The first screen, a page of prose from a log, indicates rhetorically that the narrator is or was something like a familiar of the eponymous Zephyra, then confuses by setting the scene with a series of nested geographical relationships (paraphrasing: the moon with the woods orbiting the planet surrounded by the clouds in the Propontis system) and raising the spectre of a great many groups of people and other entities with unusual names involved in Zephyra's story. That experience is a link-based sci-fi / fantasy adventure with a scaffolding of Greek idylls, philosophers and mythology. The end is not inherently weird, but it's weird in light of the experience it just spent all its time imparting. Aether is one of these introductory games, and it ends in a weird place and starts in a confusing one. This is a set of promises no single IFComp entry can keep within the context of its IFComp the two hour rule makes that physically impossible.įolks can, have and will continue to use IFComp to introduce punters to their big multi-part IF. Its multiple clauses of descending magnitude promise tons of episodes, galactic-scaled adventuring, locally-scaled adventuring, sci-fi societal sculpting, a cast of thousands (or at least dozens) and the highly agreeable portentousness of prolonged high fantasy. Book I: The Departure - Part I: Prelude to Our Final Days on Kyzikos is an extraordinarily long title for a game, or for anything else. (This review originally appeared as a blog post of mine during IFComp 2016.)Īether Apeiron: The Zephyra Chronicles. Related reviews: choice-based, Twine, IFComp 2016, fantasy, science fiction
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