Reviews by Andromache

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Glowgrass, by Nate Cull
5 of 5 people found the following review helpful:
Clunky mechanics but engaging game, June 7, 2013
by Andromache (Hawaii)

This was an easy game with an engaging premise, exploring an Ancient ruin. Indeed, there are no real puzzles in the game except maybe at the very beginning to get into the compound. There's a touch of horror to the story, but I wouldn't consider it disgusting. More...unnatural. Not enough to be severely unsettling, though.

There are some parsing hiccups along the way, but I found they were mostly surrounding one particular game item, (Spoiler - click to show)the cable. However, the parser does helpfully provide the correct verb if you try to take the object but can't manipulate it. (Spoiler - click to show)"Attach" and "connect," plus related antonyms, should have been implemented, but the problem can also be solved by referring to specific sockets you want to put the cable in. The real trouble with the gameplay is more about having to perform actions one by one. Like, you can't just head in the direction of a door. You have to perform each step individually, which is rather annoying after getting used to more modern games.

Jerkiness aside, the game was still easy enough to get through with no hints and my only major complaint is really that the story is kind of unresolved. I'm a bit confused about the ending. The author says material had to be cut out to make the game fit the parameters of the competition, and perhaps the story resolution was that material, but I'd be interested in seeing an epilogue.

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Six Stories, by Neil K. Guy
6 of 6 people found the following review helpful:
Should be played with multimedia, June 6, 2013
by Andromache (Hawaii)

Sadly, I couldn't get the full experience of this game. As a blind player using a Mac, I'm severely limited in the interpreters I can use. As a result, I had to play this with no sound. Maybe the game would have been more immersive with it.

There were some frustrating error messages about not being able to exit buildings because I was already outside, and I actually needed the walkthrough because I got stuck on the one puzzle in the game. I knew what I was supposed to do but had no idea how to accomplish it with the items I had. I think it could have been better clued.

It was also tough to suspend enough disbelief to swallow the story. The characters and settings were cute, but I wanted to interact more with them. You can't really explore or talk, and I didn't really see the point of what happened.

Don't think the game is worth looking at if you can't see graphics or play sounds, but if you can, I didn't find any critical bugs and the game is pretty short. Some neat customization options and the parser is probably the most polite one I've ever encountered thus far. The game is nice, light entertainment. I probably won't remember much about it in terms of emotional impact or excellence in scenery/imagery, but worth looking at if you have a spare hour and multimedia capability.

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De Baron, by Victor Gijsbers
4 of 4 people found the following review helpful:
Disturbing, but too well-made to write off, June 1, 2013
by Andromache (Hawaii)

I was reminded strongly of "Blue Lacuna" when I played this. But this is worse. Death is everywhere - literally and figuratively. I'm sickened and horrified and the game enhances this by presenting a public view and the true private one, allowing players to see how far things have degenerated.

I liked the conversation menus. I don't know why people hate them so much. I really enjoy them, as well as interfaces where possible topics get listed. I can never come up with things to ask about on my own or invariably miss something.

I'm still trying to process the game. Would I recommend it? Yes, but only to those who I know have read and can stomach things like this. I don't know how this game improves my perspective on life, but maybe it sheds light on my own moral code. As far as I'm concerned, the PC has no excuse and I feel no sympathy. Just because an act cannot be helped does not make it okay. It is still a bad act, even if the origin is understood. I pity the illness, but not the person, since they know they are doing wrong.

This game moves smoothly and deserves to be played. But since it does deal with a pretty traumatic real world scenario, I think it's important that people considering playing it assess whether something like that would cause serious harm because it hits too close to home. I cannot say I enjoyed the story, but did enjoy the exploration of the settings. Good mirroring in them, and that makes it work from a literary standpoint.

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Small World, by Andrew D. Pontious
2 of 2 people found the following review helpful:
Neat premise and good game for kids, May 29, 2013
by Andromache (Hawaii)

This was a cute game. Much like "Threnody" and "Sunset Over Savannah," fantasy and American cultural references are blended in a sensible way so that things work in realistic ways even if appearances are mythical. This made puzzles feel natural. The final puzzle gave me a tough time, but after some nudges with the hints about what to do, I was able to execute it myself. There was another puzzle that completely eluded me until once again, after some prodding, I worked out what I was supposed to do in that location.

I enjoyed the various environments, the different civilizations through history in each place. This time around, I was able to catch the Star Wars references. They are blatant but made me smile. The only thing I really didn't like about the game was a tiny nitpick about (Spoiler - click to show)lizardskin shoes. But that is just a personal blip to an otherwise excellent game that has a nice ending and a somewhat wacky feel. This game deserves more attention.

