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27th Place - 5th Annual Interactive Fiction Competition (1999)
-- Duncan Stevens
>INVENTORY - Paul O'Brian writes about interactive fiction
Remembrance is less interactive fiction than it is forced-participation fiction. That is, to see the next page of the story, you have to enter the magic word. There is no possibility of exploring the landscape, no opportunity to attempt other routes, and very few things to even try along the way...
However, all that aside, I still found Remembrance touching. Perhaps I just have a soft spot for World War I stories ever since I saw Gallipoli, and certainly the type of tragedy depicted in Remembrance is an easy target for a tearjerker, but the interplay of letters and scenes, encompassing the trenches, the planning rooms, and the homelands, made for a nicely affecting overall presentation. It's not the sort of thing I'd want to see very much of, but it was definitely worth my time once through.
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This is a very touching game, whose ending gave me shivers.
You play a variety of characters, many of whom are (I believe) Canadians sent to fight in WWI.
The game jumps from character to character and situation to situation in an interesting way, likely influenced by the previous year's Photopia.
However, the interaction is given by choosing an action from a drop down menu of 3 to 4, and then guessing the exact words the game wants you to type. This is essentially impossible without the walkthrough.