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About the Story
A game that starts off in a college room, soon to move on to other, stranger places. This game was influenced by Andrew Plotkin's "So Far."
20th Place - 2nd Annual Interactive Fiction Competition (1996)
A rather forgettable little game, highly imitative of So Far, but less inspired - where So Far eschews definite explanations in favor of thematic unity, this game has neither. The puzzles are okay, though. Consists of four small worlds, each based on a single mechanical puzzle. Somewhat buggy.
-- Carl Muckenhoupt
The writing is good, but painfully derivative while lacking much of the depth of "So Far." The puzzles in "Forms" are thoroughly motivationless, and they didn't hold my interest as well as Andrew Plotkin's work did. [...] Enjoyable at first, but tiresome toward the end.
-- C.E. Forman
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Unfortunately, what I disliked most about the puzzles is that they are mostly the pull-levers variety; or TURN DIAL...or PUSH THIS, INSERT THAT, etc. Groan. Fiddling with buttons, dials and levers in games is NOT one of my favourite pastimes. Although the puzzles have a (very vague) connection to your dream, they do not seem connected to your campus/real world, and the four areas and seasons you get hurtled into don't have any common thread or theme at all, unless you count 3 peculiar objects and 3 strange items to collect as a connecting link between the 3 dream worlds and the real/campus world.
However, looking on the bright side, the writing in FORMS is flowing and very descriptive, which makes the scenery come alive with vivid location descriptions. If you have a buttons-and-levers sort of mind you'll enjoy this game, and if you prefer above-average writing skills and interesting locations in your games you'll enjoy it too.
-- Bev Truter
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This game was inspired by So Far, and written in 3-4 weeks in 1996.
You play a college student who travels to three different worlds. The game was originally intended to have deep psychological meaning, but the author ran out of time.
The highlight of the game is the descriptive writing and setting. The puzzles are more or less unmotivated and revolve around levers and dials. In addition, the author expects many actions that are not typically allowed in interactive fiction.