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  1. Hors Catégorie

    Hors Catégorie is an interactive fiction by Chris Calabro and David Benin developed in 2007.

    It is possible to play it on almost every system, even on Smartphone.

    The used Software is a z-machine Interpreter, which is a game’s requirement as the player needs it in order to emulate an Infocom machine.

    It takes place entirely in a single hotel room, with several subrooms. Unlike many adventure-like interactive fictions, location, possessions, and strength are not the main obstacles of this game, but rather player knowledge and moral choices. The point is to explore the inner conflict of the protagonist and shape his character. This is why the typical presence of interactive fictions’ obstacles makes Hors Catégorie innovative and different because here they are the player moral choices.

    The title of the game comes from the 'out of category' classification of difficult climbs in the Tour de France, where the game is set. The protagonist is a rider in the Tour, just waking, getting ready to take on the day's current stage.

    How to play:

    Scott Rettberg - 07.01.2013 - 16:24

  2. Default Lives

    This satirical game poem creates a small deterministic universe— a system into which a player is faced with choices, real and illusory, as they shape their “life.” Conceptually patterned after the Hasbro “Game of Life,” this hypertext version presents similar choices to its players but using an interface that lays out the general structure yet retains the element of surprise. Coverley uses this to drive home a critique of gender roles, career choices laying bare how they determine and limit one’s choices in a supposedly free and open American society. Her tongue-in-cheek tone, hokey music, prosy lines of verse, and a humorously generous ending soften the biting commentary enacted in this game, inviting readers to play, explore, and reflect.

    (Source: Leonardo Flores, I ♥ E-Poetry)

    Scott Rettberg - 18.01.2013 - 23:04

  3. Amnesia

    Thomas M. Disch's Amnesia is a text adventure computer game created by Charles Kreitzberg's Cognetics Corporation, written by award-winning science fiction author Thomas M. Disch, and programmed by Kevin Bentley using the King Edward Adventure game authoring system developed by James Terry. The game was acquired and produced by Don Daglow and published by Electronic Arts (EA) in 1986 for the MS-DOS PC and Apple II systems. A version for Commodore 64 was released in 1987. The game begins as the player's character awakens in a midtown Manhattan hotel room with absolutely no memory. He has no clothes and no money, and doesn't even remember what he looks like. The player soon discovers he is engaged to a woman he cannot remember, a strange man is trying to kill him, and the state of Texas wants him for murder. From here, the player must unravel the events in his life that led him to this point. In addition to being a text adventure, the game's major innovation was simulating life in Manhattan. Disch's model covered every block and street corner south of 110th Street. A hard-copy map of the streets and subways of Manhattan was included in the packaging.

    Jill Walker Rettberg - 02.07.2013 - 23:11

  4. Redshift & Portalmetal

    Redshift & Portalmetal asks: as climate change forces us to travel to the stars and build new homes and families, how do we build on this land, where we are settlers, while working to undo colonization? The story uses space travel as a lens through which to understand the experience of migration and settlement for a trans woman of color. Redshift & Portalmetal tells the story of Roja, who's planet's environment is failing, so she has to travel to other worlds. The project takes the form of an online, interactive game, including film, performance and poetry.

    Jill Walker Rettberg - 22.10.2015 - 18:40

  5. With Those We Love Alive

    Porpentine’s With Those We Love Alive is a Twine game that invites the reader to become physically involved through marking up their own body with symbols throughout play.
    As a Twine game, the work relies primarily on text and audio along with backgrounds of shifting colors to draw the player into a disturbing science fiction landscape. The game opens with a level of customization that invites the player to become connected and even embedded into the game, choosing their month of birth, element, and eye color.
    As the player becomes a servant to a monstrous larval queen, the stage is set for a dystopia of dream-like and vivid yet mundane violence. After playing, the reader has a tangible record of their own choices and identity beliefs in the drawings on one’s skin.
    It's inspired by mob violence, trash struggle, C-PTSD, and child abuse. It's also inspired by friendship between trash girls. In most media there’s an unspoken belief that feminine lifeforms can't survive on their own, can't have spaces of their own, can’t have relationships of their own. The author try to go against this with basically everything she make.

    Susanne Dahl - 08.09.2016 - 11:23