Planetfall is many people's favorite IF of all time, so I knew it would be hard for it to live up to the hype. However, I think I just don't like Meretzky's style (e.g. Sorceror, the puzzles in Hitchhiker's Guide, etc.). He tends to favor big, mostly-empty complexes with many useless items thrown in to make it hard to find the real puzzles.
This worked for me in A Mind Forever Voyaging, but in Planetfall, I felt like I was just walking through an abandoned warehouse. I much prefer Moriarity's tightly-interlocking puzzle style, or Lebling and Blank's rich puzzle variety.
In planetfall, you play a lowly ensign in space who crash lands on a deserted planet, meeting a friendly robot named Floyd and trying to discover what happened. The resolution of the puzzles and storyline is satisfying, and the writing has several high points.
I recommend this game, but not as high as the Enchanter trilogy, Moriarity's games, or even Ballyhoo, which I loved.
I loved Deadline. I didn't get too far on my own in solving the mystery, but I spent a long time exploring and having fun.
This is a mystery game, where a man has been found dead, and you have to investigate the house and people in it. Everyone walks around, has scripted events, etc. I asked everyone about everyone else, examined the crime scene, etc.
I missed an important verb which is listed in the manual, and which you are supposed to know from the beginning; typing ANALYZE or ANALYZE [SOMETHING] FOR [SOMETHING] sends someone to analyze stuff for you.
Now so many other games make sense. For instance, Jon Ingold's Make It Good really borrows a lot from this game, and now I realize it must have been an intentional homage, meant to help and mislead the experienced gamer (which I wasn't when I played it).
Deadline was an early experiment in timed and scripted events, as well as extensive conversation.. Games like Varicella or Pytho's Mask may not have existed without this one.
It' s also very hard, in unfair ways. I recommend eventually settling on a walkthrough. Like the great novels of the 1600's-1800's, it was designed to last for a long period of time in the absence of other material.
This is one of Emily Short's best plots, which is saying a lot. You are a daring member of a secret group infiltrating a party, with a vibe like the Scarlet Pimpernel and plot with pleasant similarities to Shakespeare (masked figures, cross dressing women, court intrigue, etc.)
The game features a menu-driven conversation system where you can change the topic using 'TOPIC [SOMETHING]'.
I found the many characters interesting and intriguing. It took me a while to warm up to Short's typical character types in her games, but it's hard not to be a fan when you play so many very-high-quality games by the author.
Everyone mentioned some hiccups. I had to peek at a walkthrough once to get through a confusing area. But I find that highly polished, perfect games are often less enjoyable than the raw games where an author pushed boundaries (like this game) or poured out their heart (like Worlds Apart). Not that these aren't polished, but they contain some flaws. Great literature is similar; the long, boring setup in an Agatha Christie novel is what sets up the great conclusion, and often the boring part is where the best conversations and set pieces are.
Star cross was fun to try on my own without a walkthrough, at first. You are a miner in space, looking for an asteroid, when you encounter an unusual object.
This game plays out on a large cylindrical map, with dynamics similar to those described in Ender's Game. You encounter a wide variety of creatures. The map eventually overwhelmed me; it is a huge map, and hard to draw out yourself (just look at the official maps!).
I used a lot of hints, eventually (including one near the beginning).
The main gameplay mechanic is a lock-and-key type puzzle, where you find about a dozen color-coded objects and corresponding places to put them.
I actually preferred this to Planetfall; that game's 4 timers (hunger, sleep, (Spoiler - click to show)disease, flood), combined with an empty map and red herrings, left me frustrated (Enchanter's three similar timers were compensated for by a simple map and dense useful object placement). Star cross was fun, even though I mostly used a walkthrough. The deaths were all fun, too.
Having just played Deadline for the first time, Witness was not as good, but still very polished. As others have noted, the solution to whodunnit isn't that hard. How they did it is harder.
Again, Sergeant Duffy is here to analyze everything for you . Again, there is a death you must investigate, and a (this time smaller) cast of characters you can interrogate.
You witness the death of a man, and you must uncover the mystery behind his death (thus the name of the game).
This was Infocom's second mystery game, and (I believe) the only one by Stu Galley.
This game is a demo, showing what TADS can do (back in 1990, before the many updates it has experienced). In that sense, it's somewhat similar to Graham Nelson's Deja Vu and/or Balances, which were meant to show off Inform.
The writing is fairly spare, and most rooms have only one item. Many things are shown off: ability to tie things and thus change exits; chutes leading from one area to another; putting things in an object; NPCs that follow you around; a money system; a funnel; etc.
The storyline was only thinly sketched; you walk around collecting a random series of objects on a college campus for Ditch Day, when seniors pose problems to freshmen.
