I had heard of this game years before I played it. I didn't have a TADS interpreter, and I was only using mobile, so I just read the walkthrough and felt I understood the game.
So when I finally got an interpreter and played the game, I was in the odd position of having known the solution for years but not knowing the game.
The game is much more than its solution.
The variety in the game comes from two sources: the players choice of actions, and a surprising variety of random "reshuffling" of the environment with every restart.
The environmental cues make the games complicated parser much easier to understand. The NPC's will say "so and so said ....", which tells you things you can say, and so on. You discover new characters as you try different directions and options. There is a lot to discover, if you don't focus on just playing the game. There is also a large "amusing" list at the end.
Sunset over Savannah is a relaxing, enjoyable read. You are a vacationer contemplating quitting their job, and looking for a sign or signs that there is more to life.
The writing is sweet and touching. As someone contemplating a career change, this
The game world is small but packed with interactivity. You can do so many things in every area that it is very surprising. It was fun to just play around.
However, this world's interactivity means that it is hard to know what to do with some puzzles. It can be figured out with persistence and logic, but the game is so fun to explore and the text is so fun to read that it felt like a shame to turn off my "reading" brain and turn on my "puzzle" brain. I ended up using a walkthrough, and loved what I found. Will probably play again to read it all again.
The author of "Worlds Apart" cites this as one of her favorite games, which led me to it.
If not for its recent creation and platform choice, this would probably be one of the most popular games on all of IFDB. It is part sim game and part thriller game. It reminds me of the best parts of "Attack of the Yeti Robot Zombies", "You will select a decision", "Jigsaw", and the hologram sequence in "Mulldoon Legacy".
You play a test subject under the supervision of the evil Dr. Sliss, a lizard-human. You begin in a mini-base that you explore non-linearly with no real puzzles to speak of, and continue on to a second half of the game that is completely linear and a real thrill ride.
I can't express how much I enjoyed this game. But everyone has a different sense of what they are looking for in a game. This game is for people who like memorable characters, heart-racing action scenes, romance, and over-the-top humor.
P.S. As Danielle noted, there is a completely unnecessary F-bomb.
There is an old story about a man who dreamed of a giant statue with feet made of clay mingled with iron, symbolizing strength mixed with weakness. This game really made me think of that image.
First, the iron: It is a mid-length game with three large portions to explore (though you can always return to a previous area). The implementation is good, and the story is pretty fun; I was excited when I first began to plan because I enjoy a good action game.
The puzzles seem overwhelming at first, but experimentation soon shows that the gameworld is more limited than it seems, which makes it easier to solve the puzzles.
The puzzles include a variety that I have never really seen in other games, especially in the introductory section.
Second, the clay: The game falls short in several areas. One is in length and size; the game feels unnecessarily small in the last two big areas. You almost expect an area about the size of Babel, but you end up with something a lot smaller.
As others have noted, the NPC implementation feels sparse after playing more modern games. Compared to Infocom games, this game does pretty good; however, having a travelling companion that has about one line for every 50-100 moves gets discouraging after a while.
I was stuck near the end, and used the walkthrough to make sure I had done everything up to that point, but somehow couldn't trigger a cutscene. I had to manually enter the walkthrough using the @ sign to get to the ending, which may have soured my reaction.
Thus, overall, I can only partially recommend this game. The first half made me ready to recommend this is another great hidden treasure, but the second half left me wondering.
Savoir-Faire is a longish game set in an alternate-world version of France. The game prominently features a magic system involving linking items together so that they share certain properties.
The puzzles are brilliant and the game is well-implemented. You can experiment to your hearts content, and most reasonable solutions to problems work. The writing is excellent, and the storyline well-thought out.
I finished the game years ago. Every time I try to replay it though, I lose interest. Why would anyone lose interest in such a technical marvel? Because I really don't care about the PC's situation. He's a wishy-washy wimp; he can't decide if he's investigating his adoptive family's disappearance or looting their house; he can't decide if he's a rake with a million love interests or a romantic with one woman at heart; he can't decide if he's a member of the royalty-hating lower class or a priviliged upper-class man; and he can't decide if he's starving or picky.
