This game made a notable splash upon its debut, taking 3rd place in IFComp 2008 and garnering high profile reviews by top author Emily Short. It's a very short, very light puzzler in form, with its most outstanding features being its writing and illustrations.
As noted by Short, the writing style is reminiscent of that of Robb Sherwin, though it seems considerably less colorful on the whole. It echoes a style that was popular in the 1990s and is aptly described by MathBrush as "grungy." The protagonists are slackers in all their glory. The game's writing is economical and engaging, adding color to the visually-established scenes and weaving thumbnail sketches of the characters' personalities with admirable aplomb.
It's the illustrations, which are of professional quality, that make this game stand out more than anything. A picture's worth a thousand words, and the in situ character portraits convey copious details of scene and characterization in milliseconds. The character portraits are the backstop of the writing, which would seem too spare to pass muster without this support, and I admire the author's expert use of text and images to complementary effect.
The afterlife sequences are also illustrated, and, in fact, are only illustrated. The pictures themselves are opaque, but the image-only presentation feels like something different -- cf. the Gent Stickman series, or "reading" a child's picture book. I think this was a first for the form, and it is probably a significant part of what fueled admiration for the work.
In her contemporary review at playthisthing.com, Emily Short states: "IF needs to explore ways to change registers in order to achieve its full potential as a medium." This work is undoubtedly an experiment in doing so, and I believe that it points in some interesting directions, but the work itself seems to lack any real staying power as its star has faded considerably over time. The likely culprit here is that substance is entirely inferior to style: profanity for profanity's sake, scatological elements intended to provoke an easy reaction from the audience, a forced inciting event featuring an utterly irrational (and thereby utterly unbelievable) bad guy, an unexpected and entirely unexplained "mystical" framing that is accepted without comment or curiosity by the PCs, and a simplistic resolution which offers a fairy tale ending that clashes deeply with the doggedly gritty setting.
I'm happy to give three stars to any game that accomplishes what it sets out to do, but in this case it's not clear what the author was trying to achieve. It wasn't exactly enjoyable and when stripped of decoration it is a substandard story, so I'm settling on two. I'd still recommend this game as an object of study, and I think there is more to be done with its highly visual style, but if you're just in it for fun you might prefer Guilded Youth by the same author.
Let's be honest: You're probably assuming that this game is a low-quality (if sincere) effort riddled with technical problems and poor writing, written in a misguided attempt to proselytize. You are so, so wrong. I know, because I know how wrong I was about it.
This game was nominated for the People's Champion Tournament, and my first suspicion was that it was a troll entry. Glancing through reviews by MathBrush and Rovarsson convinced me to give it a try with an open mind, and I was consistently pleasantly surprised.
Although the setting for this game is the biblical tale of the three wise men, this seems almost entirely incidental other than defining the goals of the PC's quest. It's a pure comedy puzzler, with a wacky/zany vibe that is totally at odds with its religious framing, and the game is technically sophisticated for its era. Written in Inform 6 and making use of the Onyx Ring library, it is loaded with detail touches -- including some that require an expert knowledge of Inform to implement -- to a degree that's almost astonishing.
I played it hesitantly at first, and I was stuck for quite a while in the main puzzle portion. The breakthrough was realizing that, against what might be natural expectations, progress depends on PC actions in the classic mode of lying, cheating and stealing your way through. The puzzle design is competent, and there is plenty of non-essential but entertaining interaction to amuse you while you work out the solutions. Core puzzles required to advance the plot are fair and frequently seem to allow multiple solutions. The two most rigid puzzles are rooted in arithmetic and grammar, and like others I thought that these clashed with the prevailing tone. However, neither was a major obstacle, and they don't stick out enough to ruin what was overall a very smooth and polished experience.
The humor is a strong point; the style is a blend of offbeat and deadpan that often prompted a chuckle from me and those with whom I played the game. The author walks a fine line here, maintaining a consistently light-hearted and irreverent stance toward the subject matter but never (as far as I saw) resorting to mockery. I found myself scratching my head at what the author was trying to accomplish, but it occurs to me that perhaps the goal was to convince religious types of the value of IF instead of the other way around.
The execution of the ASK/TELL conversation model is extensive, but much of the interaction comes in the form of semi-randomized non-answers, and only a few conversations are actually necessary. In fact, quite a bit of what's present in the game is optional; I didn't score anything close to maximum points, and it seems like that's typical. The author-provided walkthrough doesn't show how to reach a full score, either, so I wonder if anyone has ever uncovered every secret. A little digging into the game file shows that there are whole layers of elaboration that I missed entirely -- almost a secret game, which to some degree seem to hinge on finding an unusually-placed rubber duck.
This game seems to have become almost entirely forgotten in the 15 years since its release, but if you enjoy the old school style then coming across this one will feel like finding secret treasure. My initial inclination was a high three stars, but it stands out as a highly-developed example using the rare Onyx Ring library, and it's certainly the first "religious" game that I would recommend to anyone who asked, so I'm going with four. Don't be put off by the blurb; you won't regret trying this one.