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IFCOMP 2005 - A New Life

Game #14: A New Life, by Alexandre Owen Muniz
Played On: 10/23/2005 (3:40 PM to 6:40 PM)
Unofficial Score: 8.0 (7.5 base with +0.5 skew)

     Once again, I have jumped ahead to a game later in my list. This time, it’s because A New Life was recommended to me. If I really won’t have time to finish all the games before November 15th, I might as well take them in any order, right?

     I’ll probably go back to the list now. I enjoyed this game, but I found it incredibly difficult. Maybe it’s just me and my sub-par puzzle-solving abilities, but I was only able to complete the game down the path set by the walkthrough. I was already over two hours into the game my own way, using the built-in hint system more and more, and I had exhausted all of those options. I may have been in an unwinnable state. I’m not sure.

     It’s a very unique story, hinting at parallel realities and mythical races where a person’s gender can be changed from time to time. While playing, I kept wondering if the goblins were really humans and vice-versa, but this was never confirmed. A New Life has a lot going on, and much of it surfaces as memories (a “remember” command does this), or as considerations when examining scenery or talking to the game’s characters. The back-story is an epic tapestry of magic and mystery. Much of the fun comes from learning more and more about the unique world in which the game is set, and about the people who inhabit it.

     The biggest problem is, it’s sometimes (okay, often times) unclear what to do without getting pointers from the hints. Even then, it can be a little confusing. This is the kind of game that would be great outside the competition, where it might be played over the course of three or four nights without that two-hour mark looming ahead. I think it would be more rewarding taken at leisure. I spent three hours on it, and the last of that was just typing from the walkthrough. My original path might have been interesting, if I had been able to figure it out. The thing with the three bags and the two staffs was pretty clever, but even putting them to use, I never quite felt as though I had solved everything. On my own plot branch, I couldn’t figure out what was important about the stars and panels, even though I could make them light up as described in the hints.

     This is either a really great game I just didn’t fully understand, or a pretty average game that does a great job of seeming to be a really great game I didn’t fully understand. If taken without recommendation, I might have based it at 6.5 or 7.0 – lower because of the complicated puzzles, and the lack of clear objectives. This is the trap we fall into when judging a game we know is or isn’t liked by others. If I’m to trust in someone else’s opinion, I have to believe the game is better than it seems. And now it’s my turn, to pass my opinion along to others by way of this review.

     The writing in A New Life is excellent. This is one of the few games where the text just flowed right. It wasn’t forced, it wasn’t overdone, and it wasn’t choppy. Good writing makes a game seem more real, and when the unique world seems to be the focus, that’s important. This is the basis for my +0.5 skew, from a base of 7.5. A New Life may fare well in the competition. It’s a good enough game: worth the time, but not my favorite. I recommend playing it without expecting an easy, two-hour experience. Don’t rush, ease into it with exploration and experimentation (looking, remembering, asking), and you’re likely to have a great time.

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