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Somewhat cheap experiment, May 12, 2010by Felix Larsson (Gothenburg, Sweden) This sounded more interesting than it turned out to be. The work (it’s certainly not a game) belongs to a group of experiments in IF—or at least in the use of IF interpreters—that one way or other test the limits of playability, the most infamous one possibly being Pick up the Phone Booth and Die. This particular work consists of two pieces that belong together. Each piece of the pair is said to represent one extreme of interactivity. So, one of them promises absolute interactive freedom for the player to control just about every aspect of both game world and game play. That’s quite a tall order. If you believe any game that makes such a claim, you’re certainly bound to be disappointed. But even if you do not believe it, you might have been less disappointed by a work that failed in interesting way than in a work that, like this one, actually achieves that very goal but in such a trivial way. The other piece of the pair, then, should represent the other extreme of interactivity. Well – it does. Was this review helpful to you? Yes No Remove vote | Add a comment
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