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About the Story
Steal and raise a baby war gryphon! Will you fight dragons together to save the empire, or defy the empire and lead your people to freedom?
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Number of Reviews: 2
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I guess I'm going to write a review about this game.
First off, the marketing arrowed me in the heart like a professional Robin Hood.
The blurb read: "Steal and raise a baby war gryphon!" and I couldn't hit "BUY" fast enough. SHUT UP AND TAKE MY MONEY.
But unlike CoG's "SLAMMED!", which sucked me into the story to the point where I *lived through it, mannnn!* (and you should really buy SLAMMED! immediately), I just couldn't get my head into this game (and I really wanted to, see para. 2). I had a really hard time keeping track of who was who and what everybody's different griffin looked like (which is, I think, kind of important when visualizing the story).
In short, The writing just didn't generate strong enough mental pictures for me and I couldn't stay engaged. But I kept on, thinking it would get better as I went.
Then I died before (I think) any real adventure started. So I hung it up, meaning to try another day and...I just haven't.
So it is with heavy heart I say that I can't recommend this game even though you get to raise a baby griffin. But ifever I give it another try and it turns out better for me, I will update this review.
In this game, you play as a 'thrall' (a member of a servant caste) in a community where gryphon riders are trained for war against wrym riders.
One day, a gryphon mom rejects a small egg. You hatch it and raise it, which is against society rules.
Most of the game is about hiding and raising the gryphon, with a slightly smaller chunk involving the aftermath of being discovered.
The game has a very small number of stats for yourself (with several more once you get a gryphon), but manages to be fairly confusing with the stats. It's pretty hard to know which stats are being tested when.
The game itself is oddly toothless. It sets up some worldbuilding but doesn't do much with it. There is tension between 'thralls' and 'keepers', there is a war, but what is actually going on? Everything is so vague. Are you 12, or 16, or 24? (That may have been answered somewhere, but it's hard to tell). One second you can be what seems like a highschool kid, and another you can scare a guard by saying you've killed people. The wyrm riders are different from you, but how? Do they speak another language? Wear weird armor? You are in the wilderness for months. What does that do to you, mentally and physically?
Nothing really gets answered. And like other reviewers here and elsewhere have noted, there's not really a climax; you kind of wander around until the end, with the ending final scenes very similar to scenes from the middle of the game in terms of tension and result.
All that said, the best parts for me were the ones interacting with the griffin and training it. In that respect, this game reminded of The Last Monster Master, but with less systematic training and more individual personality.
|You had, like, so much going on, by porree|
Average member rating: (3 ratings)
You kind of know what to expect from a Twine + Gender medley. Nevertheless, have yet another one. No trigger warnings, but also no solutions for anything. Just some words about growing up being made confused.
|Counterfeit Monkey, by Emily Short|
Average member rating: (186 ratings)
Anglophone Atlantis has been an independent nation since an April day in 1822, when a well-aimed shot from their depluralizing cannon reduced the British colonizing fleet to one ship. Since then, Atlantis has been the world's greatest...
|Death off the Cuff, by Simon Christiansen|
Average member rating: (52 ratings)
They all stare at you expectantly, like children waiting to be told a bedtime story. Who can blame them? You are, after all, Antoine Saint Germain, the great French detective. No criminal has ever been a match for you, and everybody is...