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8 of 15 people found the following review helpful:
Immune to the Charm, April 5, 2010
by AmberShards (The Gothic South)

This is another game where I must be immune to the charm, as Muse didn't strike me as either particularly emotional or Victorian. Although bugs threatened mimesis (you can carry around your trunk even though the game tells you it's too heavy, you can talk to the minister without introducing yourself), it was the lack of direction that really confused me.

There are no points that I could discover, and I had no idea whether what I said was leading anywhere or whether it was more idle conversation. Muse doesn't clue in the player when the PC makes progress and the PC doesn't often think about his conversations; it's very frustrating and left me just guessing topics and trying them out with every NPC.

The story cries out for a immersive world (say that you and the painter get angry; why can't you buy him an ale?), but instead it's bare-bones implementation time. I'm sure that there are certain paths that you should take, but I'm left mystified as to what they are.

I guess I could fight my way through to some ending, but I've got better things to do than spend an hour or more guessing the conversation topic. Muse aims high (Victorian romance) and sadly, falls short.

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