| Average Rating: Number of Reviews Written by IFDB Members: 6 |
In my limited experience, works by Ryan Veeder never fail to delight on some level; if nothing else his signature wit is always good for a chuckle and tends to cast a rosy glow around the memory of playing. Winter Storm Draco is no different from any other Veeder work in this respect, and it easily clears the hurdle of "good" in my evaluation.
It's not "great," though. It feels like a piece primarily created as an opportunity for experimentation. The emphasis here is on challenging standard player expectations for interface elements, especially the "opening crawl" of the timed introductory text and status line modification during the unanticipated and delightful (Spoiler - click to show)"swordfight" scene taking place in (Spoiler - click to show)a cemetery. The latter was the apex of the experience, especially coupled with the highly-abbreviated commands and very short responses that lent a videogame-like feel to the action by greatly accelerating its pace.
For an opening act, the PC becomes lost in the woods during heavy snowfall and must use boy scout/junior MacGyver skills to figure out the way home. The interaction is a little fiddly and specific here (as I recall specifically around (Spoiler - click to show)pouring liquids), which is in unwelcome contrast with the solid puzzle design.
Mystical elements begin to intrude on the scenario, which shifts the tone ever more in the direction of survival horror as the PC continues to make progress. At the climax, the PC encounters (Spoiler - click to show)a personification of the storm which may or may not be (Spoiler - click to show)a Mayan god in the vanguard of a 2012 end-of-the-calendar apocalypse. I was thrown out of the story at this point, mostly wondering how much of it was supposed to be real and how much the hallucination of a PC freezing to death. Although that kind of ambiguity can serve a story well, there didn't seem to be much in the way of revelation on the PC's part to lend any drama to the scene, and at the end I was left shrugging my shoulders.
Perhaps there's more to the climax than I experienced, but the entertainment-oriented style of Veeder's prose doesn't invite a very deep analysis, and the work's brevity contributes to its lightweight feel. This game is still definitely worth a playthrough, and I don't hesitate to recommend it as an enjoyable short play experience to the average player or a study in technique for the would-be author of action sequences.
Short adventure which eloquently puts our hero in the middle of the elements.
Style is dry and at the same time expressive, puzzles are rewarding, can be played in one sitting (20 minutes).
Very nice production!
Winter Storm Draco is a moody traipse through an over-snowed path, but with some strange sights on the way.
Winter Storm Draco is a game that is well-suited to its format. It plays on one of the strengths of the parser format, by allowing the author to wrench control from the player at key moments - first in navigation, when even the compass directions so ubiquitous in parser games mean nothing; later, in the end-scene.
I relied on the walkthrough in several parts but mostly there were textual clues enough to let a reader canny with parser game conventions to proceed without too much difficulty.
It has the signature self-referential, dry wit that came through so markedly in Nautilisia, though Winter Storm Draco is a little more introspective, a little grimmer. Overall, enjoyable and atmospheric.
I rarely--if ever--give something five stars, but this vignette is a work of art. As art, as an artistic expression of IF, it gets five stars. If I qualify further, I may have to give something away, so just try it and see for yourself.
I loved this surreal little trip to Veederland. Winter Storm Draco has stuck; your job was to walk to the convenience store and pick up hot dogs, buns, and cheap wine for your roommates.
As a hearty New Englander, walking through a storm resonated with me, but of course, we can't buy wine at our convenience stores. That's a complaint about Connecticut, not about this wonderful work, which shares the same excellent sense of place that Veeder incorporates into his work.
Even though the game starts by getting you lost in a strip of woods between the highway and your neighborhood, it felt believable and real; I could easily draw a map of the area from memory alone.
One of the highlights of this work are the in-game clues. A slight bending of the 4th wall and a charming writing style lets Veeder directly suggest unusual actions and moves to the player, and it improves the overall work.
This piece has a mix of puzzles: a combat mini-game, a riddle, and a 'combine the items' puzzle. The variety makes it challenging, but all the puzzles are fair, logical, and obvious post-solution.
The ending is especially strong, and felt like a real-world experience, an important bit of grounding in an otherwise surreal piece.
This game begins with a fun text-effect introduction, teaching you about the background of Winter Storm Draco.
You then begin to try to get home from the grocery store to your house. You will encounter a striking variety of puzzles, including classic-style puzzles, combat, and conversation.
Overall, the writing is amusing (although the game clearly states that it is a serious documentary, and not intended to amuse).
This is a short parser game, and I strongly recommend it.