It gradually won me over with its minimalist charms. It successfully carries the style of many of the older dungeoncrawlers filled with thematic discontinuities (i.e. a mismash of whatever thing the developer thought of next), and so I was initially unimpressed but the stinger at the end made the journey worthwhile.
Neat use of the constraint, gives appropriate advice for each draw, draws seem appropriately random, pictures are a nice addition. A small concept expertly realised.
This is bathetic Lovecraftian horror-comedy in much the same register as Hunger Daemon. The replay-to-get-all-the-endings structure isn't as tedious as in some games as the work is very short. Ideally, the different section's text would be dependent on the order of selection so that the acts more organically lead up to the various endings. But for what it is, it's competently written and the different endings were all about equally engaging. (Spoiler - click to show)I liked the conceit of the ritual being so unclear as to have wildly different results depending on how its performed.
If you think this might be your cup of tea, then it's definitely worth playing.
The following review was for the original competition game. I replayed the later release and it easily deserves 4 stars (4.5 even?) and so I've adjusted my rating up accordingly.
Patanoir is like chocolate flavoured wine: interesting, unique, not to everyone's tastes and too much of it is likely to give you a headache. But either way you'll be pleased you tried it.
I probably played PataNoir for more than two hours on and off. It was good enough for me to bother finishing but not good enough for me not to resort to using the walkthrough a few times. The name 'PataNoir' is taken from the word 'pataphor'. Some people might object that a pataphor is a metaphor but the game deals in similes, but my contention after studying the various philosophy of language arguments about metaphor is that a metaphor is just a truncated simile. So I approve of the name.
I love the concept of the game: similes coming to life such that they can be manipulated to solve puzzles. There were some issues in the implementation. A lot of it made me smile. The writing is very sparse, similes aside, but sometimes it works. Simon is obviously going for the Chandler style patter and occasionally he gets it right.
The game was blessedly free of typos and grammar mistakes. My overall impression of PataNoir was that it's a neat idea, mostly well implemented- with some puzzles overhinted at and some nearing impossible without the (mostly excellent) in-game hint mechanism. This is surely a sign that the puzzles were hard to hint for as they weren't very naturalistic, which I suppose is an inherent danger in a surreal game. I'm glad the game was made, and it's exactly the sort of game that lends itself to non-IF players as a good example of the possibilities of IF. I wouldn't recommend it first, but then I wouldn't recommend it last.