I was interested in Dungeons and Dragons at a young age, and I remember reading the first AD&D Player's Handbook with a flashlight when I was in grade school. So any game that manages to recreate the feel is a good one for me.
This game reminds me quite a bit of the parser game Heroes, one of my early favorites from when I started playing IF. In both games, you choose a class (both have a magic class, thief class, charmer class, and a physically powerful class), and then experience the same set of events but through a different viewpoint.
In this case, it's a fairly standard series of Western RPG tropes. I played through as a wizard, and died in my final confrontation. I plan on replaying to see more.
I received a review copy of this game.
You start out getting a specific reason that you are called on a quest. You journey to a great city, having an encounter with thieves along the way. In the city, you choose a patron (with a patron for each main class). Eventually, an evil wizard begins attacking, and you have to choose between 4 quests (again, tailored for the individual classes) to defeat the wizard.
It is possible to fail and die, and there are definitely 'wrong choices', with no save system. There is also a very important money system in this game, with successful quests netting you more money and a variety of things to spend it on.
The RPG-style gameplay is really the whole content here. If you're into that kind of game (such as Sorcery!, Choice of the Dragon, Heroes,etc.) then this may be a favorite of yours. If you're not into that, you'll be disappointed. The reviews on Steam are split, and I think that's the reason why.
I look forward to the sequel, and to replaying (with a different class this time) to see if I can finally defeat the wizard!
This game is completely off the rails. It started out as weird, segued to somewhat offensive, and then just took off into a bizarre void that somehow improved it.
The main character in this game is perhaps the most despicable MC in any Choice of Games entry I've played. You are a 'headcrusher', a violent enforcer for a local mob boss, and you're famous for torturing and killing people with a jagged, rusty knife. You are in love with your boss's wife and have been given a suicide mission to rescue her within 6 hours.
Now, I have no problem with aggressive protagonists. I've enjoyed taking over Alaska with a robot horde in Choice of Robots and being a slaughtering warrior hero for the Gods in Champion of the Gods.
But both of those games motivated the evil or violence. Before I played NOLA is Burning, I started compiling a list of what I think works and doesn't in Choicescript games, and having a motive for violence is one of them.
This game just kind of throws you out there. I don't know, it didn't really work for me.
Each chapter is a different step on your way to your final confrontation. You pass through an area with friends who practice Vodou, the turf of an Asian gang led by 'The Dragon', the local police precinct, and a strip club.
The game heavily uses slang, such as 'juice' for money and 'large' for (I think?) lump sums of $10,000 each. It uses phrases like 'Let's blow this popsicle stand' and 'hip to my jive'.
No other Choicescript game treats its main character so bad. You're constantly being betrayed or degraded or having body parts deeply injured or removed or having weird stuff shoved down your throat.
It's last few chapters took all this bizarre confusion and made it almost sublimely ridiculous. I had the honor of (Spoiler - click to show)losing my right arm, being possess by a Vodou loa and gaining a bionic bone-shooting arm, confronting the mob boss who was naked and wearing a baby's bonnet in a bathtub full of money before being lured by him into a room filled with robotic spiders.
The only game I've ever seen that can compare with the circus this puts on is Bolivia By Night, which has a memorable segment where you drive an armored hottub that is powered by a DVD from a South American knockoff of the Olsen Twins.
Ooh, boy. I told myself I'd never rate a Choice of Games article below four stars because 1. I love choice of games titles, 2. I wrote one and know how it feels to spend months or years of your life on these things, and 3. they've all gone through a lengthy review process and are generally polished.
So I'm just going to go through my rating system blindly and see where I end up.
+Polish. This game felt completely smooth mechanics-wise. No problems here, no typos.
+Descriptiveness. It had it in spades, often to my regret.
+Emotional impact. Yes, again by the above.
-Interactivity. I felt like the stats were confusing and didn't add up quite right.
+Would I play again? From seeing some others' comments, there's parts I definitely would want to see.
So 4 stars. You know, I almost gave it a point for interactivity anyway because I felt like I had real agency, but I honestly can't recommend this game to people in general, which is what I believe a 5 star review represents. I did not enjoy this game in the sense that its scenes filled me with delight. But as a critic I find it fascinating. I would recommend it to people who are into seeing the weird corners of company back catalogs and other obscure things.
The writer is definitely talented, they just use that talent in ways that give me discomfort, much like the opening scene of this game where I had to chug a bottle of Pepto Bismol after waking up in a dumpster.
I received a review copy of this game.
This game was nominated for the XYZZY awards, and was one of 2 commercial games I hadn't heard of.
This game is based off of the lyrics to the song "Pushing the Speed of Light", which I looked up after playing. I think they add to the gameplay.
This game branches into 3 paths and each of those paths has a success and two failures, I believe (one for too slow, one for too fast). The three paths you choose between give you different backstories and goals.
