Ratings and Reviews by Sorrel

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In the End, by Joe Mason
6 of 7 people found the following review helpful:
An emotional shred of philosophy, April 19, 2010*

There is something surreal about this game – something that kept me reading (and sometimes rereading) every line of text. I will say right away that this game is not for those looking for a puzzle or an adventure. In The End doesn’t have a sophisticated conversation system, a complicated puzzle, or deeply interactive NPCs. What it does have, however, is a deep philosophical edge that will really get you thinking.

In The End starts out at the funeral of your friend, as you think upon death and life and where you fit into it all. From there, you must simply do what feels right. The endings which you can reach vary only slightly on the surface, but the feeling you get from them are vastly different. Proceeding through the game is easy and at some point, becomes instinctive.

In The End creates the illusion of a greater world beyond the parameters of the game. When in reality, there is very little depth to the actual environment and few descriptions for examinable objects.

One other thing that I found really interesting: Upon trying to save the game or undo a move, I was presented with “Life doesn’t work that way.” That single phrase adds to the realism of the PC’s situation. He is caught in a moment of life where walking away from the computer screen isn’t an option.

If I was rating this game purely on its emotional impact and philosophical spin, I would give it the full five stars. Rating it as a regular IF game, I would give it three. But, keeping in mind that In The End is really not quite one, nor the other, I will settle for a four.

So, if you have five minutes to play a short, meaningful game, then open up In The End.

* This review was last edited on April 20, 2010
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Dancing Even Him?, by Richard Otter
1 of 4 people found the following review helpful:
Badly-written and painfully easy, February 25, 2010

This is perhaps the worst IF game I've ever played. Dancing Even Him? lacks any real plot and contains a series of the simplest one-move puzzles I've ever seen. Going through the game, I felt like I was in some warped, five-minute version of an Indiana Jones movie. The puzzles (if they can even be called that) consisted almost exclusively of climbing and pulling levers. There is some atrocious grammar in the descriptions and it's obvious that the author didn't proof-read the text more than once (if at all).

The only good thing I can say about the game is that I rather liked the revelation about the title in the end. It made me chuckle slightly (in that depressed way people chuckle when they realize they just wasted three minutes of their lives). If the title interests you at all, you should devote five minutes to Dancing Even Him? to discover its meaning. Otherwise, don't bother with this game.

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Anchorhead, by Michael Gentry
Sorrel's Rating:

Terminal, by C. Everett
4 of 7 people found the following review helpful:
Bland and easy, but with some potential , February 16, 2010*

Terminal is short, way too easy, and has very little artistic merit. The premise of the game shows potential, but the storyline is never fully developed. Basically, you play a computer-based entity who must build himself a body to escape his present situation.

The descriptions are short and contain grammatical errors. Descriptions of certain items could have been embellished a little more to give the game a better flow. Much of the scenery cannot be interacted with, nor examined. That leaves the player with the ability to examine only the objects necessary to completing the game.

There are two ways the player can win the game and both are very well-clued; too well clued, in my opinion. The puzzle becomes way too easy with all the hints that the player receives throughout the game.

However, despite all its drawbacks, there is some potential in Terminal. Perhaps the author's second game will fare better.

* This review was last edited on February 17, 2010
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Party Foul, by Brooks Reeves
8 of 8 people found the following review helpful:
Quirky and endearing, February 15, 2010*

Party Foul is not so much about solving the puzzles, as it is about keeping them solved. As you try to accomplish the three main tasks in order to leave the cocktail party of doom, you will be constantly swarted by the hostess. You must time your actions accordingly with those of the hostess, so as not to have her undoing everything you've accomplished. That aspect of the game infuriated me to no end, until I realized how to hold off the annoying woman: (Spoiler - click to show)Make a mess that will keep her occupied for a few turns. Once I got around that issue, I found the game to be rather enjoyable.

The conversation system wasn't too extensive, but it got the job done. What I found most endearing in Party Foul were the responses of the hostess to the PC's blunders and attempts at carrying sharp objects. The responses varied and got more exasperated and humorous as the offending actions were repeated.

The puzzles are well-clued and not too difficult. All in all, Party Foul is a polished, but rather mundane game. I would have given it three stars if it wasn't for the well-characterized NPCs. They each have their own personal quirks and witty responses. The tidbits of information the player learns about them brighten up the experience and in some cases (Spoiler - click to show)-Frank's drinking problem, for one-add a refreshing dose of realism. Party Foul is no masterpiece, but it’s a good way to spend twenty minutes.

* This review was last edited on February 16, 2010
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Bronze, by Emily Short
Sorrel's Rating:

Damnatio Memoriae, by Emily Short
Sorrel's Rating:

Dual Transform, by Andrew Plotkin
12 of 12 people found the following review helpful:
Engaging, surreal, and relatively easy, February 10, 2010

Dual Transform isn't a hard game. I don't think it was meant to be hard. It doesn't take too long to figure out how the game works and from there, it's just a matter of using logic to complete the next puzzle. Once you become immersed in the game, logic is replaced by a kind of instinct where you understand what to do next even before you comprehend why it has to be done. The puzzle system creates an environment that is unlike anything I've seen previously. Your surroundings are ever-changing and you must find a way to manipulate them to get to the next "room".

After playing the game for a few minutes, I felt drawn into its beautiful world. Each "room" represents a physical property and the more time you spend in the environment, the more immersed you become in the sensation of said property. The back-story of the PC is never fully explained, but
I didn’t feel a need for more information. The PC is a researcher, trying to design a three-dimensional, sensory workspace. The story behind the puzzle is intriguing, but simple enough so that the player doesn’t get lost in an overwhelming amount of data.

The "one object only" concept was implemented well and simplified the game at some points, while making it harder at others. The descriptions were well-written and used plenty of sensory information to create a realistic atmosphere. The ending puzzle brought the game to a beautiful, surreal, and somewhat surprising close. Hopefully, the author will follow up with a sequel like the ending implies.

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To Hell in a Hamper, by J. J. Guest
Sorrel's Rating:

Visualizing, by Marnie Parker
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