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Worlds Apart

by Suzanne Britton


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Number of Ratings: 74
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- yaronra, July 16, 2018

- Laney Berry, May 15, 2017

- Audiart (Davis, CA), March 7, 2017

- ikdc, February 4, 2017

- E.K., December 12, 2016

- Harry Coburn (Atlanta, GA), October 9, 2016

- Denk, April 27, 2016

- E. W. B., February 23, 2016

- Guenni (At home), February 4, 2016

2 of 2 people found the following review helpful:
A sci-fi novel in interactive form, February 3, 2016
by MathBrush
Related reviews: more than 10 hours
This is by far the largest game I have ever played in terms of text. Unlike most interactive fiction games, the story of Worlds Apart was years in the making, and was the authors main outlet for sharing a world they had imagined their whole life.

This game is set on a completely alien world, with different plants, people, animals, and history. The amount of detail in the game is massive, with NPC's that respond to dozens of topics, every item in the game being implemented in six senses, and a dizzying amount of locations. The game even contains two mini-books, one of which would make a good-sized pamphlet in real life. Just reading the game would take several hours.

I loved this game. However, because of its size, when I got stumped on the puzzles, it ruined the atmosphere. I started looking at the hints once I had exhausted all of the obvious options, because I wanted to read more of the story. But I didn't rush, and I tried to experiment with everything that I could find.

I recommend this game to everyone.

- Trobairitz (USA), October 28, 2015

- lbspen (Seattle), October 5, 2015

- Julia Myer (USA), July 10, 2015

- Thrax, March 11, 2015

- matt_jp (Boston, MA), January 19, 2015

- blue/green, July 15, 2014

- lynd, February 2, 2014

- Katrisa (Houston), December 5, 2013

- syrupy, November 20, 2013

- kala (Finland), October 27, 2013

- Adam Myers, September 19, 2013

- Satupeka, June 24, 2013

- softestbullet, June 19, 2013

4 of 4 people found the following review helpful:
Just about perfect, May 9, 2013
by Andromache (Hawaii)
This is my second time playing "Worlds Apart" and it was an incredible, cathartic experience. It just pressed all the right buttons for me. Yes, I needed the Hints twice - once because I genuinely didnít know what I was supposed to do, thinking Iíd tried everything, and the second time was that I hadnít realized one of the items was useable in a certain way. (Spoiler - click to show)Specifically, getting rid of the guardian and using the globe. But the rest of the puzzles were solvable pretty intuitively. That being said, the Hints system is one of the best Iíve seen. Context-sensitive, gives hints little by little, and it remembers where you left off if you call it up again. No need to go through all the hint revealing again.

Thereís some disorientation because thereís no explanation about the game world. Player character knows more than the player and the game narration doesnít really elaborate on setting, races, culture, etc. However, these things can be pieced together with character interactions and thereís more of a sense of being there because of the lack of initial exposition. Still, separate documentation about the basic races, continents, and social structure would be nice from the start, so that names and places arenít confusing.

The game was completely accessible. The status actually had a command, which more games should implement. Some screen readers cannot access game status lines, and if compass directions are put there, itís pretty useless for a blind player. Also, menus are number-based, which is the most useable for blind players. True menus do not work well with any Mac interpreter, thatís for sure. As a blind player, this aspect alone would make me rate it higher than I otherwise would. But even without these considerations, I still give it a perfect score. This is just icing on the cake.

Interestingly, the game map is tiny, yet the content is huge. It does help that the world changes often, so due to repeated exploration, itís a good thing the map is small. Flashbacks are implemented well, and the tutorial for using unconventional abilities for the player character was cleverly done. There was an in-character reason to have it, so it felt seamless.

But I think the best aspects of this game were story and characterization. The people are definitely distinct, believable, and evoke strong emotions. (Spoiler - click to show)I had Lyesh sever ties with Yuri and found I didnít feel all that bad. It was like, "You donít need a coward for a friend." But I could also see it in Lyeshís character to forgive him. Then I had Lyesh go and help Lia, since I reasoned she still cares for the girl. In fact, my thinking is she still cherished the memories of Yuri, but she was an adult now and it was better for her to just complete the separation that he started. My favorite character would have to be Saal, though. A warrior but not cruel; a lover of tricks but not dishonest; a predator but compassionate; someone with agendas but not to use people. Itís neat to be able to talk to the characters and ask them about things Iíve seen and heard and get a lot of information that way.

The story, though, had elements I adore. A close-knit mother/daughter, mentor/student relationship; special abilities; losing friends and making new ones; transitioning from codependence to independence and empowerment; bonds that last forever; and a bit of pain just to make things interesting. (Spoiler - click to show)There is even a winged serpent in the game, and I *love* that. I have a fascination with snakes and reptiles. And I tend to prefer dragons that are serpentine as opposed to lizard-like and fire-breathing. Truly, this game had everything I enjoy: integrated puzzles, a knapsack to satisfy my packrat tendencies (at least in IF), in-character puzzles, vivid and reasonable characters (not dysfunctional), and a story that left me feeling cleansed and comforted.

- DJ (Olalla, Washington), May 9, 2013

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