Deadline Enchanter was one of the first IF games I played, 5 years ago. I remember that it's bizarre atmosphere and self-awareness really attracted me to IF in general because it showed me what was possible.
You play someone in a magical city that has appeared in Detroit. You've been given a message from the Folk, a magical race, and the message is a parser game. This game has a walkthrough. So you walkthrough.
The beauty of this game is seeing the story unfold and seeing the guts and edges of the parser. The world it paints is beautiful. When it came out, it was very controversial, but since the Twine revolution, I believe this game can be better appreciated. In facta, the author has moved on to Twine, making great games like Solarium.
Like I said, this is one of the games that drew me into IF and established my perceptions of the whole genre, together with Curses! and Not Just An Ordinary Ballerina.
Thanksgiving was my first Hannah Powell-Smith game, but I'm going to play her other games now. Before I talk about the story, I have to mention my favorite part of this game: the use of color on links. I think everyone should copy this: cycling text is one color, expanding text is another, and branching text is a third. This makes it so much easier to know how to explore. I really support this.
As for the story, it was one I haven't seen done before. As you go to Thanksgiving with your boyfriend, you come under pressure due to your hidden past. It's hard to say more without spoilers, but this game made me nervous in a good way.
This is CYOA at it's best: incredible writing powered by a long sequence of choices whose effects multiply so rapidly that lawnmowering (repeatedly trying every option) becomes or seems difficult.
This game presents two stories; the first is a play that is being rehearsed, while the second is the mental dialog of the director. There are three actors and a stage manager you work with, and you keep track of their moods.
I avoided this game for some time because it seemed really long and complicated, but each playthrough has just the right amount of choice (about 8-12 big options). Your choices are usually to help the play or help the performers, but it's more nuanced than that.
All of the paths include discussion of sexism. Several of the paths feature it very prominently, and develop a big backstory for the protagonist.
I loved this game. Amomg the best of CYOA, and of IF in general.
This minimalist parser game feels like it learned a lot from the success of Twine games, and responded by making a stripped-down straightforward puzzle box. I really liked it.
The box has different moving parts you have to interact with (using the single command U for USE or UNDERTAKE TO INTERACT WITH, according to the author). As you do, more and more pieces show up. You are taught how to use some pieces that you have to remember later; other puzzles require leaps of intuition or timing. I finished without hints, which is very unusual for me.
I was a big fan of My Father's Long Long Legs, so when I saw this game by the same author, I was intrigued. However, I found the name off-putting, thinking it would be a video game fan work or something similar.
It' s not; it's much more like Shade with conversations and in Twine (which would be an effective format for Shade, in my opinion). You are at a sleepover with a friend, who has a mysterious uncle that works for Nintendo. As the night progresses, strange incongruities arise.
Michael Lutz is an excellent storyteller. The author's notes at the end of the game are fascinating, and include a discussion of how the game accidentally relates to GamerGate, the controversy surrounding a group of mostly male gamers who attacked female journalists over trumped-up charges.
This game is among the very best Twine games, and in the end, is uplifting.
This game exemplifies the original feel of Star Trek. To explore the universe, to travel through the worlds, to understand the un-understandable.
The game is much shorter than I expected, given the other reviews. This is not really a drawback; the game has a fast pace and feels like an adventure. You explore various planets and stellar objects, with almost all motion achieved by manipulating "sails".
The gameplay diverges from Plotkin's usual games in that it is not very hard, and the focus is on fun over puzzles. The most similar game of his that I can think of is Dual Transform, which I also really enjoyed.
I recommend this game to absolutely everyone, as the enjoyment-to-time-requirement ratio is so very high.
King of Bees is short, with a braided storyline (where choices temporarily affect the storyline before converging again.
This game reminds me a bit of Endless, Nameless in its visual design,with a combination of types.
You play a space knight, who is sent to kill the king of bees. The game has several layers of meaning, and it is hard to know what the ultimate message is ((Spoiler - click to show)for instance, is the heavy-handed environmental subtext meant as part of the ultimate message, or is it presented ironically?).
I recommend it.
Shade is a surreal game. It is an almost one-room game, where you are trying to leave your apartment, but encounter more and more difficulties.
Shade is one of the most well-written short horror games available on IFDB, and has been sold as an iOS game.
There were two points in the game that I wasn't expecting and deeply unsettled me. I won't list them here. Unfortunately, this whole review is a bit pointless, as nothing is scary if you are told it is scary. The scariest story I ever read was NES Godzilla, and it was only scary because it was such a ridiculously stupid story that when it actually got scary, it surprised me. On the other hand, I was told The Lurking Horror was one of the scariest games of all time, so when I actually played it, I was pretty disappointed.
So your best bet is to forget this and the other few reviews, wait a few months, think, "Oh, what game is this?" and then play it.
Most of the game, including the ending, was not that scary. Just a few moments stuck out for me, but they were big moments.
Aisle is a well-known game with a strange mechanic; you are inside a grocery aisle shopping for food, and you only get one action before the game ends.
One-action games such as Rematch or Pick up the Phone Booth and Aisle started appearing soon after Aisle's publication. It became a mildly popular genre, and still is.
What makes Aisle successful? Part of its success is its specific details; you're not just in any aisle, you're by the gnocchi, and gnocchi remind you of your trip to Italy; the woman by you isn't just a stranger,or is she?
Another reason the game is fun is that the endings contradict each other; the story of who you are and what your past is actually changes based on your decision, so that your one action generates an entire past.
The third reason I think many people enjoy it is the wide variety of moods in the endings, from pathetic to hopeful to violent.
This is a game that everyone should play at least one time.
My Father's Long, Long Legs is essentially a publishable short story, as good as Stephen King or Dean Koontz.
This doesn't mean that the Twine format feels too confining. The story branches and recombines at various points, and the illusion of choice increases the feeling of powerlessness.
Also, some of the more advanced techniques of Twine are used in the last scene to improve play experience.
I recommend it strongly to subtle horror fans.