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The call comes through. Of all the dicks; you get the call, sitting in the front seat of your car, hands shaking on the steering wheel. An urgent call; but all you were thinking of was the bottle in the liquor store and so that's where you went first.
Now you're pulled up outside the house. The rear mirror's showing two steely eyes. You adjust your hat, stiffen up your collar and grab your badge off the dash. Here goes. You've one last chance so...
MAKE IT GOOD
An Interactive Detective Story, by Jon Ingold
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Darkest Noir
Make It Good is a dark detective mystery from Jon Ingold: there's been a murder, and everyone who was in the house at the time is a suspect. The protagonist is a cop whose drinking career has all but eclipsed his career on the force. His sidekick doesn't bother to conceal his contempt at having to serve such a useless master.
On this description, Make It Good looks like a classic style of interactive fiction, in the tradition of Infocom's Deadline and Witness. Those early commercial mysteries involved some of Infocom's most innovative character work: the non-player characters in Deadline give a strong impression of independent purpose as they move about on their own schedules.
Make It Good improves on this tradition.
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SPAG
Make it Good is a game whose red herrings are more fascinating than many other games� primary plotlines. The reward is high for persistence and attention to detail so long as one enters with the necessary experimental spirit, per a scientist with a labful of mice and an evolving hypothesis... or a troopful of lemmings and a malleable landscape.
Mr. Ingold has created a well-written, cleverly designed, technically proficient, devilishly hard work which, by dint of sheer over-arching competence, participates in the ever-rising standard of expectations for top-tier IF. Yes, he�s gone and made it harder for everyone else.
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Jay Is Games
Make It Good is a superb piece of interactive fiction on many levels. It manages to create a world that seems so alive, so independent of you, the player, that if you never bothered to play, no one would seem to mind. Each non-player character moves about the house on their own, has their own motives, their own knowledge of the situation.
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