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Number of Reviews: 3
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You are part of a crew of four investigating a 32 year old derelict space ship. To say that standard space exploration horror tropes ensue is sort of accurate, but not in a bad way. It's a bit Event Horizon, but this is not a story about bloody alien/demonic rampage, although violence does occur.
Instead, it's a personal narrative that plays with agency. It's more of a game than the last few Twine stories I've reviewed, giving you choices at the story level instead of the "turn right at this hallway" level, which works very well. The story can play out at least three different ways, although with the same general outcome, but each one is surprisingly different and provides a smidgin more information about what's going on.
Lots of imagery is very well-written. I especially liked the description of the sense of infinite emptiness crossing from one ship to the other, and a description of weightlessness evokes spectacular imagery in the mind.
Originally I thought there was no denouement, until I tried one of the separate paths at the main fork. It is here that the story changes. I initially believed this was a false choice and would have the story end the same way, but although what happens is the same, there are three slightly different how paths here.
I liked The Cradle of Eve a lot. It has a very sure sense of its world, and changes the endgame of the story completely depending on your choice, although there's no way to change the outcome that I actually found. On first play I thought I had the whole story, and only playing the other two branches did I get the information that I actually wanted -(Spoiler - click to show)regarding what the entity in the seed actually wants to happen- but I still wish it was made clear whether -(Spoiler - click to show)is the seed using you opportunistically, or does it care about you? Apparently it's probed your memories and use them to its advantage, so I'm curious if the seed is actually malevolent or just doing what it needs to do to get planted.
Definitely play through if you get a chance.
The story is captivating - as the other reviewer put it, fairly standard - science fiction/horror with apparent influence from titles in the genre like Alien, Event Horizon, and Sunshine.
As IF, it doesn't offer the breadth and depth of choice many readers might be searching for. As fiction and for sheer enjoyment factor, I give it 5 stars. It has some limited replay value, as certain choices you make influence the ending, although not enough to change it entirely.
There's some interesting fourth wall interplay only possible through IF, such as in one scene, where the user's input doesn't match the actions that happen next. A really interesting narrative choice that immerses the reader/play in the story and gives you the same sense of dissociation/out-of-body experience that is happening to the protagonist.
A short story, not exactly interactive. A spaceship crew discovers a lost spaceship and boards it. Nice setting. Good pacing at the beginning, maybe a bit too fast once on board the lost ship. More trouble begins there: Logic dissolves. Crew hierarchies don't matter as everybody just does as he pleases, everybody intuitively knows the layout of the strange ship, a former crew member had the means to paint paintings with acrylic. The "game" end happens soon after. I counted two situations where I could make a choice. A nice quick read (with a few flaws), but not a game.
|CYBERQUEEN, by Porpentine|
Average member rating: (47 ratings)
integration necessitates evisceration
Target: Cynthia - Chapter 1, by Cynthia Dawn
Average member rating: (2 ratings)
Name: Alex Tait Occupation: Assassin Target: Cynthia Dawn. The Author.
The Reptile Room, by Elizabeth Smyth
Average member rating: (3 ratings)