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City of Secrets, by Emily Short
3 of 3 people found the following review helpful:
Tricks and Truth, May 27, 2013
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?

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Lost Pig, by Admiral Jota
2 of 2 people found the following review helpful:
Family friendly and heartwarming, May 26, 2013
by Andromache (Hawaii)

This was a fairly easy game in which things worked realistically and smoothly. The pig was incredibly frustrating and I was stuck on how to catch it - not because the solution eluded me but because I'd missed a step. I eventually figured it out by myself with some experimentation. And that's a lot of how to get the answers. Playing with things, seeing how they work, and figuring out how to execute the obvious solutions. Thankfully, everything's well-clued. I got the full score on the first try, and I was pleased to see good behavior rewarded. I did use hints, but not for solutions. Just helpful nudges.

(Spoiler - click to show)I really liked the gnome. I didn't stay to chat about everything, but he was kind and made me smile with some of his comments. His speech is very polished and intelligent, so I was thinking at some parts that Grunk would not understand what he was saying, but I appreciated that the gnome didn't try to dumb down his words. It said something about the gnome's character to treat the clearly less academic Grunk as an equal. Some of the narration was funny, too. One of the ones I still remember is when you "x leaf" at the tunnel entrance. Grunk reasons the carving must be part of the stone because it's made of stone and vines are "made of vine." LOL Grunk's description of the pig is funny, too. "Tasty" is right.

I don't tend to make characters do crazy things, so my play of the game was fairly somber and straightforward. But with amusing and likable characters, fun toys to play with, and a lighthearted atmosphere, this is a wonderful story to lose oneself in for a little while. Highly recommend, and I think would be pretty easy for beginners because of the hints.

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Grief, by Simon Christiansen
4 of 5 people found the following review helpful:
Bleak, frustrating, and not relatable, May 22, 2013
by Andromache (Hawaii)

I was warned that this was the kind of game that you have to play through several times. This alone put me off. But I was slightly curious and figuring the game was tiny, I could try it out anyway.

Interaction is very minimal, which is a mercy for a game you have to replay but also means it's hard to get very invested in the story. I played through a few times and made different mistakes each time. But I'm not motivated to figure out the winning combination because to get hit with so many "random" tragedies just takes its toll.

Characters, setting, writing - I'd characterize everything as flat or bland. Everything has a kind of generic feel, there to serve a function that will inevitably turn on you. I couldn't even feel sorrow. If anything, the emotion I feel right now is frustration and even a little apathy. There's just no reason to care about the people and nothing particularly striking about the prose. I don't play games or read books for this kind of feeling. For tragedies to work, you have to get to know the people and like them, as well as caring about their plight. None of that here. Tragedy can be incredibly cathartic and beautiful, but it has to have heart, to speak to a person's emotion. There has to be just enough individuality in the character to make them real, as well as a plot with elements people have experience with. The subject matter was too narrow for me to relate to, and there was no other angle to view the plot from, no other sorrow that might have engendered pity or a sense of loss. This kind of game might have worked if the object was simply not to get killed, without trying to be sad, because the genre isn't served well by constant replays and short game length.

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Suveh Nux, by David Fisher
3 of 3 people found the following review helpful:
Rewarding Experimentation, May 21, 2013
by Andromache (Hawaii)

Okay, I confess. I needed the hints. I was on the right track, but math really isn't my forte. I see numbers and my brain gets confused and I become intimidated. But don't let that deter you, if you're like me. The game is not all about math.

This game was fun. Absolutely a joy. Learning the magical language was a snap, and most puzzles except the numerical one were totally intuitive. I spent a lot of the game not even worried about getting out - just trying things to see how far I could push conditions before I died. And you can die, but it's very easy to undo and carry on. Puzzles are so well-clued and I felt a real sense of accomplishment solving the ones I managed to do on my own. Well worth my time.

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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, May 21, 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.

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Savoir-Faire, by Emily Short
4 of 5 people found the following review helpful:
Puzzles got in the way of story, May 20, 2013
by Andromache (Hawaii)

This is not a proper review. Didn't finish the game and don't really intend to. Already having problems in the beginning of the game. It's possible to lose vital items or worse, unknowingly lock yourself into areas. At least, the author does give warning that the game is like this, so people who don't care for that kind of experience can turn back quickly. From what little I saw, puzzles seem logical but also arbitrary. It's like things are difficult just for the sake of being difficult. Even though some of the difficulty comes from the player character himself and his attitudes, it still feels not entirely justifiable. (Spoiler - click to show)PC doesn't like to get his hands dirty, or his clothing. Can't just eat anything. Needs a proper meal. In short, someone who seems all too ashamed of his peasant heritage and annoyingly stuck-up. Heck, there's not even a way to boil water that I found, 'cause the characters can't do it themselves. Oh no. They need slaves, even if those slaves are machines.

