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All Written Member Reviews

5 star:
(25)
4 star:
(34)
3 star:
(3)
2 star:
(0)
1 star:
(0)
Average Rating: based on 62 ratings
Number of Reviews Written by IFDB Members: 7
1–7 of 7


2 of 2 people found the following review helpful:
Another example of what Infocom was striving for, June 16, 2024*

Chlorophyll is an almost rock-solid young adult science fiction "light puzzler" that emphasizes the relative importance of writing skill over coding skill when it comes to creating memorable and intriguing IF. Even though it generally sticks to the most basic verbs and object types, it is a thoroughly enjoyable work that adroitly blends story and puzzle in a carefully-crafted balance. The result is a rare treat to experience as a player.

This the second piece that I've played from author Steph Cherrywell, following her better-known Zozzled. To me, this work is far superior to the celebrated 2019 award-winner. What Chlorophyll has in spades that its successor lacks is a fine-tuned thematic unity, which is essential to creating a compelling and engaging play experience.

The setting is rooted in the idea that, somewhere in the universe, vegetation has developed mobility and sentience, then subsequently evolved into a humanoid form. The player character is such a humanoid, but other than the green skin and attendant consequences with respect to metabolism, she is portrayed as a pretty typical pre-teen. This is possible because the culture of the plant people, who are called Xylloids, is more or less indistinguishable from the modern Western lifestyle.

Does this sound like a failure of the imagination on the part of the author? It is not -- very clearly the sci-fi aspect is just window-dressing for the narrative half of the game, which is an adventure story caught in that awkward stage of being halfway grown into a coming-of-age story. See Emily Short's review for more on this; the more substantive craft here pretty much escaped me since I wasn't the target audience. Nonetheless, the adventure story hooked me easily and got me to engage with the game half of the story.

It's there, in the game part, that the sci-fi premise shines. Who wants light puzzles and hunger puzzles in games today? Cherrywell's inspiration to combine the two as a natural consequence of the premise is nothing short of genius in my view, showing off a Plotkin-like ability to reinvigorate old tropes. As the review by Sam Kabo Ashwell notes, this novelty does not overstay its welcome, and its retirement from the player's list of concerns is very skillfully combined with a significant story beat. (This is an example of the highest-quality craft in that it was perfectly invisible to me as a player. It's only in retrospect and after having it pointed out that I am admiring this brilliant touch.)

Cherrywell's instincts with respect to exposition and characterization are laudable, as well. As others have noted, these are delivered on a steady drip-feed that rewards the mundane exploration required to find and take the measure of the puzzles. There's not a text dump in sight, and although another reviewer found the introductory sequence to be too long, I gauge it to be just about right for a beginner player -- enough turns to experiment with basic verbs like >EXAMINE and >INVENTORY without devolving into >Z.Z.Z. I particularly liked the way that the base comes into view and then is briefly out of view again -- a tiny touch that injects an element of dynamism into a scene serving primarily to characterize the protagonist's mother. (That characterization is a building block needed to enable the incipient crisis to create any tension at all, and I am again admiring in retrospect how deftly Cherrywell juggles competing needs in this sequence.)

None of the other reviewers seem to have noted that there are two winning paths through the game: one "bad" (i.e. rule-breaking) and one "good" (i.e. rule-following). The game is scoreless and has only one significant ending, so it doesn't really matter which path one takes. (The situation is such that the required rule-breaking is justified, in any case.)

This game isn't perfect. I agree with reviewer Tristano that the climax was a bit too abrupt, especially after the apparently false foreshadowing of (Spoiler - click to show)the Polithea action figure armor vest accessory and the option for a "tough" leafcut at the salon. A better action sequence for it would have been an improvement to me, but again I don't think I was the target audience. There were also some minor bugs, most notably (Spoiler - click to show)a >USE verb that is non-functional and text spacing issues of the type that Inform 7 is prone to create, and some other small issues, e.g. a lack of exit descriptions in places and a critical path puzzle solution that requires a command that smacks of the era of two-word parsers. (Spoiler - click to show)(For replacing the fuse in the underwater area, it's only necessary to (Spoiler - click to show)>UNSNAG FUSE after having brought it along in the tunnel roller.) These flaws are vastly outweighed by the overall execution. There are also a couple of bits of adult-oriented humor, but these are done well in that they are likely to go over the heads of small kids and to be only half-understood by savvier older kids. If you have concerns about these, then avoid (Spoiler - click to show)the encrypted file on the mother's computer and the engineer's calendar in the engine control room, but they are no worse than PG-13.

