It wouldn't recognize any of may Talk to commands.
they really take text the adventure look seriously!
oh and also, text adventure style tetris
I was really confused at first when it switched abruptly to the scene on Mars but once it got rolling I was really enraptured. I found the "look at self" command to be very useful in figuring out how "I" pieced into the story with each new scene. I only just finished my first playthrough so I'll have to go back and check in on the little things - like Gabriel. I missed that completely.
The writing was excellent though. I could not agree more. I literally gasped aloud when I fit together Alley's fate in the car ride home with the rest of the stories.
Also, your Indie Nation pieces in general are always a treat. You've filled me in on more than a dozen excellent indie games (Gun Mute, Love, Execution to name a few) that I would NEVER have found otherwise. Keep up the great work, Rev!
tl;dr - People have no sense of appreciation for great writing and Rev is awesome.
I enjoyed it immensely, Rev. It's like a touching version of Reservoir Dogs. And the use of the colors, the story transitions. The agony of knowing already what was coming as the street names went by.
It's a text adventure. If you don't like text adventures, then you're not going to like Photopia - which is a damn shame (also, "being to young" is not an excuse for disliking IF - I was 14 when I first played Photopia and I loved it). People praise games like Portal or BioShock (both good games, don't get me wrong) for combining narrative and gameplay, but something like Photopia does it better than anything else can - the narrative is the gameplay. They're inseparable.
Photopia honestly made me cry. Multiple times. The first playthrough is very emotional - seeing Alley die near the end, and then the very last scene where she's a baby... knowing she had so much potential, knowing that, in effect, it's your fault she's dead, because hey, you should've been able to stop Rob from running the light, or you could've driven her home a different way, or you could've gotten another babysitter instead... because you play through all these different perspectives, you can't help but feel like some of the blame falls on you, because maybe if you'd taken a different route Alley wouldn't have died.
But then you play it again and realize that you couldn't save her, and that just makes it even worse.
Photopia is just... genius. In every way, it is a masterpiece. And everyone here who couldn't tolerate it because it was IF will never get to experience that - which is a fucking shame, but oh well.
This is a huge message, so I'ma cut it off here, but yeah, seriously, Rev, great fucking pick.
and it's a really well-written one. i do think playing though it again is warranted, because reading through your write-up made me realize lots of over-looked details. yes, some of the commands are a little frustrating, but that's not the important part.
For someone more puzzly minded, may I recommend Rematch by Andrew Pontious?
Wither way it was good but not as great as I was expecting given the strong recommendation. Text based games are just frustrating for me, no matter how well executed they are.
Thanks, Rev.
...and then it clicked. I realized that every "decision" I made could have changed Alley's fate, whether stopping the drunk driver in the first scene, driving the "long way" home, etc. Very moving
Having played MUDs for over a decade, I had no issues adjusting to the interface. This was indisputably remarkable.
After finishing the story and reading your paper, Rev, I was even more shocked at learning that there were actual optional elements to the game.
Simply amazing.
*Claps* Nice find Rev
The story simply couldn't be told with audio, pictures, or video - because the game reveals to you only enough information to solidify mental pictures of the characters and settings with your imagination, only to reveal shocking simple bits of information that radically alter your perceptions.
The story simply couldn't be told through another interface - because that replaces the feeling of exploration with a static list of choices.
This story initially seems erratic but it really becomes a shockingly deep cohesive story.
Wish I could make it through, but until someone posts a cheat sheet, I won't be trying again. I realize how lame that sounds, but I'm not going to get very much out of it when I'm confused and frustrated by something as simple as its very genre, no matter how powerful it may be.
Totally meh tbh. Played it and got a little frustrated. A couple of revelations like the wings wer good but then its just a bloody story in another bloody story. Its good but not really a game. N i like those sorts of games.
If it gave me choices, real choices rather than giving me a set path n just a couple of extra story options or added info (which id normally appreciate) then id like it more.
"Kill" "Alley"
Answear: "No"
Waht a fucking retarded way to get spoiled though :\
I think the Gaming God just hates me.
I HATE text based games. Not that I don't have the imagination, but because if I suddenly had the urge to do a backflip off a cliff while screaming "ROOSEVELT", the game would not compute that as a possible thing in time and space. But, I got used to Photopia's parser, even if certain parts had me stuck (LEEEEEEEEEEEEAVES)
But I must touch on the awesome parts in photopia. First off was the realization of how much hold the game had over me, as I was frantically thinking of the commands to give alley cpr, took me acouple of tries, but I was almost out of breath myself going through this segment
Next, I find it great that you didn't have to think hard during the mars/castle/island bits, since you could search and pick up stuff. I had a seed and dirt, no shit I knew what I had to do soon enough.
Thirdly, ingenious how they lead up to the wings. I took off my suit. walked around and realized my wings were ruffled. I WTF'D and "Examine Self" and the narrator looked at me like I was an Idiot. I "fly"ed as the next command. Awesome
And I didn't cry, I felt horrible though. As Wendy's day, when you comment on how all the lights were green, I knew (The first character comments on the light being red, that is genious). I FUCKING knew. I typed in all caps (thinking I could do it harder), BRAKE. He did, but to no avail. Seeing "Alley's blood" crushed my heart.
And I agree with Therum. It hurts seeing Alley after the crash. She's going to die and you're powerless to stop it Not even "Talk to Alley "you are going to die don't babysit" helped.
This didn't convert me to playing text games, but damn it if it wasn't one of the best Indie Nation games I ever played. More emotional impact than Passage, that's for sure.
Too all the haters: If there is something you really like in life, over time you will eventually become selective and appreciative of its finer variations. Imagine you enjoy wine, and you've come to prefer certain types over most -- then one day someone offers you a vintage that floors you and reminds you how special it can be, just like what got you interested in the first place. If you didn't enjoy Photopia, you're still on your first glass.
Wings: shit also flipped.
"You're all retarded."
"You're supposed to be on Mars."
I don't know why I loved them so much. I will most certainly try this game out, I've never been an adamant text-based game player, but I'm open to it, thanks for introducing me.
x wings
fly
i didnt like that it ended rather abruptly, but i suppose that is just the way the author decided to tell the story.
sadly i knew what was coming in the drive home scene because i recognized the street name from the start of the game. as soon as you cruise through the first green light i was like it, oh shit...
its so sad she had to die, though at the same time i think some weight was taken away from it by placing a few bits of story between it and the end. to fit the format and the telling the author wanted i see that the order of telling works, but you already know whats coming after the car scene for sure, because even the hospital scene comes before it. a matter of opinion on story presentation, though i have no problems saying it was a sweet story.
sad but inspiring. definitely makes you curious to delve into alley more (as well as wendy, though that is due to what alley imbues wendy with, which in fairness is just more of alley, since its from her dreams).
very good IF, and id have to say its the first ive "played". ive played zork-likes before but i really liked how this was much more of a narrative than a game.
oh, and the parser was pretty annoying, but the story was compelling enough to ignore that.
I liked the story alot, I won't post any spoilers, but it was very good! I didn't see the biggest twists coming AT ALL! Thanks for recommending this! I've wasted way too much time on it though! Haha.
Also,
x wings
fly

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