Jigsaw

by Graham Nelson

Time Travel/Historical/Romance
1995

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Number of Reviews: 6
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1-6 of 6


4 of 4 people found the following review helpful:
20th Century Tidbits, August 4, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler, History

I remember getting a very intimidating book as a present when I was a small child. I was amazed that it had more than a thousand pages. It seemed impossible that anyone would get through such a huge story. It turned out to be a "365 Bedtime Fairytales"-book, with a 3-page story for each night.

What was a relief in the case of the bedtime book turned out to be a disappointment in the case of Jigsaw, a game I had been looking forward to playing for a long time.

Instead of a sweeping epic story taking me past the turning points of recent history, I got 16 smallish (but hard) bedtime puzzles barely held together by an overarching plot. Just as with the bedtime-book, Jigsaw took a long time to finish. I would hardly call it a big game though. More a series of historical vignettes, to be experienced and enjoyed at the player's leisure.

As for the overarching plot, anyone's guess is as good as mine. Here's what I made of it: Black has a plan to change the past to mold the present and/or future to Black's priorities/preferences. You don't want that. (Even if some of the changes Black tries to make are really good ideas, like (Spoiler - click to show)preventing World War I...) Your task is to find and reverse the temporal disturbances Black leaves in his wake as he visits certain important times in the 20th century. Black's and your motives for all of this remain in the dark (to me, at least).

After a confusing introductory sequence (where you need to find an unmentioned exit to progress, not for the only time in this game...), you arrive in the central hub/control centre. From here you can access the different time-areas where you need to solve a puzzle.

Fortunately, the time-areas are mostly independent from each other. As you enter one, you should be able to find everything needed to fix the temporal disturbance. This makes the puzzles merely hard, instead of impossible. Allthough the number of rooms and available objects is limited in every area, you have to time your actions carefully and execute them in a particular order. SAVE and RESTORE are necessary parts of the gameplay.

Most of the historical vignettes were very enjoyable, clearly well-researched and very satisfying to solve. Some were either too hard, or were solvable but took me far into try-everything-on-everything terrain.

I missed a cohesive backstory tying this game together as a whole. However, it's well worth exploring and trying to solve the puzzles independently. As I said: very satisfying.


2 of 2 people found the following review helpful:
An enjoyable journey through the twentieth century, December 5, 2020
by Wynter (London, UK)

It is New Year's Eve, 1999, and a mysterious stranger drops you a piece of a seemingly ordinary jigsaw. But each piece turns out to be a gateway to a different event in the twentieth century. Can you make history?

I came to this game fresh from Nelson's wonderful game *Curses!*, looking for something similar. It simultaneously is and isn't. Like that of *Curses!*, *Jigsaw*'s a nicely large game world, which allows you to jump in and out of different times and different places. Each jigsaw piece is a mystery: where are you going to go next? The overall tone is considerably different to that of the earlier game: it is much more sombre, dealing with the tragedies and crises of the twentieth century. There is, however, a romance, and there are a few moments of humour(Spoiler - click to show), such as when you rearrange the deckchairs on the Titanic.

Each jigsaw piece is a relatively self-contained mini-game: actions taken in one chapter rarely have an impact on others. This may or may not appeal: I enjoyed the sprawling, ever-growing environment of *Curses!*, where an object found in one place might open up another area of the game; but it helped to be able to concentrate the mind on a small area, containing one or two puzzles. Some of the chapters were over quickly, with just one or two actions to complete; many puzzles were difficult, and I am grateful for Bonni Mierzejewska's walkthrough. Examine everything, look under things, and talk to characters.

Each chapter clearly has a great deal of historical research behind it (and there are footnotes to each one in the Help menu), so it's a game that is both informative and entertaining.


3 of 3 people found the following review helpful:
Jigsaw completely lives up to its name., June 9, 2016

After a years-long hiatus from IF, I went into this game, thinking that it would be namby-pamby, and when I started playing it, I still thought it would be thread-bare, with its initially spare descriptions. I was SO wrong. It turned out to be one of the most complicated games I have ever played(and I am an Infocom veteran, having played such hard nuts as Spellbreaker). I had to look at a walkthrough, by golly. This game has many areas, which correspond to certain events in world history. One plus that I appreciated was that I came out of this game feeling more educated, I had learned from it, or was inspired to do so. A minus was that it was not obvious to me what order in which I could solve each area. There is at least one instance where you definitely have to solve one area before approaching another, and you do not get another opportunity in that area unless you start over or go back to a previously saved position(and this is where I felt compelled to consult the walk-through--only to find out that I had no such position I could go back to, and had to start over). But most other areas can be solved in any order. I would recommend being especially watchful, by EXAMINE-ing and SEARCH-ing everything within reason. As with Curses!(Graham Nelson's other big game) and Jon Ingold's games, I would not recommend this game for a beginner, mainly because of the frequent shifts in setting and the sheer perspective of the plot. And there are certain actions that you will need to take that are not entirely obvious--or even obvious at all--that may stall out a beginner early in the game. For example, (Spoiler - click to show)it took me a long time to figure out what to do with the pyramid in the initial sequence(how was I to know that I could climb it!? I can see how some might have given up.).
This game is as full of nutcrackers as it is full of personality and color. Mr. Nelson made it just as intricate and at least as challenging as his other game Curses!(which I also recommend to experienced players). Be sure to exploit every object that you find, use it even if its purpose is not entirely clear, and look under and search every place and object possible. And please, (Spoiler - click to show)remember to sketch the animals! if you want a satisfying ending!


