Ratings and Reviews by Andromache

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Babel, by Ian Finley
8 of 8 people found the following review helpful:
Pride before a fall, April 17, 2013*
by Andromache (Hawaii)

I played Babel several years ago. Enough time had passed that I didn’t remember the puzzles, but I did remember I enjoyed the game and was particularly moved by the story. I’m happy to report it is still true.

There were a couple points where I considered looking up hints, but I didn’t need them. Puzzles made sense and I liked how the game was very clear about why something wouldn’t work. (Spoiler - click to show)The radiation puzzle was particularly ingenious, since it was understandable that the machine would be able to talk and report problems, which has the side effect of helping the player follow proper procedures. My only problem was getting the game to understand me sometimes. Wasn’t so much verb guessing as phrasing issues. Sometimes, I had to split commands and let the game ask me for clarification to get what I wanted. But it didn’t happen often and certainly wasn’t frustrating enough to make me stop playing.

Where this game really shines is characterization. I think the characters are some of the most vivid and three-dimensional I have ever seen in the IF I’ve played. While playing, I felt as though I were watching a movie. I think there was the right blend of story and puzzles. Some games, such as those that have a lot of conversation, feel like I’m reading a book and am just there to press the right buttons and turn pages. I feel like I should just read a book. I’d get more story at one time. Babel gave a sense of purpose interspersed with cut scenes that gradually fleshed out a dramatic and tragic tale. (Spoiler - click to show)Admittedly, the calendar felt contrived, but I can forgive that since it was useful for the overall story. All the characters had good and bad traits; everyone was culpable for what happens in the story. It’s not like you can say one person was the mastermind and everyone else just went along. Setting was well done; there was definitely a sense of isolation and a quiet, creeping horror that doesn’t overdo it on the overt graphic images. I came away feeling just as I did last time - horrified but in a satisfied way. The ending felt fair, right, with just the right amount of pain to add an emotional component. Think of Anakin Skywalker and his subsequent failure, and you have Babel.

* This review was last edited on April 18, 2013
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Vespers, by Jason Devlin
4 of 5 people found the following review helpful:
Ewww. Catch 22., April 17, 2013
by Andromache (Hawaii)

I'm starting to think games with a Christian component really aren't for me. I always end up feeling dissatisfied and conflicted, that ultimately, I'm somehow to blame for having an IF mindset or an ethical code. I understand that in Vespers' case, it was kind of unavoidable, but I'm still left feeling like I've been judged unfairly. Maybe I am just angry that none of the endings I found were really to my liking.

The best thing about the game was how the monastery and monks change over time. You really get a sense of how inexorable their fate is. However, implementation is uneven. I enjoyed the changing scenery but then would fetch up and be thrown out of the story when I asked someone about something and got an answer that didn't make sense considering what the PC knows or how he's interacted with the person. I also felt like some of the disgusting imagery could have been toned down, that it served little purpose but to be revolting. I'm aware the Plague is going on, but it was just so raw and unrelenting. Not to mention none of the characters are really likable.

This was one game I did not need hints for. That was nice. There are plenty of ways to die, and some timed puzzles, but if you cultivate a habit of saving games, it's not that much of a problem. It's not like you have to play really far back. They are just sections that take trial and error to get past. Somehow, this was not frustrating, since every time you die, you get clued in on what you did wrong. So the puzzles were satisfying and logical.

In the end, I don't feel very edified by this game's experience. I would not replay, even though there are other ways through it. (Spoiler - click to show)I got the middle path, but you can also be excessively evil or try to be the Christian your character is. My advice: Heed the disclaimer in the game menu. I made the mistake of thinking the gore wouldn't be so bad. It gets worse as the game progresses.

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The Warbler's Nest, by Jason McIntosh
6 of 6 people found the following review helpful:
The age-old conflict between head and heart, April 15, 2013*
by Andromache (Hawaii)

My predominant mood after finishing this game is one of contemplation. I am not getting where the horror or sorrow mentioned by others comes into play. But I found all the possible endings without much trouble, and each of them says something about the player character as a person. I found that the character was both believable and easily identified with. There is a dark side to her that I could appreciate, as well as a dutifulness that I could respect.

The writing is rather spare and minimalist. In fact, there aren't really many places to explore. But IF conventions are honored. You're told what you need to do, and cut scenes give relevant backstory but are vague enough to have the player wondering what's being alluded to. Even now, I'm unsure about a few points. Perhaps reading more about the game will bring some insight.

Really, though, the central point of this game is a moral choice, so emotional impact comes from the various endings.

