Blue Chairs is (literally) trippy. After an interesting transaction at a college party, you take a surreal journey through this world and variants of it. Something like an adaptation of Dante's Inferno by James Joyce.
The game contains drug references and strong profanity.
The puzzles are mostly reasonable, although I needed a walkthrough in the convenience store.
As a literary work, it is well written and well done. As a game, the puzzles are interesting and well-connected with the story.
However, I don't really recommend the game. I didn't like the atmosphere and feeling of the game. Everyone's tastes are different, and many people will enjoy this game, but I felt uncomfortable with parts of it.
Photopia is often cited as the best interactive fiction of all time. It has won numerous awards, inspired a shift to story-centered Interactive Fiction, and so on.
It really is a great game. Despite all the hype, sitting down and playing through it is fun. The meta-puzzle of trying to understand what's going on keeps you going through different scenes. The different scenes give you the impression that you're playing a hard puzzle game while actually simplifying things without you knowing.
The colors are a good part of the game; if your interpreter doesn't support or if you are unable to distinguish between colors, you should use your imagination.
Is this really the best IF of all time? I honestly would have to say that nothing is really better than it. I don't replay it because it makes me sad. I like to stick to puzzle games or big crazy worlds. But this game has substance and meaning.
This game was one of the two winners of the very first IF Comp. It is well known for being one of Plotkin's most difficult games, and one of the most difficult well-known games in general.
You play a loner who leaves a picnic/party to look around a secluded woodland area. Puzzles are hard due to:
1. Not knowing what your goal is;
2. Being able to put the game in an unwinnable state without knowing it;
3. Fast-paced timing.
Despite, or possibly because of the difficulty, this has remained a very popular game. Perhaps this is because the game has an inspirational feel. It is easy to identify with the protagonist, and the games understated writing gives you a sense of wonder.
The game was intended to be completed in 2 hours. You will certainly reach an ending within two hours.
In the Moonlit Tower, you explore a small 3-story tower to help remember who you are and your past. Like Dreamhold, the key to your memory seems to be masks, but much of the game, you don't know what to do with the mask.
The setting is dreamlike and very poetic. It is the game most likely to find its way into a book of poems or an art gallery. The author borrowed its imagery and story from several cultures, including Mongolia and China.
The puzzles are mostly the examine/pick-up-object type until you progress very far, and then they get a bit more difficult. There are multiple endings, some of which are hard to find.
The first part of the game is a completely technical puzzle. No moves can hurt you, and there are no characters or items. As a mathematician, I found this part of the game deeply enjoyable. Like a Rubik's cube, I realized that each element can be manipulated by a little "dance". These are the important "dances":
(Spoiler - click to show)Going n, e, s, w from the kitchen lowers the floor.
Going e, n, w, s, w from the kitchen raises the floor.
Going in a similar circle around the dining room changes the direction of the bridge. If the foyer is closed, go up twice through the kitchen first.
To go down or up, do a kitchen dance and approach the moving floor from w or e, respectively.
As for the second part, the idea was fun, and the implementation was fun, but the subject matter was not my cup of tea. I found it fun to explore everything, but used a walkthrough once I tried every item.
This is a very well implemented game with an engaging plotline and not-to-hard puzzles. The genre is humor/horror.
This game takes only an hour to play, but every location is well-implemented, and the puzzles mostly make sense (although one, I thought, was vaguely unfair, but it was probably just me not reading descriptions well).
The only drawback is the short game length. Pretty much a perfect game otherwise.
This is my first Quest game; as such, it includes a map that you fill out as you explore, and lists all important objects in a room as well as your inventory at all times.
Besides the usual inventory, the game has a great additional mechanic that gives you an additional way to solve puzzles. This was fantastic, and I wanted to keep playing just to explore the mechanic.
The story was fun, but not especially motivating. The parser was terrible; so many obvious synonyms were not implemented that the game became a frustrating guess-the-verb game too frequently. However, the new mechanic was so fun that I kept playing anyway.
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 is my favorite Eric Eve game. It has all the things he does so well: gripping storyline, interesting but not-too-hard puzzles, incredible help system and 'go to' commands, massive map, huge inventory, and good gameplay flow.
It also has less of my least favorite aspect of his games, a focus on a male protagonist that has his pick of women. The woman definitely has the upper hand in this game.
You play a character in a city that is being evacuated due to a threat by an unknown Enemy. You stay behind to search for a woman you care for. An enormous relationship with this woman unfolds through flashbacks, which you can "REMEMBER" at any time.
I loved this game. Five stars. Some may not like it as much, and it's not in my top ten favorite,but it was a good show.
Rover's Day Out is centered on a brilliant idea, which you discover the instant you start playing. Ostensibly, this game is about a morning routine and a cute dog called Rover. However, you soon learn more about what is really going on.
I finished playing this game on parchment, which caused problems with the status bar (which adds a lot of information). Also on parchment, I had a bug where an essential item (Spoiler - click to show)(dog food) disappeared, rendering the game unwinnable. The bug did not appear again when I played through the second time, some months later.
It can be a little hard at times to figure out what is going on, but that is part of the appeal of the game. The game gets progressively more intense, with the later game being especially intense. Plenty of surprises occur as the game progresses.
This game has been ranked in the Top 50 IF of all time, and it deserves its place.