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Played On: 11/04/2005 (10:10 AM to 10:40 AM and 12:20 PM to 1:50 PM) Unofficial Score: 9.5 (9.5 base with no skew)
I wasn’t sure what score I’d assign to Chancellor. It isn’t easy to be objective about an updated version of a game I’ve already played. It stood up very well to the repeat play-through, which shows me how well-written and entertaining this game really is. I even noticed bits of consistency that escaped me the first time – I remember seeing it, but I don’t think it hit me at the time. For instance, pay attention to the bit at the beginning where the PC slides down into the cave (something happens with the torch), and then look at the mirror later, in the bathroom. The detail put into this game is amazing. A variety of sensory descriptions are used. Almost everything obvious is implemented, and this includes more than just being able to look at what’s around. Unnecessary actions such as jumping at the balcony or moving the body at the shore are anticipated and responsive. Even though figuring out what to do can sometimes be a challenge, the game is very good about understanding variations in commands – nouns and verbs that seem to require no guessing whatsoever. I would hate to give away what’s going on in the game (although I’m sure other reviewers won’t hold back), but suffice it to say it’s a very interesting plot. There are two… parts, I guess. The overlap can sometimes be subtle and even hidden enough to miss (examine your suit in the first bit, and then go inside room 510 in the next – be sure to look at the door first). It’s sometimes more obvious as the lines begin to blur (what father writes on the note; what’s contained in the package; the condition of Stacey’s clothes, found later in the game; the common fear of the monster and the janitor). I’ve probably said too much already. It’s interesting how (especially in the later bits) one part just fades away into the next, as if by sleight of hand. It’s one of those games, though, where even a second play-through leaves questions unanswered. How much detail did I miss? What’s to be believed, if anything? I hope this gets some discussion after the competition (with appropriate spoiler notices, of course). I’m interested in finding out what it all meant to other people, and so far the author hasn’t explained it. Maybe it’s open for interpretation, but I gather that something is going on, and it can be figured out. The ending alludes to the ultimate completion of a task – one that seems important to her father – and that’s exactly what the PC set out to do at the beginning. I mentioned, though, that it’s a pretty hard game. Some of it might be the need for better clueing. Maybe that’s not it – I picked up more hints in this second play-through, and I’m sure I just missed some of this subtlety the first time. Maybe it’s the larger area covered by the game in some places, or just the amount of detail that sometimes seems important even though it isn’t. Anyway, no help was available during the beta, except be emailing Kevin. A hints file is included with the competition version, but as far as I can tell (it’s coded, but with an easy key at the bottom) it only covers the first part of the story. My hope is that judges persist through the tough parts, to get a better sense of just how much the game has to offer. I think the lack of a walkthrough might hurt Chancellor. I didn’t mind so much that Kurusu City wasn’t as well-liked by the judges last year as it was by me, but if Chancellor isn’t in this year’s top 3, the judges have collectively made a mistake. It’s really a great game. And I’ve played them all at this point. So, this is the last one! I give it a 9.5 – no skew, but for no particular reason. Well done!
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