Curses is the first game I think of when I think of interactive fiction, together with Anchorhead. Sprawling, light-hearted, with a compelling backstory and cast of supporting characters.
For me, the beauty of the game is in the development of the plot, with a continually increasing sense of wonder. Another wonderful aspect is the open sandbox feel; this is a very non-linear game.
Although the game is very difficult (I've played through it three times, and had to resort to a walkthrough every time), there are so many puzzles that you will still solve quite a few on your own. Many puzzles have multiple solutions, or can be bypassed completely.
*Amusing things: There are three characters that have interesting reactions to all ten of the (Spoiler - click to show)rods. Those characters are (Spoiler - click to show)yourself, the knight, and Austin.
Review for Steam Edition:
Anchorhead is a masterpiece of interactive fiction. In this well-illustrated Lovecraftian game, you have to piece together the history of your husband's family as you move to a new town with a dark history.
This edition fixes a lot of the worst puzzles from the first edition, especially the very difficult mill section. It adds some new puzzles, too, some of which I found quite difficult (such as the dinghy), and others less so (the new opening sequence).
The illustrations are very well done, and go a long way to making this worth the purchase price. I love this game, and I'm glad to see it in such good form. I also appreciated the change in the orderly's magazine, which made me laugh. Some of the older texts in the game contain echoes of Lovecraft's racism, and they seem to be written new for the game, not old texts quoted, so I thought I'd mention that.
Earlier Review:
Anchorhead can completely draw you into its world. The writing and atmosphere are classic Lovecraftian horror, beginning as merely dismal and developing slowly into madness. Early scenes take on far different meanings on a second playthrough.
That said, this is a very hard game. I'm not sure how anyone could solve the (Spoiler - click to show)telescope lens puzzle on their own.
However, the depth of the game and the quality of the writing is such that it is still enjoyable even if you have to resort to hints from time to time. Many of the best moments are also the easiest puzzles.
By far the hardest interactive fiction I have ever played. It is just a series of puzzles, represented by characters. Puzzles include Euclidean geometry, wordplay (similar to cryptic crosswords), and a maze.
Some of the puzzles are bewilderingly difficult (such as the name of the Mark of Water). I don't think that it was ever intended to be solved without cheating. Using a decompiler gave a few answers that I could not otherwise get.
This is a pure mental-exercise game with no plot. I've brought up some of the puzzles on Stackexchange and Reddit, and it provoked some good discussion, so this is a good game to mine for interesting puzzles.
This game follows a small group of young adults as they investigate mysterious occurences for the school newspaper.
The hint system is supplied in the form of notes, assembled by a young man on behalf of the female narratot. I STRONGLY recommend reading as many of the hints as possible, as they pai t a fascinating picture of the young man, the narrator, and their environment.
There is a second, subtle hint system that soon becomes apparent to anyone getting stuck in the game.
I would recommend this to newcomers based on the two help systems and for experienced IF players based on the rich storyline (including the hidden scene detailed in the Author's notes).
This is a game with a huge world. The writing is excellent, with interesting historic tidbits and a fun NPC.
However, the game is full of hard puzzles that leave little room to do anything elseif you are stuck. Unlike other games with huge worlds (Zork, Curses, etc.), this game is pretty linear.
Another issue is that many of the puzzles are simply unfair. As other reviewers noted, you are required to look in places you are never told you can look. I got stuck for hours at a time two or three times, and each time was due to an invisible exit I didn't know I could use.
There are at least three camps in the IF world: those who hate using hints; those who rely strongly on walkthroughs; and (the largest group) those who like to play as long as possible without getting hints, and then use just enough to get them through.
This game appeals to all three groups; on one hand, the game world is fairly open and completely forgiving, allowing explorers to try other areas when they are stuck on a given puzzle.
On the other hand, the hint system is embodied in a large group of NPCs with fun personalities. Even better, some of the hints are wrong, as the NPCs have imperfect knowledge of the world.
The gameplay is most similar to Heroes, with a magic system and a lot of find-item-use-item puzzles.
The one annoying part was having to repeat the same basic commands over and over again. The "record" command is very helpful, although I won without it.
Unlike many similar games, the endgame was very rewarding.
I learned that this is an entry for a micro-writing contest, where all entries must be 300 words or less. Given that my only issue was the length, I am giving this five stars for the format that it is intended for.
**Original review**
This is not so much a game as it is a way of presenting a short, scary story. It is very-well crafted while it lasts, but there are only one or two real choices in the game, and they don't make a large difference.
I want to be clear that the game is exceptionally well developed and put together--but I expect that most people playing interactive fiction are looking for something much longer than this.
"Theatre" was developed after "Curses" and before "Anchorhead", and has many elements in common with both of these games, including some shared puzzles. It is a large, sprawling game, with many puzzles in the find-an-object-use-an-object category.
