Ratings and Reviews by autumnc

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View this member's reviews by tag: choice of games favs hosted games ifcomp 2018 ifcomp 2020 ifcomp 2021
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Relics 2: The Crusader's Tomb, by James Shaw
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A Crown of Sorcery and Steel, by Josh Labelle
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Age of Fable, by James Hutchings
3 of 3 people found the following review helpful:
A lost(-ish) game from an older internet, September 15, 2022

The official website for this game does not work, and the author's website seems to be entirely offline. It's not playable using Wayback Machine either, as it was a PHP game relying on a server backend.

Fortunately, the author released the source code of the game. I downloaded the code and was able to run the game on my own computer, with some modifications. My repository for this game is here (the hardest part was actually finding and downloading the images). You can try it out, if you have php installed.

While writing this review I discovered that this game was not lost after all; there is a playable version online at https://aof.guzh.me/, with a Chinese translation. This link didn't work when I first discovered the game, which was why I downloaded the source code.

Now, about the game itself: this reminds me of the Choice of Games style, although with more randomness, something like an open world, a lot more opportunities to die, and a more DnD-like stat system. So not really like CoG at all. I know it's supposed to be more akin to pen-and-paper gamebooks, but I'm not familiar with gamebooks (CoG might have also been gamebook-inspired). The basic structure of the game is adventuring in various hub locations (in a city, in the wilderness, in the ocean) with randomly chosen events/storylets in each location. There is a large number of random events, with moods ranging from comedy to tragedy to horror, and I still have not nearly discovered them all (the total word count might be over 100k). Despite the variety of events, there can be a lot of repetition at the hubs; you often find yourself back at the main city after a random event in the ocean.

From the links provided in the game and the author's blog, it seems that the author has put a great deal of thought into fantasy worldbuilding. But sometimes that didn't quite come through in the game itself. I enjoyed the moment-to-moment writing and the variety of situations in the game, but the scenes felt disconnected. The game doesn't really have a through-plot, or a critical path that the player can follow to reach an ending (I did reach some endings, but that was a while ago and I don't remember them). Even so, I think the game provides an interesting world to explore and a space to play around in.

I enjoyed the artwork, which include classical public-domain paintings, modern fantasy illustrations, sketches, and some CGI.

Anya Johanna DeNiro wrote an excellent review/retrospective of the game at Sub-Q.

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All Tomorrow's Parties, by Niamh Schönherr
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Disharmony, by Pink Soda Studios
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VtM - Blood of the Dragon, by NightmareThrenody
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The Golden Rose, by Ana Ventura
4 of 4 people found the following review helpful:
Ambitious and arduous, September 3, 2022
Related reviews: hosted games

This is a very long and ambitious Choicescript game, in fact one of the longest ever at 1.2 million words, and it's still only the first part of what promises to be at least a three-part saga. It takes place in an alternate-history version of medieval Iberia, where the Church has outlawed Latin (to the point where most of the characters have Germanic rather than Romance name forms) and the study of the Roman Empire. The protagonist is part of a company of mercenaries who seek to recover lost artifacts, which brings them into conflict with the Church and various other authorities.

The setting is probably my favorite part of the game. It is set in the city of Tarragona (in present-day Spain), and the medieval city comes alive in the very descriptive writing. There is a relatively free-form portion in the middle of the game where the player can visit different parts of the city; I love this kind of panoramic view of different social groups and people, who are all lovingly and distinctively portrayed. The alternate-history worldbuilding feels utterly believable, with details like names coming into play in fascinating ways.

On the other hand, the detail-oriented nature of the game can throw the pacing off. There is a constant sequence of tiny actions imbued with almost supernatural significance. Do you tilt your chin, touch your nose, or stoically gaze forward? Well, no matter what you do, there is going to be at least a paragraph of over-the-top description of your action and what it means for your personality, and it might not be what you expect. As someone who cannot read the author's mind (and is not the most socially aware IRL), the emotional salience of the various gestures was often lost on me (although I did learn the patterns). There's just so many of these tiny big choices, all throughout the story, and I got a bit tired of them. Also, the mass of details can unbalance the story; these tiny gestures are given more weight in the narrative than some of the moments where people actually die (it's funny how our mercenary can be adept at killing people while having anxiety attacks when someone looks at them a certain way).

The characters are a mixed bag. Some of them feel like dating sim archetypes (the nice boy, the bad boy, the defrosting ice queen), but they're written with a lot of detail and nuance. I like the ambiguity in a lot of the characters' motivations and even their feelings about the protagonist. The relationship descriptions in the stats page are all textual with no stat bars; even though there are multiple stat bars underneath the hood, it still felt more immersive to me.

Overall, I really enjoyed this game, but I wish I could like it more. I'm giving it 5 stars mostly because of its high ambitions and the huge amount of work that was put into the game, and I'm certainly looking forward to the next book.

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The Missing Ring, by Felicity Drake
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The Twine Fishing Simulator, by maxine sophia wolff
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Soft Earth, by Jon Sorce
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