“Examining closely” sounds like a nightmare. It’s bad enough that we have to be ready to examine everything like checking items off lists, and looking under/behind every piece of furniture, not to mention the games that separate SEARCH from EXAMINE and require the former for no good reason… if we add “examine closely” I think we’ll be taking a step backwards, not forwards. Besides, “examining” already presuposes careful examination - if you want to diferentiate, you should diferentiate it from “look at”.
One thing that doesn’t seem to have been covered yet by this discussion - the parser’s promise of complete freedom is flimsy enough and easily broken as it is. It tries hard to recognise every sensible input and beyond, but it invariably fails to recognise actions the player would consider to be sensible. Adding adverbs is like adding a layer of complexity to a rickety base. I experienced this in “Danse Nocturne”. It felt cool for about 10 seconds, which is how long it took for me to run full force into all the adverbs the game didn’t recognise (and I was trying adverbs that I felt made sense to the one possible verb).
It might be wise to remember such verbs as “whisper”, “shout”, “caress”, “seduce”, “scare”, “slam”. They are all modofiers, and as has been said on this thread, might be best to expand into expressive verbs before entering adverb territory. “Angrily” is a modifier that can be applied to every action, and that’s a nightmare to program - whereas “slam” is a verb that only applies to things that can be closed, and can have pretty much the same effect.