Ratings and Reviews by archcorenth

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Jay Schilling's Edge of Chaos, by Robb Sherwin, Mike Sousa
Short and sweet, July 26, 2025

I really enjoyed this game mostly for the characters and dialogue. Robb Sherwin is has a really great edgy sense of humor that reminds me of--perhaps--quentin tarantino dialogue. The plot of the game was a bit iffier because it didn't totally explain what was going on. Even at the end of the game, I never learned why the girl had been kidnapped.

But I also really like the style of the game. Most early text adventures give you a starting scenario and then have you explore a vast playground where you solve puzzles--and maybe there's a bit more plot at the very end of the game.

This game has story all the way through and exploration areas are limited to just a few rooms at a time. I think this way uses the game format to its best advantage as an interactive story.

I fully intend to play more games by Sherwin (I've played two others before) and to find out what Mike Sousa's games are like to. :)

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Gateway, by Mike Verdu, Michael Lindner, and Glen Dahlgren
I love the space station. I wish the planets had been as detailed., June 18, 2025

I've been writing reviews for games I've completed on Steam for a long time in order to remember my own impressions of the game (username archcorenth), but when I complete a game off of Steam I do nothing and it feels like I've left something undone. So, this is my first review of a Steam game so I can feel the experience is complete.

Gateway is my fourth Legend Entertainment game, following Death Gate (which I thought was fine but way overrated), Spellcasting 101, and Eric the Unready (which I think is probably the first text adventure I ever completed). The overriding design factor in Gateway seems to me to be accessibility. This entire adventure CAN be played only with the mouse (although I think that would be extremely tedious), and mapping is only required for one area in the game, and even that area isn't too complicated.

Mapping isn't required because all the areas in the game are quite small, I think this should be the usual for text adventures. After all the areas around you are described in text and stored in your memory, you don't really need to know the exact cardinal layout of everything, unless that is part of the puzzle. I think a lot of early text adventures wanted to create a place with text, but later ones are more interested in telling a story. This is of the latter category and I approve of that because text adventures one big advantage over graphical games which is that have no restrictions when it comes to story.

Gateway does part particularly well with the story in Part One. In part one, you arrive on a space station as a prospector who will fly to dangerous planets and scavenge them for technologies you can bring back to the space station for cash.
Gateway lets you explore the space station as you like and investigate things you find interesting. It gives you ideas of what to do and where and when to meet people who might give you advice. You start to build up the story in your mind this way. This is something computer games can do and novels can't, but computer games hardly ever do it! Most computer games railroad you down predetermined paths beat by beat like they are movies. It's really annoying to me particularly in RPG's where I think, all this game does is for me to fight 50 skeletons in order to read the next chapter of the book.

Unfortunately, this freedom ends once you enter PART TWO, at that point you are given a new objective (save mankind from a nebulous threat) and are told to do this and this in order to complete it. That takes to the end of the game. There are still maybe a few side things to do in space station but it's mostly because you didn't get them done in part one before triggering part two. It's disappointing. What is well-done about this section is that each planet you go feels very different from the others. I suspect that maybe Legend had each of their designers design their own planet and populate it with their own puzzles to accomplish this. This part is still fun. It like just a bunch of mini stand alone text adventures. But it's not particularly special.

That takes you up to the end of the game. I was getting a bit tired here and I cheated at two of the puzzles because I wanted to go to bed and I wouldn't get back to the game for a long time because I'm going to work tomorrow. I wish I wouldn't have for one but another one I think was unfair. It's the very last puzzle in the game and if there are any clues for it, I never saw them. There is one other place I cheated and this part I think was very poorly designed. It involves your handler you meet in the bar. (Spoiler - click to show)The handler gives you advice and then waggles his eyebrows at you suggesting he wants you to buy him a drink. You but him a drink and he suggests introducing you to someone. so far so good. but you're suppose to buy him a second drink after that to get him to introduce you to someone else! No hints and if you leave and see him again, you get THE EXACT SAME DIALOGUE you got the first time. and when you buy him a drink then, he introduces you to the first person again, whom you've already met. Why on earth should you think there is anything more to do? Personally, I think you should read that if you think you might play the game.

So, yeah, I really recommend it. It's maybe not everything it could be but it's fun and has a great opening with just a ton of detail and things to do that make the space station seem like a real place. (In fact, my favorite part of the whole game was Old Earth Trivia in the casino which gave you trivia question about things that hadn't happened yet, but that you could figure out with the trivia knowledge you already have.)

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Cannonfire Concerto, by Caleb Wilson
1 of 1 people found the following review helpful:
Good writing hampered by too simple of a plot., January 25, 2022

This is the first game of this sort I've ever played. I suppose it's a bit like CYOA, but it keeps track of more things about your character like an RPG. As a story, it was well-written and presented an unusal imaginary world, inspired by Europe during the Napoleonic wars. This was a very unique setting, and was it's greatest strength. The plot, however, was a bit less interesting. It would have been nice if things didn't always work out for me. I would have liked to go through some hard times.

