Fear

by Chuan-Tze Teo

1996
Horror, Surreal
Inform 5

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Review

>INVENTORY - Paul O'Brian writes about interactive fiction

The concept here gave a new spin to the “locked-door” genre of puzzles, and it was a delicious irony that the purpose of the game was to get through metaphorical “locked doors” of emotion and reach a final climax of unlocking a physical door to get out of a house rather than into one. However, this key feature of the endgame also provided one of the game’s logical flaws — how many houses lock from the outside?

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