| Average Rating: Number of Reviews Written by IFDB Members: 12 |
- Janice M. Eisen (Portland, Oregon), January 1, 2016 (last edited on January 2, 2016)
- Aryore, December 13, 2015
- CasualGamer33356, October 14, 2015
I still haven't finished Savoir-Faire. I played through almost the entire main part of the game a couple of months ago, but then I had to move house and the game languished for a while. Returning to it, I was overwhelmed by the amount of objects I had collected and the amount of information I had at one time processed. I found it very hard to get into the game again. Enough had slipped away that I needed to replay the game, but enough remained in my memory that this would have been mostly boring. No matter. I'll put it aside for now and return at some later point in time, knowing that there will be still more for me to discover -- including de denouement.
For let it be clear that Savoir-Faire is a game you will wish to return to, not so much because of its plotting (which is slow) or its characterisation (which isn't exciting), but because of the beauty and intricacy of its puzzles and of the model world that supports them. Savoir-Faire is in many ways an old-school puzzle game, which means that it is hard; but it is also fair. Banging your head against its mysteries is bound to be a very rewarding experience, and I would encourage you not to use a walkthrough or a hint file. This game is worth persevering.
A large part of the game's beauty comes from its central puzzle mechanic, which is incredibly flexible but also strict enough to give coherence to the whole. This mechanic is the Lavori d'Aracne, which I suppose translates to the "labours of Arachne", that is, the spinning of spider webs. It is a kind of magic in which you can link objects that are like each other, and they will then start exhibiting the same behaviour. E.g., you link two boxes, and then, when you open one of them, the other will be opened as well. A large part of the game is spent exploring the possibilities and limits of this system, and while these limits may sometimes feel a bit arbitrary, they are consistent enough that one will keep faith in the game.
Savoir-Faire is possibly my favourite large puzzle game. And next time I return to it -- perhaps in a year or two -- I'll finally solve it! I'm sure of it.
Savoir-Faire is a longish game set in an alternate-world version of France. The game prominently features a magic system involving linking items together so that they share certain properties.
The puzzles are brilliant and the game is well-implemented. You can experiment to your hearts content, and most reasonable solutions to problems work. The writing is excellent, and the storyline well-thought out.
I finished the game years ago. Every time I try to replay it though, I lose interest. Why would anyone lose interest in such a technical marvel? Because I really don't care about the PC's situation. He's a wishy-washy wimp; he can't decide if he's investigating his adoptive family's disappearance or looting their house; he can't decide if he's a rake with a million love interests or a romantic with one woman at heart; he can't decide if he's a member of the royalty-hating lower class or a priviliged upper-class man; and he can't decide if he's starving or picky.
Short hasn't written him poorly; she's just very accurately portrayed a disagreeable man. I wish I could have him slap himself, remove his silly white feather, and tell him to just eat the andouilletes plain or stop whining. I don't care about finishing the game because I don't want to go through all that trouble just so his aristocratic palate won't have to endure stale bread and unseasoned lentils. The ending helps a bit, but it is too little, too late. If he really cared about his family, why is he stealing everything?
Others may not have the same reaction.
Edit: I recently replayed it during a long fight, after having replayed a lot of other highly rated games in a row. It really stood out with its craftmanship, so I'm revising its rating to 5 stars instead of the 4 I had before.
- chux, May 19, 2015 (last edited on May 20, 2015)
- Matt W (San Diego, CA), March 25, 2015
- Thrax, March 11, 2015
- hoopla, March 7, 2015
- Snave, March 7, 2014
- ptkw, March 2, 2013 (last edited on March 3, 2013)
As far as IF games go, I'm going to give this a four star rating. 9 out of 10 stars would be more like it.
I love old-school IF games, so I was into this game more than some people will be. Overall, it is a treasure-hunt, but the underlying background story really ties it all together nicely. The descriptions of everything are solid.
