Ratings and Reviews by Rovarsson

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Alone, by Paul Michael Winters
1 of 1 people found the following review helpful:
Fill 'er up., April 26, 2022
by Rovarsson (Belgium)

In the near future, you are a survivor of the plague. And you have just run out of gas. Fortunately there's a gas station nearby...

Alone takes place on a very compact map. A good handful of locations are accessible. After finding a hidden entrance, the game more than doubles in size, but it retains a closed and claustrophobic feel. This, and the fact that the protagonist is entirely alone make the world seem very small and threatening.

The puzzles are almost all of the lock&key variety. But it goes out of its way to show how much variety there still is in the "simple" lock&key category. Electronic doors open from a distance, opening one door closes another,... The key to one door is even too heavy to handle and must be moved mechanically.
All these are completely logical, but it may take some tinkering to understand the relations between the parts.
I absolutely loved the final puzzle. It is possible to settle for a simpler solution and still get your initial objective (fuel). However, if you are willing to think a few more logical steps further, there is a much more rewarding ending to be found.

The sense of achievement in this harder solution lies mostly in seeing some real character development in the protagonist. It's described in few words, but it is real and touching.

The writing is crisp and clear. Rooms are easily visualized to give a good view of the important bits. With the exception of one small component, it's not about finding the bits by looking under the rug, but about how the bits interact (sometimes from far away). The longer ending paragraphs are a great reward after the concentrated focus on the puzzles.

A very good game. It could have used a bit more dry humor (sorry, in-joke...)

Recommended wholeheartedly!

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Fairest, by Amanda Walker
5 of 5 people found the following review helpful:
*Achichooo!* now where's that feather blown to?, April 25, 2022
by Rovarsson (Belgium)

The intro of Fairest places the player firmly in well known fairy tale territory. You're a prince with two stepbrothers. Now blow on this magic feather and do weird questy things so they don't grab your kingdom out from under your royal arse.

The world in which you are supposed to do the questy things is cleverly put together. The map I drew looks far smaller than how the lands I travelled through felt. A few cutscenes where you run and tumble behind a magically fluttering feather and a strategically well-placed but temporarily cordoned-off bridge give the feeling of a very large space. (Can you guess why the bridge is cordoned-off?)

The questy things themselves come in threes. As such things do in fairy tales...
Three times you are presented with a princely objective, and must overcome obstacles to attain it. The puzzles are not hard. Aside from flailing about a bit trying to guess a character's name (no, not (Spoiler - click to show)Rumplestiltskin, although he does play a part), I managed to get through the game without much trouble.

The mildness of the puzzles left me with more brainspace to admire the narrative itself. As you guide your high and mighty princey-wincey through the story, you encounter a veritable hodge podge of fairy tale ingredients. Sometimes these are drawn pretty reliably from the source material, other times they're just a passing shout out to a well known trope or tale. ((Spoiler - click to show)Like the town of Hamelin. I was a little sad that the piper and the children from that tale were not included....)

Regarding the source material, the author manages to simultaneously go forward and backward in time with her interpretation.
-Although there is no material unsuitable for children in the game, there are however plenty of nudges and winks to the ancient folk tales with their grim horror and cautionary content.
-At the same time, the familiar tropes (gender roles, destiny by birthright) of the genre are questioned, criticized and sometimes outright ridiculed.

The depth of implementation is astonishing, as is the immersive power of this game. Both of these are intimately connected to a very clever layer of meta-story strung through the story. Without elaborating too much, I'll say that it reminded me (almost chillingly so) of a key moment in Michael Ende's The Neverending Story.

An extraordinary feat. Fantastic game.

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The Fall of Asemia, by B.J. Best
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Pick Up The Phone Booth And Die, by Rob Noyes
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Hinterlands: Marooned!, by Cody Gaisser
Thought-provoking perspective., April 21, 2022
by Rovarsson (Belgium)

A short but insightful game that must be played several times to fully grasp and appreciate.

Marooned! gives an in-depth psycho-sociological analysis of interaction and communication with an otherworldly alien.

Worth contemplating as a poignant metaphor for interhuman relations, or as a roadmap to the delicacies of international diplomatic negotiations.

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Beneath the Stones, by Kieran Green
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The Prairie House, by Chris Hay (a.k.a. Eldritch Renaissance Cake)
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The Legend of Horse Girl, by Bitter Karella
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Filthy Aunt Mildred, by Guðni Líndal Benediktsson
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The Bright Blue Ball, by Clary C.
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