - click to show)your creepy house (and the INSANE PEOPLE who owned it), three more unsettling questions pop up. It makes it nigh impossible to put down.
I could write tons more about how I love this, but I really want to go back and see (Spoiler - click to show)what's in the crypt behind our house. You all, you just...just try it.
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Well! The final half of the game was harder for me. I probably could have figured a few of them out on my own (though for me, (Spoiler - click to show)escaping William at the slaughterhouse turned into an episode of "Guess the Verb"), but you know what it's like with walkthroughs: you can't just look ONCE.
Despite the harder puzzles taking me out of the game's spell, I still highly recommend ANCHORHEAD. Some actions you're forced into to turn the story's feeling away from Grandpa Lovecraft and into Uncle Steve's realm, but it felt appropriate.
Really...the epilogue. You'll be thinking about that for a while.
My favorite death: (Spoiler - click to show)Reading through the Huge Tome in the church. It summed up the horror of Grandpa Lovecraft's work in what--3 paragraphs? If ANCHORHEAD was a book I would have bookmarked this page. FOREVER.