"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.