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vespers.z8
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For all systems. To play, you'll need a Z-Machine Interpreter - visit Brass Lantern for download links.
vespers.z8
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For all systems. To play, you'll need a Z-Machine Interpreter - visit Brass Lantern for download links.
vespers.inf
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Vespers

by Jason Devlin

Historical/Religious
2005

Game Details

Language: English (en)
Current Version: 1
License: Freeware
Development System: Inform 6
Baf's Guide ID: 2860
IFIDs:  ZCODE-1-050929-F8AB
ZCODE-1-051128-B5AA
TUID: 6dj2vguyiagrhvc2

Off-Site Reviews

Emily Short's Interactive Fction
What I found most interesting about Vespers was its construction, its success at arranging events and making characters take action; it has a lot of plot, but avoids the excessively linear feel of many high-plot-content games.
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The Escapist
Set in a 15th century monastery beset by the plague, Vespers follows an abbot driven increasingly insane as he watches his feverish monks perish one by one. It's a nauseating, deeply frightening game, like survival/horror without the survival part, and it clings to me like a bad nightmare I can't shake. I'm thoroughly grossed out by it, physically, emotionally and morally.

Vespers is one of the best games I've ever played, text-based or no.
-- Lara Crigger
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Ferretbrain
Vespers is strong on atmosphere, very strong on atmosphere. It is told over three days, with the monastery becoming slowly creepier and more oppressive as time goes on. Descriptions change in subtle – and not so subtle – ways as the plot progresses (and, I think, in response to player action – if you play as a raving nutbag things get rather more messed up rather more quickly).
-- Dan Hemmens
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Gaming Enthusiast
A truly horrifying, but thought-provoking experience that is sure to leave a lasting impression on the player. If you’re not afraid of the darkness in human hearts, be sure to check Vespers out.
-- Toddziak
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SPAG
It has numerous strengths, but I think the most important is how well paced it is. The introduction slopes in gradually, and while I generally like to have some idea of what I should be accomplishing from the very beginning, here the more leisurely approach worked well - knowing that plague was loose and the monastery was locked in made things more interesting than the standard wander-corridors-until-something-happens opening, and front-loading much of the exploration allowed later sequences to play out tauter, since the player knows exactly where everything is. The number of NPCs is initially a little overwhelming, but the author does a very good job of giving each of them a distinctive feature, so that the player soon remembers which is the crazy one, which is the terse, practical one, and so on.
-- Michael A Russo
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Page Update History

  v.5: 22-Sep-2013 10:53 - Edward Lacey (Current Version) - Edit Page - Normal View
Changed genre, external review links
v.4: 16-Jun-2011 08:41 - Emily Short
Changed external review links
v.3: 03-Jul-2008 06:13 - Emily Short
Changed external review links
v.2: 03-Jul-2008 06:00 - Emily Short
Changed external review links
v.1: 16-Oct-2007 01:47 - IFDB
Created page