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About the Story"As "Curses" opens, you're hunting about in the attic of your family home, looking for a tatty old map of Paris (you're going on holiday tomorrow) and generally trying to avoid all the packing. Aunt Jemima is potting daisies and sulking; the attics are full of endless distractions and secrets; Greek myths, horoscopes, sixth-century politics, a less than altogether helpful demon, a mysterious bomb plot, photography, ritual, poetry and a dream or two all get in your way; and somehow you keep being reminded of your family through the ages, and all its Curses... ...could it be that even you are Cursed?"
[--blurb from The Z-Files Catalogue]
Language: English (en)
Current Version: 16
Development System: Inform 6
Forgiveness Rating: Cruel
Baf's Guide ID: 55
Spoofed by Coke Is It!, by Lucian P. Smith, Adam Thornton, J. Robinson Wheeler, Michael Fessler, Dan Shiovitz, and David Dyte
-- Carl Muckenhoupt
How would you react when a seemingly simple situation in your attic transformed into ancient magic, past and present places and times, a mental tour of your own history, a "chance" to control the fundamental basis upon which the universe is founded, the discovery of ancient powers utilized by Merlin himself, Heaven, Hell, robot mice, and of course curses? I don't know about you, but I reacted by becoming glued to my terminal for about 50 hours straight. (Molley the Mage)
Curses is a classic, and it must be treated as such. Nelson has studied the great Interactive Fiction tradition from as far back as ADVENT and collected the elements that define the medium. He then blended and used them in a skillful way to create a masterpiece. (Nick Patavalis)
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All in all, an engrossing and thoroughly enjoyable text adventure. I'd rate it up there with the Unnkulians and that's a quite a compliment coming from me. It's tricky but not impossible and I very much enjoyed the author's sense of humour. (Marion Taylor)
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"Curses" well qualifies for the title of "interactive fiction" as compared to the "adventure game" which strings together puzzles with little relation to the storyline. Apart from the descriptions, which are generally well written with an eye to atmospherics, you'll find bits and pieces of family lore that weave back and forth across a historical canvas, sewn together by your efforts. When (if) you finish the game, it should all make sense... more or less. (Conrad Wong)
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|Average Rating: |
Number of Reviews: 5
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Most Helpful Member Reviews
Starting from your mansion's attic, you simply have to find a Map of Paris, for your soon-to-be holiday trip. Though what this game does, is show you how a simple task can become incredibly arduous. You'll discover family memorabilia, curses, and travel time (and not only that). *Only* to find that blasted map. Nevertheless, don't let this banal task deceive you: Curses is full of atmosphere, and the stories you'll discover around your mansion - and around your ancestors - will totally capture you.
Again, this game is long. Both because it is big (very big, almost huge), than because the puzzles are so tough that you'll spend ages wondering how to solve some of the most difficult ones. But if you take notes (and you'd better - and you'll also want to draw an accurate map), you'll find that all the puzzles are quite logical, and this is extremely good for a puzzle game. The only drawback is that some of the logical deductions/connections you'll have to do are so hard that they're almost impossible, and maybe they might've been implemented better (but this doesn't mean they're badly implemented).
Al lot of the stuff you encounter is not considered (you might well find a table in a room description, and get a "you can't see such thing" message when examining it). But, for once, this is no drawback, because it allows you to concentrate on the important stuff.
On the bad side, sometimes Curses can be really frustrating. It is easy to get stuck (tough puzzles, remember?), and also to reach an unwinnable condition, because a lot of what you do is irreversible, and you might not be prepared. Though, if you pay attention and save often, you will catch the wrong actions soon enough.
Overall, if you are a puzzle lover, you HAVE to play this game. This will be a real challenge, and if you can complete it without any walkthrough, go out and buy yourself a prize: you're a genius (sadly, I was not, and had to recur to some help in a few of the most difficult situations).
If you don't like puzzles instead... well: go away ;-)
One last note, about a thing which is always given as expected, but which I'd like to point, for such a complex IF: this game must've taken many months of development, then more months of debugging, and IT'S FREE!!! A bow to Graham Nelson, and to all the makers of huge IFs out there.
I would have given it five if I thought for a minute that anyone had actually completed this game without external help.
Still I suppose it's a little like cryptic crossword clues.. the more you do it, the better you get.
I got annoyed right off the bat by some poor implementation. When you enter a room, a key falls down in a crack in some floorboards. Your heart sinks as you wonder how you're going to get it back.
But you can't refer to the key, crack, floorboards, or floor in any meaningful way. Can't examine them, look at them, etc. Is that key not important, or is this under-implemented.
Then I find a map I'm looking for in a glass demijohn.
>HIT DEMOJOHN WITH WRENCH
The demijohn is made of something like industrial-grade chemistry glass. You kick it and hurt your foot.
I found this odd considering that HIT [something] and HIT [something] WITH [something] must be specifically programmed seperately.
The writing was good and I wanted to get into it, but I found myself frustrated by these. (Granted, I didn't expect breaking the demijohn to work, but kicking it and hitting it with an object should definately be seperate). The other reviews on here make me think it gets better, but these two things happened right away, and I played this twice and tried to like it, but couldn't.
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I'm looking for games that offer hints in any way, except for printing them in sequence on the screen. For example: characters that offer hints; objects that, when examined or used in a certain way, suggest actions to the player; etc.
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This is version 10 of this page, edited by Edward Lacey on 22 September 2013 at 12:16pm. - View Update History - Edit This Page - Add a News Item