| Average Rating: based on 20 ratings Number of Reviews Written by IFDB Members: 3 |
- Rovarsson (Belgium), August 12, 2024
- kbadly1, November 24, 2023
Una delle avventure testuali più conosciute ed apprezzate anche fuori dal giro degli appassionati, e non fatico a capire perchè.
E' difficile ma molto immersiva, piena di personaggi e di situazioni, sembrava davvero di vivere i giorni della fiera. La libertà di esplorazione si coniuga con enigmi intelligenti e stimolanti.
Se le altre avventure testuali sono anche lontanamente di questo livello, voglio scoprirne altre.
- whjohnson22, September 9, 2021
- Pirate Gopher (Fort Worth TX), September 2, 2021
- Stoa, July 6, 2021
- Zape, July 5, 2020
- Denk, March 20, 2019
- Guenni (At home), February 10, 2018
- Nomad, December 26, 2017 (last edited on December 27, 2017)
- kala (Finland), August 26, 2016
1893 is a game set entirely in the real world. The map is based on the actual layout of the 1893 world's fair, and has hundreds of locations. The game includes 500 historical photographs used to illustrate these locations. Your enemies are counterfeiters, thieves and murderers. There is no magic or advanced technology (except in a hidden easter egg).
But at it's heart, this is a fantasy game. If the game said at the beginning 'You are at a bustling magical metropolis on the world called blah blah blah' and assigned random names to the buildings, this game would make an excellent fantasy game.
Explore bizarre cultures and exotic locations. Walk on an enormous cheese, witness arcane rituals, use devilishly complicated machines, and, most importantly, deal with a madman leaving a trail of dead bodies and missing diamonds.
The game asks you to find 2 persons of interest and 8 diamonds. These quests are almost entirely independent of each other, which is good, because this game is so huge and non-linear that it would be a great challenge to complete a linear sequence of events. After finding the 2 people of interest, you have the opportunity to complete a final quest.
I could not complete the final quest, because the event that triggers to find one of the people (Greenback Bob) never happened for me, even though I was following the walkthrough. However, I completed the rest of the game, and found it enjoyable.
There are many, many NPC's, some implemented well and others just sketched in.
The game includes in-game hints; the person who stole the diamonds WANTS to be found, and will give you hints if you call him.
Overall, an under-appreciated game. Few will be able to complete it on their own, but it is worthwhile to try. Try exploring the fair, picking up everything you can, and investigating everything. The 7 days that you have are very, very long, so you can afford to look around a while first.
- Trobairitz (USA), October 27, 2015 (last edited on October 28, 2015)
Much like the premise of this game, 1893 is an undiscovered diamond in the rough, and I felt that it deserved an IFDB member review. Though it may not be a groundbreaking or especially influential work, this game should be played, or at the very least, explored, by all fans of IF who consider themselves well versed in the genre.
Yes, 1893 is massive. One gets the impression of playing something “important”, merely from the experience of traversing such a vast and intricately detailed map, and from taking part in an important world event. Although this vastness may be frustrating for some, it is the magnitude of the location, the 1893 Chicago World's Fair, that aids in the most breathtaking aspects of gameplay. Unlike other large works, in which players are directed towards specific locations and perhaps blocked from accessing all areas of the map until certain actions have been taken, the player in 1893 is immediately set loose upon the entirety of the map in all its breadth.
Don’t be intimidated - you WILL get to know this world. By the time I had found even one of eight missing diamonds, which the PC is tasked with discovering in the game’s premise and introduction, it had been two “days” of game time and around 12 hours of gameplay - and I suddenly found myself knowing which directions to head and with a clear understanding of the fairgrounds and their content - an intricate knowledge which seemed impossible to achieve at the game’s onset.
1893 is as much about experience as solving puzzles. Time management, and management in general, is as important to gameplay as the plot. Each move the player makes advances the game clock: most actions take one minute, although some are more time consuming. In addition to managing your own time, there are many events which take place at specific hours, so you must plan out each day if there is a specific time at which you must be present at a specific place (Anyone who has had to be at a specific event in a large city will be familiar with the sense of urgency, and the fear that you just won’t make it in time - delicious realism for a work of IF). Money and inventory management take on an increasingly important role as the game progresses; I found myself without enough of my daily “stipend”, provided to me by my employer, to complete specific tasks a number of times. The PC also gets hungry and sleepy, and you must attend to bodily needs in a timely fashion.
This element of “management” heightens the immersive experience. Dealing with scheduling and taking care of your needs creates a deeper sense of realism - hardly needed in a world with such an enormous and verbosely described geography, but truly satisfying as a player. One can travel the map by foot, but there are other transport methods available, just as there were at the actual World's Fair: elevated train, ferry, and gondola. This not only adds to realism, but aids in the gameplay's time management aspect. It is very well integrated.
I worry that IFDB players shy away from this game not only because of its intimidating size, but because it has been dubbed “educational” by prior reviewers. Yes, you may learn something from this game. You may have to, in order to solve puzzles. However, I feel that one can learn as much or as little during gameplay as one wishes, and the experience of inadvertantly learning something, however insignificant it may be, only adds to the satisfaction of getting to know this world.
Puzzles are crafted in just as much detail. A built-in hints guide provides gentle guidance if needed, and I never felt guilty for consulting it when at a complete and utter loss, since there were many other puzzles to complete without help. The treasure hunt construction is a “spoke and wheel” non-linear design. You may find the diamonds in any order, which could be frustrating for those who crave limits. Major events, however, will move in a linear fashion as the clock advances.
This game probably isn’t perfect for those new to IF, although people who love history and appreciate games of a large scale could probably still come to adore it. Those new to IF but well experienced in lengthy graphic RPGs or MUDs may take great pleasure in 1893. Players who enjoy freedom and lengthy exploration of intricate game worlds will be in heaven here.
1893’s magnitude gives a sense of wonder and awe, and contributes to the realism that is enmeshed with gameplay. Even if you don’t have the patience to work through all of the lengthy puzzles to complete the treasure hunt, I encourage everyone to at least give this game an hour or two of time. You will immediately appreciate the love and diligence that Nepstad poured into crafting this world, which he did over the length of many years.
You will read, a lot. Take notes (I had over five pages of notes upon completion). Keep the included map at close hand. Though my interpreter did not display graphics and images as in the commercial version, I did not miss them. Once you come to grips with the sheer magnitude of 1893, you will be swept up into this world in a deeply satisfying way. You will form an impression of the American psyche and the state of the world at the turn of the 20th century. And you certainly won’t regret spending your time here.
- LaFey (Porto, Portugal), July 15, 2011
- Nikos Chantziaras (Greece), February 16, 2011 (last edited on February 17, 2011)
- Sam Kabo Ashwell (Seattle), February 15, 2010
- Mastodon, March 26, 2009
- aaronius, April 14, 2008
- Benjamin Sokal (Elysium pod planting enclosure on Mars), November 18, 2007
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