(none) Quintin Stone - Interactive Fiction Review
Interactive Fiction
Role-playing Games


Author: Ian Waddell
Language: z-code
Score: 3

A rather unsubtle anti-war piece with rigidly linear gameplay.

This is a heavy-handed game written to convince you why war is bad. If I didn't know the author was 15 year-old, I would probably be much more harsh in this review. See, I think all right-minded people recognize that war is evil. But they also recognize that it is sometimes a necessary evil. So when someone fabricates an event during World War II as a way to sermonize the wrongness of war, that's when I start questioning the source. Because if you don't recgonize WWII as one of history's most important struggles against tyranny and oppression, then there's probably not much we can see eye-to-eye on. And then I get to the part of the game where my PC, a WWII infantry soldier, is carrying around a "M1A1 Abrams, currently loaded with 8 bullets", and I realize that the author probably just doesn't know any better.

I didn't encounter any serious technical issues. I did wonder why, in the conversation trees, some options would vanish after chosen, while others would remain, letting me ask them again with the same response.

It's hard to get more transparently linear than Blink, a quality that makes any game hard to enjoy. The dialog menus give you choices with no appreciable difference most of the time. Even when they are significantly distinct, your selection has no impact on the story anyway. After a bit of railroading and a single puzzle, the game ends with what I suppose was intended to be a contemplative air. I guess some people will agree with the message of this game in light of the ongoing war in Iraq. I, on the other hand, found it simplistic and naïve.

Final score: 3

High point:
Examining my rifle during the World War II flashback.

Low point:
The same.
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