Difference between revisions of "Worlds Apart"

From IFWiki

 
(added How It Begins; added to Polite games, as per author's own assessment)
Line 1: Line 1:
 
<table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{drama}} {{sci-fi}} {{outer space}} {{xaw|1999|Best Story}} {{xaf7|1999|Best Game, Best Individual NPC, Best NPCs, Best Puzzles, Best Setting, Best Use of Medium, Best Writing}} </td></tr></table>
 
<table style="width:100%;margin-bottom:1em;clear:both"><tr><td>{{drama}} {{sci-fi}} {{outer space}} {{xaw|1999|Best Story}} {{xaf7|1999|Best Game, Best Individual NPC, Best NPCs, Best Puzzles, Best Setting, Best Use of Medium, Best Writing}} </td></tr></table>
{{game infobox|title=Worlds Apart|image=|author=[[Suzanne Britton]]|publisher=n/a|released=1999|authsystem=[[TADS 2]]|platform=TADS 2|language=English|license=Freeware|color=none|graphics=none|sound=none|cruelty=TBD}}
+
{{game infobox|title=Worlds Apart|image=|author=[[Suzanne Britton]]|publisher=n/a|released=1999|authsystem=[[TADS 2]]|platform=TADS 2|language=English|license=Freeware|color=none|graphics=none|sound=none|cruelty=Polite}}
  
 
==How It Begins==
 
==How It Begins==
{{sectstub}}
+
Prologue. Something is lost. Your gills strain for oxygen as not-water encloses you, solid as rock. From the ocean floor, your normally adequate senses fail, but then a child's clear voice pulls you upwards through the not-water, through a roaring vortex. Losing consciousness, you waken on the ocean shore. You see sand and sea, but little else. Grey mist enshroudes this patch of land which saps your strength. Your hand grips a silver locket; was that there before? Your eyes can see a glow inside it, and you remember that you must wear the locket before you can open it.
 +
 
 +
As you struggle to do so, a black-robed figure approaches. It is Dyrana in form, but distorted and skeletal, more like the raptor-illusions the warriors use than human. It is silent. When you stand, it seems an unseen hand aids you. You wear the locket, then open it with a mental nudge. The light within coalesces into the image of a beautiful hasidja woman with an expanding
 +
glow in her own hand. The robed figure, disgusted, fades. Your strength fades with it, and you fall back onto the shore.
 +
 
 +
"Part I: Remembrance" begins with a passage from "The Book of Thel" by William Blake.
 +
 
 +
You awaken, again prone on the shore, wearing the silver locket and a tunic. Dyr's mother sun, Areilya, is low on the western horizon. When you stand up, you can also see a large rock here
 +
and a stream to the south.
 +
 
 +
You don't remember who or where you are; you have [[amnesia]]. A stab of pain shoots through your forehead. You should tend to your injuries and find out who you are.
  
 
==Versions==
 
==Versions==

Revision as of 16:02, 15 December 2006

Drama
Drama
Science Fiction
Science
Fiction
Outer space
Outer space
Seven white ribbons.png
XYZZY Awards 1999 Finalist
Best Game, Best Individual NPC, Best NPCs, Best Puzzles, Best Setting, Best Use of Medium, Best Writing
Worlds Apart
Author(s) Suzanne Britton
Publisher(s) n/a
Release date(s) 1999
Authoring system TADS 2
Platform(s) TADS 2
Language(s) English
License(s) Freeware
Multimedia
Color effects none
Graphics none
Sound/Music none
Ratings
Cruelty scale Polite

How It Begins

Prologue. Something is lost. Your gills strain for oxygen as not-water encloses you, solid as rock. From the ocean floor, your normally adequate senses fail, but then a child's clear voice pulls you upwards through the not-water, through a roaring vortex. Losing consciousness, you waken on the ocean shore. You see sand and sea, but little else. Grey mist enshroudes this patch of land which saps your strength. Your hand grips a silver locket; was that there before? Your eyes can see a glow inside it, and you remember that you must wear the locket before you can open it.

As you struggle to do so, a black-robed figure approaches. It is Dyrana in form, but distorted and skeletal, more like the raptor-illusions the warriors use than human. It is silent. When you stand, it seems an unseen hand aids you. You wear the locket, then open it with a mental nudge. The light within coalesces into the image of a beautiful hasidja woman with an expanding glow in her own hand. The robed figure, disgusted, fades. Your strength fades with it, and you fall back onto the shore.

"Part I: Remembrance" begins with a passage from "The Book of Thel" by William Blake.

You awaken, again prone on the shore, wearing the silver locket and a tunic. Dyr's mother sun, Areilya, is low on the western horizon. When you stand up, you can also see a large rock here and a stream to the south.

You don't remember who or where you are; you have amnesia. A stab of pain shoots through your forehead. You should tend to your injuries and find out who you are.

Versions

Release TBD

  • Worlds Apart (Suzanne Britton; 1999; TADS 2).
    • XYZZY Awards 1999: Winner of Best Story. Finalist for Best Game, Best Individual NPC (Lyric/Echo), Best NPCs, Best Puzzles, Best Setting, Best Use of Medium, Best Writing.

Links

General info

Reviews

Pushpin.jpg

>examine page
The dreadful truth is, this page is incomplete.

This article is a game stub. You can help IFWiki by expanding it.
How It Begins, Notable Features, full version info
Please refer to the IFWiki game page style guide when making changes.