I thought the writing was well-done, and my opinion of it improved as I replayed. I especially like the 'singing' path. It reminds me of a lot of the sci-fi in the 60's to 70's. It's not necessarily poetical or lyrical all of the time, but it places humans in a situation impossible in our present reality and uses that to give insights into our nature.
Here's my score:
-Polish. The game uses the standard Twine styling, and paragraphs have no line between them, making reading a little bit hard for me.
+Descriptiveness. This is one of the highlights of the game, the detailed descriptions of the technology and its effects, as well as your feelings and the crew's.
+Interactivity. Wildly branching games like this only work well if it's short, and this one is. Does what it's supposed to.
+Emotional impact. Hmm, it's kind of back and forth for me. I liked it but didn't really identify with any of the characters, and I feel like identifying is important for this piece. I'd give this 1/2 a star for emotional impact, but I round up.
+Would I play again? I've already replayed it several times.
Text-based games are so interesting because they get reinvented and renewed and spring up in different communities over time. Some groups have been making Inform-like games ever since Inform went out of business, while some have recently reconstructed and reimagined Magnetic Scrolls and Level 9 style games for nostalgia's sakes, and others still have made text adventures based off of popular culture's depiction of text adventures in TV, webcomics and film.
So this Adventuron game seems firmly in the retro/nostalgia camp, with chunk text and old-style cursor together with beautiful pixel art. Unlike the Inform 5/6/7 stream of games, the emphasis here is less on exhaustive smoothness or synonyms and more on having a small set of commands to work with.
In particular, the main commands you use are LOOK and GET. While there aren't traditional puzzles, there are puzzles similar to those in Lime Ergot and other games where you have to examine something then a detail of something. It also tracks state from room to room, so LOOKing in one room can affect a LOOK in another room.
The story is about gathering mushrooms for a stew of differing amounts of lethality. There are 10 mushrooms to find. Before getting hints, I had only found 4 mushrooms and had no clue how to get more.
Here's my rating:
+Polish: For what it's trying to be (a speed-jam retro adventure) it is very well polished, with perfectly-fitting graphics and a lot of hidden nuggets.
+Descriptiveness: The mental images the game gives are very vivid, especially of the mushrooms, which aren't pictured in the art. The smells were described very well, too.
-Interactivity. The play style didn't gel well with me. Most of my experience involved error messages, and the central puzzle for unlocking more content (finding (Spoiler - click to show)the shears) was a puzzle where I definitely knew what I had to do but didn't know how to type it/bring it about.
+Would I play it again? I've already played it several times.
+Emotional impact: I've gone back and forth on this. I can confidently say, though, that it is charming, and that's a good emotion.
This game has been nominated in the XYZZY awards for Best Use of Multimedia.
If the first game in this series (Champion of the Gods) had Odyssey-themed elements, this one had ones reminding me of Greek philosophy--if Greek philosophy included brutal rampages across the countryside!
I have to admit, this series is one of the few Choicescript games where I love to play as a bloodthirsty, wild warrior who swears allegiance to the Gods at all costs. If I have any regrets from this playthrough, it's that I started out being humble and stuck with it. I plan on replaying as a completely arrogant jerk instead. In any case, I proved to be a loyal disciple of the Goddess of War.
I finished this game with my jaw open, scoffing, partly because I enjoyed twist and partly because it ends on a major cliffhanger. I felt like the main threads of the game itself were completely resolved; in my playthrough, the main antagonists were defeated and all big mysteries cleared up. But the action definitely sets you up for another surprise.
This game has you voyage away from your homeland. I ended the first game not destroying destiny and serving the Gods. In this game, though, you must travel beyond both the reach of your Gods and destiny. You go across the sea to two contrasting cities, and much of the game consists of investigating the two cities, their customs and Gods.
There is romance in this game, although I chose to stay faithful to the romance from my first game, my wife and queen. We had several romantic opportunities. I believe this game is so large because there are so many paths from the first game.
Overall, this game seemed more contemplative than the first. You are met with several who question your choices. I had a son who followed my footsteps but questioned, and both my mentor from the first game and my companion later on frequently disagreed with me. I felt like the game also made vague references to Plato's teaching, like the Parable of the Cave and the concept of ideal forms. For one like me, driven by the bloodlust of the first game, I was surprised, but I think it helped me as I had to double down on my beliefs and goals.
There is a war training section in the last chapters that is its own little minigame. You have to choose different training styles for both your troops and your ships and use them effectively in battle.
Overall, I found the narrative arc less compelling than the first game but the richness of the choices/branching and the ethical quandaries more exciting.
I've also come to realize that I enjoy series of Choicescript games much more than stand-alones. They allow for so much more depth and so many options.
I received a review copy of this (very large) game.
(Edit: I originally put this review on the wrong page)
I honestly enjoyed this game quite a bit. It kept all the things I liked from the first game and fixed some of the drawbacks.