I recently waxed poetic about Alias, 'The Magpie' as an avatar of the subconscious Infocom ideal. This game is also an exceptionally good expression of that style, and I agree with Mathbrush that Chlorophyll would have made an excellent addition to their beginner line. Works like this are strategically important for introducing younger generations to interactive fiction, and this work is certainly going into my file of games to recommend to newcomers.

Just as a side note: I give rankings based more on a power law than a bell curve, and 4 stars means truly excellent on my scale. If you are considering playing this work and are in the mood for something in the sci-fi YA zone, I definitely recommend that you try it.

* This review was last edited on June 17, 2024
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You are a vegetable, April 15, 2022

You are a vegetable like the character Xan in Farscape. I would guess there are 30-40 rooms. The setting is a broken and empty moon station, and the goal is to revive the station.

Things I liked:
- It's possible to play without hints.
- Interesting and well developed world.
- Simple map that is easy to remember and navigate.
- The monster.
- Vegetable fantasies.

Things I liked less:
- Hints, about, and other common things aren't implemented.
- The bottle puzzle.
- Rotating the planet? Then again, maybe it's so unrealistic that I might actually like it.
- The snag action only seems to work on 2 objects.

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Sweet, Clever and Atmospheric, April 5, 2022
by KatherineTheCurst (Kansas, USA)

I liked a lot of things about this game, but my favorite thing about it was the pacing. The story revealed itself gradually without overly-long exposition or confusing gaps. The puzzles were just challenging enough to keep me engaged, but not so hard that I felt frustrated with them. And I could clearly picture each scene in my mind: the long empty hallways, the caves and tunnels under the station, and the protagonist herself, a frightened determined teen alone in an unfamiliar place.

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5 of 5 people found the following review helpful:
A Well-Balanced SciFi Tale, March 30, 2018
by Tristano (Italy)

You can expect a gameplay of about three to four hours to complete the whole story.

The adventure setting is remarkable and it's clear that the author has put great efforts into worldbuilding details. Without giving away too much about the game, you can guess from its title and cover that the protagonist is a teenager plant-creature; so you'll be both experiencing the story with the eyes of a young NPC as well as another species. This adds depth to the game because just about everything you'll come across is seen from the odd perspective of a universe where the main life forms are plant-like versions of our race.

I've felt like I was living through a fairy tale, but more on the SciFi end of narrative. Right from the onset you become aware of your main goal, the rest of the game is about working out how to accomplish it. You'll be facing a middle sized (and symmetrical) map, with new locations becoming accessible as you accomplish tasks. Puzzles are meaningfully tied to the plot (not the usual out of context puzzle, stuffed in the game just for the sake of making it "IF-likish"), so there is a balance between things you know you have to do, but lack the know-how or resources to, and tasks that when solved reveal more about the steps ahead of you toward the goal.

Having said that, the plot is a bit stale as puzzles solutions don't really drive the story forward, they just bring the end closer. The author could have enriched the plot a bit more, providing a few story twists here and there. There are some hints along the path as to unexpected dangers that might lay ahead, but these scarcely bring a true plot twist when you finally encounter them, and they have a weak impact on the overall plot.

Nevertheless, it was a delightful adventure to play. Exploration was gratifying because every interaction revealed a little bit more about the unusual world of the game. The puzzles are not too difficult, but you need to study carefully the environment to work out a plan of action. There aren't many useluss distractions in the game, and overall if you can interact with something it's because it's meaningful to the story (there are a few expections). The game is well written and polished, but it could have done with a few synonims implemented here and there, and better disambiguation rules.

The overall pace is peacefully slow, and there is a sense of timelesness to the atmosphere. Toward the very end, the story suddenly accelerates, and the ending seemed a bit out of tune with the previous part, a bit too fast and abrupt.

This is one of those games that will leave a strong and lasting impression in me, and it's strong and cute imagery is not going to fade away easily from memory. Yes, it's a memorable game.

