![]() It all started long ago west of a white house, but how will it end? And what comes next? This one wraps up the entire Zork series, and (maybe) (kinda) explains everything. It's another game with a colon in the title, as Kay and Carrington tackle the ninth game in the increasingly inaccurately named Zork Trilogy. Kay and Carrington leave behind the world of Infocom and venture into the future! (By which we mean the 1990s.) In this episode they tackle the two winners of the First Annual IF Competition: A Change in the Weather by Andrew Plotkin, and Uncle Zebulon's Will by Magnus Olsson. Just when they think they're out, Zork pulls them back in.Ī Change in the Weather and Uncle Zebulon's Will The Grue Crew delves into a world of noisy elephants and silent Rs, as they discuss Graham Nelson's game The Meteor, The Stone And A Long Glass Of Sherbet. The Meteor, the Stone and a Long Glass of Sherbet Will they become terrors of the high seas, or be stuffed into Davy Jones' locker? All we know for sure is, there will be grog. It's time for pointin' and clicking' and piratin', oh my, as Kay and Carrington play one of LucasFilm's famously funny forays into adventure gaming. Next is 16 Ways to Kill a Vampire at McDonalds, by Abigail Corfman, a game about french fries and undeath. First up is Their Angelical Understanding, by Porpentine, which comes with both music and warnings. Kay and Carrington get a double dose of IF when they play and discuss Twine games for the first time. Their Angelical Understanding and 16 Ways to Kill a Vampire at McDonalds Infocom games were never this complicated. Except the only version of the game available doesn't include the spelling bee. Next is Bee, by Emily Short, about going to a spelling bee. First up is Everybody Dies, by Jim Munroe, in which. The guys from Grue tackle another pair of modern Interactive Fiction games, or at least try to. Theme tune: "It Is Pitch Dark" by MC Frontalot Moments Out of Time*, by L.Hosted by Kay Savetz and Carrington Vanston. Muse: An Autumn Romance, by Christopher Huang The King of Shreds and Patches*, by Jimmy Maher Slouching Towards Bedlam, by Star Foster and Daniel Ravipinto Hoist Sail for the Heliopause and Home, by Andrew Plotkin (getting the rest of the grandmasters out of the way.) Asterisks mark those games in which puzzles are particularly prominent.) (Many of these incorporate at least a few puzzles. If you're having trouble finding a game, try either the Interactive Fiction Database or the Interactive Fiction Archive.Īnd here are some striking narrative/artistic pieces that haven't been mentioned yet. Some of the links in those lists are defunct. Notable for world modeling and simulation Notable for narration and player characters ![]() Posted by phoenixy at 9:52 AM on November 4, 2010īest answer: I'll point out that Emily Short's page, which MisterMo linked, has several excellent lists of noteworthy and innovative I.F., with a little commentary for each entry: (2008's winner, Violet, is another favorite of mine.) The IF comp is for short games (games are designed to be finished in 2 hours or less of playing time) but it's been running for about 15 years, so there's plenty there to keep you busy. The top three games or so from each year are inevitably awesome. ![]() A relative new writer who I wouldn't consider canonical yet but whose work I really liked is Jason Devlin, who has written a few games including, one comedy (The Sting of the Wasp) and one horror (Vespers).Ī really good way to find great games is to look at the top placers from the annual Interactive Fiction Competition in previous years. All of Cadre's, Short's, and Plotkin's stuff is good, I particularly like Varicella (Cadre) and Spider and Web (Plotkin). Other, more puzzle-filled canonical pieces include Curses by Graham Nelson. The Infocom title A Mind Forever Voyaging is very light on puzzles and a bit of a classic. A lot of IF canon pieces are quite puzzley (most of the Infocom stuff, Graham Nelson's work, most of Zarf's) but I think you'd really like Photopia by Adam Cadre.Īndrew Plotkin got himself into the canon partly by writing games with extremely cruel puzzles, but Shade is a well-regarded work of his that's almost puzzle-less.
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