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Overcome a series of illustrated obstacles on The Path.
The path is a linear parser-based puzzle game that strips away many of the tropes of traditional text adventures that beginners may feel overwhelming.
Next to zero narrative. Death / Failure is an integral mechanic. Play session time is short, but multiple trips down the path may be required.
Easy mode (USE command accepted), and hard mode (USE command not accepted + CHEAT keyword supported).
| Average Rating: based on 6 ratings Number of Reviews Written by IFDB Members: 2 |
I really appreciated "The Path" and I see where it draws inspiration from. I grew up with adventures being more puzzle-oriented than narrative. What I particularly love about this adventure is that it intentionally throws out all narration to focus on the notably great puzzles you encounter while you proceed with your journey on the path. The graphics are extraordinary beautiful. You can see that they have been created with passion and and absolute understanding of how pixel art works. The refreshing concept in addition make this a wonderful experience. It's nice to see that in a world of narrative games, there still is room for an adventure that reduces everything down to the essence of early text-/graphic adventures, while the story behind it is up to your very own imagination. Kudos!
Not giving a five to this game is simply a crime against posible future path walkers.
The game presents you one after another, in a linear but somewhat random manner, some archetypal situations, I would say symbolic ones.
The door, the beast, the trap, the plague, the illness, the death, ...
These tell a story in the way tarot cards do, stimulating your imagination with sketches. And although these are more elements of "setting" rather than structural elements, I see in them a certain resemblance to Propp's functions (*), or at least we are facing a type of game that could take advantage of them.
The game follows the classic line of the hero facing a series of unrelated situations or tests, a tradition that goes from Hercules' labors with his apples and Cerberus to The Princess Bride, with its cliffs of insanity and its fire swamp plagued with R.O.U.S., treacherous sparkling sands, and sudden eruptions of fire.
The responses to commands that a conventional adventurer would predictably use, such as "examine," seem like a good choice. The responses are clear: Stay focused on the path, and in this case, the game's title itself is not just an aesthetic or marketing decision but a statement of intent.
I think expecting the same granularity of actions in all games is limiting. Actions like "examine" or "north" wouldn't fit in a game where each "room" represents, for example, a year in a person's life, and that wouldn't invalidate or make those games better or worse.
Simply a brilliant move. Gimefive, man!
(*) For more information on this hipster reference, search for Vladimir Propp and his functions, which I discovered a few years ago in Gianni Rodari's "Grammar of Fantasy."