Much of IF begins with a problem, and we happen to be the lucky schmo charged with solving it; perhaps that's why much of IF tends to be frustrating, obtuse, or just plain negative in tone. This then is what sets apart "The Chasing". It's a very positive and neighborly work, as if "Ultima: Quest of the Avatar" were set in your local neighborhood, sans monsters and pointy objects. Your white horses escaped your stables last night, and you must wander around the valley looking for them, quizzing your neighbors on their whereabouts. In doing so, you discover your neighbors have little problems of their own, such as treed kites and runaway lawnmowers. But shortly after helping someone out, you discover you are starring in an allegory.
But golly gee Wally, it sure is a pleasant little allegory to be in.
"The Chasing" avoids the preachy tone that virtue-chasing games often have, and still keeps its gameplay varied enough to avoid boredom. NPCs tend to be one-trick ponies, but there's always a friendly one nearby, partly mitigating the loneliness that usually dogs IF. And while the pleasantness of the work sometimes runs pretty close to self-parody, there's something to be said here for balance in the body of IF works; perhaps the work purposefully overcompensates.
There's nothing here that will challenge puzzle-goers, but their children -- and IF beginners -- will only require a list of verbs common to all IF in order to chase down all those slippery, adventurous virtu-- er, horses.