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About the Story"I wake peacefully, and already she is there." [--blurb from Competition Aught-Zero]
Nominee, Best Writing; Winner, Best Story; Nominee, Best Individual NPC - 2000 XYZZY Awards
-- Duncan Stevens
There's more to My Angel than the formatting, fortunately, and the reason it works as a story has very little to do with the appearance of the transcript. The story flips back and forth between the main thread and some flashback sequences in a reasonably seamless way, and you can actually interact with the characters and objects in the flashback sequences. Technically, of course, that has the potential to make no sense, but the game manages to limit your options to assure that it controls what actually happens in the flashback sequences while still providing more interactivity than a simple cut scene.
-- Duncan Stevens
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There are two modes in which this game can be played, Novel and Normal. I found the Novel mode to be difficult to follow and recommend that the game is played in normal mode.
-- Dorothy Millard
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>VERBOSE -- Paul O'Brian's Interactive Fiction Page
I encountered one or two grammatical errors while traversing the story, and the occasions when it appeared to be ignoring my input annoyed me somewhat, but overall I came away feeling impressed as hell with My Angel. It's a daring experiment, executed with grace and care, and it provided me not only with some vivid impressions of setting and story, but with a good deal of food for thought about the possible future directions of IF.
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From the Author
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Number of Reviews: 2
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Despite the fact that the author implemented multiple solutions to certain puzzles, and side puzzles that one need not complete, I also felt that I was mostly following a story on rails. The majority of the action proceeds via simply thinking about things, or even by typing 'look'. It did not really matter whether I puzzle-solved or not, and the few essential puzzles felt too simple to get past. Obviously, interactive fiction does not rely on puzzles, but it does rely on some sense of interactivity, and I felt this was somewhat weak - what I chose did not have any impact on what happened, particularly.
There was also one small niggle I had regarding the inventory system - although my inventory was never overly full nor even that important, I found it rather annoying to have to check my satchel separately from my general inventory.
Overall: great atmosphere, strong writing, excellent sense of romance, but narrative and gameplay were ultimately not as satisfying as they should have been.
When I first played this game a year or more ago, I lost interest and stopped because I couldn't tell how well I was doing or know what to do next. This time, I just went with instinct and tried obvious commands and I beat the game without hints. The author's notes are very interesting, as much or more than the game itself.
The story is about a couple with unusual abilities running away from a group, and then later exploring ruins.
Jon Ingold is really a master of innovation. Looking over his career, it seems he was really trying over and over to find something that could draw in people outside of traditional IF, and he finally succeeded with the wildly popular 80 Days. This game is interesting in light of that history as well.
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These are games that are very different than most games on IFDB. Some games that are exceptional in execution (like Counterfeit Monkey) are derived from concepts that are similar to other games (like Andrew Schultz's or Ad Verbum). This...
PollsThe following polls include votes for My Angel:
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I'm interested in finding ZCode (primarily those written in Inform, though Infocom games could be ok too) which have a non-standard status line. Whether it's with colours, maps, arrows, or more! With such a list I can investigate what...
Games with an abrupt and unexpected ending twist by dutchmule
I'm looking for games which, as in a lot of short stories, feature a sudden and unexpected revelation/twist at the very end of the game, that possibly changes your interpretation of what the game was really all about. (but please be...
Adjustable Default Games by Emily Short
Works in which some aspect of the game's default behavior can be customized (e.g. by changing the person of the narration), especially if the game allows players to play with alternatives to standard IF conventions.
This is version 6 of this page, edited by Edward Lacey on 25 March 2013 at 9:16am. - View Update History - Edit This Page - Add a News Item