First location: Leathery Cliff. I was hooked.
The concept of the game is intriguing: Political espionage to undermine the position of someone of high societal standing.
You break in to a marvelously described and well-implemented mansion to find evidence that the owner of said house has unacceptable secrets. Some of these secrets are hidden in plain sight, others take quite a bit of examining, searching, and doing rather improbable things.
The puzzles range from "Just X and search and you'll find something" to using inconspicuous objects to unusual ends.
Getting out of the house without compromising your own trustworthiness is as important as getting in in the first place. (And both are hard.)
Very good and rewarding game. Very replayable too, if you left some loose ends the first time (or didn't understand where the loose ends came from.)
When browsing recommended lists and best of lists, Suveh Nux springs up frequently, so I decided to play it.
I can only agree with other reviewers that this is an excellent puzzle-game. Everything works, there's more than one "Aha!"-moment, and there are almost limitless possibilities to experiment, combine stuff and spells and stand in wonder at the results of the latest whim you acted upon.
I loved the brain excercise of solving the logic/language puzzle. The game is a great cerebral A-implies-B problemsolving excercise, with a very big sandbox.
Personally, I like a bit more involvement, the feeling that there's something bigger at stake, but that's just me.
I'm rather new at Choice-games, but this one, with its ancient Rome theme appealed to me.
I very much liked the customizing of my character at the beginning. You can choose male or female, which doesn't seem to have any effect on further gameplay. The way you assign further strengths and talents was very rewarding to me. You get stat-points based on your choice of family background, and on the choice of the mythological character you're named after. (Diana, goddes of woods, wildlife and hunting, gives you a headstart in Stealth, for example.)
It's well written, apart from a typo here and there. It's also well structured. A coherent story of development as a fledgling gladiator, with attention to development of fighting skills (of course) but also of various personal relations. Do you choose sibling loyalty above a strong training ally? Do you choose friendship above a good rapport with your trainer or master?
These decisions play a clear role in how well you fare in your first battle in the arena. Just before and during that fight, you also make difficult but influential decisions (weapons choice, tactics, who you help and who you leave to fend for themselves). Deep involvement with your character here.
And then it's over...
This game feels like a very good introductory chapter to a longer, fully fleshed out novella about the life of a roman gladiator/slave. Will she earn or buy her freedom? Will he become trainer of gladiators that follow? Will she escape with her brother and confront their father? How about his friends, enemies, allies, trainers?
I, for one, would very much welcome a continuation.
I felt hungry for more.
"Molly and the Butter Thieves" is truly a joy to play.
Vividly described, well-implemented. Some easy, fun puzzles to get you more involved in the story, what's more to want?
What? Oh, yes. Beautiful, beautiful imagery. Plenty of that too.
This game is fun!
And it's called "Molly and the Butter Thieves"!
A zombie game in a closed building where you wake up all alone with no memory of how you got there; all while the living dead could break through the door any minute. Yeah, I know...
Play this one though. It's very polished and well implemented. There's lots to explore, and examine. And you learn a lot about barricades: how to erect them properly if the creatures mustn't get through, how to get through them if you yourself must. Also: chemistry, yaay!
The game has a twist at the end, but you must be blind and deaf not to have felt it coming. Still nice though.
I particularly liked the epilogue. It gives Divis Mortis some gravitas, albeit after the fact. (Well, it is an epilogue...)
It is very tempting to try to translate The Gostak. I've found different versions of the, no, more accurately I should say a story on the internet. I too have created a story based on my understanding of what things and what actions the strange words in this game refer to.
But as Chase Entwistle put it so well in his review: "Distimming the doshes could be the most evil thing imaginable."
I really started appreciating this game once I let go of the assumption that the "words" had to have external referents, and instead viewed them as symbols in a logic system that could be manipulated through their interactions with other such symbols.
