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About the StoryStolen away by apathetic Blind Ones, your only desire is to return to your Cellarium and the Song of the Universe. They should understand. You shall make them to understand.
1st Place overall; 1st Place, Miss Congeniality Award - 19th Annual Interactive Fiction Competition (2013)
Winner, Best Game; Nominee, Best Writing; Nominee, Best Story; Nominee, Best Setting; Winner, Best Puzzles; Winner, Best Individual Puzzle; Nominee, Best Individual NPC; Winner, Best Individual PC; Nominee, Best Implementation; Nominee, Best Supplemental Materials - 2013 XYZZY Awards
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Number of Reviews: 5
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Most Helpful Member Reviews
The game has all of the usual commands, plus some new commands, the most interesting of which are color-based commands. Different colors signify different moods or ideas.
The puzzles are extremely rewarding, and fit into the plot exactly. The NPC's are well-implemented, and the nature of the game makes you feel as if the parser is not limiting conversation at all, only the world itself is.
I didn't really need a map for this game. It took a couple of hours to play. The game's biggest strength is its ability to put you in the shoes of someone completely different from you, to make you really feel like you are them.
I only wish the game had lasted a bit longer. But this may have made the puzzles less cohesive.
In a sense, the game gives you two stories in one. Foregrounded is the story of the alien PC, who drives most of the events in Coloratura. But the humans on board the ship experience the alien's actions very differently, and therein lies the second story. The way that Coloratura allows you to experience these two stories simultaneously is, well, brilliant.
I have mixed feelings about the puzzles in Coloratura, though. The puzzles are fairly easy, but that's not because the solutions to the problems you face are naturally apparent. In fact, these solutions are generally not actions that would easily come to mind at all. However, the puzzles are made easy by the game repeatedly hinting at what you should do next. I find that off-putting with puzzles, and it affected my enjoyment of the game.
To be fair, though, there's a quite difficult design problem to be solved here: A game with an alien PC is going to be played by humans who have no good intuitive sense of the actions that alien PC is easily capable of taking. To avoid a game with an "other" PC being unfairly difficult, then, such a game has to slowly teach the PC's abilities to the player. Coloratura does this some - but, in my opinion, not enough.
Still, this is a relatively minor point. Coloratura is a great game, and its greatness lies in the tension it creates between the story of the alien - who wants something basic, understandable, and just - and the story of the humans who experience the consequences of the alien's actions as horrific.
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