I haven't played the sequels yet, but I intend to. Deep Space Drifter was an immediate sequel, which had mixed reception. But Return to Ditch Day, written over a decade later to show off TADS 3, was good enough to get a Best Game XYZZY nomination, so I look forward to playing it.
First Things First was nominated for an XYZZY award for Best Game, and won Best Puzzles, among others.
In this game that starts out very slowly, you quickly progress to an interesting situation similar to A Mind Forever Voyaging or Lost New York, where you can investigate a mid-size map over 50 years using a time machine. Your actions in certain time periods strongly affect the future in interesting ways.
This is definitely the best long-form time travel I have played, as I felt Lost New York (which explores New York over a century or two) and Time: All Things Come to an End (which explores many epochs in a linear fashion) had relatively unfair puzzles.
IFDB has version 3.0, but the walkthrough is for 1.1, so it didn't work in places. I am a walkthrough junkie, so it was hard for me to beat it, but I was able to guess from the walkthrough what I should try next, and eventually worked my way through it.
The game has good characters, beautiful settings, and a bit of a confused plot, which is natural given the main gameplay mechanic.
For simulation fans, it has an interesting money/bank account/investment system.
Strongly recommended for everyone. (Note: the first area seems incredibly boring, but it gets better and better. I started to like the game as soon as I made it into (Spoiler - click to show)the garage.)
This is a hidden gem. This game was nominated for 4 xyzzy awards, including Best Game. The author also wrote two other Best Game nominees, Distress and Tales of the Travelling Swordsman.
This game is not played often because it is a homebrew parser game, written in QBasic, only playable in a DOS emulator. It was not hard for me at all to get this, though, as described below.
(The following discussion describes how to play the game. It is under spoilers to save space):(Spoiler - click to show)
Lunatix can only be played on a DOS emulator, as far as I can tell. Several people recommended I use DOSbox, which is a well-known, easy to use emulator. The game played great! I followed instructions by Juhana
type the following commands once DOSbox is started:
"mount c path/to/" (where path/to/ is the directory on your computer where you unzipped the game. For instance, I had it in a folder called temporary, so I typed "mount c C:\temporary")
"c:" (this changes the current folder to the one you defined as c: earlier)
"lunatix" (this runs the game. I recommend doing "lunatix /t /m" to play in pure text mode without it locking your mouse. The game has great graphics, but I'm used to just text. I loved the picture of the squid, though)
The game is about exploring a large asylum as the director, one who has lost control of the asylum to the insane, who force you to take a drug trip.
The game is pretty humorous, like a less-profane version of Blue Chairs with slightly more reality. The building is like the hospital in One Eye Open without any gore.
The puzzles include a mix of searching (the hidden locations follow patterns, so once you get used to hit, you can find everything), and passwords/codes, which also aren't too hard. It's definitely a 90's game, with some puzzles just for the sake of puzzles. I really enjoy games from this era.
The setting is great; the inmates have their own language, money, economy, etc.
The parser is not as bad as I was led to believe; however, I had a walkthrough, so I knew when to guess the verb and when not to. I would rate it above Infocom and below a customized set of Inform responses.
The game is mid-length.
This game was written as part of a competition to extend the universe of Andromeda Awakening and Andromeda Apocalypse, two of the best sci fi games out there.
This game plays with constraints in a very effective way. As the game opens, you are strapped into a bunk, unable to move. The setting will make much more sense for those who have played the first Andromeda game.
The game is mostly conversation based. It has a Gostak or For a Change feel, where you have to try and decipher what other people are saying. This part was a lot of fun, developing a new slang.
The game is quite short; I finished without a walkthrough in less than twenty minutes. However, it is very well crafted. There are supposedly many endings, but I have only reached one, and it was a good one,
This possibly has the highest fun-to-time ratio of any game I have played, so I recommend it to everyone..
This Porpentine game was published in Sub-Q magazine, which is filling the void many people have felt for a venue for IF publication.
Neon Haze is about someone in the future who is going through a rehab program for (Spoiler - click to show)Vessel Syndrome, which makes you feel like you are just a vessel for others, and have no identity.
You have very little interaction with other beings, and you like it that way. There is one main NPC and a few others.
Like all Porpentine games, this game is highly symbolic. The clickable words are made to look like neon lights, and there is a bright neon background. I found both of these things distracting.
Overall, this was not my favorite Porpentine game; there was a good storyline, but the visuals were highly distracting. It's worth a try, though.
Contains some strong language, violence, sexual references, etc. Nothing is very graphic, however; much less than Cyberqueen, a little more than With Those We Love Alive.