"The Awakening" creates a sense of dread in a creepy setting, and its puzzles are reasonably clever, but it is hampered by several annoying bugs.
Aside from a few guess-the-verb and guess-the-preposition problems, there are a couple places in the game where you can take items, and then view the same location from a different vantage and still see the items you took in their original place.
Nevertheless, the game's unsettling atmosphere overcomes the distractions created by bits of careless programming.
This short adaptation of one of Robert E. Howard's Conan stories features engaging prose and good characterization, which is odd, because I remember Howard's prose and characterization as clunky and overblown. I suppose all Howard needed was a good editor.
The game itself, however, is under-implemented. Nouns, plurals, and synonyms are missing, making it tough for the player to communicate with the parser. There's even a guess-the-preposition puzzle here, which forced me to consult the walk-through. And, instead of providing clues in the descriptions, the author makes suggestions directly to the player.
Still, this game has interesting stuff in it. One of the game's branches creates a small role-reversal for the player-character. Instead of an NPC following the PC, you follow another character. Fun, but taking this path bypasses the game's best puzzle. There's also a vivid, and effective, action sequence here, a rarity in IF.
I'd say it's worth fighting the parser a bit for a few good puzzles and the excellent writing this game offers.
Two schools of thought (used to) define adventure games. One school says, "an adventure game is a story whose conflicts have been translated into puzzles," while the second believes, "an adventure game is a puzzle described in terms of a story." The difference is significant.
If you look at "Corruption" through the eyes of the first school, you will see a vastly unfair and agonizingly difficult work of interactive fiction. The game cannot be finished, or even understood, without experience gained through player-character "death." Much of the behavior required of the player character, like spying on his peers or breaking into his partner's office, will, initially, seem unmotivated and paranoid until the player gets stuck in a few dead-ends first. What's more, I can predict, a little smugly, that everyone will discover, just before he thinks he is about reach "Corruption's" climax, that he neglected to do something or other at the start of the story, and must replay the entire game. For instance, (Spoiler - click to show)I found out that I should have thoroughly searched the toilet sometime before the 15th move.
If that sounds irritating and tedious, this may not be a game for you. On the other hand, members of the second school of thought will find a mesmerizing, Chinese-puzzle-box of a game. "Corruption" is a giant riddle, and to decipher its meaning, you must play, and replay, each of its parts. Once the player has mapped out the movements of the non-player characters — who are deftly portrayed, and whose characterizations add much to the bitter, cynical atmosphere of this game — he will recognize a web of deceit and betrayal, and be able guide his character to paths that lead to a satisfying ending.
In short, "Corruption" is a well-written, bug-free puzzle fest, and the puzzles are strongly related to an interesting suspense story. Just remember to save early and save often.
"Arthur" is a clever synthesis of a few of the earlier, usually neglected, legends surrounding the legendary King Arthur's youth. Arthur must prove to Merlin that he is ready to accept the responsibilities of a monarch. Empowered by Merlin's ability to transform himself into different animals, he slithers, burrows, and flies through the wilderness surrounding Glastonbury.
Despite the fact that it's set in the wilderness, "Arthur" teems with characters. Bob Bates quickly and cleverly etches the kind, but stern, Merlin with just a shade of menace; each of the variously-colored knights that stand in Arthur's way has a distinctive personality (my favorite is the Blue Knight, who must have just wandered over the hill from the filming of Monty Python's "Holy Grail"); and the evil King Lot is, well ... evil. The protagonist is, as usual, missing, but "Arthur" sports another dozen delightful personalities that I won't spoil for you. I will, however, tell you that Mr. Bates found room to pay homage to that first memorable IF character, Floyd!
"Arthur's" only weakness lies in its structure. After following Merlin's lead, the player could find himself wandering aimlessly through more than half of this sizable game. It's a problem that could have been easily fixed, and, as a matter of fact, I'll take care of it right now: (Spoiler - click to show) After you deal with the injustice Merlin mentions, walk as far southeast as you can. Listen to what the nice man in red says, and try to be agreeable.
Just read the title instead.
Much better than would be expected, considering that this game was designed by committee. On the one hand, it contains a few genuinely creepy moments, some clever puzzles and bits of evocative writing. On the other hand, it contains way too many disparate settings and the quality of the design, writing and implementation varies widely between the different story segments.
"+=3's" thesis is that a puzzle's difficulty is not directly related to how logical the solution to the puzzle is, but rather by the context that the puzzle appears in. Most seasoned IF players will find this game's one puzzle infuriating because it cleverly defies IF's conventions, yet the puzzle's solution is not only logical, but, literally, a cliche.
Frustrating, but fascinating, LBM is a puzzle of a game in several ways. With a tone that swings from aggravation to black humor to horror, a genre that shifts from slice-of-life to mystery to horror, motivations that are obtuse, and metaphors that are dense, the game may be absorbing, but it may also leave a player bewildered. And, no matter how it's interpreted, the game's notion of what "learning to love yourself" means seems horrifying.
Odd, eerie, surrealistic, and foreboding, "Shade's" mood is its real attraction. The game's only "puzzle" is actually a very clever meta-puzzle; once you've noticed what all the significant commands in the game have in common, you'll get the gimmick and soon find yourself at the game's notorious ending.
"Busted's" drug-themed subject matter allows it to play with campus-life tropes in a surreal manner, with a humorous effect. This also allows it to apply some of the more annoying conventions of old-time adventures, like hunger and sleep puzzles, to its collegiate setting in a relevant and clever way.
The result is as much a frivolous survey of university annoyances and practices as it is a homage to first-generation text-adventure games. It's enjoyable, engaging, and funny.
Play the AdvSys version if you're able to; it's much better implemented than the Z-Code version.