| Average Rating: Number of Reviews Written by IFDB Members: 45 |
- Leland Paul (Swarthmore, PA), November 19, 2007
- Benjamin Sokal (Elysium pod planting enclosure on Mars), November 14, 2007
- Wesley (Iowa City, Iowa), November 11, 2007
I really liked this one. The juxtaposition of the two storylines, the non-linear time progression, the use of different voices — all excellent.
The main story is a moving one; but the moment that I felt was the strongest, in the sense that it made me stop and go "oh wow, oh wow, oh wow", actually occurred in the story-within-a-story. It was a small thing, but it really got across one of the reasons why I should care deeply about the main character.
- Salamosam (Montreal), November 5, 2007
- Nusco (Bologna, Italy), October 31, 2007
- Steve Evans (Hobart, Tasmania), October 28, 2007
- Brian Slesinsky (California), October 27, 2007
- Stephen Bond (Leuven, Belgium), October 26, 2007
- aparrish (NYC), October 25, 2007
- zharris70 (New York City), October 25, 2007
- Hauston (Seattle, WA), October 24, 2007
This is a work so hugely influential to IF development that anyone interested in the history of the form should try it: it experiments with non-linear presentation of time, menu-based conversation, and constrained game-play to support a specific plot. A number of its features look perfectly ordinary now, but were ground-breaking at the time. Photopia's particular form of menu conversation, for instance, was spun off into a library used in a number of other works.
How well does it work, beyond that? Opinions vary. Some people consider it the most moving piece of IF they've ever tried. I personally found it wavered between effective and manipulative, with the main character too saintly to be true. While it was worth playing, it is by no means my favorite piece of character-oriented IF story-telling.
- Michael R. Bacon (New Mexico), October 20, 2007
- Gregory (USA), October 20, 2007
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