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5 star:
(33)
4 star:
(73)
3 star:
(36)
2 star:
(7)
1 star:
(8)
Average Rating: based on 157 ratings
Number of Reviews Written by IFDB Members: 14
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- platy, September 9, 2012 (last edited on September 10, 2012)

- Molly (USA), June 11, 2012 (last edited on June 21, 2012)

5 of 5 people found the following review helpful:
A Jumble of Interesting Ideas, April 3, 2012
by Jim Kaplan (Jim Kaplan has a room called the location. The location of Jim Kaplan is variable.)
Related reviews: jon ingold

Play it if: you love the mindscrew genre, because this more than qualifies, or you prefer largely puzzle-less, narrative-heavy IF.

Don't play it if: you want to see the gameplay tie in with or match the bizarre narrative satisfactorily; if you prefer not to get involved in stories which tread the line between depth and obscurantism.

It's a shame that I couldn't give All Roads a higher score, because there are a lot of ideas here to like. Unfortunately, they're not organized particularly well, leaving me feeling rather frustrated at the end of the game.

Part of the problem is in implementing the main theme as expressed in the title. As with the old saying, Jon Ingold seems to want all choices and actions to converge on one inescapable ending. Which is fine if properly done. But here, the game is not capable of subtly prodding the player into committing the necessary deeds or providing the logic for this convergence. It has to actively force you, the player, to play out its desires, either through making the protagonist do things for unclear reasons (Spoiler - click to show)such as having to sign the guestbook or take the ring from the desk or making the protagonist carry out certain actions without duly reporting them to the player (Spoiler - click to show)(such as signing the guestbook incorrectly). The most irritating sequence in this regard comes (Spoiler - click to show)during the second visit to the Denizen, where the game loses all interactivity instead of finding some way of convincing the player to repeat his or her actions.

The story as a whole is a little too confusing for my tastes. The withholding of certain details, such as any real response to the "x me" command, felt like the game was trying to force mystery where it shouldn't have existed. In Adam Cadre's 9:05, this worked because the game conditioned the player from turn one not to expect...the thing that they weren't supposed to expect. Here, though, the game is explicitly a mystery, and a really good mystery works not by withholding information, but by withholding the key to how that information fits together.

Basically, it feels like the game needs to blatantly cheat its player to get its story across; and I'll take the cruelty of old Infocom over that feeling any day.

Again, it's a real shame I can't really recommend this game much, because it has a lot of positives: the tight prose, the reasonably well-rendered setting, and some core ideas that could have gone a long way if marshaled correctly. (Spoiler - click to show)I guess I'm just still holding out for a game that can enforce the Novikov Self-Consistency Principle without brute force. Ah well. Better luck next time in the genre.

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- E.K., February 20, 2012 (last edited on February 21, 2012)

- Hagbard Celine, January 26, 2012

- amciek (Opole), December 18, 2011

- Marco Innocenti (Florence, Italy), November 17, 2011

- Lipa (Slovenia), September 29, 2011

- Ann R. J., September 11, 2011

- A.J. Crowley (Seattle, Washington), September 9, 2011 (last edited on September 10, 2011)

14 of 16 people found the following review helpful:
A big meta-puzzle in an alternate Venice, August 29, 2011
by Victor Gijsbers (The Netherlands)

By now we have all become familiar with films that give us a narrative that is somehow cut up -- either in space, or in time, or in levels of reality -- and then ask us to sort it all out into a coherent story. Memento is an obvious example, as are Donnie Darko, Inception and eXistenZ. These films are like puzzles, in that we are constantly coming up with theories and testing them against what is happening on the screen.

Jon Ingold's All Roads falls firmly within this genre. It presents us with scenes taking place in an alternate Venice, where the Guard fights against the Resistance. We take the role of an assassin who is about to be hanged, but suddenly manages to escape in what appears to be a supernatural way. The rest of the game consists of weird shifts in place and time, troublesome identities, and the player trying to understand what on Earth is going on.

So, is it any good? On the positive side, the story is complicated and yet coherent enough to excite interest and engage our intellect. We theorise, we adopt and discard theories, and the clear-headed reader will have a pretty good idea of what was going on once he has finished the game. One will certainly have had fun.

On the negative side, however, it must be mentioned that All Roads is a bit too complex for its own good. The central plot could have done with at least one identity less. (Spoiler - click to show)Did we really need to have both the assassin as a disembodied ghost and his brother? A confusion between two identities would have been complicated enough, but now we in fact have three identities. This would have made it easier to solve a story that now appears to be wilfully obscure.

Another negative point is that the game sometimes goes out of its way to hide clues from the player. Not only will some crucial information only be found by players who do non-obvious actions, it is also the case that some clues are actively withheld from you. The "x me" command is particularly bad in this respect. While I can see why the author was hesitant in supplying a more helpful response to such a command, I do not think it was the right decision. It is better to make the central puzzle easier than to tell you players "sure, if I told you this stuff that you should just be able to examine, you could solve the puzzle; but I'm not going to!"

That said, it is still easy to love All Roads. Anyone interested in IF should give it a whirl.

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- Digibomber, July 29, 2011

- Xander, July 17, 2011

- Corwin71, July 9, 2011 (last edited on July 10, 2011)

- baywoof, May 25, 2011

- Rotonoto (Albuquerque, New Mexico), May 16, 2011

- Iris Wood (Vancouver), May 12, 2011

- Felix Pleșoianu, March 18, 2011

- Ben Cressey (Seattle, WA), February 2, 2011

- snickerdoddle, January 28, 2011

- A. P. Sillers (United States, East Coast), January 19, 2011

- Mark Jones (Los Angeles, California), January 9, 2011

- Fabien Vidal (Tours, France), January 5, 2011

- mojay, December 18, 2010

- Narcisse, November 26, 2010


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