Aayela

by Magnus Olsson

Cave crawl
1996

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>INVENTORY - Paul O'Brian writes about interactive fiction

My main memory of Aayela was that crawling in dark is an interesting device which could make for an intense episode in a longer game (and, in fact, already has in the case of So Far.) As the bulk of this game, it made for an interesting experiment.

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- Edo, December 31, 2021

- Mr. Patient (Saint Paul, Minn.), July 29, 2017

- Cory Roush (Ohio), July 18, 2017

- Denk, June 14, 2017

2 of 2 people found the following review helpful:
An enjoyable short romp in the darhkness. Beautiful writing, February 3, 2016

This is a shortish game with the almost unique trick of placing a lot of gameplay in darkness in a cave. The only similar game I can think of is Hunter in Darkness or parts of So Far.

You are searching for a magical crystal in an underground cavern. The rest of the story is mainly atmosphere, and it works well. This game was nominated for an XYZZY for best writing, and deserves it.

Overall, a short, simple game, with at least 3 endings depending on your final actions.

Recommended for its fun-to-length ratio.

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- Trobairitz (USA), October 28, 2015

- Thrax, March 13, 2015

- Floating Info, December 11, 2014

- Sobol (Russia), September 12, 2014

- E.K., November 20, 2013

- Egas, August 4, 2013

- Jeff Sonas, August 2, 2013

- Nav (Bristol, UK), December 4, 2011

- Guenni (At home), February 19, 2011

9 of 9 people found the following review helpful:
Song of light and darkness -- or rather, three notes, September 11, 2010
by Victor Gijsbers (The Netherlands)

In Aayela, you play a young and expendable knight off to find the magical stone that will cure the queen's illness. This story is mostly an excuse to get you into a cave, where the game's main gimmick quickly becomes apparent: your lamp goes out, and most of the game is spent in darkness.

Exploring a cave in the dark could be very interesting, but Aayela fails to do its premise justice: not only is the cave exceedingly small, but there is in fact little difference between this game and a game where you explore a cave with light. You do not have to guess the identity of objects from their form, smell, taste or sound -- feeling something will always identify it for you. From the point of view of the player, typing "examine" and typing "feel" is not much of a difference. You do have to discover some things by feeling around, but these quasi-puzzles are familiar from other games where you have to feel under or in things.

What remains is an enjoyable little tale with different endings depending on a choice the character can make at the end. Olsson writes good, if perhaps somewhat overblown, prose, and the final scene is much more memorable than the cave itself. So, as a snack sized diversion, Aayela is certainly worth playing; but much more could have been done with it.

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- dixonqu (New York, NY), August 13, 2010

- Mastodon, March 26, 2009

- Shigosei, February 8, 2009

- anj tuesday, January 4, 2009

- Audiart (Davis, CA), January 3, 2009

- Miron (Berlin, Germany), December 11, 2007

- Isxek, December 4, 2007

- VK, November 26, 2007

- Steve Evans (Hobart, Tasmania), October 28, 2007


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