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About the Story"Walking away from a picnic, you are suddenly caught in a country storm. You must protect a bridge from being destroyed. An ultra-linear game." [--blurb from The Z-Files Catalogue]
1st Place, Inform Division - First Annual Interactive Fiction Competition (1995)
-- Carl Muckenhoupt
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Number of Reviews: 7
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Most Helpful Member Reviews
The parser is also limited, but that didn't really give me trouble.
What the game does do exceptionally well is build a sense of isolation and real dread out of what would seem to be an innocent scenario. The writing is excellent, not just in the sense of describing sunsets (though it does that too), but in that it maintains a subtle and seamless emotional tone throughout. Your friends are just across the river, but you nevertheless get the feeling that there is something serious at stake -- much more so than in most games where you are jumping off buildings and saving the world and so on.
My advice is to go in committed, spend some time, and try your best, but look at a walkthrough before you start to hate the thing. The solutions to the puzzles are satisfying but not worth banging your head against the wall for.
The game is well-written in many respects, and the game contains a great (non-verbal) NPC, but the game just doesn't make enough sense to really live up to its potential. Its very difficult anyway, and that great difficulty is enhanced by a peculiarly vague and not very consequential goal (and a needlessly ambiguous ending). I really wanted to like this game, and part of me did, but overall, its tragically flawed. Yet its too close to the mark to warrant a rating below three.
To be fair, this thing is over 15 years old. I'm sure it was really cool for its time. It taught me, though, that I'm not a puzzle freak.
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