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All Member Ratings

5 star:
(121)
4 star:
(137)
3 star:
(62)
2 star:
(21)
1 star:
(9)
Average Rating: based on 350 ratings
Number of Reviews Written by IFDB Members: 27
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- Edo, April 29, 2020

- Sitri Salmacis (Atlanta), April 9, 2020

- Elizabeth DeCoste (Canada), April 1, 2020 (last edited on April 2, 2020)

- Bartlebooth, March 4, 2020 (last edited on March 5, 2020)

- JuiceCarver, February 28, 2020

- Rovarsson (Belgium), December 2, 2019

- Lillianatha, November 15, 2019

- FishOnHead, September 26, 2019

- erzulie, September 24, 2019

- beecadee, September 15, 2019 (last edited on November 14, 2020)

- whjohnson22, August 28, 2019

- Esperbucket, July 1, 2019

- Xylah, June 19, 2019

5 of 5 people found the following review helpful:
No statue has ever been erected to a critic, June 7, 2019
by deathbytroggles (Minneapolis, MN)

Galatea is an impressive piece of coding. Around the turn of the century there were many games that tried to create incredibly in-depth characters that would respond to anything, not to mention Scribblenauts, which tried to allow for a near infinite amount of actions. Of all in this genre I've tried, Galatea is the most successful at being interesting; yet, the shine wears off quickly and I stopped caring quicker than I thought possible.

Short is a superb writer, and her ability to write engaging dialogue with a statue still makes me jealous. The perspective she creates is infinitely interesting and I wanted to find as many conversation topics as possible to just hear more of what Galatea had to say.

Unfortunately, the game quickly turns into an exercise of trying to find as many endings as possible (of which there are 70). While I enjoyed this premise in Aisle, I find it tiresome here as finding various endings requires repeating some dialogue options multiple times while purposefully trying to manipulate Galatea's emotional state. At times it felt gross, and it didn't help that the PC is mostly an unsympathetic snob.

I believe I would have enjoyed this much more if Short had allowed the player to focus more on exploring Galatea's mind without worrying about triggering the next ending. In that case it could have been an extraordinary character study. As it stands it felt too much like I was playing with a gimmicky toy. Still, I would recommend everybody play this, if even for a brief time, just to experience the high concept.

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- Spike, May 11, 2019 (last edited on May 12, 2019)

- Elternabend, April 12, 2019 (last edited on April 13, 2019)

- Steffan LW Sitka (Los Angeles), February 28, 2019

- Princessthe1st (USA), February 6, 2019

- Stian, January 22, 2019

- IanAllenBird, January 17, 2019

- SchnickelFritz (TX), December 26, 2018

- Zach Shifflett (VA, United States), December 11, 2018

2 of 2 people found the following review helpful:
exceptional, November 27, 2018
Related reviews: galatea

Above the vast expanse of interactive fiction, Galatea stands alone.

Emily Short has taken a block of code and crafted her vision of Galatea so perfectly it will reach from the screen and touch you. Unforgetable. Immortal interactive fiction.

The player is asked to abandon the comfort of traditional maps and mazes and enter into the labyrinth of conversation

While standard games reward the player with material trophies, or the pride of (relief of) having solved a puzzle, Short rewards the player with the feeling of human intimacy.

" ...My love is like a storybook story But it's as real as the feelings I feel..." ~ 'Storybook Love,' Mark Knopfler; The Princess Bride

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- illuki, November 3, 2018

- ellact2000, August 30, 2018 (last edited on August 31, 2018)


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