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It starts with a metalhead, Graham, realizing that throwing that shopping cart over the bridge was not the great idea he thought it was. Even if it did get him out of washroom duty at Cost Cutters.
Illustrated by Michael Cho.
Took third place at IFComp 2008 (2nd place for Miss Congeniality.)
3rd Place overall; 2nd Place, Miss Congeniality Awards - 14th Annual Interactive Fiction Competition (2008)
Nominee, Best Game; Nominee, Best Writing; Nominee, Best Story; Winner, Best NPCs; Nominee, Best Individual PC; Nominee, Best Use of Medium - 2008 XYZZY Awards
34th Place - Interactive Fiction Top 50 of All Time (2011 edition)
46th Place - Interactive Fiction Top 50 of All Time (2019 edition)
| Average Rating: based on 107 ratings Number of Reviews Written by IFDB Members: 7 |
In Everybody Dies, you play as three different people who've (Spoiler - click to show)died in some way, and the point of the game becomes the (Spoiler - click to show)prevention of their deaths. One of the best parts of Everybody Dies are the graphics, which in parts of the game serve as a visual metaphor to go along with the action. However, if that were the only thing to recommend about Everybody Dies the game would be stale indeed. The writing of the player characters is funny and vivid, and their differing perspectives give much flavor to the game. Well recommended.
Author Jim & Illustrator Michael have gone to great lengths to make Everybody Dies an enjoyable experience for anyone across the (wide) spectrum of IF players.
For the hardcore, there's at least a minimum amount of puzzling to be had, and deep enough implementation. For the IF newbie, puzzles are mostly simple, building in complexity to the end, and stopping short of hand-holding, it won't let you lose. There is a wonderful lack of the empty, static, unpopulated feelings so prevalent in many classic adventures; There are changing landscapes, interactions with other characters, humor, and occasionally a little emotion.
In terms of accessibility, it's Mac & Linux playable and if you're a Windows user and wondering what an interpreter even is then grab the .exe. It's ready to go!
Accessibility alone is no reason to play IF, but this one has interesting characters, engrossing story-telling, beautiful illustrations, and Canadian slang! I especially appreciate the game's ability to instill a sense of urgency and high stakes without rushing or punishing me at all!
Complaints? Some of the changes I made to my surroundings weren't noticed by the multitude of narrative voices. With the .exe player, you can't scroll up. So, really, negligible stuff.
Definitely play it!
This game won 3rd place in the IFComp the year it was entered, and is one of the shortest games to ever make the top 3. It has quite a few illustrations in it in a comics style.
As a content warning, this game has 3 parts, and the first part is full of large amounts of strong profanity and a general sort of vague nastiness. It made me put of this game for a long time, and I don't intend to play again.
Besides that, the game is very well written, with strong characterization and clever interaction. You play as 3 distinct PCs whose fates revolve around a small store called Cost Cutters. Each character gets 1 or 2 short scenarios where you are given strong guidance, until the final scenario where you have a tight time schedule (with infinite chances to retry) and a more difficult puzzle.
Play This Thing!
Everybody Dies is a short, sharp interactive story -- with illustrations. It's got lots going for it, and it just took third place in the yearly interactive fiction competition. You should definitely play.
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Emily Short's Interactive Storytelling
IF Competition Review for Everybody Dies
I really like this. This is a tight game. The writing is snappy — I’m reminded of Sherwin here and there, as it shares a Sherwinesque interest in the lifestyles of the poor and not-that-glamorous. But it’s distinctly its own thing. The viewpoint characters have personality. The illustrations are stylish and good. High production values there. Puzzles are pretty easy but manage to be interesting anyway, because they mostly have to do with tense or personally-charged situations. And the implementation is excellent; perhaps it’s telling that this game boasts eighteen beta-testers. All in all, it’s a piece that feels assured about what it’s trying to achieve.
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