First off, some tech-stuff: This game is, hands-down, the most deeply implemented piece of Interactive Fiction I have ever played or heard of. Along with that, it also provides an amazing freedom of experimentation. This is no sandbox, this is dune after dune.
The puzzles are,partly because of the aforementioned freedom, not hard. They are sensible and great fun. Choose your own logical approach and try it. Many different solutions will work, and those that don't will not work for a reason. Very rewarding.
The story is very much for the player to fill in. Lady Short gives you the backbone elements of a story of personal growth and inner realization, up to you to interpret it. The many different endings also give you many possible interpretations.
The writing is crisp and clear, giving Metamorphoses that dreamlike quality. The descriptions are detailed enough to be practical, without excess decoration. Exactly because of the sparse descriptions, the imagination has ample room to dream up it's own version of your surroundings.
Maybe the biggest puzzle here is the quest for completeness.A reverse read-the-author's-mind problem. When playing (and replaying) ask yourself, "What has Emily Short NOT thought of?"
Very, very good game.
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.
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.