Disclaimer: I write for Choice of Games and received this copy for free.
This game is set in an alternate reality where Robert Fulton had more freedom to work with steam and Napoleon survived long enough for succession to be a question. The game is meticulously researched to be as close to baseline reality as possible.
You play the personal bodyguard and childhood friend of Alexandre Walewski, the illegitimate but favored heir of Napoleon. You deal with court intrigue and assassination attempts as you mold the future of France.
I didn't like the beginning of this game, so much that I set it aside for months. I just didn't find it compelling.
But one of the biggest strengths that Choice of Games has is the length of their games. Once I played a few more chapters, I had spent so much time with these characters that I became emotionally invested. I was very satisfied with my outcomes.
I also enjoyed the chance you had to make major changes in the outcomes of different chapters, and to take charge.
I don't give 5 stars to all choice of games games; this one was, in my mind, special.
ADRIFT usually has the weakest of the popular parsers (Inform, TADS, Quest, etc.), and this game is no exception.
The concept is interesting: you play as a human playing a virtual reality video game after the main game has ended. There are several layers of reality, similar to Wreck-it-Ralph. You play in a single layer, though.
The video game is about giant mechas fighting aliens. The after-the-game playthrough that occupies most of Mishmash is a stealth game using a 'ghost cap'.
I enjoyed the opening scenario, but the game quickly devolved into walkthrough-only territory.
This game is a puzzle game with three difficulties (corresponding to more or less turns) and gender options.
You have to cram through a packed day of tasks to get a game produced.
I worked in the game industry in the early 2000's, and all of this was very familiar. The caffeine-fueled late nights testing bugs, the feuds, the wheeling and dealing, and the shiny, beautiful golden master CD. I was on the outside of it, but it was intense.
This game is really tricky, and not all solutions are coded for, even fairly reasonable ones.
This game also offers unintentional glimpses into game culture, which also ring true in an unpleasant way. The main puzzle involving a woman executive has her being embarrassed to ask you to open a box that she's struggling with. All women are assumed to have long hair, etc. The penknife you have is a Mexican penknife, about which the game says the following:
"* What's up with the "Mexican army knife"?
Again, no politics, I just needed something that could cut twine but still be flimsy enough to break off after one use. Given the comparatively small size and budget of the Mexican army, it seemed like an easy gag. Plus I got to put in a funny line about a hazy trip to Tijuana."
All of these things that I mentioned were fairly innocuous in the game culture when this is written, but don't hold up to modern scrutiny.
This is a surprisingly good Twine game from Spring Thing a few years back. I say surprisingly, because I never hear anyone talk about it.
It uses graphics and background colors to distinguish between two different worlds: one, a porpentine-like world with beings of slime and technology, and the other the human world, where a father is struggling with mental illness.
It has puzzles; at one point, there is a long sequence involving the food chain. I found bits of this fiddly, but interesting enough that I was happy when it was done.
The overall storyline was great, and that's what I like best about games. So I recommend this one.
This game hits up almost all of the classic overused parser game tropes: you are a wizard's apprentice in a fantasy town on a quest to get scrolls of spells by completing complicated fetch quests. The parser is another 'let's insult the PC' parser, and the game has hunger and sleep timers.
This style of game was popular for a time in the 90's (with Unnkulia and Westfront PC), but otherwise has continued to be produced since then on a regular basis.
Why do people still make it (even in 2018, years after this game)? Because it can still be fun, and sometimes overused tropes are overused because they're so good.
But in this case, I mostly felt frustrated. I stopped playing the first time I tried it a year or two ago because it was so frustrating getting killed over and over again in the windmill. This time, I completed the game (by (Spoiler - click to show)Taking several breaks to return the broom early).
I finally completed it now. If you're just hankering for some unforgiving old-school games, try this out. But I prefer some other more recent old-school games, like A Beauty Cold and Austere, or Speculative Fiction, or Scroll Thief, all of which had clever innovations.
This game was influential on my own writing. In this game, you play as a disembodied eyeball which must solve various puzzles on a desk and on a fireplace mantel.
It's creative and its fun. However, I found the interactivity frustrating, and so I never completely engaged with the writing and the concept.
This is an odd game. The author coded up a little puzzle where you find answer to homework questions and then type them in, together with one or two little fetch quests.
They then spent a great deal of time polishing that game and adding extra frills. But the core game is brief, and the means of completing it are clunky.
This is certainly a unique game.
This game was funded by kickstarter, like Hadean Lands before it. It casts you as a novice magic user who is trying to save magic folk from discovery.
The magic system is a bit unusual; it seems to rely mostly on moon-logic. In fact, a lot of the game does. There's really no connection between things; it seems like the puzzles are mostly solvable by trying everything everywhere.
Many players enjoy this style of careful play, and the game has very positive steam reviews and ratings on here, and people I've talked to liked it quite a bit.
But I like puzzle games where you can plan ahead more, like Hadean Lands. I felt like Thaumistry kept saying 'I'll notice that you tried a reasonable solution, but it's not the one I want. Just wait and be patient, kid.' I ended up stopping playing halfway and through, and left it that way for months.
So it's not my style. But it is incredibly high-quality in terms of polish. It was beta tested over and over, and looks good.
This was a charming game, and in a genre I haven't seen too much of: a murder mystery set completely in a world of robots. Bad Machine and Suspended both give off the same vibe of this game, that of a purely mechanical society, but this game achieves a remarkable contrast between the impassiveness of the robots and the emotion of the investigation.
It suffers from ADRIFT's standard problems, but to a much smaller degree than usual. I did have some trouble guessing the later actions, but overall I found myself pleased by this game. I've been lucky enough to find a string of good games in a row this week.
This game was entered in IFComp 2004. It has two PCs, one featured in the prologue, and one who is a main character detective.
The opening scene was clever, but I soon find myself frustrated by small bugs and a lack of implementation. Without proper feedback, it was hard to know if I was on the right track or not.
The game has several puzzles which are fairly hard to guess on your own, and which seemed somewhat unfair to me.
Overall, it was interesting, and had a nice cat character.