There are no puzzles in this game. Everything you need to do is simply achieved, so that all focus goes to the story and setting. But setting falls down for me because not everything was implemented. (Spoiler - click to show)The reeds rustle, but you can't hear the river. No ability to touch things, either.

I think there are clear links between the tasks at the beginning of the game and the protagonist's backstory, as well as a juxtaposition, a mirroring, of reality and the character's internal monologue. This creates a pleasing symmetry.

Because of the sparse prose, which doesn't really do it for me aesthetically, I rated this game as average. But it has a good story and doesn't take any significant time. Everyone should play it at least once. Not much commitment and worth it for anyone who cares about the literary side of IF.

Edit: I upped the rating because the impact really hit me hours after finishing the game, when I realized I was still thinking about it. (Spoiler - click to show)The horrifying barbarism probably perpetrated on innocent children and unfortunate mothers.

* This review was last edited on May 21, 2013
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Sunset Over Savannah, by Ivan Cockrum
5 of 5 people found the following review helpful:
Look through rose-colored glasses, April 14, 2013
by Andromache (Hawaii)

"Sunset" was a breathtaking journey of beautiful imagery, some humorous game responses to wrong solutions, and a wonderful blend of realism and fantasy that somehow worked.

I wish I could give this five stars, but there were some puzzles that weren't well-clued and there were a few sections where I spent time wandering around and around trying to figure out what I hadn't done. The frustrating thing was that I had to look up hints for puzzles which I should have been able to accomplish on my own but for precise actions that had me needing to read the author's mind. The puzzles were clued, but the problem was that it's only in hindsight that you see that. If just playing the game, the clues feel like a part of the scenery description and don't necessarily prompt you to act on them.

On the upside, some puzzles had alternate solutions, which I ended up finding, so it wasn't necessary to find all the possible items. And there are a lot of items that are just red herrings, so don't expect to need all of them.

Oh, another thing I found frustrating was that you can only carry limited amounts of items, which means a lot of picking up and dropping and walking back and forth if you happened to be missing something you needed for a puzzle.

I also found some minor bugs. (Spoiler - click to show)I was digging with a sieve, but the text said I was using a shingle. When I tried to tie something to myself, it said I couldn't, and if I tied the object to my arm, it said I'd attached it to my wrist. There is a point where you can't take any more glass bottles from the pile. If underwater in the diving bell, if you type "exit bell," you leave the bell but don't lose any oxygen. Because of these text errors, some solutions were kind of spoiled.

Beware the hint system. It can be spoilery. And I don't mean in the sense that it gives away solutions. The various objectives are listed specifically and not really context-sensitive, so if you call them up, you'll get glimpses into puzzles you may not have figured out exist yet.

Still, the writing is excellent and the emotional impact of the various discoveries the player character makes is lasting and memorable. (Spoiler - click to show)Two of my favorites are the sleeping dragon and the crystal castle. And I got a perverse satisfaction out of killing and eating the crab. The setting and immersion are well done, with nice touches of color and detail that made the game world come alive. Emphasis on how the player character feels both physically and emotionally was a fun twist, and helped in identification and understanding. Also liked the option to list exits all the time. I hate the, "You can't go that way."

The strength of the literary aspect of the game is what makes this game recommended. If not for that, the game would have been three stars because of the puzzle frustration.

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The Moonlit Tower, by Yoon Ha Lee
1 of 1 people found the following review helpful:
Sad, but hopeful. Wow., April 11, 2013
by Andromache (Hawaii)

This game is difficult to review because there's so much to think about in terms of story. The setting, atmosphere, and writing is superb. I truly felt like I was in the story - while I played, I could easily envision the feel of tower walls and the sounds evoked by the text. The thing I loved best about this game was that you could touch everything and get short descriptions of what you felt. Same with listening and smelling things when appropriate. As many senses as possible were engaged, and that is rare to see in the IF I've played.

The story itself, from what I could piece together of the hints, is a tragic one. The tower is symbolic of your character's inability to accept, to let go, to forgive himself. As you play through, there is a fun revelation going on, where each new discovery fleshes out the character's backstory more and more, but you never get anything really concrete. It's all implicit. Still, I found the character to be both sympathetic and likable. The tower is pretty small, but choices you make in terms of how you solve puzzles impacts the various endings.

