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About the Story
The Course is a short prequel to Project Delta, a CYOA-style text adventure inspired by Area 51 conspiracy theories, set in its own universe and scripted in "Node-X", a game system developed by the author himself. [blurb from IF Comp 2008]
32nd Place - 14th Annual Interactive Fiction Competition (2008)
A short demo for the CYOA development system the author has written, intended to teach the player how to interact with this system. Barely has any value as a game, though.
The author calls it a "prequel" in the introduction, but it's more accurately just a demo of a new IF system the author has designed. By outright listing each possible action, any challenge the game might have presented is lost. Gone is the sense of your presence in a physical space you can explore creatively at your discretion. The prose just isn't very well written, the game is far too short and the final goal is unforgivably lame- you shoot a target. That's it. Hope I'm not ruining anything for you. (by Nate Dovel)
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Number of Reviews: 2
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First off, I am not fond of home-grown game systems. Typically these systems lack the polish and stability of the off-the shelf systems.
Secondly, I am not fond of “Choose Your Own Adventure,” style IF. I prefer rich environments where objects have a verisimilitude to them. I like to feel that I am a part of the world, not a distant observer. This game in particular feels as if the player is on rails being taken from one section to the next.
This “game” is nothing more than a demo of the first generation of the game system. (At this point you can only hold 2 items at a time, one in your left hand and one in your right.) In learning about the game system a description of additional future functionality is provided. Still, in the end, this is a CYOA adventure system. And as a demo it is unsatisfying in terms of plot or character development.
The prose of the game is unsophisticated. As in most traditional IF games, the player character is a bit of a mystery. Here in the description of the character, the author comments that not knowing more about your player character is part of the mystery. It is ham handed at best.
There is the occasional glitch where an option selection is left blank.
The ending came up quite abruptly and was most unsatisfying.
In the end, if you're actually looking to play a game, and not read an advertisement for future games, look elsewhere.
I found this system to actually be fairly impressive; you have multiple choice menus, but can check your inventory when you want to.
Unfortunately, this version is just a small demo, with little of the real action you might get in a full game.
Trap Cave, released the next year, had a larger game in the same system.