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Nominee, Best Individual NPC - 2000 XYZZY Awards
-- Emily Short
Although the puzzles present almost no challenge and the plot is rather thin, the game is worth playing, if only to experience the interesting format. As a game, it falls flat, but as an experiment, I would say that it succeeds. (Alex Weldon)
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Don't Put Me On Hold
FailSafe is not a conventional work of IF, although I'd hesitate to label it as `experimental.' It's not an experiment -- the departures it makes from the `standard' model of IF are all carefully chosen for their effect in presenting the story, such that it is the story and the world behind it, rather than any kind of `gimmick', which dominate at least my memories of the game. (Adam Biltcliffe)
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Jay is Games
Big game developers spend enormous amounts of time and money developing concepts that can reel players in like squiggling little fishies. And here Jon Ingold does it with a few lines of text and a whole lot of intrigue. (John Bardinelli)
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Number of Reviews: 9
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Most Helpful Member Reviews
Fail-Safe is very short, and as mentioned elsewhere, does not permit saves or restores, which is less painful than it might sound. Once you have figured out the basic plan of the game, you can quickly get back to the part where the crucial decisions are made (and where the game's black humor really shows itself). You'll definitely want to replay a few times to make sure you get all the endings. At one point, there's an unfortunate guess-the-verb problem, but for the most part Fail-Safe is entertaining, well-written, and definitely worth playing.
This is impossible to discuss without spoilers, so I suggest you play it before reading on.
(Spoiler - click to show)Fail-safe has an unreliable narrator. Not just that, it has a narrator that actively tries to trick the player (or rather, the narratee) into forming a wrong idea about the world. If she does form the wrong idea, the narratee will take an action that will be great for the narrator but disastrous for herself. The puzzle consists in the player (a) finding out that the narrator is lying; and (b) responding with an appropriate double bluff. Great stuff that I would like to see explored further in a more substantial game.
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Fast-paced action is something that's notoriously hard to do in IF where waiting for player's input necessarily pauses the game every turn. Which games have succeeded in creating action scenes that convey the sense of urgency, danger and...
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I'm hankering to play a good space-themed game. That is to say, a game not necessarily set in space, but a game that is in some way about space or our relation to space. Any takers?
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