Violet

by Jeremy Freese profile

Romance, Slice of life, Collegiate
2008

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Number of Reviews: 36
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11 of 22 people found the following review helpful:
Like Reaching Land After Days At Sea, July 30, 2009
by AmberShards (The Gothic South)

Did I play the same game as the other reviewers? Reading the reviews and the contrasting their sparkling appreciation to what I experienced makes me seriously question if most of the reviewers are on high-grade antidepressants or terminally too-nice. Shaking off that bit of strangeness, let me say first that I started playing Violet expecting a lot. (Yes, those reviews did bias me towards expecting something off-the-charts good). Reality was a bit lacking in comparison.

First, the narrator (Violet) is wearying. Yes, you can say that she's cute; yes, there is this whole exotic appeal to her, but the endless needling, the superiority, and the martyr complex simply wear you down after a while. She is so overdramatic that it drains your energy. Women like her are why guys collapse into saying "Yes, dear," and try to do whatever their wives want, simply to be left in peace.

With that said, the game itself is strangely unforgiving. To solve the puzzles, you must instinctively disregard what Violet wishes. Furthermore, you often have to (Spoiler - click to show)destroy the very things that celebrate your relationship. I'm not sure what the author intended, but that leaves a bad taste in my mouth. It's like I'm being forced to annihilate love.

Worse, the puzzles themselves are poorly clued, and often feature an exceedingly strict parser (for instance: "ear" doesn't work, but "ears" does), or important details that should be present when you examine something, but are missing. I've never used the hints on any game as much as I did with this one. This left me feeling very frustrated. I understand that the puzzles are odd, but if that's the case, then shouldn't near-misses be subtly nudged towards the answer? Instead, they are rewarded with standard responses. Probably the most egregious example of this was (Spoiler - click to show)the whole slingshot ordeal.

The ending felt more like how you feel after reaching dry land after being at sea for a few days: you're filled with relief that it's over. Yet even here, the relief is not admixed; there's a bit of creepy cruelty present as well. I'm definitely unsure that I would go to Australia with Violet if I were the main character.

That's another thing -- the main character is a guy who's apparently rather loose, and the game features quite a bit of sexual innuendo. The fact that it's couched in humor doesn't ameliorate the facts of the situation. In one scene, you're listening to the the PC's ex and another man engage in various unspecified sex actions from behind a door. Yuck.

The game features snappy dialog, a seamless conceit that never once breaks memisis, and an interesting narrator. The execution of the puzzles, however, is unfair and frustrating. There are also a few bugs remaining (for instance, there is no response to throwing the coaster). Taking it all into consideration, Violet isn't fantastic, but it could be improved quite a bit by cluing the puzzles better and by implementing a few more verbs.

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Andromache, December 24, 2012 (updated December 26, 2012) - Reply
Whew. I'm so glad I'm not the only one who had a mixed opinion on the game. Violet as a character was well-defined. Everyone was, really. But no one was really likeable. (Spoiler - click to show)The player character came across as dopy and spineless, and while I did feel badly about having to destroy sentiment, Violet's melodrama and scolding just made me resentful.

I also didn't understand people's praise of the parser. I often felt I had to read the author's mind. In the end, I don't consider all the effort really worth it because I don't care for the world I'm inhabiting. My real one is better. Kudos for making it to the end.
Aintelligence, January 28, 2011 - Reply
I couldn't agree more with your review. I too found this game to be lacking in most everything
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