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9 of 9 people found the following review helpful:
Like Stationfall with Sentient Plants, October 21, 2016
by Audiart (Davis, CA)

Chlorophyll is a well designed game reminiscent of Stationfall (shorter, fewer balloon animals) in which the protagonist explores an abandoned space station in an attempt to restore power (Spoiler - click to show)and save your mom. There is a "food" requirement (significantly less annoying than in Stationfall) and Floyd has been replaced by a robot plant, but the eerie-wonderful feeling of wandering through an empty building doesn't fail to deliver.

However this game's true strength lies in the subtle revelation of the intricacies of the plant folk and the amusing parallels to our own world. No expository text dumps; you learn about the world room by room in the description of items, books left lying around, and the thoughts of the protagonist. The puzzles are not difficult and are mostly vehicles for delivering details about the clever parallel world of sentient mobile plantfolk.

Where Stationfall suffered greatly from "guess-the-verb" and "find this tool to put in this slot" the puzzles in Chlorophyll are a joy to perform. They are generally easy to figure out but not lacking in the pleasure of a subtle Eureka moment. The basic premise of returning power to the station is not a series of grumbling repetitive chores, but rather a series of playful experiments, especially (Spoiler - click to show)seeing how many illegal activities you can perform.

There are a few red herrings that are simply for your own amusement, (such as (Spoiler - click to show)going to the barber shop) but the plot elements are so seamlessly and naturally resting amongst the idle amusements of the mall that you cannot right away tell which are for fun and which are for the solution. As a result, it's all fun. You are encouraged to play with everything, explore, and basically, be a kid wandering through an abandoned mall.

Chlorophyll is just the right length, not long enough to draw a map (like Stationfall) but long enough to satisfy. Very well written with a great background story, and a likable protagonist, with intuitive, easy yet satisfying puzzles reminiscent of Infocom (without all the diabolical stuff.) Lots of fun, good for a beginner or someone who wants to recall the Infocom style without spending a week on a game.

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3 of 3 people found the following review helpful:
A well-polished sci-fi game with a teenage plant protagonist, August 5, 2015*
Related reviews: about 2 hours

Chlorophyll felt like a commercial game to me. If Infocom had lived longer, I could see this as being one of their "Beginner" games (which were never very easy, as far as I can tell). It's well-polished, with a strong background story and lots of extra details.

It's a mid-length game set on a distant world. You play a young plant-woman with her plant-woman mother. You must explore a base while also coming to grips with your own coming adulthood and independence.

At times, I stopped playing Chlorophyll for a few weeks because the game seemed too open without much direction, and I felt overwhelmed. As I pressed through, though, I found that you were guided pretty well, and I found the last three areas enjoyable.

The only other sticking point was the long intro where you can't do very much. It made it annoying to restart. Other than that, this is one of the best 'recent' games.

* This review was last edited on February 3, 2016
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1 of 1 people found the following review helpful:
A Little Gem, April 22, 2015*
by Jeremy Hollobon (New Zealand)

This is a fun, charming and compact little adventure which I highly recommend.

Steph Cherrywell has developed her own unique mythos, then teased out the core ideas into myriad of satisfying little details. The result is an original, clever and cohesive world, which is a delight to explore.

I was reminded a little of science-fiction exploration/puzzle games such as Infocom's Planetfall, but without the now overly-familiar tropes from that era. And although Chlorophyll contains elements of mystery, drama, and adventure, it's the humour (frequently light-hearted and occasionally hilarious) which elevates the overall experience to such heights.

Another point of difference is that you're not in the role of a faceless, ageless, gender-neutral person. On the contrary, you're... well, you'll see.

The game is small enough to complete in an hour or two, and I never felt the need to draw a map (both of which I consider to be pluses!)

I thought the handful of puzzles were very good: well-balanced, integrated into the story, and most importantly, logical. I suspect that more experienced players may consider some of the puzzles to be a bit on the easy side, but personally I was happy to keep the story moving forward without getting bogged down. And there are a few red herrings thrown in to keep it from being a cakewalk.

The level of polish seems to me to be commendable, both in terms of prose, and the game's implementation. I look forward to more from this talented author!

* This review was last edited on April 23, 2015
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