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| Average Rating: based on 27 ratings Number of Reviews Written by IFDB Members: 3 |
This is a tiny game, whose tininess is enhanced by the central joke, which is a commentary of sorts on actions and 'helping' features of interactive fiction.
The setting is ancient Greek myth and Heracles' labor with obtaining the skin of the name and lion. It can be finished in two moves.
For a game as short as this, quite clever. However, you might not understand the point of the game on your first play-through: the game's gimmick becomes clear only after certain input.
See Emily Short's and my posts for more discussion: http://playthisthing.com/nemean-lion , http://gamingphilosopher.blogspot.com/2009/09/nemean-lion.html .
This isn't really a game, but a pretty funny joke on automated actions. I laughed. I already knew, from a forum post (Spoiler - click to show)http://www.intfiction.org/forum/viewtopic.php?f=22&t=3766&start=10 what the correct first command to try was. If I was playing it as if it were a proper game it might not have been so satisfying.
Play This Thing!
(first loading the game)
The Nemean Lion is a super-tiny, super-easy interactive fiction. It's a comment on the form, in particular the relationship between player and game -- in its own way and medium not much different from You Have to Burn The Rope.
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SPAG
In general terms it's not an entirely new idea; at least a few games in the past have, for instance, implemented WIN GAME as an allowable command. It does, though, raise some thoughts about the nature of IF's interactions, interactions which have typically worked on a much more granular level than the interactions in some other forms of interactive storytelling.
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Games that did it earlier by Floating Info
What are some lesser known games that were first to have a feature that was later perfected by a more well known game?