Hush... Be still... Be tender...
This is a story to be read with quiet care. Until vicarious anger kicks in. But also sympathetic understanding. And most of all deep empathy.
[since this is a heavily story-oriented game, spoilers will follow]
Ending a story about a love-relationship with a car-crash is about as subtle as an anvil-drop.
Beginning that story with the car-crash however, and then working backwards is a deeply captivating narrative technique.
After the Accident's detailed and thoroughly implemented opening scene serves as a gateway to an ever expanding exploration of memories. The more the main character observes what is left of the car, the deeper she delves into the debris of a broken relationship.
Memory by memory, scene by scene, the twisted dynamics between her and her lover become apparent. Apparent to the reader, that is.
The protagonist herself, she has flash-backs. Dropped in the middle of defining episodes of her life with her lover. While these episodes cause caution, perhaps alarm, in the reader, the protagonist is caught in an anger-but-love forgiveness cycle.
The author captures these ambiguous feelings in a series of small storylets. She uses everyday objects which convey a depth of information about the ambivalent nature of the protagonist's feelings. Particularly strong story-writing is the description of a present from the lover. It's an object imbued with contradicting symbolic meanings. (Spoiler - click to show)The sweater is soft and comforting in itself, she accepts it as a token of love, but the smell of the fight that came before still lingers.
I am very impressed at how deeply Amanda Walker can see both sides of these feelings from the protagonist's point of view, as well as translating them with deep-felt empathy to the reader.
This piece shows a deep feeling and understanding for the intricacies of love, even when that love is skewed.
The car-crash, symbolic and real, is a cathartic ending. I wouldn't have wished for the protagonist to endure more of the loving manipulating gifts.
Impressionistic prose bordering on poetry. Sensuous associations brought on by a gently touching finger. Images of kissing lips and dripping blood.
Footnotes. A second voice. Harsher, more direct. Longing too, silent confessions of love and yearning. Tenderness in the face of fate's inevitability.
The gun or the knife?
But beauty prevails. Beauty offset by pain and secrets. Still, beauty. Enhanced by the acceptance of the ugly things. The things unspoken yet known.
The silver lining of the shining blade-edge.
Zeppelin Adventure takes the player into the Zeerust-filled world of classic SF. The era where there were canals on the moon, intrepid adventurers found themselves hurtling through space in a hollow cannonball and there were little green men visiting us in various shapes of silvery shining teaware.
(Intermezzo:Zeerust--TV Tropes. Yes, I'll wait...)
In this particular work a humble tea-transporting zeppelin-farer (On Mars!) is swooped to the relics of the Robot Free State by way of a swirly-vortex-thingamajiggy. (Cue Robby the Robot in various slightly depressing incarnations.) The zeppelin crashes and the adventure turns into a hunt for scattered engine parts.
The mood of the game is deeply captivating. Nostalgic, endearing, funny, with unsettling undertones and references to disturbing episodes of Earth history. The visual qualities of the interface (and the cover art!) work to enhance this atmosphere.
The gameplay of Zeppelin Adventure encapsulates a parser puzzlefest in a keyword-click engine, Robin Johnson's own Versificator2. This means that all possible actions are, in theory, laid out for the player. In practice however, the amount of stuff in the inventory quickly becomes so large that mechanically checking all the possibilities would be a lot more work than just leaning back and thinking about the solutions.
At times, I missed the unboundedness of typing parser input. I yearned to interact with the world more freely to tease out more background, and here and there I thought I had an alternate tack for an obstacle that was simply off-limits in the click-approach.
However, the game feels very tight and focused, and the click interface plays no small part in this. It directs the player's attention to the salient bits of information in the descriptions while letting the rest of the text carry the atmosphere without being distracting.
The puzzles themselves have a similar focused and concentrated quality. Many are not easy, requiring multiple steps and a thought-out plan of execution to finally get the engine part dangling before our protagonist's nose. But they all have a definite and logical path to the solution, even if the player is temporarily baffled by the intricacies of the order of steps.
Depending on what the player chooses to do once the Zeppelin's engine is repaired, there are multiple endings. I happened upon one where I could help the robots as well as my character.
Great game!
Recidivism isn't a character flaw to you, it's a matter of pride. No sense in honing those burglar skill just to let them go to waste because some judge put you behind bars for a half year, right? Out of jail, back in the saddle, that's you. Or rather, back in the driver's seat of this car you just nicked on the way to Wychwood Manor. Your cellmate couldn't shut up about the stash of old loot that's still hidden there. It helped that he was talking in his sleep.
The elaborate introduction puts you squarely in the boots of this criminal protagonist and lends a welcome frame to this manor search. In the rest of the game, the descriptions are sparse but adequate. Many small details serve to strengthen the mood of the abandoned estate, and of course to distract the player and lure her into wasting time.
Yes, because time is of the essence! Although you arrived early in the morning, some nosy passerby or binocular-carrying neighbour is bound to call the coppers on you before long.
The map of the manor and the surrounding estate and farmer's fields is splendid. With sparse descriptions, the game still succeeds in evoking a wide countryside feel. A few hidden areas and locked rooms add the satisfaction of discovery to the exploration.
The final area especially, the fields behind the manor, is a joy to wander through and waste moves as you try to find out where to investigate next.
As is to be expected, one of the main obstacles of the game is getting your intentions across in two-word commands. EXAMINE (not X) works on a small but important fraction of the items in the descriptions, USE is necessary in some instances, and of course you can forget about UNDO.
Once you get a feel for what works, the puzzles are actually fun and challenging. Some neat seemingly straightforward problems that require one extra unexpected step. Including the oldest one in the book...
Good old-school fun in and around an abandoned country manor.
(This review is for the PunyJam version of the game)
This is a game which takes a tried and true adventure setup and squeezes the best out of it.
You wake up disoriented and amnesiac in an underwater base. Some kind of catastrophe has all but destroyed the place and it seems everyone has fled, leaving you alone.
The map is small but challenging. With a few crooked passages and bending corridors, the surroundings take on an eerie and ever so slightly disorienting feel. The locked doors (or functional equivalents thereof) serve their purpose well, guiding the player through the base until she has found what needs to be discovered.
Puzzles are common sense and straightforward. A few could be better clued, and I missed alternate commands for the necessary actions and reasonable synonyms for some important items.
A1RLOCK has a dark atmosphere. (The child-protagonist lightens the mood considerably here and there, for instance when she (Spoiler - click to show)Pew! Pew! Pew!-shoots a staple gun at random objects...)There is always the suspense of some gruesome revelation just around the corner. This feeling of expectation keeps growing until it is finally resolved in the final confrontation.
Lucid Night uses the frame of an interrupted night’s sleep filled with lucid dreams to present the player with a collection of small puzzles which take place in the dream world.
The puzzles are easy, heavily clued and tiny. Each does give the player that bit of satisfaction of finding the solution, and of looking around to see what your dreaming brain has come up with this time.
A laid-back bit of easy fun. Some distraction while you wait for the potatoes to boil.
It might be, were it not for the glimpses of the protagonist’s life we catch. There are vague references throughout the game to previous, more powerful lucid dreams, and to the character’s waking life that imbue it with a sense of mystery, even an unsettling feeling of unseen threat.
I enjoyed the writing, smoothly transitioning the PC from waking to dreaming without drawing too much explicit attention to it. The PC is used to dreaming, so the lucid sequences come as no surprise.
There is a nifty implementation feature in this game, of the “blink and you miss it” variety.
The puzzles were very common sense, especially for a dream-setting. I had expected some more moon-logic and surrealism to pop up as the game progressed.
A good game. The untold backstory of the PC keeps lingering in my mind.