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Full Version, Release 3 *
Contains BlueLacuna-r3.gblorb
For all systems. To play, you'll need a glulx interpreter - visit Brass Lantern for download links.
Spring Thing Release *
Contains bl-preview-1.gblorb
Incomplete "Sneak Preview" version.
For all systems. To play, you'll need a glulx interpreter - visit Brass Lantern for download links.
* Compressed with ZIP. Free Unzip tools are available for most systems at www.info-zip.org.

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Blue Lacuna

by Aaron A. Reed profile

2008

Web Site

(based on 37 ratings)
5 member reviews

About the Story

You have always been different.

One in a trillion have your gift, your curse: to move between worlds,
never settling, always alone. To Wayfare. Yet there are others like
you, and something stronger than coincidence binds you together, bumps
your lives against each other like charged particles.

Now you feel the Call again, and know another of your kind is in need.
But when you arrive there are no answers. Just an old man with fraying
sanity and secrets buried deep. A tropical paradise more alive than it
seems. And a conflict left unresolved that could change the course of
two civilizations forever.

There are no easy choices, wayfarer. Your decisions will shape the
fate of many things. Three worlds. Two lives. And what your own story
will become.

Game Details

Language: English (en)
First Publication Date: April 3, 2008
Current Version: 3
License: Free
Development System: Inform 7
Forgiveness Rating: Merciful
IFID: 3C25ABF2-C0EA-4388-A69D-B38B87577B13
TUID: ez2mcyx4zi98qlkh

Awards

Winner, Best Game; Winner, Best Story; Winner, Best Setting; Nominee, Best NPCs; Nominee, Best Individual NPC; Winner, Best Use of Medium - 2009 XYZZY Awards

3rd Place - Spring Thing 2008

Editorial Reviews

Play This Thing!
The result is that it feels gratifyingly spacious, as less ambitious IF cannot, and there is room for emotional effects to build gradually.
See the full review

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Member Reviews

5 star:
(21)
4 star:
(10)
3 star:
(3)
2 star:
(0)
1 star:
(3)
Average Rating:
Number of Reviews: 5
Write a review


Most Helpful Member Reviews


10 of 13 people found the following review helpful:
A PC that deserves its name, March 7, 2009
by Peter Pears (Lisbon, Portugal)
How long has it been since you played an IF game that really reacted to your actions and shaped itself accordingly, offering you a wide gamut of choices - some of them don't even look like choices - which allow you to shape the course of the story in uncountable ways? A game that didn't just try to be non-linear, or feature optional puzzles or multiple endings? A game where what you did and chose actually impacted the story?

I'd seen bits of this - in The Baron, and most of Emily Short's experiments with conversation-based games. But Blue Lacuna is the first time I see it applied to a full game. A full story.

The game's beginning is remarkable - even before the prologue begins, you are prompted for your gender and some other little things. The way you are prompted, however, is imaginative and rather poetic (if you're in that sort of mood), and the text at that point sets the tone for the rest of the game.

What tone is that? Exploration, essentially. Both of a fascinating, vividly described island and of an intriguing inhabitant, and of the past of two people and two races - at least.

This is a game for people who want to savor the journey, because not only it is well written (in my opinion) and tells a great story, it has a *lot* of content - worth seeing, worth hearing, worth smelling, worth experiencing... all of this while fine machinery is ticking in the background, in the shape of Reed's "Drama Manager", which guesses when you're bored and need a little nudge - and the nudges are simply brilliant. Let's just say that when you're playing and suddenly come across text like (paraphrased), "A small, furry creature darts through the bushes, heading northeast. It occurs to you that you have not yet explored that direction"... well, then you *know* you're in for a treat. You *know* the pains the author took to make this game a seamless experience, a wondrous journey.

There are some innovations, which almost make the game feel like a graphic adventure - the ones where the mouse doesn't change, and where you can just click on something to see what happens. There are highlighted items and exits in room descriptions; the game is played mostly by writing these items. Other interactions are always possible, of course - this is still IF, and not CYOA or a point-and-click-wannabe.

The game's main strength is that it encourages you to explore, in such a way that you will soon know the layout of the Lacuna inside out, feeling as though you're truly exploring a fascinating island. During the exploration, you will unearth the plot - at your own time, in your own way, and in your own terms. *You* make the story unfold, by *your* actions - and the relationship you establish between yourself and the other characters will directly affect the ending of the game.

Which will always be the right ending, I am sure. Reed has written it so that the end is the direct result of our actions. We will only be displeased with that if we didn't act the way we thought we should have. As long as we act according to our wishes, we can not possibly see an ending we did not want, did not like, did not wish, wanted to be different.

This is a game for people who want to savor the journey. This is for people who want to explore and discover. It's also for people who liked Myst - I kept imagining the scenery in Myst-style, for some reason, and am not surprised to know that Myst was one of Reed's main sources of inspiration.

A great story, a great playing experience, great puzzles (there was one puzzle(Spoiler - click to show), involving opening the pyramid, I absolutely loved), great characters, and a gripping dillema to boot. What more is there to say? Great game? No, the whole is possibly better than the sum of its parts - excellent game! Excellent experience! Bravo, Mr. Reed!

6 of 8 people found the following review helpful:
Truly Interactive Fiction, July 14, 2010
by IcyChoc (New Zealand)
The words 'interactive fiction' imply a story you can truly influence - that you're part of the process of telling the story. Unfortunately, few titles actually accomplish this. Even when the game contains multiple paths, you're still essentially playing through a detailed puzzle box. Blue Lacuna is an outstanding piece due to its true interactivity.

