I suppose the game's driving idea is to make opaque references to some music band I neither know nor like. There is not enough context provided inside to understand what it is all about - it drops you into some dinner preparation scene pretty much without any explanation of who you or the other mentioned characters are. Even the introductory text is difficult to understand and doesn't connect to the initial scene, which is probably meant to make the player curious but instead just seems annoying. Early in the game it becomes apparent that there isn't going to be much story, but rather some bothersome puzzles to solve - which is where I quit.
The first few sentences of this game stuck in my mind for years: "An implosion of purpose. A summons from mere existence. The blah blah blah blah blah blah, blah blah."
Call me strange, but for this rhythm alone and the evocative strangeness of the core idea the game deserves five stars - I don't care for the plot or puzzles.
As good-looking as ever.
We spent what felt like two long days in super-anguish awaiting the ultimate conclusion to the humanities' great saga and the definitive last word in Interactive Fiction. Our joy was beyond description when we discovered that this tireless author managed to triple the amount of content in comparison to previous parts in such a short period of time and still found more energy to introduce a fitting seasonal religious theme into the main story. It is this sort of sustained individual effort which makes the works of established IF authors - and unworthy imitation attempts by fans - pale in comparison.
Rated one star to honor the true uniqueness and conclusive finality of this masterpiece.