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About the StoryIt's the latest model, and it would really like to play with you.
21st Place - 21st Annual Interactive Fiction Competition (2015)
Rock, Paper, Shotgun
Bemusing puzzle box in the form of interactive fiction. Slap it, whack it, look at it. Eventually some stuff will happen. It is like the intricate and complex box in The Room except you have to use your imagination. Your filthy, filthy imagination.
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well this is new
This game is entirely textual and even uses a text parser, but its only real commands are USE / U, WAIT / Z, and X / EXAMINE. (Another synonym for USE is UNDERTAKE TO INTERACT WITH. Very funny. It’s USE. You’ll be typing U though.) That’s right, it’s a game with three verbs, and the only verb that actually does things to things is USE, scoffed at as deeply unserious by verb nerds everywhere. Can we make an actual game like this, complete with extensive (but fair) puzzles and a interlude involving a botanical usurpation? Of course we can. These people did.
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Number of Reviews: 7
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Most Helpful Member Reviews
This game has an extremely streamlined verb system. "Examine" and "undertake to interact with" (abbreviated "u") are its two primary actions. This is so smooth and prevents so many potential problems. The box is totally stuffed with weird contraptions, and if you had to worry about turning or pulling or tapping them, etc., etc., all but the most patient players would throw a fit trying to figure out what syntax to use. But "u" covers everything while still preserving the need for players to think about how they should manipulate the box.
I could see some people saying, Well, with so few verbs, why isn't this just a Twine game? Click the equivalent "u" or "x" hyperlinks and be done with it. But that wouldn't work, again because the box has so many components. In a hypertext game you'd have to click each component, click components within components, and then return back to previous screens to see what's changed or hasn't. It would be a headache. The parser allows everything to be right out in the open so that you can interact with anything at any time.
Since this game is a pure puzzle and descriptions are brief, I could also see some people overlooking how good the writing is. It's very good. It manages to give you clues, reward you for solving puzzles, and paint a clear description of the box (no matter how complicated the box gets) all within the same snappy little sentences. A tone, a personality emerges from the game that's perfectly complementary to the bizarre Variety Box itself.
Others have noted how well-written it is. Being a writer myself, I marvel at the craftsmanship! Writing clear descriptions is a hard trick for some of us to pull off, but the writing in GBVB's practically invisible, a window into the world of the box. Add in the ingenious use of "U" and you get all the delights of physical puzzle-solving minus the annoying fiddly bits.
In short, this game is the philosophical opposite of Hard Puzzle.
With that said, I'd be torn between giving this a 6 or a 7 in the Comp, so 3.5 stars here would be nice if it were possible. I guess my bias toward his inventive, unique style will have to dictate a four then, even though DiBianca's more recent entries are sure to impress to an even greater extent!
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