City of Secrets

by Emily Short profile

Espionage, Fantasy
2003

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Number of Reviews: 14
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7 of 7 people found the following review helpful:
a sense of place and time, May 19, 2010

As other reviewers have said, the strength of CoS is the atmosphere of its setting. Though the author may have conceived the City as part of her own fantasy world; for me she manages wonderfully to capture the unmistakeable ambience of a middle-european capital during the later cold-war era. There is a polished, and almost luxurious veneer, but underneath, everything is curiously shabby and archaic. As the title implies, this is a city whose social structures are founded on lies and secrets rather than anything more substantial and enduring. Even the NPC interactions reflect the careful tones and phrasings of people living with the knowledge that everything they do and say may be observed.

The sense of place and time is so good, it seems almost churlish to draw attention to the slight flaws in the plot; a certain stiltedness that grows more marked the further we get into the story. To say that there were points at which I found myself becoming almost bored, gives a slightly inaccurate and rather picky picture. There was never any real danger I would give up, largely because the sheer depth and accuracy of the setting had me well and truly hooked.

Overall CoS was a very good game and a very enjoyable experience. I just couldn't help feeling that it had the potential to be even better.

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2 of 9 people found the following review helpful:
5 Stars, February 10, 2009
by Anjka (Trieste)

Exciting. Wide. Involving. Freshly written. Well structured.
Simply a masterpiece.

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20 of 22 people found the following review helpful:
Impressive as a setting, but in need of more plot to accompany its backstory, September 2, 2008
by Jimmy Maher (Oslo, Norway)

Emily Short's longest and perhaps most ambitious game, City of Secrets wowed me completely for the first hour or two I spent with it. The plot has you, a rather naive tourist, arriving in a large city for the first time. Your sightseeing there is quickly complicated by a mess of conspiracies and counter-conspiracies that you discover. You must sort out what is really going on, figure out who are the real good and bad guys, and finally choose a side to support. While doing all this, you also get the opportunity to explore the City and learn something about its culture and history.

Indeed, it's the City that is the real main character of the game. It's part of a fantasy world of Ms. Short's creation in which magic and high technology co-exist, and are (predictably enough) frequently at odds with one another. The most obviously unique feature of the City is that there is no such thing as night -- it's daylight all the time, apparently due to some sort of human tampering. (This memorable little wrinkle of course has the added benefit for Ms. Short of saving her from having to code a realistic day-night cycle.) Short doesn't just depend on this one gimmick to define her setting, though. Her city and her whole world are worked out in impressive, subtle detail that includes not only the present but the last several thousand years of history as well. It's some of the best, most complete world-building I've ever seen in IF, and the greatest strength by far of the game.

Plot-wise, things start off almost equally strong. The early stages of the game perfectly capture the "stranger in a strange land" feel of a tourist in an unfamiliar city. When inexplicable things start to happen at the margins of your existence, the effect is suitably creepy, and then when you are taken before the head of one of the City's factions and enlisted rather forcefully into his cause, things get downright compelling. The writing is excellent, Ms. Short by this stage of her career having shed the slightly cloying preciousness that dogged her earliest work.

During the middle game, though, the plot machinery begins to break down. There's far too much wandering over a rather expansive map, far too much talking to a huge cast of characters about essentially the same topics again and again, and not really that much to actually DO. In fact, when Ms. Short wrote recently on her blog about the challenges of maintaining dramatic pace in games with lots of conversation, I thought immediately of this game as an example of said challenges. One problem is that the sheer number of NPC's here preclude anyone from really taking center-stage. There are lots of personalities, tons of conversations, but only the most superficial of relationships to be formed. This makes it hard to really care about the plot once the novelty wears off, and eventually even the hugely rich and imaginative scenery and back-story start to become mind-numbing without a compelling foreground story to enjoy there. I found myself on several occasions reduced to wandering around from place to place trying to shake something loose and drive the plot forward -- not exactly a compelling narrative experience.

I get the impression that Ms. Short may have simply bit off more than she could chew with this one. I sense a bit of authorial exhaustion in the latter stages. Regardless, its failures shouldn't detract too much from its strengths -- it's a near masterpiece of world-building. Every IF tourist should spend a bit of time wandering around inside it.

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3 of 4 people found the following review helpful:
No secret: I liked it., October 18, 2007
by Tom Hudson (Durham, North Carolina)

Plot, atmosphere, and worldbuilding are all excellent in this Emily Short piece. I found it refreshingly easy - and in hindsight there seem to be two solutions to many of the puzzles - which let me could concentrate on exploration. Despite taking lots of time to explore, I didn't think it was as long as some other reviewers report - a bit more than competition length, perhaps, but not an epic. I found two puzzles undercued or miscued, one of which left me stuck enough to go to Usenet for an answer. (The other puzzle I didn't solve, and just accepted a sub-optimal ending.) Unfortunately, there's also enough time pressure on your interactions with the principal NPCs that they don't seem as fully realized as some of Short's previous efforts, the supporting cast don't connect as well as they need to for the penultimate scene to work for me, and the last scene was a rather unconvincing explanation for me, with an apparent total change of genre; there's one hint that I might have missed some explanation of what was going on, but if so it wasn't foregrounded.

Recommended.

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