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Emily is Away

by Kyle Seeley

Nostalgia
2015

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Number of Ratings: 13
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1-13 of 13


- dgtziea, May 9, 2018

- fredfredfred, February 9, 2018

- Mr. Patient (Saint Paul, Minn.), November 17, 2017

- Julia Myer (USA), August 29, 2017

- magicnumber, January 13, 2017

- zylla, May 1, 2016

- Aryore, December 12, 2015

- Emily Boegheim, November 28, 2015

- zeartless, October 30, 2015

- The Xenographer, October 7, 2015

- Pegbiter (Malm๖, Sweden), October 6, 2015

- Marco Innocenti (Florence, Italy), October 4, 2015

The MSN Generation, October 3, 2015

Emily is Away is breathtaking. The author has managed to create a simulation of exactly what social interaction was like for teenagers and young adults in the 2000s- the exciting development of instant messaging created, for the first time, a world where we are constantly connected, taking the first steps towards our social-media oriented world today.

What better age to experience this exciting development than highschool? Anyone who grew up with ICQ, AIM or MSN messenger at this time in their lives know exactly what this game is trying to do. It incapsulates the confused angst of our late teen years, where for the first time, we realise, we have no idea who we are; the transition to 'adulthood' – leaving our past behind – and becoming our true selves. This is a game which relies on the user's nostalgia as its primary emotive device, and for someone who has this shared experience with the author, it works perfectly.

The game is completely based around IM chats you have with a school friend 'Emily', and uses a menu-choice system for user interaction. Usually these games suffer from a lack of immersion, forcing the user to go outside of their own decision-making to fit with what the author wants them to do. This is not the case with Emily is Away. The responses you can send emily are broad enough that your approach can vary wildly – mature, pining, jealous – and you can reflect your own personality onto the game.

This immersion is helped greatly by making the player able to put in their own (real or false) name and screenname. You feel like Emily is talking to you. You feel attached. You start to feel what the game's main character does, towards her.

Another brilliant mechanic the author has employed is the typing system. It takes a few minutes to get used to, but by having the user's input make the player character type, you feel like you're typing the words he is saying – even though you're just spamming the keyboard. This is extended to backspacing, and replacing your own typed words, just like we used to when we were talking on IM when we were overthinking what to say.

The only criticism I could give this game is that I was so enthralled by it that I want more story. I want to be able to talk to more than just one person. I think opening this game up to become a 'chat adventure' engine for other people to use to tell stories would be a great idea. Or at least give us a few sequels!

Reader, if you are of the MSN generation, I suggest you play this game, right now. Prepare for a not-always-comfortable trip down memory lane.


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