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Civilization: The Good Kind of Addicted screenshot

Sid Meier's Civilization IV

Game released: 2005

Developer: Firaxis

Production: Commercial

Platforms: Mac OS X, Windows

Price: $20.00

Get it from: Direct2Drive
Jordan Magnuson's picture

Civilization is one of those games that has been hallowed nearly time out of mind. Sid Meier was, after all, the second person in history to be inducted into the Academy of Interactive Arts and Sciences’ Hall of Fame. So do I really need to write an article on the series? I don’t know, but I want to. I want to write about Civilization, because I recently played the latest iterations of the game after many years away1 and was struck by the formula’s greatness yet again. I played a lot of Civ II back in the day; enough to know, like anyone else who’s ever touched a Civ game, that the things are seriously addictive. But back when I used to play Civ II I didn’t really give that fact much thought (at least not as much as my parents may have): I just knew that I liked the game, and kept coming back to it. This time around, as “one more turn” syndrome hit me once again with the force of a ton of morphine, it made me think. About games, about addiction, about what’s worth doing in life. Read more »

Life in a Bottle screenshot

Passage

Game released: 2007

Developer: Jason Rohrer

Production: Independent

Platforms: Linux, Mac OS X, Windows

Price: FREE

Get it from: TIGdb
Jordan Magnuson's picture

Passage is a very short art game about life and death and the passage of time. It is intended to be played before you read anything about it, so I would highly recommend that you download and play the game if you have not yet done so. It will take you about five minutes, and is very much worth the time.

Since Rohrer summarizes the game well, I won’t waste time rephrasing:

Passage represents life’s challenges with a maze. The screen geometry only allows you to view a narrow slice of this maze at any given moment. You can see quite a distance out in front of you (and, later in life, behind you), but you can’t see anything to the north or south. You may see a reward up ahead but not be able to see a clear path to it. In fact, after a bit of exploration, you may discover that a seemingly nearby reward is in fact unreachable.

Approaching the Game

Like most art games, Passage has met with a variety of reactions. Because it has become particularly famous, those reactions have been especially strong. Many people have found the game to be quite profound, while many others have turned up their noses at Rohrer and this effort, claiming it is pretentious at best, and a piece of dog poo at worst (well, actually, that’s not the worst). Read more »

Seven Minutes of Confusion screenshot

Seven Minutes

Game released: 2009

Developer: Virtanen Games

Production: Independent

Platforms: Windows

Price: FREE

Get it from: TIGdb
Jordan Magnuson's picture

Seven Minutes is a very short existential platformer. Part of the goodness of the game comes from not knowing anything about it before you play, so if you haven’t tried it yet I’d recommend downloading it first, and reading this review after; the game, true to its title, will take you exactly seven minutes to play.

All games are metaphorical to some extent, but Seven Minutes is blatantly so, representing you, who are specifically said to be human, as a small black square (with eyes) on the screen. This square presumably represents your mind or spirit, during your last seven minutes of life. You touch a flame against the warnings of what appears to be a higher spiritual being represented in the form of a talking head, and you then have seven minutes to explore the game world however you choose; a world which is not generally as it appears. The talking head follows you throughout, telling you constantly to turn back. Read more »

Anchorhead: Embroiled in Lovecraft screenshot

Anchorhead

Game released: 1998

Developer: Michael Gentry

Production: Independent

Platforms: Glulx, Z-Machine

Price: FREE

Get it from: IFDB
Jordan Magnuson's picture

I’ve known about interactive fiction for a long time, but for some reason I just never played any IF games. I think I started one or two over the years, but puzzling controls and less than stellar writing quickly made me abort. At the time it seemed to me that IF was simply a remnant of the past: something that we had moved beyond with graphical adventures (I blush to admit that even in my childhood I would hold such a ridiculous notion as graphics > text). Well, more recently IF has kept popping up at places like Play This Thing and TIGSource, but I haven’t had time to look into them. Then I started reading Emily Short’s blog (highly recommended), and I decided that I would by golly play some interactive fiction. Where to start? Well, I found Short’s interactive storytelling must-play list, and decided to dive right in to the first IF title she mentions. And I am happy I did—despite my aversion to horror as a genre.

Anchorhead is a Lovecraftian horror story loosely based on the Cthulhu Mythos. It is a story that starts out as light and easy as a summer’s day, and ends embroiled in layers of fantastical horror, with the universe turning inside-out and upside-down. It is very well-written, highly enjoyable, and quite intricate; its puzzles never seem very contrived, and when you finally come away from the game it leaves you feeling like you’ve spent a lifetime in another place—like one of those impossibly long dreams you sometimes have in the span of a few hours, but more lucid, more memorable. Read more »

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