Ratings and Reviews by streever

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Staying Put, by verityvirtue

3 of 4 people found the following review helpful:
Interesting premise diminished by awkward prose and errors, January 17, 2017
by streever (America)

This puzzle-free work has an interesting premise but seems to be broken with unimplemented and under-implemented actions. Most of the game consists of examining memories in your inventory: you have a phone which I couldn't seem to use, and memories (including one of a Peter) that I was unable to interact with.

I'm not sure if I missed my window: I didn't examine the Peter memory as soon as it appeared (announced with bold text in another memory), and that may explain why I couldn't access it later, but this seems like a bad design choice or a bug, as the piece even asserts that there are no puzzles or timed activities.

This piece takes place in a closed-off attic, where you hide from the public and reprisals by your former employer, the owner of a firm that seems to have been doing something questionably legal with medication. You stay put in your room, but can access a hallway and washroom, and work through linked memories. Eventually the piece ends, but I'm not sure why or what triggers the ending.

The prose can be clunky at times, and also features errors: one paragraph ends with a comma, and I am not sure if it's just a typo for a period, or if there should be more text that got cut off, but the awkwardness of the paragraph makes me think it's the latter.

I think this could become a strong piece with some editing and revising, but do not recommend it until then.

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Victorian Detective, by Peter Carlson

4 of 4 people found the following review helpful:
Fun mystery with original and effective game mechanics, January 12, 2017
by streever (America)

This linear mystery story uses an inventive puzzle design for a link-based game, taking the form of a multiple choice quiz after most sections. Puzzle design is tough but fair, and provides a great example of modern interactive fiction design: as hard as some of the puzzles may be to solve, the game never ends when you can't get the right answer.

The writing is competent but oddly disjointed from it's inspiration, the work of Arthur Conan Doyle. The Sherlock references didn't quite the mark, partially because the voice and prose didn't feel appropriately Doyle-esque, but also because the protagonist is clearly not Sherlock Holmes but owes him a debt. The protagonist is more of a blank slate. I think the piece may have been better if the protagonist was either Sherlock or a recognizable character in their own right, but I think this would be a challenge for a short work of interactive fiction. I hope that the character expands and develops over the next pieces and comes into its own.

The mystery itself was satisfying and well-plotted, a clear homage to classic Doyle mysteries with a seemingly minor case revealing a much larger one.

While failing a puzzle never ends the game, it does deduct from your final score, a combination of deduction points and action points. The former is the best aspect of this work: thorough investigation will make it fairly easy to get the highest score possible in deduction, but I was unsure of the action phases, which were used less and felt less thought-out. I'm not sure that the best choice from the perspective of the author in each of these sequences was well broadcast, and these were largely a matter of guesswork for me, but I may have missed clues and hints.

I am looking forward to future works by this author, and really enjoyed the creative way they incorporated puzzles into a hypertext piece.

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Stone Harbor, by Liza Daly

4 of 4 people found the following review helpful:
Perfect use of the form in this compelling mystery, January 11, 2017
by streever (America)

I was ready to be disappointed. My expectations were so high that I wasn't sure they could be upheld. I hadn't seen much buzz about this piece, which was surprising; the author, Liza Daly, has an impressive background in ebooks and an incredible collaboration with Emily Short.

I was so impressed by this work that I'm writing my review after finishing the opening. The design is minimalist but extremely thorough: the typography is beautifully readable, and this work has clearly been laid out by someone who has thought about how people read online.

The prose is as clear and clean as the design, and immediately creates a sense of place. New Jersey comes through. The tent comes through.

Game mechanics are shockingly effective. The opening is linear, but choices feel meaningful. The protagonist is a charlatan who performs psychomancy readings for gullible tourists, and it feels meaningful when you ask your latest mark--or customer--for his hat.

Despite the attractive design, clean prose, and sense of place, I wasn't excited about the work for the first few minutes. This is my fault! I don't love reading online, and something of this length, I'd normally skip over. The design is so thoughtful though, and the writing so good, that I kept going--and then was completely and utterly hooked at the opening twist. I won't spoil it, but near the end of the opening, the story shifts from what feels like a slice of life tale to an engaging, compelling mystery story. This moment completely hooked me, and the following story keeps the pacing and tension building as it weaves an even more complex tale.

Some might complain that there isn't much 'game' here: you have a clearly defined character you inhabit, the story is largely linear. Whatever limitations may exist in that area, the story and the mechanics that do exist more than compensate, creating a strong, well-told tale.

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YOUR SMARTCAR EXPERIENCE, by BinaryDoubts

4 of 4 people found the following review helpful:
Welcome to your ad-supported freemium driving experience! Would you rate us?, January 10, 2017
by streever (America)

This seems to be a satire at first, but make no mistake, it's a chilling dystopian tale of our likely future. Just think about pumping gas at a 'nice' gas station: a giant screen greets you and plays TV ads while you pump gas. No mute button; no channel switch. Get to the theatre 'on time' for your next movie. Instead of previews (a type of ad) actual commercials are played, with the previews coming later--after the listed start time.

