Years before “Doom” was associated with a hell-gate on a Martian moon, it stood for Doomawangara, a remote, dangerous planet that has been the final resting place of adventurers foolish enough to seek out its treasures. Of course, in the Doom trilogy, you play just another fool in that queue, but you have advantages over those previous visitors- namely: game restarts, game saves, and unlimited UNDOs (depending on your interpreter).
The Doom trilogy is not fair by today’s standards. You will not beat the games on the first playthrough (nor the 30th, most likely), and each of the games has at least one puzzle edging on “completely insane”. Still, if you are okay with insta-deaths, mapping (including some mazes), and don’t get too ornery when you have to hit up a walkthrough (luckily, there is one for each game on the IF archive written by Richard Bos), there are enough nice, satisfying moments that I’d still recommend it to people looking for a fun, old-school distraction.
Still, it’d probably be best to give some advice on how to play these games-
1. These games continue the Phoenix tradition of not using “EXAMINE” (or any variation thereof) for looking at objects. Everything you need to know about an object is listed in its room or inventory listing.
2. Map everything, even when it costs you life to do so. The games are very much designed for trial-by-error.
3. “Rods” are supposed to be wands, I guess, and as such, they are meant to be waved.
4. There are several chemistry-related puzzles, so keep that in mind.
5. Read closely. Sometimes your one hint concerning something will be some throwaway bit of text that is printed and never mentioned again.
6. Figuring out the order of doing things is often part of the puzzle.
7. Type “HELP” early on to get an overview of any game-specific notes or commands.
Ok, let’s get to the game itself.
Countdown to Doom
Countdown to Doom has its share of issues working against it. Of the three, it’s the only game with an actual timer (400 moves, I think), adding an extra bit of pressure where there is enough already. The timer doesn’t end up being a huge deal, as one spends most of his or her time figuring out how to solve individual puzzles, and figuring out the most efficient order is a kind of fun last puzzle (and the timer isn’t so strict that I felt like my order-planning was even all that necessary).
There are two mazes, but all mazes in the series have a logic to them so figuring out that logic can be satisfying. Still, they will require mapping.
Speaking of mapping, CtD does the thing where exits to one location are not always the opposite direction to get back. That alone can drive me crazy, and in this case, it is exacerbated by the fact that “can’t go” messages often take up a turn (besides the aforementioned mazes, there are several areas that you only visit for a limited amount of turns, and there is annoying trial-and-error as you discover which exits are even available).
Still, the animal life (which, throughout the series, is often comprised of dinosaur-like species or other well-known tropes) and the variety of locales are interesting and imaginative enough to keep one going. There is also some usage of “action sequences” (my term, not the game’s) that are used to even better effect later in the series.
My rating-
I feel like I should only give at least three stars to games that I can recommend to any player. As such, I can only give two stars to Countdown to Doom, as I think its difficulties make it largely inaccessible to the modern IF gamer. That said, though, I’d recommend it to people looking for an engaging but challenging distraction.
Notes on this version-
I personally had to cheat at a couple points, and more so than the other games, I found variations in walkthroughs (because of the different releases) on the net, so if anyone would like a hint or nudge, feel free to send me an e-mail at roody.yogurt at gmail .
Maps-
For anyone who wants to cut down on the mapping (or get an idea on the amount of mapping involved), I’ve uploaded my own map, made in GUEmap 2. You can download the GUEmap version here or as a PDF here. Be warned that the map *is* spoilery, though, and it doesn’t even cover the most devious maze in the game.
(The full write-up of the series can be found at joltcountry.com.)
It is easy for me to put down a game after reading its intro, especially if it seems like the game is going to require an above-average amount of concentration. There was something about Nick Montfort’s Book and Volume that met this requirement. In retrospect, I have no idea what prompted this reaction. Just the same, it wasn’t until years later, when ClubFloyd got around to playing it, that I found out that was a big mistake. This is a very fun game.
Whatever worries I had going in were unfounded. If I had thought the game seemed gadget-heavy, everything is pretty easy to use. If the tech-guy-working-for-generic-yet-weirdly-named-tech-company premise worried me, BnV doesn’t use that as a passport to a bland, old school adventure (as some games have). If the early prospect of street mapping worried me, mapping isn’t necessary but becomes quite enjoyable once one gets far enough into the game and really wants to know the city.
And yes, I did say “street mapping.” The city feel is very much like one gets while wandering Rockvil in A Mind Forever Voyaging. BnV’s city is a bit smaller, and all of the main streets keep to a clean grid design, with only the occasional diagonal shortcut between blocks.
In fact, while the overall plot is nothing alike, I’d say playing BnV is the closest anyone is going to get to feeling like he or she is playing a new AMFV. Exploring and getting to know the city is its own reward. In fact, there are several off-the-beaten-main-quest-path things to do in the game that are fun to play with.
Some objects aren’t entirely clear. For instance, there are several kiosks in the game, and I don’t think it is adequately conveyed that they are electronic kiosks that need to be >TOUCHed. Also, there are sometimes enlightening responses hidden in somewhat inane actions, which is a little unfair to players who don’t happen upon them.
Plot-wise, I don’t want to say too much, for fear of spoiling anything, but the writing is good and it’s a nice ride. Even at its fullest disclosure, BnV’s plot and motivations are intentionally mysterious, which suits me fine. As it is, it gives BnV the feeling that the game world has more stories to be told and even more mysteries to unleash, if only in the player’s mind.
I think, if somebody is going to enjoy this game, they have to be tolerant of uneven games where some aspects are better-honed than others. Let's discuss the things it does well. Well, it's kind of a fun romp. Early on, it reveals a couple different backstories and seeing how they were incorporated into the overall plot was entertaining. Also, most of the puzzles are pretty fair, parser-battling aside.
One of the things I like most is that the game isn't deviously fatal. Most of the baddies (yeah, there are several) are of the Transylvania variety, where you can stand around them indefinitely without receiving any harm (that comparison is a little unfair as some Transylvania enemies were not so kind). The game ends up being more fun than scary.
Personally, the map is a tad larger than I would like. There's a forest just large enough to hide a couple items and make trekking through it somewhat annoying (but not impossible without a map).
As mentioned before, the parser can be pretty unforgiving, like the (Spoiler - click to show)bowl of candies that only accepts >GET CANDY.
"Hallow Eve" won't go on my must-play lists, but I think that people that open it should stick with it long enough to solve at least a couple of its puzzles. To that extent, it is successful popcorn fluff just like the '80s slasher films it draws its inspiration from.
Despite its capitalized objects and oddities, there's enough good things going on here that part of me almost thinks that an established author is having a laugh at us- trying to make his or her own version of, say, a Phoenix-type treasure hunt. The few puzzles I solved really did have a nice sense of accomplishment to them. Also, there is an odd sort of narrative going on (the protagonist has a past that we find out more about throughout the game).
Those nice things are dampened by shoddy implementation and a woeful lack of synoyms (I personally got hung up on (Spoiler - click to show)a goblet, some dye, and some unintuitive liquid management). I probably won't be giving this game another chance until an updated version comes out, but if one did, I'd definitely play it.