I'm wondering how anyone got far enough in the game to make a walkthrough, unless they used hints. What little I saw of the story seemed intriguing, but the puzzles make it so I'm stuck wandering around and whatever attraction the story holds gets lost in the frustration. I could play through with the walkthrough, but if I need it for most or all of the game, seems like what's the point of playing it? For me, getting stuck a few times in a game is normal. You can imagine my impatience for more than that. To play a game through with no hints is rare and means the game is super easy.

The one good thing that came out of trying this game was that I learned why I'm not a puzzler, and that there are degrees of difficulty in terms of puzzle solutions. It's great that the author incorporated the PC's characteristics into the game, but just made the atmosphere less enjoyable.

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The Plant, by Michael J. Roberts
1 of 1 people found the following review helpful:
Thoroughly Average, May 19, 2013
by Andromache (Hawaii)

The puzzles in this game were sensible and fair. I got stuck twice, but after discovering the solutions, I didn't feel too badly about not being able to find them. There are some red herring items that obscured some puzzles for me, and I'm not really sure why they were there when they're not really useful. Specifically, it made no sense to be able to manipulate them. I realize the point of red herrings is essentially to be useless. Made one puzzle more frustrating than it needed to be. The endgame puzzle was a bit incredible, however. Well-clued but who would expect it would have the effect it does? Couldn't suspend disbelief enough.

The story was a bit confusing and characters were pretty flat. Gameplay was good, but this isn't really a game I'd recommend to friends. This is definitely more for puzzle solvers.

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Augmented Fourth, by Brian Uri!
4 of 4 people found the following review helpful:
Amusing and Satirical, May 17, 2013
by Andromache (Hawaii)

I can’t really comment on the story of this game because it’s clearly not meant to be taken seriously. I’ll say that some of the writing made me laugh aloud. Comments where the author directly talks to players, the inventive score system, and the sheer idiocy of the king were fun reading. The ending was actually quite enjoyable to play through and magical music was quite a clever device.

The puzzles were mostly fair, but I did get desperate enough to turn to the walkthrough at about mid-game. In hindsight, the solutions usually made sense, though my one quibble is the last one before the endgame. (Spoiler - click to show)It was getting the key to the door to the surface. Yes, it makes sense if you play with words, but it’s not something that I think really comes to mind, since the solution uses an object that you’re told you can’t really make sense of. Also, the pamphlet tells you one of the NPCs has the key, which he doesn’t. For reference, the other places that stumped me were the key to the safe and getting into Squiggy’s tower. Those solutions were fair, though you can make the game unwinnable by using the solution to the tower in a different way. In my opinion, the tower puzzle could be better clued. For example: "The cleft is too small to enter. Perhaps if you could widen it…" For some reason, it didn’t occur to me to try to get rid of it, thinking it had something to do with Squiggy’s demise. Though I didn’t test it to make sure, I think you can make the game unwinnable without realizing it, particularly because you need to destroy the object. Therefore, the loss of said object might not immediately tip you off that you’ve just broken the game.

I’d say the game is worth playing just for the laughs. My favorite puzzle was probably the maze, and that’s saying something. It was a maze that was satisfying to solve.

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The Elysium Enigma, by Eric Eve
5 of 6 people found the following review helpful:
I wish I could have liked it more, May 13, 2013
by Andromache (Hawaii)

I finished the game with a near perfect score. Much of it was done without the hints. In fact, I didn't need them to actually win. I just used them for some checking to make sure I didn't miss anything. The puzzles were that intuitive. I only found one minor bug. (Spoiler - click to show)Since I managed to get the cube late in the game, after stunning Leela, she was out cold but was still able to point it out when I boarded the shuttle to leave. If I wanted to replay the game, I could probably get a perfect score, but since the endings weren't all that interesting, I'm not inclined to.

Technically, the game played very well. But story, setting, and characters all didn't work for me. I didn't care for the player character, didn't like Elysium, and especially didn't like the NPCs there. (Spoiler - click to show)Soolin and Andrew would have made a better couple, IMO. Because I didn't like Elysium, I couldn't feel all that bad about the tragedy that happened over two hundred years ago, for which the Elder still holds the Empire accountable. Yes, they did wrong, but no need to blame Andrew. And I knew Leela was hiding something when I found her camp. Besides, didn't the Elders kill Mark? This really wasn't a place or a role I enjoyed inhabiting, and because it was so distasteful, I can't be as kind as I know the game deserves. (Spoiler - click to show)But I like the idea of the drik. What a handy tool. I want one.

