This was a hefty TADS game that I took several hours to play. It employs a variety of perspectives and player characters, and uses literary quotes, mostly from Poe.
The game primarily takes place in two time periods. One is set in the present (or around the present), in which an author has been discharged from the hospital after a explosion in a skyscraper leaves him wounded. The other is set in 1800s Baltimore where Edgar Allen Poe lies raving in a hospital sickbed.
The modern parts, while they include puzzles, are more story oriented, light on puzzles, and philosophical, while the older parts are an atmosphere-heavy mystery with puzzles and codes.
The city of Baltimore is fairly large, although the author has kept the total number of rooms to a small amount and gatekeeps them a few at a time to keep from getting overwhelmed.
The story that plays out is one that many can relate to, commenting on writing and authorship itself in a way that I found delightful. The exact specifics of who is who and what we were meant to believe and what is true can be difficult to suss out at times, but I'm thinking about replaying in the future to nail down those parts.
I became very stuck at one point due to the nature of some of the puzzles in Baltimore that are based on elapsed time. Something had changed without my being aware of it, and I went through every hint in the help section and couldn't figure it out, and even dumped the strings in the game and that didn't help, until I wandered around a bit more. So I'd say that frequent exploration, careful examination, and gathering everything not nailed down (and maybe some that is) are definitely helpful here.
Overall, the game has a literary or cinematic feel, much like Photopia. The game itself focuses on two ideals for writers: (Spoiler - click to show)popularity with the masses vs critical acclaim. I wonder which of the two ideals the author believes this game to be aiming towards, and which the audience response will be closest to (of course neither or both are a possibility). I love the idea, the writing rolled easily over my mind. I did have to take frequent breaks as there is quite a bit of information and it could be a lot to digest at times, what with both in-game puzzles, the big area, the multiple narrative layers and the mysteries left to the reader to puzzle out even after the game is over.
The author's most recent game before this, According to Cain, won the XYZZY Award and placed highly in IFComp. I found this game fairly similar in length, quality and difficulty to that one, but with more of an emphasis on the passage of time and interactive NPCs and with more unity in the story while According to Cain had more unity in the puzzles.