That having been said, I'll agree with some of the other posters about some shortcomings. Most notable to me was that I didn't think that one of the linkages was fair at all. (Spoiler - click to show)I didn't like the concept of linking to sunlight. There is nothing at all to suggest that linking to wholly intangible things is even a possibility, and asking people to figure that out smacks of pure trial and error using every possible noun without any regard to the fiction of the game's universe. Besides, I found the description of the bauble confusing; its description suggested that it was already emitting light, so there was nothing really to suggest that, after putting it in the model, that the model was not working at full power.
I also was not a fan of all of the food-related puzzles. One was solid and fun. But the incessant remarks about hunger were a drag, and the whole "collect ingredients and make food" chore seemed to dominate the game by the end instead of just being a background task. I would far rather have seen some of that effort devoted to a slightly larger house for exploring. For a mansion, there were really not many rooms to visit.
- Yuna, November 12, 2012
- Inarcadia Jones, October 5, 2012
- Pinstripe (Chicago, Illinois), March 27, 2012
Play it if: you loved everything about old-school IF other than its cruel gameplay and frequently illogical puzzles; if you want to see Emily Short's talents for innovative gameplay in a more traditional framework; if you're a sucker for prose that is both elegant and vividly detailed.
Don't play it if: Come on, just play it.
In almost every sense of the term, Savoir-Faire is a masterpiece, and in my opinion the best of Emily Short's longer games.
The chief technical innovation is the magic system, which allows the protagonist to blend the properties of different objects and create interesting cause-and-effect relationships. This system is not merely for show: the puzzling possibilities of this game mechanic are explored very fully - you need to use this skill to acquire items, reach areas, observe rooms, and more. The gameplay never feels repetitive as each puzzle involves a different use of these skills, and this is one of those games where you want to take a week to give yourself time to stew over all the possibilities. Another less visible but no less wonderful detail is the fluid dynamics (allowing you to have containers with different amounts of water, to pour them on the gruond, to have the resulting puddles evaporate gradually).
If this is an impressive achievement - and make no mistake, the Lavori d'Aracne is implemented in all sorts of interesting ways - what makes it even more brilliant is the quality of writing to hold it up. Because links can only be forged between objects that are similar in meaningful ways (form, function, or appearance), it becomes necessary to examine objects closely to look for possible links. Accordingly, the aristocratic mansion setting is brought to life with amazing levels of detail; you can examine details that are minute almost to the point of absurdity, sometimes discovering some lovely anecdotes (the reason for the family's cups and plates all being metal made me laugh out loud).
These aspects by themselves would be enough to make Savoir-Faire a great game. But added to this is a back-story that becomes something of a fore-story - the tale of the protagonist's origins and the possible fate of his family. You get a glimpse into the kind of conflict fans of Wuthering Heights or Pride and Prejudice would love, involving aristocracy, intrigue, and class identity.
If I had to sum up Savoir-Faire in one image, it would have to be a tapestry. The magic system is intricately linked to the puzzles, and the puzzles' raisons d'ĂȘtre are linked to both the magic system and the backstory. The result is that you have a game with a medium-sized setting (a mansion) but which feels incredibly tight. There's an almost effortless sense of completeness at work here.
This is perhaps the game's ultimate triumph, for if there was anything we tended not to associate with old-school IF, it was writing this strong. Games like Zork may have had interesting settings and great humor, but they tended to be much looser, with puzzles rarely subscribing to some overarching puzzle or story. In this sense Savoir-Faire is the culmination of an entire genre of interactive fiction, recreating the wonder of exploring a mysterious setting while tying it into an intricately interwoven plot and puzzle system.
The one real flaw in the game is almost absurdly minor: there doesn't feel like much of an overall difficulty progression (Spoiler - click to show)(for instance, the solution to the rat-hole problem seems almost absurdly simple in comparison to navigating the maze, or helping Marie escape D'Envers) which is probably due to the fact that the puzzles themselves don't really have to be done in a specific order. But in a story which has an abundance of fascinating puzzles to offer already, and which is admittedly emulating the exploratory style of early IF, this isn't really something to raise much complaint about.
In sum, this is a game pretty much everyone should play. Newcomers to IF might find it a bit much to take in when you throw in the Lavori d'Aracne, but somehow I think they'll be fine with it.
A definite masterpiece.
- RedHatter (Vista, California), November 16, 2011
- EJ, November 2, 2011
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