| Average Rating: Number of Reviews Written by IFDB Members: 27 |
- Guenni (At home), January 24, 2016
- Veraloo, January 20, 2016
- Aryore, December 13, 2015
Galatea is set in an artificial intelligence exhibit. Galatea, a stone woman brought to life, has mistakenly (or purposefully) been placed here.
You are a journalist, interviewing her to determine how good her "artificial intelligence" is. The answers can lead to anger, romance, supernatural effects, and a host of other possibilities.
It is a fun game to play through a few times. The conversation system is just asking her about more and more things, but the variety is endless.
This game was groundbreaking when it was first released, although later innovations have improved on it (such as the major NPC in Blue Lacuna). This game remains an enjoyable classic, because it isn't just technically impressive, it's enjoyable.
- leanbh, July 30, 2015
- ibelongia, June 4, 2015 (last edited on June 5, 2015)
Being that I played this game fifteen years after its release, interacting with Galatea is truly like speaking to a relic from a by-gone time. And just like her, that sense of an ancient creation is also misleading. The words she uses in this game, the descriptions, the sensations granted by interaction, everything about this game is amazing. Never on my life had I expected to run across a game that felt exactly like speaking to a person I had met in real life. In both real life and through chat our relationship was like many of the different paths a player can walk with Galatea. That in itself is haunting, and a testament to how powerful this game is. It's also fun and I had a great time with it. This game is beautiful.
- Thrax, March 11, 2015 (last edited on March 12, 2015)
- hoopla, February 16, 2015
Galatea is all about interaction. You talk to a statue. She tells you things. You don't go anywhere, you don't solve any puzzles. You talk. Well, sometimes things can happen to finish the games that aren't just talk.
The statue herself, Galatea, is still one of the most sophisticated NPCs in IF. It's possible to exhaust her responses to certain topics, but there are always more topics. At least, I think there are. I haven't tried every single word I can think of. Galatea gets somewhat irked if one types the same thing again and again; IF players will do that to try and exhaust all topics. Good for her.
While the game may sound limited, the whole goal (I would say) is to tease out the emotional states of the statue and of the player. It's possible to do this in a fairly natural way, and this is the core strength of the game. There are some hints about the impact of Galatea's responses on the player character, but they tend to be muted. The effect on the human player is really up to personal taste. I found some themes dull (Spoiler - click to show)(animate vs. non-animate) and some powerful (Spoiler - click to show)(the goddess Aphrodite). In the end, you have to play the game yourself to decide.
On balance, I think the game transcends its deliberate limitations (a static conversation) to achieve some kind of catharsis (appropriate given the ancient Greek context). Yes, it's an exercise of style, but one that I think is worthwhile. As in much IF (and traditional fiction), the effect bordered on the manipulative, but for me it succeeded. (Spoiler - click to show)(In few games does one try so hard to see if the NPC can die - you have to decide if that's a good thing.)
The game has aged well and hits home. I can't think of a very similar follow-up; maybe I need to play more games.
- Jallarial, January 16, 2015
- dutchmule, December 23, 2014
At first this game didn't do much for me, because I like plot-driven games, puzzles, etc. But after a little time, I realized how much depth there actually is beneath the surface. Upon closer inspection, it truly is a very well-written and nicely crafted psychological study. Worth playing more than once.
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