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5 star:
(1)
4 star:
(13)
3 star:
(11)
2 star:
(1)
1 star:
(0)
Average Rating: based on 26 ratings
Number of Reviews Written by IFDB Members: 3
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- Zape, December 16, 2024

- Edo, September 21, 2021

- Felix Pleșoianu, May 23, 2020

- kierlani, March 29, 2020

- Wanderlust, August 3, 2017

- NinaS, July 3, 2016

- CMG (NYC), January 11, 2016

2 of 2 people found the following review helpful:
A short religious/historical parser game with unusual pc/narrator voice, January 6, 2016*

Voices is a strong, story-driven parser game told from the perspective of a mysterious invisible figure, whom we learn more about throughout the game. The narrator is the figure, while the PC is a young girl they speak to.

This is a strong story, and most of the game is designed to funnel you through the story. This would easily make a good Twine game; this is in fact the kind of game Twine was designed for. However, the author has done a great job of changing default messages and adding extra surprises, making it worthwhile to have it in a parser.

Much of the game progresses by repeatedly using "TALK TO", and by making a few decisions.

A great choice for fans of story telling. No puzzles to speak of. I had a lot of fun with this.

* This review was last edited on February 3, 2016
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- Thrax, March 11, 2015 (last edited on March 12, 2015)

- cabalia (Ohio), March 6, 2015

- Zepton (Canada), April 6, 2013

- Ashen, March 17, 2012

- o0pyromancer0o, June 2, 2011

- diddlescatter (US), February 11, 2011

- Softbagel, October 30, 2010

7 of 9 people found the following review helpful:
Interesting, July 2, 2010
by tggdan3 (Michigan)

Sometimes I wish we could catogorize IF by games vs story. This is not a game- this is a somewhat interactive story, where you play the part of the voices that the main character hears, and you direct her. The writing here is nice, it comes across in the first person, as if you are speaking with the player rather than entering in the player's commands on a parser.

There are 2 different "parts" of the game- one where you direct the player around, and one where you have conversations with different celestial beings. Once in the game, you seem to just instruct the character to talk to pierre over and over. The interactivity there is low, though the choices you make (generally yes/no) in the celesital sphere affect the game.

This is one of those experiments where the question comes (at least to me): should this have been merely written instead of in the IF format? I have seen a few so far where they would have been better off doing the former, though this one is crafted well in the IF format, that despite the constant "text dumps", the changing scenes do better to IF than the traditional format.

It's a romance, it's not a game, it's a story. If this is the kind of thing you're into, come on in, its well done. If you prefer the puzzle based games or more interactivity to your conversation games, this may not be for you.

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- perch, June 1, 2010 (last edited on June 2, 2010)

- Sam Kabo Ashwell (Seattle), February 15, 2010

- Mr. Patient (Saint Paul, Minn.), January 29, 2010

- C.E.J. Pacian (England), November 11, 2009

- Cwright, October 8, 2009

- rainbow_fish_953 (Kansas), August 3, 2009

- Fra Enrico (Torino, Italy), June 6, 2008

- Emily Short, March 30, 2008

- Lady Sarah (Portland, Oregon), March 17, 2008


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