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Number of Ratings: 94
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- mapped, July 3, 2017

- ikdc, March 15, 2017

- roselaw, March 1, 2017

- Audiart (Davis, CA), March 1, 2017

- Sobol (Russia), January 5, 2017

- NinaS, July 3, 2016

- Sodajerk, June 9, 2016

- missjith, April 24, 2016

- Mergath, March 3, 2016

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

A game with thousands of possible items and many endings, February 3, 2016

I revisited this game after five years. This time I was struck by the enjoyability of playing around with the transformation machines. Nothing is more fun than making an enormous wooden dress and destroying it, or making a spongy key. The total number of possible items you can make it immense.

Emily Short describes on her website that this game was developed in part because she was trying to implement different textures, sizes, etc. to make an extremely customizable game. Thus, like with many of her games, this game tries to push the boundaries of what IF can do, with a story wrapped up around it after the fact.

Other examples of this "new implementation or gameplay technique wrapped up in a story" are Counterfeit Monkey and Galatea. However, for me, story is my first concern with interactive fiction. That's why I love the intricate details of Curses!, Anchorhead, Worlds Apart, Theatre, etc. So this leads to an interesting effect when I play Short's "implementation" games; I have a blast at the time, and then generally forget the game afterwards. Metamorphoses is such a game; it's fun as a tool, but not very memorable as a story. The same is true of "Dreamhold" by Plotkin, which was designed as a tutorial.

As a final note, I love Short's story-heavy games like Glass. Remembering the "smell of blood" ending creeps me out...

- Guenni (At home), January 24, 2016

- namekuseijin (anywhere but home), January 12, 2016

- branewurms, January 3, 2016

- Aryore, December 13, 2015

- Sonata Green, September 24, 2015

- chux, May 19, 2015

- blue/green, March 18, 2015

- Thrax, March 11, 2015

- CMG (NYC), November 18, 2014

- Boochuckles (Tampa Bay, Fl), July 31, 2014

- IFforL2 (East Asia), May 19, 2014

- Naeradan, March 19, 2014

- Lorxus, March 8, 2014

>VERBOSE -- Paul O'Brian's Interactive Fiction Page

There are puzzles, yes, but almost every puzzle seems to have alternate solutions, and even better, these alternate solutions make perfect sense within the game's magical logic. Moreover, Metamorphoses provides much space for play and experimentation, especially through the use of a couple of devices that can effect startling and fascinating transformations on most of the objects in the game. The potential of these devices is so vast, and their effects implemented so thoroughly, that I could easily have spent the two hour judging period just playing with them and experimenting with the results. In fact, the game is coded so well that for a moment it gave me a flash of that wonderful sense I used to get when I first started playing interactive fiction, the sense that here is a world where anything can happen, and anything I try can elicit a magical, transformative response. Of course, that feeling breaks down quickly and inevitably when something I attempt isn't accounted for, but just for that moment of wonder it gave me, I won't forget Metamorphoses for a very long time.

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