Play it if: you've sort of failed to see the point of hypertext up until now, for this is an accessible and wonderfully creative use of the medium.
Don't play it if: if you roll your eyes at any poetry that tries to deal directly with the concept of transcendence.
This is the first hypertext game I've played that really made use of the medium in such as a way as to make me feel the medium itself was necessary to the story. This probably says more about my shamefully lacking experience with hypertext than it does about any transformative aspect to this work, but contextual considerations aside Ex Nihilo is more than worthy of praise.
The title is a reference to the Latin phrase creatio ex nihilo, literally "creation from nothing" - a rather slippery philosophical and theological concept about how we came to be. Appropriately enough, the game takes an immediately theological bent with the introduction of the PC as a godlike entity; progress is made less through actions and more through the determination of the entity's moods.
The game - I know it's not the best term for this sort of thing, but I dislike the term "work" and try not to use it - isn't particularly long or detailed. What it has is emergence. A major theme here is symmetry, and it is both explicit in the visual presentation and implicit in that the choices you make are mirrored, though not in any straightforward way - down to the final move of entering a text message and thus actually adding something to the world of the game (which, if you consider the universe of the game to be a closed system, really is an instance of creatio ex nihilo).
The result is that we have here something which feels genuinely responsive, where you really are being asked to participate in something rather than spectate. A lot of interactive fiction pulls this off like a magic trick by getting the player into the head of the protagonist and providing them with moral agency; Ex Nihilo is almost breathtaking in how much more real the creativity feels.
Will Ex Nihilo transform your life? Not really, no. But it's a beautifully elegant, elemental use of the hypertext form, and it feels complete in a way few stories ever do.
Play it if: you want a game short and easy enough to breeze through but quirky and different enough to be memorable.
Don't play it if: linearity is a major turn-off.
The premise is simple. You're a reticent gunfighter, The Man With No Voice if you will, and your single purpose is to save your loved one. Get from point A to point B. Kill obstacles. Rinse and repeat with feeling.
Gun Mute is probably the most fun I've had with a game this linear. It's something like a cross between Time Crisis and those town-wide shootouts that seem to populate the climaxes of old Westerns. And as with the best action sequences, no two killings are alike thanks to a series of varied if easy puzzles.
Although the game doesn't operate in real time, it maintains a sense of urgency. The need to make use of timing, not only in response to your opponents' actions but to keep your own gun loaded, gives rise to a near-illusion of real-time action. It's an interesting effect, almost reminiscent of watching the still images in a flipbook come to life with motion. Perhaps I'm overplaying it, but I found it notable.
The setting isn't a straightforward Old Western locale so much as a post-civilization anarchy that has reverted to a sort of New Old West. Cyborgs bartend at the local saloon, the railroad transports futuristic battle turrets, and you install GPS software by drinking it. Pacian makes the wise choice not to dwell on the setting, as it isn't the focus of the piece, but lets it color the environment a little and thus keeps it memorable and distinctive while still sticking to the basic forms of the genre.
Overall, this is a fun and different sort of distraction. Hardly morally challenging or thematically deep, but a great deal of fun. I spent less than half an hour getting from beginning to end, and it'll stick with me a whole lot longer.
Play it if: a tiny, smartly-written distraction sounds attractive.
Don't play it if: if, well, it doesn't.
I never know quite how to approach ratings for Speed IF games. I think it's generally agreed that the general "quality" standards for the Speed IF process are lower (at least in terms of depth and scope). So a game like this, while very good for the format, is rather light when considered as a game in and of itself. Do I rate it high, putting emphasis on the circumstances under which it was written? Or do I rate the game and not the writer?
In this case, at least, I figure I'll split the difference and give it a 4.
Though it has enough puzzles for Django Reinhardt to count on his left hand, I Was A Teenage Headless Experiment makes its short length count and gives the player that nice "aha" moment the ideal puzzle should produce. Outside of that, there's a nice level of light macabre humor (the number of terrible head-based puns is thankfully kept to a minimum). A comfortable and memorable distraction.