by Caleb Wilson (writing as Snowball Ice) (Parser; IFDB)
The family curse has activated. If you do not go north, you will die.
(Cover art: compass rose, with N in all four directions)
The Northnorth Passage plays around with restricted actions. Though the parser gives the impression of freedom, you can only really do one thing. Obeying the parser, though, brings you through a series of self-contained scenes, colourful and detailed; Wilson’s writing sparks with life, with the kind of evocativeness reminiscent of Sunless Sea.
Yet, in each scene, you must forever remain at arm’s length. In this sense, it is similar to dynamic fiction, the term coined to describe linear games which nevertheless require the player’s interaction and participation to reveal the story. The PC’s travel north also seems to reflect the passing of time (the movement over swathes of space and time reminded me of Victor Ojuel’s Pilgrimage).
There was a very, very clever move right at the end of the game – an invisible puzzle, if you’d like – which wrapped it up perfectly. If I were to mention a game with a similar move, it would be very spoilery, but there is one…