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Aotearoa, by Matt Wigdahl
4 of 4 people found the following review helpful:
Cute Journey of Empowerment, May 12, 2013
by Andromache (Hawaii)

Being from Hawaii and having read Whale Rider, "Aotearoa" was on my watch list once I was made aware of its existence. It plays much like "Blue Lacuna" in terms of parsing, so I adapted to the keyword system pretty easily. I like it, and definitely appreciated all the scenery and background information implemented. I mean, even down to a guardrail.

This game was so easy I did not need to resort to hints. There was never a case where I wandered around wondering what I’d missed. I was also told explicitly what to do and why some solution or other wouldn’t work. I really appreciate those sorts of feedback responses, so I know at least I’m on the right track and just need to fix whatever the problem is.

Again, being from Hawaii, I am familiar with Maui and some of the stories about him. I also recognized some words, like "tapu" ("kapu" in Hawaiian), mana (same in Hawaiian), and "taro" ("kalo.") Also, "atua" ("akua.") I appreciated the history and backstory implemented into the menus. Helped to flesh out the game world. And naming the animals was lots of fun. (Spoiler - click to show)Riding the Notoceratops and the scene where we’re staring at each other for magical, spiritually connected moments is something I won’t soon forget. Such a mighty, magnificent creature - deadly but also friendly at the same time. I named mine Boga, because it kind of reminded me of Obi-Wan’s battle mount in Star Wars Episode III.

Characterization’s not that deep, but what’s there is very engaging. (Spoiler - click to show)I liked looking at Tim’s backpack and piecing together his backstory and getting to talk to the captain and Eruera about themselves. Speaking of Eruera, I really liked him. He was a great mentor for Tim and I could see him becoming an adopted dad, since he’s got his aunt. Having Tim be the one to help Eruera and having Eruera encourage Tim with stories and tidbits of Maori culture really helped me to bond with him and made me feel empowered. It was also comforting to have an adult there who was calm and practical. The nanakia was cute. I confess I was laughing at the poacher when the nanakia was getting the better of him, and the end sequence being chased by poachers is really well done. There’s not a move to waste, and a fair amount of ways to die. Adds to the urgency that there’s really no time to try to explore, but it’s not exactly a timed puzzle that requires a lot of trial and error. Was rather fun to plow into the jeep and kill the poachers inside. I hope that dinosaur got away and destroyed the place. I think it’s implied it did, but we don’t see it conclusively.

I highly recommend this game. Good writing, enjoyable characters, and I appreciate that while this is a game that reads like juvenile/young adult fiction, I don’t feel excluded or patronized. This sort of thing would probably make an entertaining cartoon. A great effort.

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Worlds Apart, by Suzanne Britton
6 of 6 people found the following review helpful:
Just about perfect, May 10, 2013
by Andromache (Hawaii)

This is my second time playing "Worlds Apart" and it was an incredible, cathartic experience. It just pressed all the right buttons for me. Yes, I needed the Hints twice - once because I genuinely didn’t know what I was supposed to do, thinking I’d tried everything, and the second time was that I hadn’t realized one of the items was useable in a certain way. (Spoiler - click to show)Specifically, getting rid of the guardian and using the globe. But the rest of the puzzles were solvable pretty intuitively. That being said, the Hints system is one of the best I’ve seen. Context-sensitive, gives hints little by little, and it remembers where you left off if you call it up again. No need to go through all the hint revealing again.

There’s some disorientation because there’s no explanation about the game world. Player character knows more than the player and the game narration doesn’t really elaborate on setting, races, culture, etc. However, these things can be pieced together with character interactions and there’s more of a sense of being there because of the lack of initial exposition. Still, separate documentation about the basic races, continents, and social structure would be nice from the start, so that names and places aren’t confusing.

The game was completely accessible. The status actually had a command, which more games should implement. Some screen readers cannot access game status lines, and if compass directions are put there, it’s pretty useless for a blind player. Also, menus are number-based, which is the most useable for blind players. True menus do not work well with any Mac interpreter, that’s for sure. As a blind player, this aspect alone would make me rate it higher than I otherwise would. But even without these considerations, I still give it a perfect score. This is just icing on the cake.

Interestingly, the game map is tiny, yet the content is huge. It does help that the world changes often, so due to repeated exploration, it’s a good thing the map is small. Flashbacks are implemented well, and the tutorial for using unconventional abilities for the player character was cleverly done. There was an in-character reason to have it, so it felt seamless.

