| Average Rating: Number of Reviews Written by IFDB Members: 45 |
- Hellzon (Sweden), July 1, 2021
I appreciated Photopia above all as a short story. Alley's life is told through the medium of brief sections of text, presented out of chronological order, and not from her own perspective, but from the perspective of different people in her life. As in some of the short stories of Alice Munro, the reader takes these different fragments of time and pieces them together.
The framed sections, in coloured text, are outside of this world altogether: strange, imaginary landscapes. How do they relate to the main story? The reader has to figure it out. And the final scene reveals - to us, but not the main character - the ultimate source of these stories.
I found myself wanting more from the framed stories: there was enough description of the various fantasy landscapes to get me interested, but if they had been described in more detail, and allowed more "examine" responses, I would have been more interested in these parts. They may have benefited from some more complex puzzles. When I did get stuck, such as in the crystal maze, it wasn't the 'good stuck' feeling that comes from untangling something brainteasing.
The final revelation was an excellent twist. It made me wish the whole game was somewhat longer and more fully realised: we should be feeling that Alley is haunted by this buried memory, that it has been a part of her for her whole life and yet she doesn't know what it is.
I don't find myself as moved by Photopia as many other people do, even though it is obviously about a tragic event: I'd like the air of mystery and wonder to be greater, and for Alley's inner feelings to be explored in more depth (if that is possible, considering that it goes for the clever device of describing her through other people's eyes). But I can at least see the potential for a moving story in it.
- Cingulomanic, April 19, 2021
- Karlok (Netherlands), April 14, 2021
- Chin Kee Yong (Singapore), April 11, 2021
- arslonga, March 12, 2021
I first played Photopia about 15 years ago and cried at the ending. It took me a while to figure out how the different vignettes fit together and it hit me hard. I had never experienced such emotion playing a silly text adventure. I will always love that about Photopia.
I played the game last night over Zoom with my sister and her two adult sons, introducing them to their first IF experience. They quickly found the boundaries of the interpreter and explored. (What happens if I go north forever? Can I "x up"? How come I can't use this verb which is in the sentence above?) In the end they enjoyed it describing it as a choose-your-own-adventure book or the tabletop role-playing game Expedition.
There are so many clever bits I saw the second time through, how the game feels huge and open and yet is really just railroading through the story. They found rooms I hadn't found in my first playthrough which was a delight. They figured out to just hit "z" when it was clear their actions had no affect (rather than trying to speak to the NPCs). There was one moment when they accidentally hit something and started the next "chapter" before finishing reading the end of the previous vignette. There's no way to go back or scroll up to see what they missed. (We were playing the web version at iplayif.com.)
They want to play another game together sometime over Zoom. (Not the Z-code interpreter.) Thank you, Adam Cadre, for bringing us long-distance joy!
I've played this game and I expected more of it. Its an totally directed game, you can read coloured text and nothing more.
Regards.
Adam Cadre made a brilliant use of Inform device, using it in a story with two kind of fictional worlds : in white, various points of view on a young girl's life, told in a non-linear order, and in colors, various adventures of an explorer , told this way in linear order.
Of course, the non-linear points of view gradually begin to order in the player's head, and the colored adventures appear to be (Spoiler - click to show)dreams made by the young girl, related to a LCD device.
Finally, despite sometimes verbose parts, the story reaches a true emotional strength, which goes beyond that a classical Inform game could ordinary reach.
This strength rely precisely on the game structure rather on the sole topic ((Spoiler - click to show)the death of a young child), avoiding the melodramatic trap in which a classical structure may have falled.
So this game is really worth his fame (especially for people who ordinary enjoy Twine games).
- autumnc, September 11, 2020 (last edited on August 1, 2021)
- William Chet (Michigan), July 19, 2020
- Arrowhead12 (Edmonton, Alberta), June 11, 2020
- quackoquack, June 10, 2020
- Edo, May 24, 2020
- kierlani, April 29, 2020 (last edited on April 30, 2020)
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