Photopia

by Adam Cadre profile

Slice of life
1998

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Number of Reviews: 44
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1 of 5 people found the following review helpful:
Artistically pleasant, September 5, 2011
by Deboriole (San Diego, CA)
Related reviews: photopia, Artistic

I have recently gotten back into IF and everywhere I looked were rave reviews for Photopia, so I had to play. The story is beautiful but I must admit I got stuck in several places, most notably the garage, and had to read the walkthrough. I also found an alternate ending that I have not read about anywhere. (Spoiler - click to show)Type 'wake up'. One of my favorite parts was opening the glovebox in the first sequence. Ha.

Overall I liked the storyline but found the interactive pieces a little unclear. I would recommend this game for the experience.

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1 of 7 people found the following review helpful:
Lovely, January 10, 2011
by katz (Altadena, California)

The linear nature might turn off some players, but that also makes it a more truly story-like experience. Easily flowing narration (marred by the constant word definitions, which get tedious after a while) carry the whole thing along in a dreamlike manner.

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5 of 7 people found the following review helpful:
Brilliant, breathtaking, and deserving the praise. , December 21, 2010
by Aintelligence (Canada)

When I first noticed Photopia and it's popularity as an IF, I was very sceptical.  I was even more skeptical because the first part of gameplay was about two drunk guys swearing and drinking.  I thought, "Great! Another IF made in under an hour by two teens after a party.". I hardly gave it a chance at all, but continued reading to see where the fuss was about.

I can't tell you how much my heart changed during the story.  It starts out just a fragmentation of perspectives and story lines in no particular order, but as the story progresses, I became aware quite suddenly that the story had logic, thoughtfulness, and was so deep.  At certain points of the story (Spoiler - click to show) the part where the father is explaining about the stars to Alley, the place where you begin to fly, and the actual death of Alley I was really moved by the emotional writing and the ability of the writer to draw tears from me.  And yes, I admit, I did cry a few tears.

Really the one character which was focused on was Alley, but through different people (Spoiler - click to show)well of course there was also the spaceman, but that was invoked by Alley the personally changes really strengthened Alley's character, by showing her out of the eyes of many people around her.  Some argue her character is too robotic; being 'perfect' at everything and unrealistic, but I, on the other hand, do not feel this way at all.  Alley is not unrealistic at all.  The author keeps her very alive through the many perspectives.  I would argue that instead of being unrealistic, she is just not ordinary, in a world where ordinary sometimes means, well, like the two at the beginning of Photopia.  Alley's attitude and character make her not impossible, but a gem.  (Spoiler - click to show) The changing of perspectives was used very well to portray Alley, and to make us care about her death.  The story showed how unfair it was that such a person could be killed by pure carelessness, and was not only well-written, but had a strong moral



The story has few puzzles and the puzzles it does have are hardly worth being called puzzles at all.  However, in a broader perspective, the whole thing is one giant puzzle which you have to solve.  Slowly piecing the tiny bits and paragraphs, you have to interpret what is going on through a number of perspectives.  I believe that is what non-puzzle IF is all about; trying to determine the significance of the story you're reading through the characters, setting, and interaction. In my opinion,  Photopia was (and is) *the* driving force for modern non-puzzle gameplay as well as modern interest for Interactive Fiction.  I have not seen a non-puzzle IF come close to as good as Photopia, and I have certainly not played anything that is so emotional.

Photopia is (as stated in the title) Brilliant, breathtaking, and deserving the praise. 

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1 of 4 people found the following review helpful:
Photopia is an example of the moving literature IF can be, December 6, 2010

Photopia is an example of the moving literature IF can strive toward. It is a remarkable game, moving story, and well thought out.

It is true that the story arc is rather linear, and there are few puzzles. However, I have no complaints about this. Books are completely linear and I find no fault with the work of Faulkner or Morrison or Shakespeare.

The changing point-of-view kept me on my toes the entire time and the end remained a surprise.

And yes, it made me cry too. the only IF to effect me that deeply emotionally.

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3 of 8 people found the following review helpful:
Interesting story, not necessarily a great game, September 7, 2010
by ZUrlocker (Traverse City, Michgian)
Related reviews: easy, story, modern

Photopia is really more of a story than a game. It's interesting and it's compelling, but if you're looking for traditional IF gameplay, this might not be your cup of tea. There are no puzzles and not even many choices to be made. But when it all comes together, it works like a well-written short story. And you're gonna have an emotional reaction that you might not have expected.

Photopia definitely pushes the boundary of story-telling in a way that few could have predicted when Interactive Fiction was first introduced. In fact, I would say Photopia is best viewed as an experimental work whose impact is found in later works of IF by Cadre and others.

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4 of 6 people found the following review helpful:
Wow, May 20, 2010
by tggdan3 (Michigan)

I admit, I read the reviews first. I walked into this knowing that there would be little in the way of interactivity.