But I think the best aspects of this game were story and characterization. The people are definitely distinct, believable, and evoke strong emotions. (Spoiler - click to show)I had Lyesh sever ties with Yuri and found I didn’t feel all that bad. It was like, "You don’t need a coward for a friend." But I could also see it in Lyesh’s character to forgive him. Then I had Lyesh go and help Lia, since I reasoned she still cares for the girl. In fact, my thinking is she still cherished the memories of Yuri, but she was an adult now and it was better for her to just complete the separation that he started. My favorite character would have to be Saal, though. A warrior but not cruel; a lover of tricks but not dishonest; a predator but compassionate; someone with agendas but not to use people. It’s neat to be able to talk to the characters and ask them about things I’ve seen and heard and get a lot of information that way.

The story, though, had elements I adore. A close-knit mother/daughter, mentor/student relationship; special abilities; losing friends and making new ones; transitioning from codependence to independence and empowerment; bonds that last forever; and a bit of pain just to make things interesting. (Spoiler - click to show)There is even a winged serpent in the game, and I *love* that. I have a fascination with snakes and reptiles. And I tend to prefer dragons that are serpentine as opposed to lizard-like and fire-breathing. Truly, this game had everything I enjoy: integrated puzzles, a knapsack to satisfy my packrat tendencies (at least in IF), in-character puzzles, vivid and reasonable characters (not dysfunctional), and a story that left me feeling cleansed and comforted.

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Threnody, by John "Doppler" Schiff
2 of 2 people found the following review helpful:
A Warm and Furry Treasure Hunt, May 6, 2013
by Andromache (Hawaii)

This was a cute and satisfying game. Fluffy. If that’s not to your taste, you may really dislike the game. But when you have cats with nine tails and a pseudo fantasy feel with American cultural references shamelessly borrowed, it’s kind of to be expected. This is light entertainment and it was nice to play a treasure hunt game with a story. You can choose to play as a mage, warrior, or rogue and as a male or female. I played as a rogue female. One day, I will probably try playing again as a different class. I liked the rogue character and the items were well-imagined. Even the characters, while nothing deep, were distinct because each one had specific personality traits. Writing is spare, but mostly error-free.

I did need the walkthrough for a couple puzzles and there were some minor bugs. (Spoiler - click to show)Jeremiad is still reported to be in the garden after you free him. If you ask Threnody about the impossible cube, she talks about symbols that aren’t even on it. It’s as if it’s the wrong conversation or the puzzle used to be different but the advice was never changed to reflect the revised cube. As for the puzzles I had difficulty with, one of them was purely a "guess the verb" problem. The other one I probably could have gotten if I went through my items more methodically. I just didn’t want to bother taking the time. Also, there’s one unfair area that gives no indication you’ve missed a treasure. I would not have gotten it without the walkthrough. It’s not clued at all that I can remember, or only clued once and not a part of the room description. That’s a major failing. And be advised you don't need every item you can pick up, so it can be overwhelming. At least, inventory is not limited that I found.

Unfortunately, because of the specific wording required to reach the optimal ending and clearly not enough beta testing, I have to rate this lower than I would have liked. I don’t regret playing it, but I do regret the mechanical problems that made the game a bit more difficult than it needed to be.

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Blue Lacuna, by Aaron A. Reed
6 of 6 people found the following review helpful:
Underwhelmed, April 23, 2013
by Andromache (Hawaii)

Based on prior reviews, I was uncertain whether or not to try this game. I got the impression I would like some aspects and dislike others, and I have to conclude that I was correct. But in the end, taken together, it's not really a satisfying ride. Smooth enough to keep me playing to the end, but I found a couple rather glaring bugs which made the game pretty much unwinnable if you didn't have a restore before that section. One of them actually printed a weird error message that should have been caught in beta testing. Travel by landmark was a nice touch, but conversation was sometimes clunky, giving odd responses or errors that a character was unavailable when you're standing in the same location.

I will say that the setting was remarkably rendered. It was neat to play a game where weather and time of day actually matter, and though the interface took some getting used to, I found it convenient and well-implemented for the most part. The vividly imagined environments were described clearly, but not overdone. Specific but not verbose or dull to read.

