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In this rather colourless and linear game, you play as some guy escaping from some complex. The obstacles on your route to freedom are a guard, a fence, a forest, an underground tunnel system, and a river. (Caution: One puzzle is rather tacky and crude.)
29th Place - 3rd Annual Interactive Fiction Competition (1997)
| Average Rating: based on 2 ratings Number of Reviews Written by IFDB Members: 1 |
This game starts out pretty cool, and basically consists of a linear series of challenges in a surreal prison environment.
I would give it 3 or 4 stars, but it just gets dumb, involving marijuana quests and another interaction involving a statue that could only be conceived by a teenage boy.
A small game in a minimalist style, translated (by memory) from an old C-64 BASIC version. The goal is to escape from some kind of compound and reach the nearest town, but the backstory is never explained. Very linear, a couple of obscure puzzles, lacks a wide range of synonyms. Contains a guided maze.
-- Carl Muckenhoupt
SPAG
I must say that there were plenty of things about Leaves that I did like, or at least didn't mind. The puzzles weren't extraordinarily clever, but they weren't dreadful either, the prose was largely competent, and the story reasonably compelling though minimalist. There were some plot holes, naturally, but they weren't too outrageous, and generally this was on course for perhaps a 4, perhaps a 5. And then, well, a certain moment happened, and I revised everything downward several notches.
-- Duncan Stevens a.k.a. Second April
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>INVENTORY - Paul O'Brian writes about interactive fiction
You might think that a game called "Leaves" would have something to do with leaves. You'd be wrong. The game's actual theme is escape: you, as the main character, must escape from a heavily guarded complex. Who are you? It's not clear. Where are you? It's not clear. Why are you there? It's not clear. Why do you want to escape? It's not clear. What is clear is that Leaves isn't much concerned with having a story, but rather with setting up a sequence of linear, one-solution puzzles, the completion of which leads to a full score but not much narrative satisfaction.
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