Ratings and Reviews by lobespear

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View this member's reviews by tag: H. P. Lovecraft Commonplace Book Project IF Comp 2008 spring thing 2008
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The Sons of the Cherry, by Alex Livingston
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Legion, by Jason Devlin
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Burn the Koran and Die, by Poster
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What-IF?, by David Ledgard
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Nord and Bert Couldn't Make Head or Tail of It, by Jeff O'Neill
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Eric the Unready, by Bob Bates
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Aotearoa, by Matt Wigdahl
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The King of Shreds and Patches, by Jimmy Maher
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Alabaster, by John Cater, Rob Dubbin, Eric Eve, Elizabeth Heller, Jayzee, Kazuki Mishima, Sarah Morayati, Mark Musante, Emily Short, Adam Thornton, Ziv Wities
6 of 21 people found the following review helpful:
Slow White and the Seven Bugs, June 8, 2009

The s-l-o-w-e-s-t text adventure ever. On a 1.4Ghz CPU running the latest, most optimised version of the Gargoyle interpreter, Alabaster runs like a crippled dog, making it literally unplayable.

The game itself, a twist on the Snow White fairytale in which the PC chats with Snow White and decides whether to help her or help the Queen (there are seven possible endings), is a conversation-piece that constantly prods you with hints about what to ask about next:

"you could ask her if the Queen manufactured the magic mirror by herself, or that the witchcraft may involve demons from the dungeon dimensions"

and then requires you to type in that entire l-o-n-g (and grammatically incorrect) sentence yourself at the command prompt. Miss a word, or spell something wrong, and it's no soup for you. Wait for 10 seconds while the game grinds away to redraw the exact same picture on the left of the screen, then you get to type it all over again! Fun, huh? There is nothing here that couldn't have been implemented via menu options, requiring a single key-click to jump through dialog options. But no, it has to be a (buggy) Typing Tutor instead. Poor all round.

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Shelter from the Storm, by Eric Eve
13 of 13 people found the following review helpful:
"How I.F. Won the War", May 31, 2009

The gimmick on offer: you can choose to play in first, second or third-person tense, and past or future tense. It's neat, but the game is so much fun to play (in any tense) that the experimental aspects of this technical wizardry are overshadowed (I chose to play in first-person past tense, which gave a nice "wartime memoirs" feel to proceedings).

The cliche horror-style opening doesn't bode well, but once inside the "old dark house" it really takes off. Not one, not two, but *three* well-implemented, well-characterized NPCs who are not only chatty but can take the initiative to direct conversation, and can wander around the house like real people. Lots of detailed scenery descriptions, solid parsing, gentle puzzles, and a cracking yarn to boot. Go in blind, and you will really have no idea where this story is leading. I was expecting further twists and revelations right down to the very last turn. Play it.

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