Knowledge (XXG)

9:05

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room with some valuables missing, gets into a car. Arriving at the office of Loungent Technologies, he sits in a cubicle and fills out a form. When he goes to turn in the form to Matthew Bowman, the boss who had been on the phone earlier, Bowman does not recognize him, and the character is apprehended by security guards. The game ends with a news anchor reporting that the character is actually a burglar who killed Brian Hadley, the true homeowner, the previous night. He hid Hadley's body under the bed and stashed some of his valuables in the trunk of the car, then fell asleep in the victim's bedroom and tried to assume his career the next morning. The anchor says that the character will be seeking an insanity plea as the game states he has been sentenced to life imprisonment.
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Using the knowledge of the character's real role in the story on subsequent playthroughs, the player can look underneath the bed to find Hadley's corpse, and can choose to flee in the car by freeway instead of going to the office. If the player chooses not to escape by freeway and instead continues
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In the fictional town of Las Mesas, the player character wakes up in a bedroom to a phone ringing next to him at 9:05 AM. On the phone, someone screams that he must come to work or he will be fired. The character changes out of his soiled clothes and, after cleaning up and passing through a living
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down the city street, the character will die in a collision with another car attempting to take the onramp. If the player does nothing except wait for a certain number of turns, the character will "suddenly drop dead of internal injuries" from a non-descript conflict the previous night.
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The game uses a text input system to allow the user to control the actions of the player character (e.g. using "Open door" as a command to instruct the character to open a door). The entire game is text-based and takes around five minutes to finish.
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Richard Cobbett praised the game for keeping the protagonist's true identity a secret until the end, showing how "toying with a single preconception can make for something incredibly clever". In Anastasia Salter's book on Adventure games, she calls
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in 2000. The story follows a man who wakes up and gets a call telling him to go to work, and it follows branching paths. The game is commonly used as a gateway to
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is commonly cited as an effective entry point to interactive fiction, and many critics have ranked it among the best interactive fiction games ever created.
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as an introduction to interactive fiction "is pretty nifty, but is certainly not what I intended; I was just participating in an obscure doctrinal dispute".
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as a way for ESL students to contextualize verbs in a simple and engaging story. An ESL teacher in Portugal felt that
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easy vocabulary and story made it simpler for students to engage with the material and use it after leaving school.
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Jay Bibby called the game "enjoyable and surprising" and thought that it would be perfect for a casual audience.
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Technology Enhanced Language Learning: connecting theory and practice - Oxford Handbooks for Language Teachers
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subversive and praises how it defies the player's expectations. In the book
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Adam Smith felt that it was a great entrypoint to interactive fiction.
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Cases on Digital Game-Based Learning: Methods, Models, and Strategies
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because of its short length and overall simplicity and is used by
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was listed as the second-most notable interactive fiction game.
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What Is Your Quest?: From Adventure Games to Interactive Books
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thread about straightforward vs. oblique writing in
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Index


Developer(s)
Adam Cadre
Genre(s)
Interactive fiction
Single player
interactive fiction
Adam Cadre
text adventure games
English as a second language
Adam Cadre
Usenet
interactive fiction
Jay Is Games
Rock, Paper, Shotgun
PC Gamer
English as a second language
English language





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