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A game of espionage and arcane magic in the American Revolution. Choose a side or go it alone in the secret war for the soul of the new nation. Use multiple magic disciplines to reach your goals and change history.
22nd Place - 16th Annual Interactive Fiction Competition (2010)
| Average Rating: Number of Reviews Written by IFDB Members: 4 |
This game uses ChoiceScript, a choice-based programming language (think Choose Your Own Adventure books with stat-tracking). I was not feeling very hopeful after the first decision I had to make was what color shirt I was wearing. It asks you a number of questions at the beginning to determine your various statistics. Not all of them are as bad as the shirt one, but it just wasn’t very motivational. But OK, I thought I’d give the story a chance. And it’s got some promise, but you’re very much railroaded along. You’re allowed to choose to refuse to go along with what the main NPC wants you to do, but then you’re told that you do it anyway, except that you’re not as powerful, so you end up dying early. (Spoiler - click to show)Of course, the reason I didn’t go along with what the main NPC wanted was that it was obvious to me that he was a bad guy, responsible for my troubles. I decided to replay the game, going along with what he wanted (and what the author obviously wanted) just to prove to myself that the main NPC was in fact a bad guy. And guess what? I was right.
Unless you’re a big fan of choice-based narrative and want to see an example of how not to structure the narrative, you should probably give this one a pass.
This choicescript game was entered in ifcomp 2010. It was one of the first choicescript games ever entered in ifcomp.
This game has the unusual setting if the American revolution. You play as a witch using one of any variety of kinds of witchcraft. You can tailor your character quite a bit.
The game isn't quite polished, with some heavy-handed choices (basically 'give up' or 'continue the story'). But I liked the overall result. It is shorter than most choicescript games.
Note: This review is based on the Hosted Games release. It may or may not be the same as the IFcomp release.
Sons of the Cherry begins with a few character creation type questions, although it does not appear to have much impact on the game. This is largely a linear tale, requiring you to join forces with the guy who saves you at the last minute and then sends you on a mission.
You’ll mostly see two choice options here. Some give you the opportunity to resist the Call to Adventure and walk off the linear road. But if that happens, you will be taken to a penalty chapter filled with dead ends, some of which bring you to the rating screen abruptly. It’s possible to survive and explore for a bit in this penalty chapter if you avoid certain options, but it’s ultimately an ending in itself. Otherwise, you can dutifully walk along the linear road paved before you, and finish the game.
The writing is strong and atmospheric, but this game could have been a better linear novel than game. It’s nice for a short read, although it’s not quite a choicegame.
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