However, as great as the setting was, the characters and themes were wishy-washy, inconsistent, and frustrating. It was like the author couldn't decide who anyone was. While I understand about the importance of imperfection in crafting compelling characters, this was more like behaving based on whatever feels right at the time. And that's just not enjoyable. (Spoiler - click to show)For example, Rume chastises the player character for painting, for following her own nature, but it's not her fault. If the player tries to have her wake him to explain properly, there's a message that Rume's asleep and you'll say goodbye later. Okay then. So you paint and then Rume just assumes you weren't going to say goodbye at all. And let's say his impassioned plea for you to give up who you are for him is granted. Well, twenty years later, after your daughter abandons you to pursue her own life in anger and impatience, the player character is in turn abandoned by Rume, who says he must follow his own nature. And he doesn't say goodbye. No. He's gone and leaves a letter. Hypocrite much? And the same goes for Progue. Sometimes, he's submissive and deferential and sometimes surly. At the end of the game, it's even more jarring because the game tells you his attitude is submissive but he's willing to attack the player on his own initiative. He also scolds the player for not helping him when earlier, he said he hadn't Called her, and then uses the fact she didn't help him when he needed her as some twisted justification for why he deserves to get his way. It's flat-out emotional blackmail. It's true that people don't always act predictably, but
actions and words really should match up better. If you say a character feels a certain way toward you, that should be borne out consistently unless something dramatic changes the mood. And I don't just mean disagreement. That's not enough. It was like the characters had to do things to make the plot go a certain way, so weird contrivances without proper explanation or foreshadowing had to be used. If the player cannot tell the character they're controlling to do something, it is unfair and annoying to then blame the player for not doing it.

(Spoiler - click to show)And then there's the weird dichotomy between art and love, which I don't think are mutually exclusive. Love or hate, art or science, friend or foe. These make sense. But it's very possible to be capable of both love and art, and if anything, I think they enhance each other.

The endings, too, didn't work for me. I think they might have worked better if I could actually respect and like anyone, but as it was, everyone was selfish and manipulative, to a greater or lesser degree. They either ran away from their problems, blamed the player character for not doing as they wanted, or abandoned the player character when they no longer needed her.

"Lacuna" is worth playing at least once, for the game world and innovative interface. But don't go in expecting to connect with anyone or to have your horizons expanded. And definitely don't go in thinking you can change the story. You can move through it at your own pace and with your own play style, but you really can't influence how events play out unless you play as a manipulative, dysfunctional person.

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Katana, by Matt Rohde
7 of 7 people found the following review helpful:
Educational but tedious, April 20, 2013
by Andromache (Hawaii)

I'm sad to say it, but on playing this game a second time, I'm less impressed overall. Setting is still great; I can vividly imagine the various locations and characters. However, puzzle implementation was sort of choppy; only one solution for them, and sometimes, it didn't make sense to only have one. Descriptions didn't change when the environment was manipulated, and while I did appreciate the cultural words and education, I thought it was unfair to have puzzle solutions depend on information you don't have ready access to at the time you need to solve the puzzle. I mean, okay. IF gamers probably do take notes, but for this game, if you didn't take down the right information or weren't really thorough in your examination of objects, you'd miss solutions. There were two or three puzzles I got absolutely stuck on and would never have finished the game if not for the walkthrough provided. Often times, I hit on solutions purely by experimentation. Not that I was doing random things but some solutions require repetitive action. And that's another thing. On top of the notes and repetition, gameplay sometimes felt more like work. And then there were the "guess the syntax" problems and minor bugs that caused some frustration when I wanted to do something but didn't know quite how to phrase it. The game would ask for strange clarification, and when you answered, it would ask again.

The story, too, left me unsatisfied. The fantasy elements were great. My favorite thing about it was the magic. But the romance was melodramatic and I found it shallow and overly sweet. It would have been better if it were more subtle and wistful, instead of the player character being treated shamefully during the endgame because the only thing that mattered was being reunited. It especially annoyed me because I was the one doing all the work.

The game is worth playing for the scenery and mythology. There some graphic violence scenes, but only when necessary.

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Babel, by Ian Finley
8 of 8 people found the following review helpful:
Pride before a fall, April 18, 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.

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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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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 8, 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.

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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 27, 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.

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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 25, 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.

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Vacation Gone Awry, by Johan Berntsson, Fredrik Ramsberg, and Staffan Friberg
1 of 2 people found the following review helpful:
So not my thing, December 24, 2012
by Andromache (Hawaii)

The premise of this game looked interesting. I certainly wanted to know what happened to the player character's family. So I began playing, and soon discovered what I've taken for granted playing modern IF - intuitive command entry. It should be noted that I did not grow up with text adventures. I have no nostalgia for tedious gameplay, timed puzzles, and constant restoration. My intro to IF were games like Photopia, The Moonlit Tower, and Glowgrass. All excellent works, I might add.

