>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.