Absence of Law

Somehow we've made contact with a dead scientist who's being kept artificially "alive" through a sort of "brain backup" system. That's Dr. Law, the "Law" in the title. We need to alert the other scientists somehow, but ... we can't actually communicate with anyone directly. We do have access to this computer interface, though, but it thinks we're Dr. Law since we logged on with his credentials, so it doesn't bother telling us the vital commands like "charge backup system" which we should already know. Oh yeah, the backup system has about two hours to shutdown, for added tension.

It's really a fascinating setup. The verb list has been almost entirely scrapped in favour of computer commands which we pick up or lose as we go along. The game itself is divided into three main sections, puzzle set-pieces if you will, with a denouement to cap it off. All in all, very well constructed, and very well conceived, with a fine variety of enjoyable puzzles.

The NPCs are lightly sketched but distinctive. Even though we barely have any interaction with Ng at all, we get a fine idea of who she is through just one or two emails and interaction with her project. The computer interface narrating to us is a character in its own right, telling us what it thinks we need to know; it has its own personality ... which means, of course, a certain sense of humour pervading the work.

This is one of the winners, I think. I found pretty much nothing to criticise. Perhaps it feels a little unintuitive that "saving the scientist" should mean "hurrying the presentation along to the final award presentation", but that is a very tiny thing. As a breakfast, I think this is nasi lemak: fragrant coconut rice, a feathery-light omelette, sweet chili sambal, roasted peanuts, cucumber slices, and crispy fried fish, all wrapped up together in a banana leaf: a neat little package of a diverse set of things that go surprisingly well together. Follow it up with tea, piping hot, with lemon and honey, to lighten things up a bit.