I will say now that I have not finished this game and do not intend to. It is just too frustrating a prospect since I was already banging my head against a wall before even making it past the first puzzle. I did eventually solve it when I realized it was timed and I'd seen what to avoid, but it was a lot of trial and error. I do not consider that a worthy expenditure of effort or time. Every step forward presented a new problem for which I couldn't think of a ready solution without experimentation, and continuing in that vein to reach an end that might not be worth it is just not my idea of fun.

I don't like writing negative reviews. I wanted to enjoy this more. But the genre, choppy parsing and puzzles that I did not find intuitive combined to finally have me giving up on the game.

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Shade, by Andrew Plotkin
3 of 3 people found the following review helpful:
Elusive symbolism, but well-written, December 24, 2012
by Andromache (Hawaii)

I've never been very good at working out symbolic meanings. I think I'm supposed to take something away from this, but it eludes me. (Spoiler - click to show)I have impressions of someone going mad from dehydration and possibly drug use, but the ending feels like I'm supposed to be grasping something that I'm not.

There were some parts of the game where I struggled with what to do. (Spoiler - click to show)The only thing that gave me any clue was that if something was intact, it must be destroyed. However, I had tremendous fun wrecking everything, and the writing during that part of the game had me laughing out loud. The to-do list, changes in room description, and the plant showing the state of dehydration were nice touches and enhanced the bleakness of the atmosphere.

This is a fun diversion and mostly intuitive. Not difficult at all for anyone familiar with IF conventions. It's worth playing just for the amusing and ironic writing.

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The Dreamhold, by Andrew Plotkin
2 of 2 people found the following review helpful:
Imaginative Setting but Unsatisfying, December 23, 2012
by Andromache (Hawaii)

I'm a bit conflicted on this game. I loved the exploration but am frustrated by a couple puzzles I never found the solutions to. The writing was too vague to get more than fleeting impressions, and even though I did complete the game, I'm still not sure if my impressions are correct. If they are, I have to say I don't like the player character much, which probably influences my feeling of dissatisfaction. On top of that, I'm left with questions concerning the character's backstory that don't have answers that I've found in-game. (Spoiler - click to show)I realize the character doesn't remember specifics, and using masks as devices for recall was a neat idea. But by the end of the game, the character should be able to fill in gaps, and I don't see that happening. Also, the issue with his child's deformed foot and the crutch, which figures prominently but not sure what happened to the child. Was he killed in combat? Was he killed by the player character?

Due to the sketchiness and ambiguous writing, puzzles don't feel precisely natural. Ostensibly, the character knows what everything is and how to use them, and the puzzles feel like they are just put there for something to do. (Spoiler - click to show)No real reason why the masks would be scattered around the property, or that there'd only be one glove in the shed.

Mechanically, I thought the game played well. Writing was good also. But ultimately, my frustration with the extra puzzles and unclear storytelling leave an unfavorable impression.

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Bronze, by Emily Short
3 of 3 people found the following review helpful:
A more mature fairy tale, December 23, 2012
by Andromache (Hawaii)

I'm revisiting this game after a hiatus from interactive fiction and it is still a good story. Beauty and the Beast is my favorite fairy tale, so when I saw this was inspired by it, I had to play it. The first screen drew me in and gave me a clue right away that this heroine, while just as determined and sensible as the Beauty of the fairy tale, was not necessarily pining for her family or even that devoted to them. Much like Metamorphoses, there are multiple endings which allow for roleplay of the protagonist in some very unconventional ways.

As the story unfolds, one begins to see that none of the characters are true to the source material, but they do retain their roles. That is, what they do is the same; their personalities are not. It's a study in contradiction, where there's a jaded, flawed, and yet somehow likeable Beast and a Beauty that's caring but also a tad vengeful. This newest version of the game sees more polish to the vignettes of their backstories, with some downright hilarious lines and touching moments. (Spoiler - click to show)Like how the Beast says not all the women who died before they were married were his victims. Quite amusing in context. And when Beauty and Beast meet again after their week apart and you can tell the Beast is truly moved and honestly hadn't expected to ever see her again. Or his thoughts about Beauty later in the game, and her own affection for him.

In terms of mechanics, the travel system is awesome. I wish all games had it. Puzzles were well-clued and felt natural. The room counter in the status line was handy. And the system of magic and servitude was explained clearly and worked for me.

What I like about both Bronze and Metamorphoses is the obvious attention to detail in world-building, characterization, and background. I get the sense that these characters are real to the author and while there's a nagging sense of only scratching the surface, what players do see still manages to have a strong impact emotionally. These people have distinct voices in the narrative and because no one is purely good or evil, there's a satisfying depth to them not found in the conventional fairy tale.

