 Kaged by Ian Finley. Orwellian dystopia, anyone?
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 Nevermore by Nate Cull. A nice interpretation of Poe; heavily dark and metaphysical, and with lots of drug abuse. Some of the alchemy is a little excessive, though.
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 Voices by Aris Katsaris. A dialogue-driven interpretation of the Joan of Arc story; perhaps a little constrictive, but adds some interesting angles and does a good job of raising questions. The paragon example of IF dealing with religion that works well.
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 1893: A World's Fair Mystery by Peter Nepstad. Huge, professional and sprawling, this is basically a simple puzzlefest writ exceptionally large, and the setting is really the star. Character, prose and (to an extent) plot take a back seat.
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 Edifice by Lucian Smith. A clever evolutionary fable, with one much-vaunted puzzle. I liked the first section the most, and thought the last section uninspiring, but overall it's a worthy piece.
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 Worlds Apart by Suzanne Britton. Big, very polished and well-written, if a little bit too New-Agey in flavour for my tastes.
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 First Things First by J. Robinson Wheeler. A sizeable and highly engaging (if somewhat oldskoolish) time-travel puzzlefest.
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 Rameses by Stephen Bond. Linear and with limited interactivity. Deeply angsty.
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 The Tale of the Kissing Bandit by J. Robinson Wheeler. Linear and somewhat sparsely implemented, but very funny indeed.
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 Textfire Golf by Adam Cadre. Hilarious. Essentially a golf simulation, with some evil twists; I have no interest whatsoever in golf, but became addicted to this.
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 Shade by Andrew Plotkin. Surreal and troubling, although it takes persistence.
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 Babel by Ian Finley. Pretty much the archetypical amnesia-in-science-lab game. Dark, and with perhaps over-the-top religious overtones; the man-should-not-meddle theme has been done so much it's hard to come up with much new, but it does well for what it is.
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 Rematch by Andrew Pontious. A brilliant and intricate exploration of the one-turn game. Difficult, but rewarding.
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 Kissing the Buddha's Feet by Leon Lin. This starts out on a fairly basic dumb-student-house premise, but develops a sense of chaos very pleasantly. Simple puzzles, and nothing very deep, but amusing and responsive.
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 Necrotic Drift by Robb Sherwin. A lot more polished than Fallacy of Dawn, but ultimately not as great a game. Geekery abounds.
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 Christminster by Gareth Rees. One of the paradigm Middle Period games, it's often unfair and awkward but is a great game underneath. Extra points for Oxbridge setting.
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 You Are A Chef! by Dan Shiovitz. A massive source of injokes; leave sanity at door.
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 The Lion In Winter by Iain Merrick. Very funny, contains several reasonably good puzzles, and has a coherence that most speedIF ends up lacking.
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 The Relentless Adventures of Captain Speedo, Episode 16: Let them "heat" cake! by Gilles Duchesne. A good example of speedIF wackiness; the Captain Speedos are in general pretty good, and this one just happens to be my favourite.
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 A Day For Fresh Sushi by Emily Short. Extremely competent and detailed for the constraints; a particuarly good example of effective NPC use.
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 Freedom by Peter Berman. Pleasantly tongue-in-cheek, decently realised. |
 Reality Show by Peter Berman. As far as I'm concerned, this has two major advantages: philosophy jokes and a cameo by yours truly. Flattery will get you everywhere, sir. My major issue: this is an existentialist game, it features coffee, and you can't drink it. |
 Digging for Onions by Christopher Huang. Manages some pretty darn tricky things within the constraints, and comes off feeling poignant. Nice ideas flying around here. |
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