The game begins with what appears to be racially-based tension, before moving on into a fairly basic account of a dungeon-crawl -- a dramatisation of a D&D campaign. Though the actual words are never used, but I'm fairly certain that our heroine is a Drow, living in a mostly-Human society. Of her companions, Roderick is probably a Dwarf; but, because his colouring and general physiognomy is so similar to that of the humans, he is described as being merely "stocky". Meanwhile J'dal, with her Drow-black skin, is instantly singled out as "different".

I'm not entirely clear as to the purpose of the one instance of racial abuse that appears in the early game. Your handling of the situation does cause some branching in the plot, but not a whole lot. The plot reconverges at almost the the scene, after which the themes brought up by the incident never reappear. It is almost a different game.

Generally speaking, the game felt quite natural and intuitive, and I was never at a loss for the words to express what I wanted to do. Well, almost never. I did think that perhaps, if I managed to spend the night in the inn (ie, if I didn't kick up a fuss over the afore-mentioned racial upset) I might hear or see something that would affect how the endgame played out; but apparently, no such luck.

Warm rye bread, crab-apple jelly, and sharp cheddar cheese. My first instinct was to accompany the meal with beer, but the alcoholic nature of the drink has certain connotations that I do not intend. So, something non-alcoholic that is also malted: a nice cup of Horlicks. (But for anyone who can look past the fact of its alcohol content, it really should be a pint of Guinness.)