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1-12 of 12 >INVENTORY - Paul O'Brian writes about interactive fiction There was very little interactivity, but that's hardly the point in a piece like this. Ultimately, I think it was apple's lack of cohesion that failed me. When I reached the end of this game, I blinked, and then I shrugged. Some people can look at a Pollock and see emotion made visible. Other people just see chaos. This game may be similar, and while I enjoy surreality and even randomness, I don't think there's much here that will be sticking with me.
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![]() by MathBrush This game is surreal, psychedelic and dreamlike. The author plays freely with punctuation and capitalization. Scenes proceed generally no matter what you do. Was this review helpful to you? Yes No Remove vote | Add a comment
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![]() Dreams are difficult material for a writer; most often, literary dreams are just narrative laziness or cowardice, and resemble actual dreams very little. apple, however, attains a sort of Lynchian semi-coherence -- a faint shadow of the senseless power of actual dreams, but about as good as can be expected in a waking state. Was this review helpful to you? Yes No Remove vote | Add a comment
Baf's Guide![]() Free-association IF--essentially a stream of apparently random images and ideas, some interesting and many not. Virtually no interactive possibility and no way to win or anything, but hey, it's got interesting images. From the farthest edges of avant-garde IF. -- Duncan Stevens
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