It

by Emily Boegheim profile

Slice of life
2011

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Reviews and Ratings

5 star:
(3)
4 star:
(13)
3 star:
(11)
2 star:
(4)
1 star:
(1)
Average Rating:
Number of Ratings: 32
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2 of 2 people found the following review helpful:
A short, many-ending hide and seek game with class warfare, February 3, 2016

In this game, you play a girl playing hide and seek at a party. The party is at Emma's house, and Emma's mom is the employer of your mom and some other people's mom. Emma is well-dressed and you other three are not. There is a poorer red haired girl you don't know, and Emma's croney Yvonne.

The game ends very quickly, but you can find a lot of endings. I found at least 5 or 6. The most satisfying ending to me ignores Emma and finds you a new friend.

The programming and NPCs are quite well done. It's a fun little take on girl's social structures.

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- TheFishInBlack (Melbourne, Australia), September 20, 2015

- NJ (Ontario), November 22, 2014

- Molly (USA), September 11, 2014

- MattC, August 3, 2014

- E.K., February 25, 2014

- Metz77 (Massachusetts, USA), June 20, 2013

- DJ (Olalla, Washington), May 29, 2013

8 of 8 people found the following review helpful:
Not just fun and games, February 27, 2013
by Edward Lacey (Oxford, England)

Emily Boegheim's It explores the social dynamics among four girls (one of them the protagonist) engaged in a children's game like hide-and-seek. My first impressions were good, largely because the hiding game itself is well implemented. Room descriptions make spatial relations clear and have an appropriate focus on potential hiding places. SEARCH and LOOK IN/UNDER/BEHIND seem to be treated as synonyms, avoiding guess-the-verb problems. The other girls are realistically visible from a distance, and react to the protagonist's actions.

After the first playthrough (which doesn't take long), it's clear that the hiding game really isn't fair (at least not if you play by the rules), and that the characters have a personal and emotional stake in the outcome. Replaying several times is expected, and It is polished enough to make that enjoyable. NPC actions are not randomised or especially complicated, so with knowledge from replays, engineering a desired outcome isn't too difficult. It's also possible to disregard the hiding game, and some of the most memorable endings can be found this way.

It feels genuinely interactive in that the player can try nearly any plausible action, and more often than not be rewarded with a novel outcome or further insight into the characters and their relationships. In my case, the result was that I ended up trying to find as many endings as possible – still treating It as a game even when not trying to win the internal hiding game. Someone less concerned with exhausting the available possibilities might be satisfied by finding a single appropriate response to the unfair situation that It portrays. On either approach, It ought to be rewarding.

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- Wade Clarke (Sydney, Australia), November 26, 2012

- Ryan Veeder (Australia), July 30, 2012

- radax (Toronto, Ontario, Canada), January 31, 2012

- Karl Ove Hufthammer (Bergen, Norway), January 27, 2012

- Mark Jones (Los Angeles, California), January 20, 2012

- Meredith (California), November 21, 2011

- Rose (New Zealand), November 18, 2011

- Squinky (Canada), November 17, 2011

- Sam Kabo Ashwell (Seattle), November 17, 2011

- Hannes, November 12, 2011

- perching path (near Philadelphia, PA, US), November 7, 2011

- trojo (Huntsville, Alabama, USA), October 31, 2011

- Mr. Patient (Saint Paul, Minn.), October 28, 2011

- ifwizz (Berlin, Germany), October 27, 2011


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