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3 of 3 people found the following review helpful:
Light Fun, April 1, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: Emily short, one-room, short

Play it if: you're in the mood for bite-sized IF with a bit of innovation and Emily Short's trademark narrative voice.

Don't play it if: you're in the mood for something more ambitious, or if you're easily put off by gameplay that constrains player actions.

This is a curiosity: a non-linear game that feels linear. Emily Short's Glass tells a modified version of the Cinderella story from the point of view of the parrot. The objective is to use your limited speech skills at opportune moments to influence the story.

The one or two twists on the classic tale are interesting enough to make the game worthwhile by themselves, but perhaps the biggest draw (at least in concept) is the ability I influence the flow of things from a bird's-eye-view.

Unfortunately, I played Glass very soon after another conversation-based game, Whom The Telling Changed by Aaron Reed, and it blows Glass out of the water when it comes to the main gameplay mechanic. Choosing what to say and when to say it in that game required paying close attention to the story and constantly trying to interpret it subtextually. In contrast, getting to any of the endings in Glass feels more like an exercise in trial and error, and as such the gameplay is not as satisfying as it could have been.

Nevertheless, Glass is a good five-minute distraction with good writing and some engaging concepts. Now that the game's source code has been made public, it can also serve as an educational exercise by giving aspiring IF writers some insight into the inner workings of conversation- and scene-heavy games.

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