Unraveling God

by Todd Watson

Religious, Afterlife, Science Fiction
2002

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>INVENTORY - Paul O'Brian writes about interactive fiction

And so the legacy of Photopia continues. Here we have a linear, puzzleless narrative, told in small portions out of chronological order, each of which is preceded by a blank screen with one word in the center. Sound familiar? Of course, there are differences: all segments are told from the same point of view, and rather than being a vision of tragedy, Unraveling God is more of a morality tale in the familiar Things Man Was Not Meant To Know tradition. I also don't mean to suggest that UG is some sort of lame rip-off. It isn't. I don't think this game is trying to be Photopia, but is using many of the tools that Photopia used first in order to tell its story.

What we may in fact be seeing is the development of a new subgenre of IF; maybe fragmentation is such an effective way to tell a puzzleless IF story that it's bound to become a time-honored technique in story-heavy games. The story and the writing are certainly the feature attraction in this game.

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