The Hours has an intriguing opening which leads into an exciting and consistently unpredictable sci-fi adventure. You don't initially know what/where/why you are, only that you and your frantic NPC friend are being pursued by something. As soon as you think you've got a handle on this state of affairs, the state of affairs changes. And as soon as you think you've got a handle on the next state of affairs, that state of affairs changes as well. Though the game may be more linear than some players would like, it is great at pulling the rug out from under you time and time again, while also building up a complex set of rules about the time-travelling shenanigans that are going on.
This mythology is fascinating but complex, necessitating a lot of exposition; a Philip K Dick kind of premise with some of the black humour of Total Recall. The Hours moves quickly through many different moods, successfully conveying the disorientation of the Hours agents as they step in and out of their time-gating pools of water. The twitchy tonal changes between suspense, danger, mystery and paranoia kept me interested and on my toes through the whole game. The Russian doll-like development of the story's varying realities and the characters' clones is excellent, given the swiftness and smallish size of the adventure.
While the pacing and delivery of the writing is pretty good, the tone of the player's conversational choices sometimes proves elusive. I don't recommend choosing any of the "none of the above" conversation tree options because they can cause your protagonist to behave unpredictably, and The Hours is a game which subtly pays attention to how you treat the other characters.
I only became stuck twice, and in both cases, one use of the "help" command immediately got me unstuck. Both cases occurred during the game's introductory sequence (one involved an exit appearing that I didn't notice - there can be downsides to keyword based movement schemes) so the rest of the game flowed forward very well. Some obvious commands and synonyms don't work, or lead to (harmful to the suspension of disbelief) default-ish responses, but this is no big deal for someone's first Interactive Fiction game.
I imagine some of the import of The Hours's expositional dialogue could be moved into imagery or action, but I'm fine with the game the way it is. The number of complexities that open up as the mythology is described creates a kind of pleasurable tension (can I follow this? what will happen next?) which is then relieved by parcels of explanation. Some of the explanations are lengthy, but I can imagine this game being pretty hard to follow if it became too cryptic. It could in fact become an entirely different kind of game, a far more abstract one where you're left to ponder what the hell just happened. The game that is balances forward movement, action, doses of mystery and doses of explanation. And I think action can be hard to drive without motive. I always had a clear sense of what I was doing in each scene in The Hours, based on my understanding of my particular situation in that particular moment - which was often apt to change during the next moment. These are the surprises of The Hours.
A Colder Light is set on plains of winter ice under a sky filled with significantly named stars. This world could be an alternate North Pole, or perhaps just the North Pole of another past time, but the game is described as fantasy and the geography is not specified. This is an atmospheric adventure with a very satisfying design, a good puzzle system, an attractive web browser presentation and a haunting feel.
The setup is that you live out in this frozen wilderness with your father, who has been teaching you survival skills and respect for the power of nature. One day he does not come home, and you must draw on your ingenuity and on the spiritual magic of stars and runestones to find out what has happened to him. Determining how and when to call the game's various spirit entities is the primary ongoing puzzle.
A Colder Light is driven by a combination of keyword hyperlinks in the prose and mini-menus of useful actions which pop up at the bottom of the screen, a combination well-suited to this game. The roster of locations is small, though dense with spirit puzzle action, and your runes need to be tested out in permutations, something I imagine could be a bit of a chore to carry out via typing. It's also impossible to waste time trying actions that have no bearing on the proceedings as they simply aren't available in the first place.
The game is designed in such a way that you still have to make some logical imaginative leaps yourself (which to me is the key attraction of parser driven games) based on your observations of which stars are visible in different locations and your ideas about which runes might do what. There is also a sense of bleak urgency which seeps through the modest but poetic-leaning prose of the narrator, and the strength and resolve of the character you're playing come through clearly in that voice.
The aesthetic design of the game screen sets the mood perfectly, with a semitransparent text window floating before a far view of the cold and dark horizon. There are, however, a couple of shortcomings in the delivery system. The first is the slowness of the hybrid Inform 7 / Quixe / hyperlinks game engine; it can take between 1/4 second to 1 second to process each action. This adds up over time and is especially felt on a repeat play. The second shortcoming is mostly a problem because of the first: there is no save capability. While the game can be considered short by most standards, and not too hard, the time it takes to play is longer than such assessments would suggest. So for now, if you want to take a break, it's important not to close the game window. Breaking off completely will necessitate a restart next time.
While the game engine may be an iteration of a work in progress, the game itself is definitely no experiment – A Colder Light is a very fine, compactly designed and enjoyable adventure whose contents play to this new delivery format while also bringing across some of the particular strengths of parser based games.
I had a peek at the original parser-with-keywords version of Starborn when it was released, but I did not complete it – which was a bit silly of me, given the very small size of the game.
Starborn now returns in a high budget Undum+Vorple form that fills your web browser screen with an atmospheric and clickable map graphic and your ears with a couple of spacey pieces of ambient electronic music. The keywords of the original version have become clickable hyperlinks.
The game content remains unaltered, and is a brief evocation of the life of a human born in space in the future who is contemplating what it might be like to return to the old homeworld, gravity and air and all. The writing does a good job of placing you "outside of the Earth" in a short space of time, but short is the defining word for the experience. There's just not that much to do or see or read, and it's all over in a few minutes, making it a tiny mood piece.
Having played both versions of the game, and at the risk of stating the obvious, I found that the new one certainly demonstrates that graphics change the effect of a piece, and so does sound. The aesthetic of the screen colours and sounds was actually quite unlike whatever I had made up in my head the first time I played the game, which was mildly jarring. The more high-tech delivery generated a sense of what might be described as high production values, which the simple text only original did not connote at all. By the same token, the game hasn't gotten any bigger, so the relatively lavish new delivery feels a bit overkilly after the fact.
However, that the game might come across a little weirdly to a person who played the old version first is not really the point. This new version is more effective to me as a demonstration of how a game like Starborn can be implemented by Undum & Vorple, and also shows that this implementation is very appropriate. Given that the game is mostly a CYOA, was originally driven by keywords, has movement around a map and also low interactivity (one gettable item) I found I did prefer playing it in its new format than the old. When the parser is unnecessary and you can click keywords rather than type them, why not do so? I found this design and the attractiveness of the interface appealing, though there was one thing I missed: the ability to undo. Not because of any difficulty in the gameplay, but because more than once I found myself interested in wanting to isolate what performing certain actions would do to different parts of the interface, and there was no way to undo then redo to test such actions.
I think Starborn itself is a little small for the new format, but its basic nature is well suited to the format, and playing it this way got me thinking about the possibilities.
All Alone is a very short horror game riffing on those urban myths about what can happen to women who are unfortunate enough to receive a creepy phone call late at night. You play one such woman fielding one such phone call; you're alone in your apartment when the call arrives, a storm's moving in and the TV news is yelling at you about the local serial killer.
The game is effective in evoking the fear people can experience and generate in their own homes at night, and eliciting that fear from a handful of rooms and domestic props. It also uses a couple of sound effects at choice moments. Unfortunately, it's also tremendously short and not really very interactive. Suspense is built up from a sequence of timed steps which mostly proceed no matter what you're doing. Admittedly this is a rather dull and mechanical perspective on how the game works, but if that suspense is the game's sum effect (Spoiler - click to show)(though the final twist is pretty good, too) it's too little for me in an interactive medium.
One more note: Reviews contemporary to All Alone's release (11 years ago at this time of writing) often quote the author's advice on how to play it – that is, with lights out, alone, at night. This advice wasn't anywhere in the game that I could find, so I assume it was on a promotional website which no longer exists or in a readme file which is no longer attached to the game.