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by Chris Mudd

Horror
2000

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>INVENTORY - Paul O'Brian writes about interactive fiction

[Y]ou have a couple of NPCs, both of whom must be ASKed ABOUT three magic topics each before the game will continue. These NPCs are so minimally implemented (as is pretty much everything in the game) that they only answer to those three topics -- all others will provoke one of three random default responses. As if this extremely minimalist implementation didn't make guessing the noun difficult enough, the topics you're expected to type in sometimes verge on the ridiculous. If a character doesn't respond to ASK HIM ABOUT ADVICE, why would I expect him to respond to ASK HIM ABOUT WHAT HE WOULD DO?

Of course, the game gives me an unsubtle shove in the right direction by having the character say, "Do you want to know what I would do?" But this is a pretty desultory form of interactivity. The game may as well just tell you what your next command should be, since it has no plans to respond to anything else anyway. If you think that's interactivity, you probably also think ventriloquists' dummies come up with their own punch lines.

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