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2nd Place overall; 1st Place, Miss Congeniality Awards - 10th Annual Interactive Fiction Competition (2004)
Winner, Best Game; Winner, Best Writing; Winner, Best Story; Nominee, Best NPCs; Nominee, Best Individual Puzzle; Nominee, Best Individual PC - 2004 XYZZY Awards
-- Valentine Kopteltsev
Yet work it does, with more than enough panache to spare. Yes, all of the above problems are inarguably present -- the sequence in the maze-complex or whatever it is does drag on too long, there are some actions I'd never think to do if the walkthrough didn't tell me to, and the whole Dante-and-Beatrice angle made me roll my eyes. But man, it just doesn't matter. I'm willing to concede that a good part of my goodwill towards this game is a result of its peculiar aesthetic, and particularly the author's knack for description, which comes off like Clockwork Orange by way of Freaks and Geeks. [...] The puzzles for the most part live up to the off-kilter yet sharp aesthetic of the prose.
-- Mike Russo
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>VERBOSE -- Paul O'Brian's Interactive Fiction Page
Klimas has a hold of something very powerful -- interactive fiction steeped in surrealism and symbolism. This sort of thing has been tried before, but Blue Chairs is the best realization of it that I've seen.
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|Average Rating: |
Number of Reviews: 13
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Most Helpful Member Reviews
I have no problem with games with a message, but either I didn't really get it or I'm not interested in it.
But mine is a very subjective point of view: The game is flawles technically, has various endings and if you are into psychology of the sub-consiciousness, symbolism and new-age-isms or just more tolerant than me, you will love it.
Even though I didn't like it I advise you to play it, it deserves it!
The implementation is utterly sound and the prose is consistent and error-free. And that alone is enough to set this apart from 80% of that year's offerings.
It's a beautiful game, and I got really immersed. However, there's a dream section that goes beyond the nightime otherworldly and into pure surrealism for the sake of getting some exposition done. It's not needed, and shakes the mood.
What I'm saying (non-spoilery) is that the conversation with the reporter could as easily have been done by a conversation with Chris, while flying through the dark in the car.
Now it isn't really that the implementation was bad at all. It was very good. I didn't find any kinks in in the puzzles (most of them fairly straightforward), I wasn't verb guessing, and there were multiple endings (which was nice). However, the plot itself absolutely was incredibly confusing. Instead of sticking with a straightforward line, the plot dives off either side into simply extraneous and pointless puzzles. It felt almost like the author wasn't sure where to take the story and decided to confuse the issue. It goes from trying to get a drive to your friend's to walking in an endless maze.
I think that the most frustrating thing about it was that the author expects the readers to understand a whole bunch of in-game allegories. Many of the puzzles hinted that what you saw was referring to "the bigger picture". (Spoiler - click to show) for example, In the freezer maze, the people that we see (Carcassonne girls, old man, monsters etc. Are surely supposed to mean something, but it made absolutely no sense and felt like I was doing busy work there were so many questions which the story threw at me that in the end, the story made no sense, and left fifty pieces which made no sense. Yes I know the main character is under the influence of drugs, but it just doesn't work giving readers a bunch of pointless dead ends.
I know many people are going to be annoyed at this saying that I've missed it altogether, and please leave a comment, but I really felt like this was trying to look way more deep than it really is. I didn't like it, but due to the mixed reviews it's a detonate must play.
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PollsThe following polls include votes for Blue Chairs:
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