The overarching theme of "The Orion Agenda" is an exploration of the implications of the Star Trek prime directive (not interfering with the natural evolution of technologically lesser developed cultures). Aah, many an hour have I spent waxing philosophically about this question after a Trek-marathon with friends...
The game is nicely structured: a light and funny bureaucratic puzzle to begin with, a somewhat harder midgame (that makes excellent use of the flashback), and a slight twist in the finale, where you also need to use the insights from the midgame.
NPCs mostly do what they have to, no more, except Rebecca, your partner, whom you can order around a bit. (REBECCA, JUMP)
I know it's not for everyone, but I like me some text dumps. Here, you get a SciCorps manual with your equipment and some screenfulls at the end of the game to summarize the moral dilemma.
A good game worth mulling over a bit after you're done.
Babel. What a game. During my first tentative journeys into IF-land, I stumbled across this deep, dark psychological horrorstory. I recently replayed it and it's still as haunting as it was then.
Do not riff on Babel for using the amnesia-trope. I have seldom seen it used so effectively as a source of suspense in IF. No lazy author here, but a tried and true storytelling technique that takes the reader down into the deep with it. Think Dr. Jeckyl.
Early modern IF that it is, Babel sometimes relies heavily on non-interactive scenes to make sure the player sees the whole story. I don't mind this one bit, I am as much a reader as a player, but I know this bothers some people.
The story is great, albeit not very original in this genre. Well told, well paced. The surroundings are fantastic, I thought. Varied enough to avoid feeling buried in a tunnel, without losing the thrill of the dungeon-feel.
The puzzles are not so hard, as long as you are patient enough to stick to The Adventurers Code: Read! Explore! Examine!
All in all, a true classic of the modern age.
This is a very short but enjoyable game.
The first part is mostly an introduction to the characters. You talk to your brother via a choice-menu, which gives the author the chance to put a lot of the brother-sister dynamics into the conversations. Downside is the almost mechanical ticking off of options.
In this part you can also experiment to your hearts content with the powersuit you found. Very much fun!
The second part switches quite abruptly to a big boss-fight. Use the skills you've learned to subdue the monster.
That's it. Short, easy, fun. That's all you need sometimes.
One of the first IFs I ever played. I then thought it was fantastic. Upon replay, with many more games to compare it to, it can still hold its own.
Spatially, it's a small game. A house, a garage and a garden (where the eponymous Glowgrass grows. Beautiful image.) The feel of the game is larger though, thanks to a sort of VR-device you find in the house. The heart of the story, the backstory of the people who once lived in the house is to be found there.
Not much puzzlewise, nothing that a curious mind can't handle without hints. (and one small how-do-I-phrase-this-so-the-game-understands puzzle).
Good moving story, well recommended.
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.