The puzzles were intuitive. There was one that I got stuck on how to word my command. I knew what I wanted to do but had a devil of a time getting the game to understand me. I managed it in the end without hints, but it did cause some frustration. But don't let that put you off. I know which combination of choices produces my personal optimal ending, and having seen several of them, a little more of the backstory gets revealed the more endings you see. It's possible to finish the game without solving all the puzzles, but this produces a less satisfying ending. Puzzles are well-clued based on the writing, however, so it's not really possible to not know what to do. The puzzles feel natural and not intrusive, made to serve the story, just the way I like it.

I think this is a good beginning game; something that showcases what IF can be when it's done well; why there are people who choose to play a story in such a medium instead of one where things are explicitly drawn for them. IF should provide the immersion and escape of a good book, along with the emotional engagement and food for thought of great literature. This game does that, and it's short enough to replay for the endings. Everyone should give this a try.

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The Lesson of the Tortoise, by G. Kevin Wilson
1 of 1 people found the following review helpful:
Worthwhile Diversion, April 7, 2013*
by Andromache (Hawaii)

This is a tiny game that is worth playing as a diversion, but nothing really stands out to me as far as writing or atmosphere. Things are described sparsely and in broad strokes. There isn't too much to go on in terms of scenery or characterization. The prose is functional, however, and puzzles are mostly clued well. I did have some trouble with one of them (Spoiler - click to show)the puzzle box, but aside from that bump in the road, the game moved along pretty smoothly. I would definitely recommend that people play this game. Just don't expect too much depth.

* This review was last edited on April 8, 2013
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City of Secrets, by Emily Short
3 of 3 people found the following review helpful:
Tricks and Truth, December 30, 2012*
by Andromache (Hawaii)

I started this game some years ago but never finished it. I must have gotten stuck early on. But I remembered the mystery of what I did see of the story and decided I wanted to finish it and see the whole thing. Honestly, I'm a bit confused about the meaning - what was real and what illusion.

The city was well-realized and I especially liked how descriptions change as the character becomes familiar with the place and the novelty of grandeur wears off.

Some of the sarcastic conversation options had me laughing with joy. Very witty. It's even possible to lie, and I had the character do both a time or three.

Then, later in the game, you really feel like a tourist yourself when you see all the mistakes you made. (Spoiler - click to show)The sign in the dorm. I'll probably have to replay and try different options with the benefit of hindsight one day.

Figuring out who was good and bad was interesting as well. One is led to think one thing and then in the course of talking to characters, you start seeing factions, those who are trying not to get in trouble with either side, and by the end, perspective changes again. (Spoiler - click to show)By the end, I absolutely hated Malik and wanted to kill him. Is there a way to save Simon?

There are shades of Lord of the Rings in the story, where one is forever changed by contact with a specific item and the resulting trauma.

(Spoiler - click to show)My favorite NPC was the tech guy. He didn't look like much, but very sharp. Managed to feel amiable even as he was performing minor surgery.

There were some things I didn't like.

The text-only option does not have a built-in help system.

I got stuck mid-game trying to figure out how to move the story along. (Spoiler - click to show)The Gnostic Temple puzzle. The solution turned out to be something I should have known but for some reason I hadn't tried. The clue was given only once, and if you missed it, too bad. No way to get it back short of restoring a game, if you were lucky to have one before that point. There may be a "transcript" option for this game but I'm not sure. I never use that feature. Managed to find the solution online and had no more problems, though I wish I hadn't had to resort to that.

There are some odd wrinkles in the conversations and items. (Spoiler - click to show)Specificly, housekeeping versus sweet-making robots, verbene alcohol or the plant, and an allusion to food making you ill even if you didn't actually eat it. I think that ruins the flow of the narrative and spoils the experience of the game a little.

The ending is kind of confusing. I'm still trying to piece together what happened. And I don't feel altogether comfortable with things I'm forced to do. Though I'm happy I was able to restore order.

I'm not really a fan of conversation-based games because I tend to feel like I'm not doing anything productive. For me, conversations are fun to read but not so nice to play. Harder to synthesize information gleaned from talking to people. Unfortunately, there was too much of it here. Too much repetition.

Yet, for all this negativity and frustration, the game was written so well; the world was fascinating; and the initial discovery of the city and change in the protagonist by the end made for a memorable, thought-provoking experience. And if literature doesn't make one think and feel deeply, what was the point?

* This review was last edited on May 27, 2013
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Book and Volume, by Nick Montfort
2 of 2 people found the following review helpful:
Nondescript plot but vivid setting, December 26, 2012*
by Andromache (Hawaii)

I dithered about trying this based on the reviews already here, but it's really not as difficult as some say. Yes, I had to restart a few times. Maybe the parser was a little annoying at times if you didn't break up actions sufficiently. Sure, some tasks are timed. But these things turned out to not be frustrating enough to quit playing. I made it to the end once already, and am in the course of playing again to try to solve one puzzle I'm stuck on.