I've seen few IF games that are more IF, and less GAME. This is one, and it was done very well. Even switching amongst several POVs, the game ties it up nicely. Unfortunately, I figured out what was going on early, and tried to "defy fate", and found it was impossible.

The subject matter itself was varied. I found myself really interested in the space-travelling character, and found myself laughting at the things I took for granted about the character, only to discover that (Spoiler - click to show) she was an angel, not a human . The "other side" concerning Abbey, I found myself upset about, as the author clearly intended. It is a story that is told time and time again (Spoiler - click to show), the warning against drunk driving , but this one told it so well.

There are no puzzles in this game. The conversation is menu based and pretty straightforward. You can't NOT get through it, since it's more reading and less doing. Still, this is a wonderful attempt to use the medium of IF for storytelling, evolving it past the kleptomaniac adventurer puzzle solving that I see it in so much.

Definately worth a play, I mean read, I mean, definately worth looking at.

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6 of 12 people found the following review helpful:
The pinnacle of interactive fiction, December 20, 2009
by Andreas Teufel (Poland)

Photopia. Real name, no gimmicks.

Story: absolutely entrancing all the time, while the real life segments are better than the story ones; there's some classic Adam Cadre humour ("maybe when you're older" :-)), shame he lost that later, but the main focus is on emotionality, and it totally works! after the end I was like WOW!, and that happened only one other time with an IF game (I-0)

Some other authors who think this is "manipulative" should have a good look in order to learn how to create interesting and likeable characters! It isn't wrong to DREAM, is it...?

Structure: now this is where the game shines

It took me some time to figure out certain things (even though it's mentioned right in the beginning ("let's tell a story together")) - when I finally realized why the complicated words are explained - magic moment!

Interactivity: rather basic, but it's worth looking for every possible response from the game

Replayability: also rather basic, the first time you play it is obviously the best

so what makes this game one of the best of all times: the emotional involvement, the revolutionary structure, and the content that is great all the time, there is some magic in it that cannot be explained with words

groundbreaking

5/5

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2 of 5 people found the following review helpful:
A Colorful Tale, November 5, 2008
by WriterBob (Richmond Hill, Ontario)

"Photopia," is an intriguing piece that makes great use of color.

The production value of this game is second to none. Typically I am a fan of the elegant simplicity of the plain text interface. I have gone through this work in black and white and in color with the *.z5 file. But by far the best experience is through the blorb file. The use of color is one of the subtle additions to Interactive Fiction.

Through the years, IF has grown beyond mere text. Even in the '80's, Infocom experimented with sound and graphics. Contemporary IF has available high quality graphics, sounds, music, and even colored text.

Without a compelling story, all of the added effects won't make a mediocre game good. The added effects of "Photopia," take an intriguing game and bring it to the next level.

The skill level needed to enjoy this work is minimal. This would be a perfect introduction to IF, especially for those who are coming into the game from a more literary background.

All in all, this is a fine piece of IF that's a pleasure to play.

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25 of 27 people found the following review helpful:
Not quite the masterpiece it's often touted as, but still well worth playing, April 12, 2008
by Jimmy Maher (Oslo, Norway)

This is easily one of the half-a-dozen or so most important games of the modern IF era. Importance does not always equate directly with quality, however. I played it again recently out of a desire to know how it holds up a decade later.

Well, it still plays reasonably well, although it's by no means without problems. Most of the complaints one can level at the game have been discussed ad nauseum by this point: it is minimally interactive (often little more than a short story with occasional > prompts), absolutely linear, and offers its player no plot agency whatsoever. Just the idea of a puzzleless work was quite bold in 1998; in 2008, it's old hat, and thus Photopia must completely live or die on the strength of its story.

That story is a pretty good one, but doesn't move me to the extent it does some others. From a purely literary perspective, it's a bit heavy-handed and emotionally manipulative. Alley, the teenage girl at its emotional core, is more of a sentimentalized geek wish-fufillment fantasy ("She's beautiful and charming and she likes science!") than a believable character. Still, and even if Cadre's literary reach exceeds his grasp a bit, the story is head and shoulders above the sort of fantasy or sci-fi pastiche that still marks most IF even today. And there is one moment when the story and gameplay come together beautifully, a moment that still stands for me as one of the most magical in all IF: that perfect guess the verb puzzle in the crystal maze.

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10 of 11 people found the following review helpful:
"Momento" as Interactive fiction, January 14, 2008
by somegirl (Minneapolis, Minnesota)

I'm not a big fan of "puzzle-less" games, but I did enjoy this game. Really, I'd have to say it was more like a short story than a game, but it was quite a *good* short story. I'd encourage anyone who plays it to settle in to do some reading, and talk to everyone you can - this is not the time to go rushing to the end. I especially liked seeing the plot lines weave together, it starts out quite disjointed, but everything fits together so snugly by the end, it takes your breath away a bit.

Serious spoilage (really, don't click if you haven't played yet)
(Spoiler - click to show) The really Wow! part for me? In the crystal labyrinth, when you discover you can fly - amazing. That was great.

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