ShadowWulfe: Chaser is ALMOST Cyberpunk, but I can't think of too many real examples of the genre off the top of my head.
Ugh, Chaser. What absolutely dreadful game. A shame, because with a little more effort, it could have been actually quite good, in that campy kitsch sort of way.
ShadowWulfe: I guess the point of the tirade is, even if this particular game is "flawed" or a little tougher than you would expect of a text adventure (I just assume they're all crazy hard), I would still get it, if only to encourage more production of the setting.
The point of all of that hand-wringing though is that a game should be hard because of the way that it was designed, not because of an actual technical flaw in the game itself. With a text adventure, I'd expect it to be hard because of the way that the puzzles would be designed,
not because of ambiguities of meaning, and syntax due to translation errors.
And the same goes for that pesky parser. A native English speaker likely has at least half a dozen ways off the top of their head for saying "open this door". But if the translator only learned
one way of saying "open this door" in his/her EFL class, then that's me spending potentially hours trying to figure out what to say to get a pair of bloody doors open. It's me fighting the game, as opposed to playing it.
I say this all with the provision that I've not actually played the game; I'm going off of testimony from people who have bought the game, and even a segment of their own launch trailer. I really wish they'd put out a small demo for me to try...