IFReviewed by Andrew Plotkin on 2006-06-25 09:17
This interpreter needs to put some margin space around text. It also can't cope with window resizing. And, uh, no copy/paste? That's kind of lame.
I'm standing here with absolutely nothing to do. I can't go anywhere, and nothing is happening. I tried talking to my brother, but he just nods.
Oh, I see. He's been skipping stones the whole time, and I didn't know it until I examined him. Fine.
I have "music and sounds" turned off in the interpreter menus, but the game keeps starting them anyway. Annoying. I can't prevent it from printing colored text, either. Fortunately it's only in a few spots.
I like a science-fictional setting, but the constant nouny-noun phrases are getting on my nerves.
This is the second scene, and I still don't have anything to do. The game pointed me to looking under the seat, which I did, and now I'm at a halt again. I think this is going to be a by-the-walkthrough effort.
Having finished: mmf. There's a lot of good stuff in this, but it felt badly constructed as IF. The author had a story in mind, but he wasn't leading me through it. Some of the actions were explicitly prompted; others were not prompted at all, and I wound up looking at hints. Either way, I didn't feel I was doing it myself.
(Exception: exploring in the last chapter worked. And I really liked the interludes. That gimmick worked very well for me.)
The writing was way overdone in places -- use fewer words. I wanted to like the story -- I like the ideas behind it -- but I wasn't convinced in the end.