The thing is, the timing is not really cruel. You have more than adequate time to get the job done. Should the game end prematurely, you learn over the course of playing what things will be required in the future and can plan better. Easy enough to save after completing each task as well. And I found the puzzles to be plausible and pretty consistent. (Spoiler - click to show)I got a Jedi mind trick reference. That had me laughing aloud, since I love Star Wars.

Many of the places are there just for realism and you don't really have to do anything with them. I liked the atmosphere they added to the setting.

So why not give this a higher rating? Well, the prose was not always to my taste. The timed nature of the game marred the fun of examining and exploring. Looking at things yielded bland descriptions, sometimes the same as the room description. Some actions you think you should do based on game happenings actually are dead ends. And perhaps worst of all, I just don't care much about the player character or his predicament. Perhaps you're not meant to. The sterile feel of the environment invokes memories of books like 1984 or The Giver, which is creepy in a psychological way.

The game is gentle enough not to anger me, and many of my objections are just aesthetic and subjective, but still enough to make a short diversion a bit tedious to have to repeat more than a few times.

* This review was last edited on December 27, 2012
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The Cabal, by Stephen Bond
3 of 3 people found the following review helpful:
Went over my head, December 25, 2012
by Andromache (Hawaii)

There were times during Cabal that I laughed aloud, and the irony of the player character investigating conspiracy theories while being the very thing he was hunting was not lost on me. I appreciated that I was able to enjoy the narrative and not get bogged down by puzzles. Honestly, I wouldn't even call them puzzles. They have the veneer of puzzles, but solutions are clear and obvious if you pay attention to the writing and you're basically told what to do. (Spoiler - click to show)The twisty maze was familiar and evoked prior memories of torment. It was fitting it was part of the new Archive somehow. And the elevator puzzle, the only true one, was actually pretty intuitive after a few rounds of getting slapped. Heh. The ending didn't surprise me much. (Spoiler - click to show)You're clued early on that the player character is a bit strange, maybe not all there. The narrative is well done, and despite personally not liking the PC much, the story was short enough and the game easy enough that I was able to finish it with little effort. Parsing was excellent. No errors about not understanding what I wanted, even if the game is conversation-based for the most part. I even got the game and author references, though not the politics. Being someone who favors modern IF and IF as art form and narrative, I had a hard time getting into the mindset of the player character.

I would not replay this game. It was well-implemented, characters were stock and more plot device, but while I am enough of an IF gamer that I understood what was meant by story-based versus puzzle-based, I am not enough of an insider to appreciate the inspiration for this game and what it's poking fun at. The tie-ins with real-world conspiracy organizations helped to understand the story, but if there are any Freemasons, etc, they probably shouldn't play this. I know of RAIF, RGIF, etc, but I think this game appeals only to a small group of IF authors/players. Perhaps I could have rated the game higher if I were part of the "Cabal." :)

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Violet, by Jeremy Freese
3 of 5 people found the following review helpful:
Strong characters but unenjoyable world, December 24, 2012*
by Andromache (Hawaii)

This is not a true review. More like impressions after partial game completion.

The thing I liked most about the game was the unconventional narrative voice. I found violet laugh-out-loud amusing. I also really felt the affection and exasperated mockery she has for the player character and the ex-girlfriend. I felt genuine remorse and sorrow at the things the player character has to sacrifice to get the writing done.

However, and maybe I am just dense, but when I tried to solve puzzles in normal-seeming ways, I had trouble getting the game to understand what I wanted. And while the puzzles do make sense for the setting and story, I didn't find them very intuitive. I've had to constantly look up hints and that's just not what I play IF for. The player character isn't very likeable, either. Neither is Violet in some ways, since she seems to expect you to know something won't work when as a player, part of puzzle-solving is doing things to see what happens. She's the only narrator who ever made me feel bad about quitting the game, though.

Maybe I'm taking the game too seriously, but I couldn't handle the things I had to make the character do. I wouldn't want to do such things to myself and while initially, I was drawn into the game, with all the stops and starts because of the puzzles, the mood was broken and I began instead to focus on just how depressing and pathetic the character felt.

Ultimately, I won't finish this game. The writing was great, but there are other games to try that are probably less frustrating and more immersive.

* This review was last edited on December 25, 2012
Note: this rating is not included in the game's average.
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