This was a very enjoyable game with lots of replay value that focuses on converstaion. You are the hunter from Snow White in charge of bringing her heart back to the queen. But you plan on bringing the heart of an animal back instead and leading her to the dwarves.
The story takes several unexpected turns from the Disney version we're all familiar with, as you question Snow White and try to determine whether you should side with her or the queen, or do something else. The writing is superb- you get a feeling of really being there, and the side graphic of Snow White's face adds something to the story as well.
As far as the parser itself, it seems a bit too smart, so smart that it makes some obvious mistakes. It seems to trace possible questions from your previous questions. So if you ask her about magic and she mentions a witch, asking her about witches takes you down the next logical step in the conversation. The parser helps by making suggestions on what to ask about next also.
Some problems arise here. First, the parser seems is still limited to ASK [character] ABOUT [subject], though the prodding from the parser made me think I could do more.
(You could ask about witches)
>ASK ABOUT WITCHES
Doesn't work, you still need to ask HER about witches. Which isn't so bad, except that some topics are complex:
(You could ask why she feels this way, how long she's felt this way, or why she thinks the queen wants her dead)
> WHY DOES THE QUEEN WANT YOU DEAD
> ASK WHY THE QUEEN WANTS HER DEAD
both don't work.
That's forgivable though, I've played enough IF to know better, I just worry about newbies falling into this and making mistakes. The second problem I had to do was with the non-conversation actions.
(Spoiler - click to show) Upon learning that Snow White drank blood, I tried to offer my own blood to her.
>OFFER BLOOD
(the blood reserves to the hart animal)
Which caused an animal to come to life, stop time, and start some kind of exorcism ritual, which I was completely blindsided by
Which was more of a problem with the parser's choice of supplying missing nouns, but seemed like a surprising supposition.
Those aside, it was very well written, and I really liked how it tracked your endings so you can see what you've already accomplished for multiple playthroughs. Interactive Fiction of the past (Infocom) perhaps should have been called IAF for interactive adventure fiction, because this works seems like more of a story that is interactive than many of the previous games I've played.