This brings this game very close to mathematics or symbolic logic. "Distim", "Gostak", and "Dosh", like any other "word" in this game are defined solely by their relations with other "words". Putting "words" next to other "words" makes them act in a certain way, and gives output from which the player can infer what role they have in a logical system.
But yes, of course I have my own version of the story. And my, how my doshes are distimmed by that gostak!
In this retelling of the classic, wellknown fairy-tale, you play Beauty. However, you (the player) are not Beauty. Through memories triggered by various rooms, objects, pieces of furniture, it's clear that she has lived a life of her own, in this castle with its Lord, and outside it in her village.
She does not find Beast after coming home from a visit to her family, so she has to search the entire Castle.
And this is where the game shines. This Castle is so detailed, so well implemented and so vividly described, I felt like I was looking over Beauty's shoulder every step of her search. Your discovery of the different wings and rooms of this Castle is paced to perfection. The various puzzles hold you long enough to get accustomed to a certain part of the setting, until you find the solution and another part opens up. This has the effect that in the end, I felt like I had experienced much more space than is actually in the map.
For other of the many qualities of this game, I direct you to other reviews. The Castle was what I wanted to highlight most.
I would have rated this game 6 stars if it would have let me fly the Pterosaur!
There. That should be enough incentive to stop reading this and go play it.
Or not. I absolutely loved this game.Here's why:
-The world. The two cities Illuminismo Iniziato takes place in are big, detailed and deeply implemented. When I began playing, I spent a lengthy and thoroughly enjoyable time just sightseeing, examining stuff, thinking about what I would buy later on and in what shop. I also read the newspaper, and was pleased to see it provided me with hot-off-the-presses news about what happened in the world. And of course, in a city like this, I talked to the people.
-NPC-interactions. The cities are populated with lots of characters, most of whom you might remember from the game's prequel, Risorgimento Represso (also highly recommended). They each have their own personalities, and you can talk to them about quite a bit more than needed for the task at hand.
One NPC who undoubtedly deserves a paragraph to herself is Crystal, your NPC-tag-along slash hint-system. A wonderful character. Helpful but not too helpful when you need a nudge (or a shove). A knowledgeable guide to the game-world when you want background-info. And a tireless chatterbox for your entertainment only.
-Puzzles. Against this background, there are puzzles. Many puzzles. They are mostly well-clued (and if they are not, yaay, another excuse to talk to Crystal!), some are quite difficult, and all are so well integrated that you hardly feel like you're solving a puzzle. Also, some are laugh-so-hard-you-might-break-a-rib funny.
This is a fantastic game.
Emily Short is one of my favourite IF-writers, and when I found this big story-game with her name under the title, I pounced on it!
And it is good. Apart from being an immersive adventure and a detailed exploration of a fine city, deeper themes also shine through.
Truth above obscurity, even if truth also means complete transparency?
Creativity above strict order, even if creativity also means chaos?
The writing is top-notch, the NPC interactions feel real, the city and its history hold the interest, but in the end, the game misses something.
Is it because the game is so good that I raised the bar impossibly high?
Finding an outdoor café where there were no interactive NPCs and where nothing story-moving happened disappointed me.
Finding out that a little nook in the gameworld, about which I dreamed up many possibilities, didn't play a role in the story didn't feel like a red herring, it felt like a let-down.
Finding out that certain information I found about my character didn't matter to the game was a pity.
But those are nitpicks, and very personal nitpicks at that.
This game is very very good. Just not as amazing as I really really wanted it to be. And that's on me.
So play it.
Some fifteen years ago, I came across this strange gameplaying/storytelling -medium. They called it Interactive Fiction. I thought it sounded interesting, but it turned out to be confusing, frustrating. I did not feel welcome in this world.
Then I came across "Worlds Apart". Thank you, Lady Britton, for "Worlds Apart".
For days on end I lost myself in this game, this story. Outer and inner worlds entwine. Exploration demands diving into ocean and mind alike.
Since that experience, I've played a lot of good, even great IF, but...
"Worlds Apart" will always be my first love.