This piece is an almost purely literary IF short story, to be read mainly for the mood it evokes.
It’s set in a wintry czarist Russia, in the kind of aristocratic milieu you find in Tolstoy’s novels.
The PC is a gentle soul—one of those nice guys that really weren’t made for duels at dawn, at all—who has lost everything that made his life worth living. The main NPC is his much more cheerful good friend, both of them fairly convincingly portrayed, short as the work is.
There are no actual puzzles in the work, though it can end happy or unhappy. However, the unhappy ending is certainly the most satisfying one (artistically speaking),giving the whole work a suitable and very nice closure, while the happy ending leaves things pretty much hanging in the air.
Nevertheless, the piece is worth some replay (or re-reading), even if you’re not hunting for the happy end. After you finish the game, the author suggests some amusing things to try on replay. Actually, though, replay offers more than just a little extra amusement, since the small IF world of this work proved richer than at least I first thought. Also, poking around a little in it can reveal aspects of the plot that may not have been obvious on the first reading.
Since I called the work “literary”, it may be as well to stress that it achieves its artistic effects by means specific to interactive fiction: a transcript of a play-through of the work would not have the same literary qualities as the work has in (inter)action.)
The author tries to tell a very definite story without puzzles, but with full interactivity preserved—even in the flashback scene! Since there are no puzzles to lead you on through the plot, you can, if you wish, obstruct and prevent the story from proceeding for as long as you wish.
In this particular piece I didn’t find this possibility a problem. Why should the player/reader of a (good) work of IF want to be deliberately un-cooperative? Perhaps an IF-author has a right to assume som edegree of “willing suspension of disobligingness” on the part of players, just as an author of non-interactive fiction can assume suspension of disbelief on the part of readers?