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Metamorphoses, by Emily Short
2 of 3 people found the following review helpful:
Deep and faceted game, December 23, 2012
by Andromache (Hawaii)

This is the second time I played this game. The first time, this database was either not operational or I hadn't discovered it yet. Being one who comes and goes in the interactive fiction community, part of the reason I replayed it was to get back into the mindset of this medium and I remembered I thoroughly enjoyed this game the first time.

Playing again, I have to say I appreciate it more because I'm not as preoccupied with how to solve the puzzles. It's not that the puzzles are hard; they are in fact incredibly intuitive and I didn't need a walkthrough. I even found several solutions to puzzles that I hadn't discovered the first time. There is one guess-the-verb issue and another solution that is somewhat alarming, but I think this is a subjective judgment coming from someone who isn't generally in it for the puzzles. I don't mind puzzles, but they need to be consistent and plausible for the story, and all of these were. They were even fun, because you can be very creative with the paths you take.

However, what really makes this game stand out for me is the symbolism and writing. Knowing more or less the results of actions allowed me to focus more on aesthetics in prose and story, and this game is a good combination of acquiring items and giving those items significance as more than just treasures to take home. They are concrete items with ties to the immaterial, and it's not only the items that undergo changes.

It is tough to talk about the game without spoiling things. But if you like well-intigrated, logical problems that grow out of the world and backstory of your character and get fulfillment from endings (yes, there are multiple ones) that make you think and are what you make of them, I think this is a journey worth taking that is immersive enough to revisit from time to time. I know this one isn't leaving my collection if I can help it.

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Ditch Day Drifter, by Michael J. Roberts
9 of 9 people found the following review helpful:
Happy Hunting, January 23, 2009
by Andromache (Hawaii)

Every once in a while, I'm in the mood for an old-fashioned treasure hunt. This game sounded like just the thing to satisfy my craving. Well, it didn't disappoint.

First, the negatives: no hint/help system, and I couldn't figure out how to get the game to tell me when my score went up. Not that I couldn't check the status line, but I'd have felt more accomplishment if I'd been notified. But those are really personal preferences.

The game was put together well. No bugs that I ran into, puzzles were really easy, and the most annoying thing was just the hunger/sleep. Even the maze was easy. I solved it by myself by taking a few notes. I'm very proud of that.

The only reason I give the game three stars instead of four is that I had to play through it twice because I took so long exploring everything. But really, the game is finishable with only one item of food. I liked the game enough to play the sequel. Usually, treasure hunts aren't my first choice, but this game was so straightforward and smooth to play that I'd recommend it.

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Tookie's Song, by Jessica Knoch
2 of 6 people found the following review helpful:
An ambiguous opinion, January 21, 2009
by Andromache (Hawaii)

This game turns humans into lab rats, which doesn't really sit well with me, which is why I gave it an average rating. Also, there's a minor bug that makes the game somewhat choppy to play during that section, but it's quite cleaned up for a first release. Puzzles are super easy and the hint system was nicely implemented, broken up into bite-sized pieces so as not to spoil the game outright. The game is entertaining, if a bit condescending. Worth playing at least once, but the cuteness doesn't really mesh with something as serious as respecting the dignity of experimentees.

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The Water Bird, by Athan Skelley
3 of 3 people found the following review helpful:
Frustrating Beyond Belief, January 21, 2009
by Andromache (Hawaii)

This game was so unplayable I never bothered to finish it, even though somebody went to the trouble of writing a walkthrough. The author said they didn't favor hints, which is unfortunate because this game really needed them. There were so many bugs, and I'm not even the type who tries wild experiments just to see if the game deals with them. You could only carry a limited amount of items, and if you had multiples of the same item, you couldn't examine them. The game would ask which item you mean, when there's only one choice. Puzzles were obscure and there's at least one instance I know where you have to guess the verb.

Basically, bad mechanics ruined what could have been a very interesting story. I was so disappointed I couldn't finish the game.

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Dragon Adventure, by William Stott
6 of 8 people found the following review helpful:
An easy, clean diversion, January 21, 2009
by Andromache (Hawaii)

I tried out this game because it has sound effects, and sound effects are just plain fun. I enjoyed the added immersion.

This is a good game for people new to IF because it's short, text is sparse and concise, the world isn't overly huge, and puzzles are mostly easy if you follow the old convention of experimenting with items. There's also a handy sack for unlimited inventory space, and it automatically shifts things around so you don't get those, "Your hands are full" errors.

There isn't much of a plot to this game, though I do like that I could win without killing anyone. A cute game and worth the couple hours it took to play.

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