cobaltnine: interactive fiction 2008 descriptive icon (comp 2008)
[personal profile] cobaltnine
Okay, so I'm a little behind. I've spent a few weeks working in a new place where people are less 'sick', per se, and more 'out of blood'. It's a lot more interesting, and it doesn't smell as bad.

Fine, let's get to the review of The People's Glorious Revolutionary Text Adventure Game, by Taylor Vaughn. One puzzler spoiled (re things relating to a book.)


It took me two tries to play this. I don't know why; I just couldn't get into it the first time around. It's strange, because I totally went through a Russian phase. Hell, when I was 16 I got two friends to dress up as the Zorya with me on Halloween. I even had a 'Communist Party' a few years ago.

My overall impression is that I've seen this generic town before - an office that stands in for an apartment, and a school with a handful of rooms - and it's just painted differently. Red, I suppose. It's comfortable, of course, and it plays like a traditional IF game.

An in-game to-do list? That makes sense in context? Kind of nice. It all goes out the door when you get to the second, shorter, part, which is also nice, since you're not tied to it throughout the game. I was stumbling upon puzzle solutions left and right - until I got stuck needing to get the book from the peddler. The walkthrough's solution ('alternate' solution for those of us who used up the borscht and couldn't trade it to Jetski) didn't work, although I've since seen an explanation of what was probably meant, on another blog's comments: Bracelet to pawn shop to get money for the book the peddler has.

Skip one puzzle? Rock on.

My final assessment is that if you want a traditional game, this one's a good choice. Puzzles with multiple solutions, one ending, and slightly cartoonish NPCs in a light (red) game.

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cobaltnine

October 2012

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