Short hasn't written him poorly; she's just very accurately portrayed a disagreeable man. I wish I could have him slap himself, remove his silly white feather, and tell him to just eat the andouilletes plain or stop whining. I don't care about finishing the game because I don't want to go through all that trouble just so his aristocratic palate won't have to endure stale bread and unseasoned lentils. The ending helps a bit, but it is too little, too late. If he really cared about his family, why is he stealing everything?
Others may not have the same reaction.
Edit: I recently replayed it during a long fight, after having replayed a lot of other highly rated games in a row. It really stood out with its craftmanship, so I'm revising its rating to 5 stars instead of the 4 I had before.
The finale in the Zork series is a big change from the first two games. The game is smaller as to puzzles and map, but much bigger on ambiance. This game feels like a refining purgatory, with a chance to demonstrate your courage, mercy, trust, and bravery. The setting is dreamlike and thoughtful. The puzzles are very difficult. For all of them, it is easy to try to solve them, get part way through, and have no idea if you succeeded or failed. Almost all of them are time-based, requiring you to wait, do several actions in succession, or to return frequently to a given place. Some places (like the land of shadow or the viewing table) will stay in my mind for a long time.
The Royal Puzzle breaks up the gameplay a bit, but I loved it. I first solved it in MIT Zork; as a mathematician that is terrible at most IF puzzles, it was fun to have a puzzle that I could finally solve on my own. I literally used a walkthrough on every other puzzle in this game.
I revisited this game after five years. This time I was struck by the enjoyability of playing around with the transformation machines. Nothing is more fun than making an enormous wooden dress and destroying it, or making a spongy key. The total number of possible items you can make it immense.
Emily Short describes on her website that this game was developed in part because she was trying to implement different textures, sizes, etc. to make an extremely customizable game. Thus, like with many of her games, this game tries to push the boundaries of what IF can do, with a story wrapped up around it after the fact.
Other examples of this "new implementation or gameplay technique wrapped up in a story" are Counterfeit Monkey and Galatea. However, for me, story is my first concern with interactive fiction. That's why I love the intricate details of Curses!, Anchorhead, Worlds Apart, Theatre, etc. So this leads to an interesting effect when I play Short's "implementation" games; I have a blast at the time, and then generally forget the game afterwards. Metamorphoses is such a game; it's fun as a tool, but not very memorable as a story. The same is true of "Dreamhold" by Plotkin, which was designed as a tutorial.
As a final note, I love Short's story-heavy games like Glass. Remembering the "smell of blood" ending creeps me out...
That sinister self is a great, linear, short-to-mid length twine game dealing with body image. Like Astrid's other stories, I found my heart racing a bit.
There are multiple endings and some mild language.
The game incorporates some special effects which lend it much of its appeal.
Zork II incorporates my favorite puzzles from MIT Zork: the palantirs, the tea room, the round room, the robot, the volcano, the glacier room. The dragon (a callback to Adventure) was a fun challenge, and the two or three NPCs made the game quite fun. I enjoyed watching the wizard travel around zapping me.
I prefer Zork I's treasure drop off system, however. It was annoying having a huge pile of treasure, not knowing what to do with it.
I used a walkthrough on a few places (especially the oddly-angled room), because I wanted to see the whole game. Having completed MIT Zork before made some of the hardest puzzles trivial.
Until last week, I had no idea that Infocom games were still available on current platforms. After downloading an iPad app, I had the pleasure of trying my first commercial game after 5 years of free interactive fiction.
The manual and feelies were great, and the parser was very smooth, with great runtime. I missed several of Inform's features, especially when killing enemies. Overall, the game felt thoroughly tested, and a large number of the annoying features of MIT Zork were removed. Examples include a better coal maze, some of the smug writing, and better correlation between exits and etrances of nearby rooms.
I thought at first it was silly to split up the game into three, but having started Zork II, I am really enjoying the expanded versions. Very few of the free games I have played rival this kind of polished game, with Curses! and Anchorhead as my main examples of great gameplay.