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Promising beginning, but puzzle-less and painfully short.., September 25, 2010
The first line of Argument placed the PC as “standing in front of a broken mirror just after midnight.” It was a promising first line, brimming with unanswered questions. Already, I was hooked.
Turns out the broken mirror is the result of an argument with the PC’s wife. That took away from the originality I had envisioned at first, but the writing was still good, so I continued on playing. After exploring the first few rooms (which I found to be grossly under implemented), I was hard-pressed to find any puzzles. There were no locked doors, nothing lost, and nothing in need of being found. Except, there was still the matter of the wife who had left in a fit of fury. So, I assumed the puzzles- less beginning was simply a prelude to the action to come. Oh, how I was wrong.
There is nothing to be done beyond the house and there are only two objects that actually serve to advance the story somewhat. I found the objects in logical order, so the ending I received made some sense. Then, I replayed the game and purposefully passed by the first object - (Spoiler - click to show)the receipt -, receiving the same exact ending. Without knowledge of the first object, the ending was logically impossible. So, there is only one ending and the only thing you need to do to get to it is to pick up a single item.
The ending itself is painfully cliché. Yes, it may be true to life, but it’s also true to soap operas. However, the writing is error-free and rather smooth. I’d like to see future games from the author that are longer and better-implemented. Unfortunately, this one was a flop.