Varicella, Adam Cadre, 1999. (vgame.z8)
Varicella, Adam Cadre, 1999. (
vgame.z8)
Synopsis: The protagonist is a scheming, blackmailing, deeply unpleasant palace minister trying to gain control of the throne. The only thing in his favor is that he is less evil than all the other palace ministers with whom he is competing — but when the "winning" ending turns out to go badly after all, we are not necessarily sorry to see the man get his comeuppance.
Critical response: "Varicella himself is one of the most intriguing PC's in memory, but also one of the most frustrating. He is fastidious to the point of caricature; the game regularly keeps you from touching or exploring things because the character finds the idea "unseemly." ...The persona that emerges is a sort of C-3PO gone Machiavellian, whose main concern in seizing power is ensuring that there are no bloodstains on the carpets... In fact, though Varicella speaks in the beginning of a "flawless plan," I had the impression that this sort of character would ordinarily fuss over details and never actually dispose of anyone--and that it's the player's intervention that makes him a murderer. If so, it's a disturbing spin on the player-PC relationship...
"Playing through Varicella is quite an experience; as noted, the player must devote himself to thoroughly unwholesome ends, sought for no particularly good reason, which isn't necessarily such a pleasant sensation. Beyond that, though, the game requires that you unearth all sorts of unsavory details about your fellow aspirants to the regency--and the nature of the things you learn is, by and large, unpleasant. Giving the relevant players their comeuppance is superficially satisfying, but it doesn't address or rectify the evils already done--and the ultimate ending reflects that fact. In that sense, the game is thoroughly depressing; there's such a remarkable concentration of evil in the game's world that the walls practically drip with it. (In fact, in a sense, they do.) Yes, it's fiction, but the story told is unremittingly bleak--part of the game's message is that evil inevitably engenders more evil (and, moreover, a purer and more monstrous evil). It's in the nature of IF that telling a story of dirty deeds leaves the player feeling a bit soiled himself." — Duncan Stevens, http://members.cox.net/dns361/varicell.html, retrieved Sept. 11, 2007.
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