Starship Titanic (review)

When was the last time you stretched your arms, locked your fingers together with palms facing out, and executed a satisfying snap before channeling your energies into a one-on-one encounter? I am not referring to the clicking of a mouse button, which is about as immersive as punching a warm soda from a vending machine. I am referring to your hands poised above the keyboard, your eyes glued to the monitor, and your torso leaning forward in the classic “game player position.” Interacting with this game is similar to telling a gorgeous waitress your lips are parched, and her serving you a tall, wet glass filled with cold, fizzling soda and just the right amount of ice. It involves more than your basic senses; it involves your entire self. True, the game is built on convention: exploring pre-rendered environments, collecting items, solving puzzles, and opening new areas of the game, but it also turns convention on its ear while keeping its tongue firmly in cheek. The text parser forces you to interact with the game, pulling you into the solving of puzzles rather than allowing you to click your way to a resolution, the characters help or hinder the outcome of the game, depending on the nature of your interactions, and the carefully constructed game realm is the sum and substance of logic. Yet impregnating the entire concept, including the graphics, sounds, characters, architecture and puzzles, is a genuine sense of humor that is never forced. —Starship Titanic (review) (Adrenaline Vault)

Wonderfully sensual paragraph from a review of this 1998 graphic adventure game.

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