I'd been thinking about making my own smartcar game, but it was a one-note concept; this takes the idea and extends it, featuring obstacles from ads to a pushy navigational system to problems with charging and filling the battery. It ends with an emotional blow that reveals a deep familiarity with the essential heartlessness of modern, commercialized, technology and design.

The writing throughout is sparse and fun. A well executed twine piece.

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Panic Mansion, by beatlesfan317@yahoo.com

1 of 1 people found the following review helpful:
Collection of unrelated trivia questions and seemingly random 'battles', January 10, 2017
by streever (America)

I'm not sure what to make of this.

It's a Twine-piece with almost no plot at all; the protagonist is described as a 'slacker' who flunked high school, but then we're told he just failed Physical Education. Doesn't really sound like a slacker in my opinion, but there you have it. A teacher offers to let the student graduate if he can 'solve' the puzzles in a panic home, which is revealed to be a mansion.

What's a panic home, you ask? I thought it would just be a locked down house, like a panic room, a sealed away room to retreat to, but it appears to be a house full of daughters who attack you after you answer random trivia questions. Top names in the US in 1900--longest national coastline after Canada--the title of a soap opera that ended in 1989 after 13 years of broadcasting--if you can see a common thread here, you've solved a deeper mystery than I could!

The lack of a plot or any other motivation makes this effectively a collection of random trivia questions, mostly all answered easily with a google search. The seemingly randomized battle sequences (click "attack" or "defend"--the right sequence will win) break what little flow is to be found in the trivia questions.

I'm not sure who this piece was intended for, or what the goal was; I didn't particularly enjoy it.

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Just Talk to Them, by Raymond Vermeulen

3 of 3 people found the following review helpful:
Fun and original Twine work, January 1, 2017
by streever (America)

A typical night out--banter and overpriced beer--takes a turn for the better when you meet the gaze of a cute stranger and decide to introduce yourself.

The writing is fun and humorous, but at times could have used a little editing; the adjectives trip up some of the otherwise well-written passages in the opening.

This debut work breaks from typical slice-of-life work by asking the reader to compete in small mini-games with each significant action. A game of chance, a trivia question, and a reflex text are all used to test the reader. While not directly relevant--no one has ever had to answer a question about ancient Chinese history in order to stand up from their table--these games create a sense of tension and pressure which fits in with the theme and overall mood of the piece.

I am very impressed with this as a debut piece, and hope to see much more from the author.

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Not All Things Make It Across, by Bruno Dias

1 of 1 people found the following review helpful:
Atmospheric piece building out the Diasverse, January 1, 2017
by streever (America)

This is a companion piece set in the same world as earlier works by Dias, bringing back the intriguing protagonist of Four Sittings In A Sinking House. If you haven't read his earlier works, this brief piece may be unsatisfying. There is little backstory or characterization, merely a list of items referring to the previous works, and the choice to keep or abandon each item.

This is a nice treat for fans, and a good reason for newcomers to read his back work.

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Take, by Katherine Morayati (as Amelia Pinnolla)
streever's Rating:

1181, by Grim and notgojira

4 of 4 people found the following review helpful:
Compelling work of cosmic horror with Judeo-Christian overtones, December 29, 2016
by streever (America)

This beautiful Twine piece puts you in the perspective of a volunteer at a SETI-like institution. Quickly, things go awry, and strange behavior and a dark secret emerge.

The type is well-designed, and the overall effort feels polished, with a nice use of imagery and visuals. I may be spoiled, but I think some audio component would have elevated the overall effect and increased the atmosphere.

The one quibble I have with the plot and theme is that I don't feel like we have a real chance to connect with the character, which reduces the impact of the overall story. We open with the acknowledgement that we are volunteers at this institute, but we don't understand the work we're doing or the importance of it. Why are we here? Is it for college? Do we really work a day job and come in here at night to do free work for something we don't understand and can't explain? I think the piece would benefit from having a better sense of who we are, why we're here, and how this encounter with a different identity affects us.

Overall, I'd give this piece high marks for atmosphere and tension, particularly in the second act, when physical danger is introduced.

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I THINK I'LL STOP OFF ON THE WAY, by piratescarfy

1 of 1 people found the following review helpful:
Nightmare-like short horror piece, December 28, 2016
by streever (America)

This work of surreal horror that read like a nightmare: while I appreciated the creepiness, I never felt any sense that the protagonist was in real danger. It felt more like I was playing through his recollection of a fever dream.

The writing was strong overall, but held back by excessive wordiness and presentation. Small yellow type on black is not easy to read, especially with such dense sentences. I'd recommend increasing the line height and narrowing the column the text appears in along with some light editing.

Some scenes were especially good; the restaurant was the most unsettling, followed by picking up the blade. I didn't expect the game to raise existential questions at the very end; I suspected something more violent.

I'm not sure what the deeper themes were here--they eluded me, in the same way that the meaning of a convoluted dream does, leaving me only with a sense of what was happening. In that way, I thought this was reminiscent of Murakami, with a focus on the style and sense of the situation.

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