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5 people found the following review helpful:
Procrastination made interesting, December 22, 2008by Ziixxxitria (California) The puzzles were interesting and just hard enough to keep me looking for the solutions. Violet's narration was witty and the little asides and descriptions gave a very strong feel for the characters. A few little turns such as (Spoiler - click to show)the ending, or the many times I *thought* I had the cable taken care of for good left me gaping for a moment, before I jumped right back in. Excellent entertainment. Was this review helpful to you? Yes No Remove vote | Add a comment
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47 people found the following review helpful:
Annoying, December 12, 2008Hey look, I've got a super-hot, rich, clever, jet-setting Australian girlfriend! She's so cool I even think in her voice! And she loves to play charming tricks on me, like (Spoiler - click to show)writing me a letter to tell me I'm dumped... but it's just a "joke"! Hahaha! Sure you do, Mr Freese, sure you do. You don't live in your mother's basement, alone, programming videogames in your spare time, not at all! ;) Was this review helpful to you? Yes No Remove vote | View comments (1) - Add comment
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21 people found the following review helpful:
My favorite xyzzy response ever., November 26, 2008Violet is entirely responsible for rekindling my interest in interactive fiction recently. The interesting aspects of this game are amply highlighted in the other positive reviews here--that it's a single room game where everything, even metagame response, is conveyed in the voice of the protagonist's girlfriend. In the hands of a less capable author this would have quickly turned into an annoying gimmick, but Freese avoids that fate so thoroughly that I was actually sad when the game was over. Everything, from the nature of the puzzles (battling procrastination) to the never ending stream of increasingly bizarre pet names (lemon squidgie?), fits together perfectly, and almost nothing in the coding of the game was irksome. The single negative review below (at the time of this review) can only be the result of an unfortunate, soul-crushing cynicism. Was this review helpful to you? Yes No Remove vote | Add a comment
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9 people found the following review helpful:
Nothing motivates a man like a woman's change of status, November 22, 2008by Ron Newcomb (Seattle) The most unique thing about Jeremy Freese's _Violet_ is its wholeness. The author uses an unusual technique of casting the titular NPC as a voice intentionally willed to exist inside the male* protagonist's own head. Not only does his constantly keeping in mind "what would Violet say?" show his feelings for Violet and his current motivation, but the technique allows an in-game character to comment on both action-based gameplay and out-of-world game messages without breaking mimesis. Even the about-the-game portions of the work called up by the CREDITS or ABOUT commands are cast as a letter from an ostensibly real-world Violet to the author's friends, we the player. The pervasive use of this technique lends the work a visceral force usually reserved for true stories. Was this review helpful to you? Yes No Remove vote | Add a comment
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32 people found the following review helpful:
Well crafted, demented, and fun, November 17, 2008by WriterBob (Richmond Hill, Ontario) This game is as rock solid a piece of IF as I've seen in quite a while. It is a single room, single extended puzzle, written clearly. All the objects in the room are capable of being examined and most are, to a great degree capable of being manipulated. Was this review helpful to you? Yes No Remove vote | Add a comment
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13 people found the following review helpful:
Fun. Adorable. Brilliant., November 11, 2008by Dominic Delabruere (U.S.A.) Violet is deeply implemented, contains challenging-enough-to-be-fun puzzles and a fine hint system, and tells a really charming story. It makes me feel warm and fuzzy inside. This is the sort of greatness to which I aspire as an author. Was this review helpful to you? Yes No Remove vote | Add a comment
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