Graham Nelson once said that IF is a narrative at war with a crossword. In Masquerade, narrative won. The writing is wonderful, and the PC brilliantly characterized. The conversation style, however, causes a somewhat linear structure. You are pretty much forced to follow the plot, with no choice as to what your player says to the other characters. The puzzles, though not many, are interesting -- I liked the opening puzzle. The compass rose was a nice touch.
Progressing to the next stage of the plot sometimes requires an unobvious action, and I was constantly jerked out of the story with a guess-the-verb problem or being unsure what to do next. (Spoiler - click to show)It is possible to stay in the coach (both of them) forever if you don't stumble upon the right action. Another glaring problem: when Ethan first asks you to dance, you must type >HIGHWAYMAN, YES. Typing >DANCE WITH HIGHWAYMAN won't work. However, when you dance with him later, as well as with Jonathan, you must type >DANCE WITH ETHAN/JONATHAN. (And you can't call Ethan by his name when he is wearing his highwayman costume.) Once I got to the end, I had a great deal of trouble finding a satisfactory ending, let alone the best one (As of June '08, I still haven't found it). Often, at the end, you can make a move which will bring you to an ending without you realizing it will do so.
Despite its weaknesses, I did enjoy Masquerade. I'll admit that I did not like the conversation system as much as I would have had I not played Pytho's Mask the day before; and give this game a deserved four.
It's difficult to write a puzzle game with a strong story. Emily Short manages to accomplish this in Savoir-Faire. The detail of the model world is almost ridiculous: there is enormous amount of takeable items (almost all of which you will need) and the setting itself is detailed. What stands out most is the magic system: you have the ability to link similar objects together, so that what happens to one happens to the other. I can imagine what a nightmare that must have been to program, but it works well.
The story starts simple: you're broke and must plunder the Count's house for anything valuable. As time goes on, however, you begin to find out suspicious things -- (Spoiler - click to show)could your debt to D'Envers be part of a larger plot? The writing is what I've come to expect from Short (brilliant), and the puzzles are logical and sensible. (At least, I think so. Wimp that I am, I picked up a walkthrough early on.) Get used to the logic of the magic system quickly, as almost all the puzzles are solved using it in some way or another. This game is unabashedly unfair: there are a few sudden death situations and it's very easy to lock yourself out of victory. Save early and save often.
I loved Savoir-Faire, and feel it deserves a five-star rating. I look forward to Emily's next game!
>EXAMINE ME
You are the traveling swordsman; the strong and silent stranger; the wandering vanquisher of villainy. Damsels swoon for you. Good man respect and envy you. Scoundrels learn to fear you. Even so, you are a rumor throughout the land.
The player's description sums this game up: you, the strong and silent swordsman, must save the helpless inhabitants of a fishing village from a tyrant. The writing is excellent, if a little too poetic, and the plot is straightforward -- until the ending, of course. The puzzles are sensible, with solutions that make perfect sense (although not always as well clued as I would like). I don't recall ever having to guess the verb for anything: almost all possible synonyms were accounted for and implemented.
Despite the brilliant game mechanics, I did not enjoy the game as much as I did more badly coded games. Why, I do not know. Maybe the fact that the plot was to do with a curse got to me, or I disliked the logic of the puzzles. However, it is an excellent game and I recommend it, even though I personally did not enjoy it that much.
Every so often, I play a work of IF and wish it could be made into a movie. This was one of the times. Jigsaw begins at the turn of the millennium and proceeds to whisk you through historical event after historical event with barely a pause for breath -- all the time pursuing a fascinating stranger who seems to think you're on their side.
The writing is superb -- Graham Nelson manages the feat of never using pronouns when referring to Black in order to allow the player to see both themselves and Black as they choose. The historical sections are obviously carefully researched, with careful details -- I loved Orville Wright's mandolin! Black, the main NPC, is a strangely likeable villain (or are they an ally?) with a fiery temper and a well-polished wit. And the plot, if somewhat confusing on the first playthrough, is entertaining.
As for the puzzles, I can't honestly say. I didn't solve them by myself -- I used a walkthrough. The impression I got, however, is that they are generally well-clued but with one or two guess-the-verb problems. There are lots of sudden deaths, most with warning but a few not. It's incredibly easy to lock yourself out of victory without realizing it -- (Spoiler - click to show)at the end of the game it is required to have an item from the prolouge that is none-too-easy to find. If you want to avoid problems with the game being unwinnable, pick up everything not nailed down and keep them in your rucksack in case.
To sum up, this would have to be my favorite game yet in terms of story and writing. I just wish it had been a novel and not IF.