I found it slightly easier and slightly smaller than the other two games, but it may have just felt smaller because I always felt drawn forward to complete the game. A series of lost journal pages for collection provide a fascinating backstory.
As others have said, the writing feels a little off at times; however, the game gave me quite a few genuinely creepy moments during exploration, similar to the famous (Spoiler - click to show) "you forgot to close the front door" moment in Anchorhead. The game was strangely compelling despite the weaker writing.
As I said, the puzzles are slightly easier than many similar games. I also noticed that the author favored certain puzzles; for instance, there were at least five puzzles where the solution involved (Spoiler - click to show)pushing or moving a large object around.
A couple of times in the game, I thought I had put myself in an unwinnable situation by entering an area without some object I needed to get out. However, I found I was wrong. I don't think there is really any way to lock yourself out of winning, except by using one-use items when you shouldn't (when you have used a one-use item correctly, it will be obvious).
A couple of things, I wasn't quite sure what they did: (Spoiler - click to show)turning the switch in the electrical panel, and wearing the amulet. Also, as other reviewers noted, there were quite a few plot points never resolved.
However, I didn't feel cheated.
The one star off is for the lack of polish and the plotholes. Overall, though this is one of the most enjoyable games I have every played (for reference, the other games I've most enjoyed are Curses, Anchorhead, and Not Just An Ordinary Ballerina). I anticipate playing through it again several times in the future.
(I added the star back later)
Muldoon Legacy is an enormous game, one of the largest I have ever seen. It has a wide variety of interesting puzzles, with a sci-if/fantasy backstory.
I fully expected to deeply enjoy this game, having loved Curses and Not Just an Ordinary Ballerina, and having just come off the similar game Theatre. However, I just couldn't get into the game.
I played without a walkthrough for a few days, getting only around 11 points. I am not the greatest puzzle solver, and I don't mind using walkthroughs when I'm stuck, but the game gets stuck too frequently.
Case in point: after the intro (which required some, to me, unintuitive commands), you begin at the museum's steps. As you are immediately told, getting in requires not one, but two keys. And the second key requires (Spoiler - click to show)a seemingly random sequence of button presses on a keypad). There is virtually nothing to do while waiting to solve this puzzle.
Compare this to other games with early bottlenecks, like Zork. There, if you can't get in the house, you can always explore the forest. And if you do stay to solve the puzzle, putting yourself in the mindset of the character gives you the answer almost immediately. (Spoiler - click to show) Door locked? Try the window . The beginnings of other games such as Curses, Ballerina, and Theatre all give you more options or a more gentle beginning, and giving you a pile of smaller puzzles that aren't that hard to work through while digesting the big ones.
One bottleneck would be fine, but they occur over and over again. It is as if ALL puzzles require "two keys" (for instance, another early puzzle requires (Spoiler - click to show) lighting a match with a brick you had to search for outside, then using the match to light a branch you found in another room. And the brick can't be found by using "examine"). This is compounded by my least favorite way of creating fake difficulty, which is giving rooms exits that are not in the description (although you are given hints in other areas about these exits).
I suppose that this game resembles Jigsaw more than anything else, with similar fake difficulty and bottlenecks. Both games, however, are still fun to play through, but don't expect to get far without a walkthrough.
As a final note, Jon Ingold writes some great games. I especially enjoyed the short game "Failsafe", and many people have enjoyed "All Roads".
Revised comments:
I decided to at least see the rest of the game. The nozzle room was one of the best things I had seen in all of interactive fiction. But I stand bh my original review. What makes this game not click if it has great puzzles and enormous amounts of locations, and a developed plot?
Pacing.
J.R.R. Tolkien had the same issue. He developed a massive world, and coalesced it into the Silmarillion, which had great, well-written, detailed stories. It flopped. I like it, but it flopped. He then learned to trim his work down and focus on likable characters, a well-developed plotline and beautiful location descriptions.
This work is like the Silmarillion. It is 2-4 times the length od the massive curses, which Graham Nelson wisely trimmed down in size from his first draft. Puzzles are dense, and detailed. People say they like hard puzzles, but what they really want are puzzles that make them feel smart for solving them, but can be solved after a reasonable time. And, like the Silmarillion, no characters are especially likable. Everyone seems somewhat elitist. One finak issue is the prevalence of guews-the-verb issues.
I would recommend glancing at a walkthrough after each area to see if you did everything necessary. This game is enjoyable, but don't stress out about getting hints.
This is essentially a good, though short, "creepy" game with purposefully silly descriptions. The puzzles are hard enough to be fun and easy enough to not ruin the goofy atmosphere. Puzzles are essentially "collect everything and try it all one by one in each room".
I supposed the reason I most enjoyed the game was the pacing. There is always something to do to move the game forward. I used hints on the very last puzzle, but I didn't really need to.
Game can be finished in under a hour. One or two simple mazes with no tricks (people who hate mazes might even like these mazes).