This is a reality show-format game, like Slammed!, so a lot of the game is choosing what kind of image you want to project and going along with it. There are several romance choices, and I felt like I had more agency.
Now, it's interesting what different groups find appealing and don't. I saw some people on the Choicescript forums get mad at this game because it's possible to make wrong decisions and 'lose'. In fact, you can actually buy (with in-game cash or real money) hints on how to win.
At the same time, I saw a well-thought-out and clear review on this site talking about One Eye Open, and saying that, while it was well-written, it was not that interesting because it didn't have difficult puzzles.
So on the one hand, there is a group of people who want games to mold to their desires and be winnable no matter what. And there are others who want games to frustrate and challenge them. I started in the second camp but now enjoy both types, and I think most people have some overlap between the two.
In any case, this game has some difficult challenges. The characters and plot are written with broad strokes, and that's because, like many early Choicescript games, it was written by boiling down an entire genre.
At 180,000 words, it's not the biggest game, but playthrough length felt substantial. I played steadily and it still took a few hours. I think this one's worth playing, even if you haven't tried the first one.
I received a review copy of this game.
This was an interesting Exceptional Story for Fallen London, apparently expanding on a throwaway line in another part of the game (I think the conflict card between Tomb Colonists and others).
This game has a boisterous Tomb Colonist (kind of a living mummy, a creature preserved from death but full of wounds or rot that require bandages to hold them together and keep them presentable) who is trying (sort of?) to be decreed officially dead while leaving his estate to his nephew.
I may be mixing it up a bit with the perhaps more memorable Dilletante's Debut by Hannah Powell-Smith, which similarly featured a tug-of-war involving an estate and family.
And I suppose that's the problem. I don't have any negative memories about this story, but I don't have very memories of it in general besides wandering around the Grand Sanatorium fighting spiders. I do have much stronger memories of earlier stories from this year, such as the memorable Paisley, the very cute Go Tell The King of Cats (by the same author as this story!), and even Shades of Yesterday about a variety of pens.
So I'm giving this game stars for interactivity, polish, and descriptiveness, but not for emotional impact or replayability.
This Exceptional Story takes us to a restorative hotel in the Neath where the clientele tend to up with a deep orange tan (sometimes with burning cracks in it!)
I wasn't as impressed with this one as I have been with others. For me, the best parts were the connections with Sunless Seas (which involved hauling around a great deal of (Spoiler - click to show)sphinxstone), and the 'stinger' at the end of the story.
Here's my score:
+Polish: Smooth as always for Failbetter.
+Descriptiveness: I can still vividly picture the glow and the water.
-Interactivity: The main gameplay has a sort of fruitless cycle where you repeat the same things over and over. It made sense in-story but I found it frustrating.
+Emotional impact: Actually, yeah, some of the characters were pretty interesting and I've thought of a certain dreamlike nighttime scene on occasion.
-Would I play again? I don't think I would. But I would read other things by this author! This seemed more like an experiment in form that didn't resonate with me specifically rather than a failure on the author's part.
Fallen London is all about the impermanence of death in the Neath (the enormous cavern below the earth where cities get sucked into when they 'fall').
But this story follows a strange assassin who uses frogs and somehow manages to permanently get rid of people.
It ends up being quite charming. Here's my score:
+Polish: It worked smoothly and seemed well-thought out. Pretty much all Fallen London content is polished.
+Descriptiveness: I played it months ago, but I still remember the frogs and the (Spoiler - click to show)factory that threatens their wetlands
+Emotional impact: As I said it above, it's charming. Johnny Croak is a sweety.
+Interactivity: I definitely felt like I could make real choices.
-Would I play again? You can pay to replay (or play for the first time if you missed it) Fallen London's exceptional stories. This one was fun, but I wouldn't go out of my way to play it again, especially with some other very good stories out there.
I have a fondness for summer camp settings. Birdland is a game I really enjoy and recommend a lot of people, and it's set in a summer camp. Several tv movies and shows from my childhood and my son's are set in summer camps.
Also, Psy High is high on my list of best Choicescript games.
So I enjoyed this game. It's more serious in some ways than the first game.
You play as a camp counselor, and you make a big discovery about the camp. You have the opportunity to radically change your life and the life of others.
More than any other Choicescript game I've played, I experienced a lot of temptation here. I usually pick a role early and play along, and this time I played the 'help everyone as much as possible." But the game sets up competing goals really well, and by the end I had ended up acting very selfishly and killing several people.
I like how the game has truly meaningful choices interspersed with reflective choices; for instance, you can pick your relationship with your parents, which makes you feel powerful in and of yourself.
I saw someone complain on Steam that the game had a high school setting, so keep in mind that this is absolutely a high school game. I loved this game, and intend to play it again in the future, maybe try and change some of the darker choices I made.
I received a review copy of this game.