

where she finds herself framed for a murder she never anticipated. Through sordid back alleys and art gallery halls, from drag dress nightclubs to a Nazi costume ball, Miranda's journey into fear takes her on the famed City of San Francisco streamliner and a ticket to Reno, Nevada, the Biggest Little City in the World. And playing along may get her a ticket to Blitz-bombed England, if she survives. State Department and the man who helped her get her license. She makes her home in Dashiell Hammett's San Francisco, earned a Master's Degree in Classics, and loves jazz, old movies, fedoras, Art Deco and speakeasies.įor more information about Kelli's books, please visit her website at įor Miranda Corbie, private investigator and erstwhile escort, there are debts to be paid and memories-long-suppressed and willfully forgotten-to be resurrected.Įnter the U.S. Her debut novel, NOX DORMIENDA, won the Bruce Alexander Award for best historical mystery of 2008.
#City of secrets emily short series#
Stanley also writes a highly-praised series set in Roman Britain, the latest of which is THE CURSE-MAKER. CITY OF GHOSTS-the long-awaited third Miranda Corbie book-will be published August 5th, 2014. CITY OF SECRETS, her second novel in the series, won the Golden Nugget Award for best mystery set in California. It won the Macavity Award (Sue Feder Historical Mystery Award) and was a finalist for the prestigious Los Angeles Times Book Prize and the Shamus Award. Kiki Benzon for a course in Contemporary Fiction taught at the University of Lethbridge, Canada during the Winter term of 2011.An award-winning author of crime fiction, Kelli Stanley's first novel in the Miranda Corbie series, CITY OF DRAGONS, was met with overwhelming critical acclaim. Her other interactive fiction works include: Galatea, Metamorphoses, City of Secrets, and Floatpoint. She has written extensively on interactive fictional theory and has demonstrated compelling links between literature and online gaming. Though the story begins simply, the plot becomes more complex and develops into an elaborate fantasy.Įmily Short has created a number of challenging interactive fictional games that offer strong narrative. Although "Savoir-Faire" is intricate in nature, the captivating story and clever scenarios encourage multiple readings. Most of the puzzles are early-generation renditions of locked door puzzles and traditional treasure hunts. Although several versions of the game are now available, each one displays ‘classic’ early amateur entertainment quality. “Savoir-Faire” was nominated for eight awards in 2002 and was awarded four, including ‘Best Game’. XYZZY awards are given annually to interactive fiction writers. Commonly used commands like 'x' and 'y' are listed to help the player begin. At any time, the player may type ‘help’ in the command bar. The player is instructed to type commands that prompt Pierre to look, take, examine and even remember specific aspects of the game. This skill proves to be very important throughout the game as it helps to unlock many of the complex puzzles. Pierre possesses a magical skill, “Lavori d’Aracne,” that allows him to link objects together.

A dry humour pervades the work: for example, Pierre is described as sporting a ‘dashing hat’ and he often speaks of his graceful dancing skills. Pierre begins his adventure with a few random objects including a snuffbox and a sword. The player controls Pierre as the avatar and dictates the outcome of the game by deciding where to explore. The story takes place in France during the eighteenth century and begins in the deserted house of Pierre’s family. He earnestly believes that everything he does is for the best. To sustain his magics, he secretly abducts travellers and extracts their souls, rendering them insane. “Savoir-Faire” begins with a prologue describing an aristocratic young man named Pierre who has returned home to seek financial aid from his family after recently falling into debt. You’ve got this nameless city, ruled with an iron fist by one Thomas Malik, who keeps the city in an illusion of perpetual daylight. The player must solve each puzzle in order to be awarded treasures and clues that lead to a riddle.

Emily Short’s interactive fictional game “Savoir Faire” is a text adventure based on numerous intricate puzzles.