2 of 3 people found the following review helpful:
Too difficult for most without a walkthrough, little to do when you get stuck., February 3, 2016
by MathBrush
Related reviews: more than 10 hours

This is a game with a huge world. The writing is excellent, with interesting historic tidbits and a fun NPC.

However, the game is full of hard puzzles that leave little room to do anything elseif you are stuck. Unlike other games with huge worlds (Zork, Curses, etc.), this game is pretty linear.

Another issue is that many of the puzzles are simply unfair. As other reviewers noted, you are required to look in places you are never told you can look. I got stuck for hours at a time two or three times, and each time was due to an invisible exit I didn't know I could use.


22 of 23 people found the following review helpful:
Historic Game; Aging Gameplay, December 10, 2009
by TempestDash (Cincinnati, Ohio)

As a latecomer to the IF scene, I have to admit to being more than a little spoiled. Intellectually, I knew games like Photopia, and Galatea, and Violet, and Blue Lacuna were atypical entries into the massive ocean of IF games, but, I think, somewhere in there I had come to expect that most games were like that, even games that predated them. So I was (rather ignorantly) surprised to realize that Jigsaw – released in 1995 – had more in common with Zork (circa 1980) than it did Violet (circa 2008).

What all that means is that Jigsaw’s gameplay is almost brutal by today’s standards. There are several sequences in the game that are very tightly timed (including, to my astonishment, the prologue!), as well as many, many ways to unknowingly put yourself into an unwinnable situation (including, again, in the prologue). Furthermore, the game expects you to look under and on top of things, deliberately, without any hints that something might be there, even when doing an ‘EXAMINE’ on the thing in question.

Another difference, and probably the hardest thing for me to adapt to, is that the game is very sly with respect to available exits. Rooms occasionally have exits that are undescribed and there is really no way to ‘LOOK’ or ‘EXAMINE’ the area to find them. Sometimes, if you attempt to go in a direction that you can’t, the parse will respond with “You can only go southeast and north,” but other times, it’ll simply say “You can’t go that way.” In the prologue of the game, in fact, there is a vital room you must enter that you only find out is there if you attempt to walk in a direction you can’t and get a message implying that there might be something behind the wall if you go one room west then head back southeast. Also, there are a couple cases where you’ll be navigating in cardinal directions (N,S,E,W, etc.) and then suddenly be expected to use a different way to navigate. Such as when you are on a boat in one sequence, and randomly you have to use ‘fore’ and ‘aft’ to navigate the deck, even though you were using cardinal directions when indoors.

As might be apparent from the above, almost all of these differences manifest themselves in the prologue, which is to say, the very first section of the game before you know how to time travel, before you ever meet your antagonist, and before you even know what the game is about! I spent quite a while in that part of the game trying to figure out what was going on and what I should be doing before putting the game down for a second and taking stock. If I couldn’t get through the prologue without a walkthrough, what were my chances with the rest of the game? Would it even be satisfying to play the game if I ended up using a walkthrough for everything?

The answer is yes, it was satisfying. In the end, I did have to use a walkthrough to get past 90% of the puzzles in the game, but I still enjoyed seeing how the game worked, and loved every time you came face to face with your sometimes partner sometimes enemy Black.

Black is quite an interesting character, mostly because you’re never quite sure what Black is doing, even at the end of the game. The first time you meet the character, Black tells you that history is going to be improved by your actions – even at the start, Black treats the player as part of a team, much to the enjoyment of the player character who is immediately attracted to the rogue – and demonstrates this by using the time machine to try and prevent World War I.

Now, if you let Black carry out the mission, history will be irrevocably altered and you, the player, will end up being someone different and the game will end because you no longer remember anything that has happened between you and Black. So, as painful as it becomes to the player’s growing affection for Black, you must try and ensure history goes it course in every mission.

(Spoiler - click to show)Oddly, this doesn’t always mean you’re fighting against Black. In some cases, Black accidentally changes history and you have to right it. In others, there are hints that Black comes from an alternate history altogether and the changes being made are actually the way things went in the player’s past, so you have to instead help Black accomplish the mission.

Just reading the above, you might start to think that Black is somewhat annoying, running through history changing things willy-nilly. But the real charm of Black, and really the charm of the game as a whole, is that despite conflicting interests Black never gets all too angry with you, just frustrated that you don’t understand what Black is trying to accomplish. You two are, after all, the only ones who can travel through time, and that does make you partners in a way. Black is almost always cordial with the player, and, it appears, begins to share your affection.

Watching this relationship evolve is fascinating, and the situations the player and Black find themselves in are frequently entertaining or suspenseful, which definitely makes the game enjoyable even when you’re using a walkthrough to solve every puzzle.

In fact, I’m not sure if it would have been all that great of an experience if I had to figure it all out on my own. I don’t want to repeat myself too much but those puzzles were HARD. Not just guess-the-verb hard, but really out-of-nowhere solution hard. The best advice I can give will sound awfully familiar: pick up everything you can. Fortunately, your rucksack is bottomless so you can carry everything you find for the duration of the game. And, if you pick up food or drink? Drink or eat it. Nine times out of ten, that’s what you’ll be expected to do.

It took me a good six hours to get through this game in the end, even with the Walkthrough. Without it, it could take days. I’m delighted to play an IF game with so much content, but the war you’d have to wage with the game to see that content without a walkthrough is incredibly discouraging.

So, in the end, I have to say the recommendations were good ones. This game IS worth playing! But please, keep the walkthrough handy, because this game deserves to be played to the end, and I’d hate to see a relative newcomer to IF gaming give up because the game appears impossible.


9 of 11 people found the following review helpful:
Far More Than An Interactive History, January 28, 2008
by Rose (New Zealand)

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.



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