Newsgroups: rec.games.int-fiction
Subject: Metamorphoses, by Emily Short
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From: Alex Schroeder <kensanata@yahoo.com>
Date: 28 Mar 2001 20:45:51 +0200
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Fraser Wilson <blancolioni@blancolioni.org> writes in
rec.arts.int-fiction:

> Say it anyway.  Play a game, and whenever you have a "what?" "huh?" or
> "whoah" reaction to some part of it, whip off a post to raif.

OK, I'll bite.  :) I am currently playing Metamorphoses, by Emily
Short.  I don't think this post contains any real spoilers.

I just entered the tower.  I really liked the opening: With
a few lines I am already imagining myself a semi-magical serf on a
mission for my master.  I liked the atmosphere of the cave, the
calling for the gondolieri was nicely done.  The description made me
all nervous, waiting there at the shore.

First problem was, I couldn't remember how to order the gondolieri
around.  My fault, I haven't played text adventures for years.
Anyway, a quick look at the walkthrough and on I went.  The scenery on
the other side was great: Light, colors, glass -- I felt this matched
the image of the mission I was on.  The glass leaves, the stillness,
indeed, the convergence of images, movement and sound -- I loved that.
And I saw and heard it in many rooms, not just one or three.

Second problem was getting the key.  I only figured it out the next
day.  I had taken a very quick glance at the walkthrough without
actually reading it.  All I needed was a hint that I was indeed
spending my time at the right place.  Once I had the key I thought the
solution so obvious, how could I have missed it.  And it makes so much
sense!

When I got to the hourglass, I figured it out in seconds.  Easy, and
usefull.  And I liked the idea of using it again for other items.  I
also liked how the tube had to be used.  All the solutions made
perfect sense to me.  And I liked the way the game responded with
hints on what wasn't right when I tried the wrong thing.  I still
haven't figured out why the room is what it is, however.  But perhaps
that is still to come?

As you might have guessed, I like story-telling more than puzzle
solving.  :)  And I like this game.  And I haven't played text
adventures in years.

Alex.
--
http://www.geocities.com/kensanata/
Coffee should be black as hell, strong as death and sweet as love.
	-- Turkish proverb