You, as the PC, have the ability to Wayfare - to travel between worlds and places by creating art. When called by another of your kind, you rush to the rescue - only to find yourself on a near-deserted island with a crazy old man and some very creepy trees. Who called you here? And what do they want with you?

This game goes far beyond multiple paths: you genuinely do shape the story. The characterisation of the PC is entirely up to you and you're able to act in almost any way you feel fits. In turn, your actions shape the environment, the outcomes of the story, and the attitudes of the one main NPC in ways that frankly boggle the mind. Progue is an incredible NPC; your behaviour towards him influences his towards you, as well as what encounters you will have. He can be your mortal enemy, love interest, or anything in between. No two playthroughs will be the same. Sadly, the game is so huge and time-consuming that it's difficult to live up to the near-unlimited replay potential.

The setting - the island of Lacuna - is a character in itself. Complete with succinct but vivid descriptions, day-night and weather cycles, random environmental events and an expansive but intuitive map, it's the most detailed setting I've ever seen in a work of IF. Even on third and fourth playthroughs, I'm still discovering new treasures hidden away. Exploring Lacuna even without a plot to drive you would be well worth the effort. Speaking of the plot, it's one of the few things that don't replay so well. The main events of the plot (particularly the (Spoiler - click to show)dream sequences) are less adaptable than the rest of the game, so even the most haunting parts grow dry and familiar after you've read them once or twice.

Aside from the story itself, Blue Lacuna breaks ground in other ways. You may select between story and puzzle modes; this adds to the re-playability, and means the game will appeal to both fans of narrative (like me) and those who like a challenge. I loved this touch and wish more games would offer it. While not exactly a new idea, the (optional) compass-free movement commands heightened the realism and made it feel like you really were exploring the environment instead of a game map. (Spoiler - click to show)The backstage commands were a brilliant touch; they made it way easier to find new endings and to otherwise mess around with the game environment, which is always fun.

Unfortunately, with great interactivity comes great complexity, and with great complexity comes great bugginess. (Is that a word?) On my first playthrough, an essential plot event (the (Spoiler - click to show)tsunami, if you're wondering) never triggered and the game was rendered unwinnable. Though nothing that bad ever happened again, the interpreter kept crashing during one of the conversations and there were way too many bugs and minor inconsistencies to count. I understand that the huge scope of the game makes it impossible to debug completely, but I had so many issues dodging bugs it's enough to lower the game one star in my estimation.

Blue Lacuna is a groundbreaking game that is likely to take an important place in the history of IF. If you enjoy immersive games that reward persistence and patience, then I would definitely recommend giving it a play.

4 of 7 people found the following review helpful:
The way forward?, April 26, 2009
by shane (Ireland)
Related reviews: forward looking IF
Blue Lacuna is one of those pieces of IF that will take it's rightful place in the history of the art. My own experience of any IF is one of lesser or greater interaction with the fictional setting. Upon walking down the street, I don't for one moment think, ah! a tree, 'x tree'. I simply think 'tree', and there with all the glory of my senses, I see the beauty of the tree. This is the methodology of Blue Lacuna, and it is one which I believe will become more and more prevalent in the future. It may seem like a minor detour from the traditional and accepted 'x tree' to Blue Lacuna's 'tree', but it does undoubtedly make a very significant difference in the way the interactive experience plays out.

The world of the title is large and expansive, allowing interaction with much of what you see around you to the extent that you are able to taste the berries growing on bushes and smell the flowers etc.

In many ways Blue Lacuna is one of the few pieces of IF that could be described as a novel in the truest sense of the word. That's not to say it's the perfect example of IF of course; I'm not a great lover of the idea that we might choose the sex of our character for example. It reminds me too much of the old RPGs, and I think that it sometimes leads to a dilution of the character that invariably adds little or nothing to the work as a whole or the experience of the reader, no matter what sex they themselves may be.

My overall opinion of this work is one of great hope for the medium of IF in coming years, particularly since so many notables are investing so much of their time to push the boundaries of what is at present a wonderful and exciting area of fiction, and hints at so much more in the relatively near future.

And a very impressive and expressive future it may prove to be if Blue Lacuna is anything to go by.

See All 5 Member Reviews

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Recommended Lists

Blue Lacuna appears in the following Recommended Lists:

Memorable Settings by Emily Boegheim
Games with memorable settings or landscapes - not necessarily deeply implemented, but vividly described or intriguing in concept.

Active Non-player Characters by Emily Short
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Polls

The following polls include votes for Blue Lacuna:

Story-based games by Peter Pears
I'm looking for games with an actual story that develops as the game progresses, with or without twists (too many games have nothing but backstory, or play through only a minimal part of a big story, or the story simply does not develop...

Must-play games by Jeff Sonas
I am looking for the games that, in your opinion, you simply must have played in order to really call yourself an IF aficionado. Or if someone wanted to play N number of IF games in order to get as good an overview of the IF classics...

Vivid games by Jeff Sonas
I'm looking for games that evoked strong feelings or strong mental images that stayed with you long after you finished the games.

See all polls with votes for this game




This is version 6 of this page, edited by Eriorg on 24 November 2009 at 2:47pm. - View Update History - Edit This Page - Add a News Item