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Previous | << 1 2 >> | Next | Show All - Juleske, July 20, 2010 - Sorrel, July 5, 2010 2 of
12 people found the following review helpful:
Ticket to Frustration, July 5, 2010by AmberShards (The Gothic South) I'm not really sure why this game generates the kind of praise it does. Then again, I'm mystified why Shadows on the Mirror and Violet did as well. Masquerade is a lot like Shadows in the sense that if you don't read the author's mind, you'll never make it anywhere in the game. Unlike that game, however, Masquerade mercifully doesn't keep the torment going. If you decide to leave the first room (I was thinking that I'd come back later or maybe look for a side entrance), BOOM, game over. I was shocked and angry, but chastened. Was this review helpful to you? Yes No Remove vote | Add a comment
- Softbagel, February 13, 2010 - Pure Pandemonium, November 23, 2008 5 of
6 people found the following review helpful:
A Fine Romance, June 23, 2008by Rose (New Zealand) Graham Nelson once said that IF is a narrative at war with a crossword. In Masquerade, narrative won. The writing is wonderful, and the PC brilliantly characterized. The conversation style, however, causes a somewhat linear structure. You are pretty much forced to follow the plot, with no choice as to what your player says to the other characters. The puzzles, though not many, are interesting -- I liked the opening puzzle. The compass rose was a nice touch. Was this review helpful to you? Yes No Remove vote | Add a comment
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12 people found the following review helpful:
Tough Choices, May 18, 2008by C.E.J. Pacian (England) Something strange happened when I first played Masquerade. I found that I didn't know what to type. And I liked it. Of course, I knew what I could type to advance the story - 'yes' or 'no' - but which choice would work out better for our beleaguered heroine? Was this review helpful to you? Yes No Remove vote | Add a comment
- Rhian Moss (UK), March 30, 2008 - Catherine Daze, March 4, 2008 - Wendymoon, January 13, 2008 Baf's GuideA romance in the spirit of Plundered Hearts, though the scope is somewhat narrower--it's closer to being a series of connected scenes. At the end, however, there's suddenly quite a bit of branching--there are at least 10 possible endings. There aren't many puzzles, but the story is entertaining and reasonably unpredictable. The best thing about the game, arguably, is the PC, who is far more vividly characterized than most (again, somewhat in the spirit of Plundered Hearts, whose PC had much more personality than those of most Infocom games). A good entry in an underpopulated IF genre. -- Duncan Stevens
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