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Excalibur: Sword of Kings, by Ian Smith, Shaun G. McClure
1 of 2 people found the following review helpful:
Extremely short and simple game., January 25, 2022

This is an extremely short and simple text adventure that you can play online in an authorized remake at adventuron.itch.io (which is why I tried it). I'm not saying it's not worth the 10-15 minutes it takes to complete it, but I don't think you'll remember you played it 10 minutes after that.

The manual has the back story. While the knights and Merlin were away from Camelot searching for the Holy Grail, a evil "she-wizard" (the manual's word, not mine) called Crania managed to steal Arthur's sword and trap him in a nightmare. Now, it's up to you to journey to Camelot, defeat Crania, and wake Arthur from his magic slumber.

One reason why I tell you the plot here is that the manual includes a list of words recognized by the game, and spoil the final puzzle in it. Not that any of the puzzles require much out of the box thinking. Honestly, you can probably complete this game by typing fewer words than I used to write this review. At least the Spectrum colors are fun and jazzy.

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The Hobbit, by Philip Mitchell and Veronika Megler
4 of 7 people found the following review helpful:
A relic best left in the past., January 22, 2022

This was one of the first text adventures I ever played, maybe the first, and it taught me that text adventures were bad. I wanted to experience the world of Middle Earth, an enormous place with interesting, and often funny inhabitants. In this game you no more than step out the door than you're in Rivendell and you can cross the Misty Mountains in not much time more. As a kid I think I decided to quit it complete during the wood elf portion in Mirkwood. And decided not to play another text adventure again.

I guess my first question is, where's the text? Room descriptions are sparse, and there's nothing to stoke your imagination. I guess the horrible drawings were suppose to be a replacement for Tolkien's text, as though they could possibly do that.

My next question is, where are the characters? There sure are a lot of them. The game is constantly telling you which dwarves are in your vicinity and how they seem to move in and out of the room, but does it matter to you at all? Even as a kid, this portion of the game seemed artificial. It had no effect on anything.

As an adult, around the time Anchorhead and Cryptozoic Zookeeper came out, I gave text adventures another shot, and I'm glad I did, I found just how much they could do and even can do some things graphical games cannot. Some of the best I've played are new ones like Thaumistry by Bill Bates, but now, during the pandemic, I've had time to reach back farther, and there are just as good ones from the 80's like the Enchanter trilogy, the games by Magnetic Scrolls, and the "electronic novels" by Synapse, even the original Zork trilogy. This Hobbit game does not deserve a higher greater number of stars on this review site than its contemporaries. I'd love it if somebody could explain to me why it isn't sitting down near zero. And I hope people who might be interested in trying it, don't do so and then discount all the other wonderful adventure games out there, imagining them to be similar as I did. And if you want to try some early computer games set in Middle Earth, I would say the two RPG's by Interplay are perhaps still the best games made with the license. They do everything I'd hoped this game would, they make Middle Earth seem just as big as in the books and let you explore every cranny of it.

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Legend of the Sword, by Karl Buckingham
archcorenth's Rating:

The Wizard of Oz, by L. Frank Baum
1 of 1 people found the following review helpful:
Great for new players and fans of the books., January 20, 2022

In The Wizard of Oz text adventure, you move through a story rather than explore an area, like in most interactive fiction games. I think more games should work like this, since it plays more to the genre's strengths. It's relatively good for kids because you don't have to map anything. Essentially, you move from scene to scene from the book, and solve little puzzles along the say. --That is until you get to the Emerald City, and that's why I want to review this unreviewed game. Once the Wizard sets you the task of killing the Wicked Witch of the West, the game starts bringing in characters and scenes from the book's first sequel, the Marvelous Land of Oz. I think this is a really good idea, and if they ever try to do a new adaptation of the book as a movie or TV show, this would be a good way to make the new version different enough from the original to not invite constant comparison, as well as to handle the problem of Dorothy not being in the second story if their planning to do a series. Also, the sequel tells you so much about the Land of Oz and its history and answers so many questions you might have from reading just the first book, it gives you a much fuller experience.

The graphics (in the C64 version) are quaint, and I enjoy the little tunes the game plays for you from time to time. The writing is appropriate for kids, but perhaps not as witty as the source material. I think this game doesn't receive the attention it deserves.

(As an aside, if you're playing this from a download, because, after all, magnetic disks don't last forever, don't play the DOS version, I'm pretty sure all the DOS versions available online are missing their second disks and your game will end when you get to Emerald City. C64 has better art and sound anyway.)

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Wonderland, by David Bishop, Bob Coles, Paul Findley, Ken Gordon, Richard Huddy, Steve Lacey, Doug Rabson, Anita Sinclair, Hugh Steers and Mark Taylor
archcorenth's Rating:

Zork Zero: The Revenge of Megaboz, by Steve Meretzky
archcorenth's Rating:

Zork I, by Marc Blank and Dave Lebling
archcorenth's Rating:


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