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Fragile Shells was written as an escape-the-more-or-less-one-room game. It embraces all the conventions of the genre: play consists of solving item manipulation puzzles, there are no NPCs, all the story is told through flashbacks rather than actions of the PC. It is a tired old genre, and Fragile Shells does nothing to rejuvenate it.
However, in the hands of Stephen Granade it suddenly doesn't seem so bad to revisit this old acquaintance. The puzzles are fair and of the right difficulty; the flashbacks keeps us interested in what happened to the player character and the environment he is in; and writing and implementation are solid enough that interacting with the game is a pleasure. Add to this that the game feels very coherent -- something that is often difficult to pull off in a puzzle-driven game -- and one has the perfect recipe for one or two hours of straightforward fun.
Fragile Shells does not point towards the future of interactive fiction. But it does prove that recreating better versions of the past will always remain worthwhile.