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About the StoryThe last light has gone. The stars are coming out in the black sea above. Many are hidden by ice-fingered winds. My father is still not returned and the fire is almost gone.
But this is how life is: always an edge. A thin sheet on a diving-deep pool.
I hope he will return soon. I cannot summon him.
The Colder Light is a short story playable entirely without a keyboard.
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Number of Reviews: 4
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All that said, as I was browsing IFDB last night looking for games to add to my queue, the name Jon Ingold kept coming up in my search results. I downloaded a few of his highest-rated games based on their descriptions and recommendations, but it was late and I wanted to play a short game. When I returned to the description of The Colder Light and it was described as a short story, I decided to give it another chance. I'm very glad that I did.
At the beginning of the story you learn that you are a child left alone in a bleak, dark and dangerous ice land. Your father is missing. You must fend for yourself. The interface presents you with your opening moves. You can go inside, look at the sky, examine what you are wearing or carrying or discover what you are beneath. (Spoiler - click to show)(The carrying command is hinted as it is preselected.) During gameplay I never used the beneath command because I didn't consider it significant, but in hindsight I would have found it useful. As you examine your environment and the things at your disposal, you begin to understand how to move the story forward.
After you get the hang of the game's core objects and how they work together to solve puzzles, advancing the story becomes quick work. You find that the game relies less on discovering the objects than on figuring out what to do with them once discovered. To solve the first puzzle, you need to (Spoiler - click to show)discover the wood rune by examining the fire pit inside, go back outside, then play the wood rune and the giant rune. When you summon the Withered Tree, you climb it, break off some branches, and take them inside to keep your fire going. This is also the key to uncovering a portable light source. Once you solve it, the controls become a gift not a hindrance.
In the beginning, I wanted the descriptions to be a bit longer. The author tells the story through very concise and measured prose. He uses his words very sparingly and yet manages to convey the appropriate mood. The tight writing allows the story to move forward quickly, and the story becomes a bit more engaging with every turn.
The Colder Light was the fourth interactive fiction that I've played to completion. After getting over my own personal biases against the interface and online game play, I found it to be an enjoyable experience. When I reached the end of the story, I felt like I had progressed through a clear and believable character arc with a satisfying conclusion.
I'm still a bit curious about how the game would play in a traditional offline interpreter. I wish the author would provide the option. If you are on the fence about playing this game because the interface doesn't woo you, give it a chance. It grew on me.
The setup is that you live out in this frozen wilderness with your father, who has been teaching you survival skills and respect for the power of nature. One day he does not come home, and you must draw on your ingenuity and on the spiritual magic of stars and runestones to find out what has happened to him. Determining how and when to call the game's various spirit entities is the primary ongoing puzzle.
A Colder Light is driven by a combination of keyword hyperlinks in the prose and mini-menus of useful actions which pop up at the bottom of the screen, a combination well-suited to this game. The roster of locations is small, though dense with spirit puzzle action, and your runes need to be tested out in permutations, something I imagine could be a bit of a chore to carry out via typing. It's also impossible to waste time trying actions that have no bearing on the proceedings as they simply aren't available in the first place.
The game is designed in such a way that you still have to make some logical imaginative leaps yourself (which to me is the key attraction of parser driven games) based on your observations of which stars are visible in different locations and your ideas about which runes might do what. There is also a sense of bleak urgency which seeps through the modest but poetic-leaning prose of the narrator, and the strength and resolve of the character you're playing come through clearly in that voice.
The aesthetic design of the game screen sets the mood perfectly, with a semitransparent text window floating before a far view of the cold and dark horizon. There are, however, a couple of shortcomings in the delivery system. The first is the slowness of the hybrid Inform 7 / Quixe / hyperlinks game engine; it can take between 1/4 second to 1 second to process each action. This adds up over time and is especially felt on a repeat play. The second shortcoming is mostly a problem because of the first: there is no save capability. While the game can be considered short by most standards, and not too hard, the time it takes to play is longer than such assessments would suggest. So for now, if you want to take a break, it's important not to close the game window. Breaking off completely will necessitate a restart next time.
While the game engine may be an iteration of a work in progress, the game itself is definitely no experiment – A Colder Light is a very fine, compactly designed and enjoyable adventure whose contents play to this new delivery format while also bringing across some of the particular strengths of parser based games.
But apart from this, which might be a welcome thing for handheld parsers, I enjoyed the game very much. A solid 3,5 stars - which would be 4 if you could use the regular keyboard interpreters.
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This is version 8 of this page, edited by Dan Fabulich on 17 April 2015 at 12:52pm. - View Update History - Edit This Page - Add a News Item