Ratings and Reviews by Wade Clarke

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Strange Day at School, by Mt
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Shock in the Cinema, by Andrew Gallagher
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Lost Hearts, by Oskar Strom
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The Lighthouse, by Eric Hickman and Nathan Chung
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The Event Horizon, by Craig Berry
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Door Simulator, by Giggling_Kiste
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Barrow Escape, by MistrBlue
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The Pyramid of Anharos, by Pat Hurst
2 of 2 people found the following review helpful:
Killing The Player 101, April 11, 2015
by Wade Clarke (Sydney, Australia)
Related reviews: Eamon, fantasy, Apple II, RPG

The Pyramid of Anharos hails from the heyday of Eamon, a time when Eamon authors who were making what you might call serious adventures – rather than jokey or personally expressive ones – were constantly trying to come up with new ways to outsmart (read: destroy) players who by now had about 100 different paths to hack or cheat their way around standard Eamon mechanics. Where swathes of powerful monsters might not ultimately stop a PC, difficult custom-programmed puzzles that paid no heed to the PC's engorged stats or superweapons probably would. Thus solidified the tradition of difficult, player-killing puzzle Eamons.

My speculation is that this author versus player attitude was exacerbated within Eamon because of authors' infuriating visions of character-hacking, upstart players who really needed to be facepunched to the floor. After all, if you had slaved away at making a challenging Eamon adventure, and you'd finally got it out there back in the days when getting it out there was infinitely more difficult than it is now, would you enjoy the thought of having your game cleared promptly by cheaty types?

Pyramid of Anharos definitely facepunches the player to the floor. It's not really wrathful about what it's doing, but if you put a character you like in the disk drive, it's guaranteed that they will be killed and deleted, probably multiple times, assuming you backed them up or cheated in the first place. The reason this is so tiring in Eamon is because you do have to keep cheating, hacking, breaking the game off and switching disks if you want to complete it, restarting every time. Your saves are deleted, too. Pyramid has tough puzzles and one undoable instant death after another. I reached a point where I become too annoyed with all this to want to risk experimenting any more, so I hit the walkthrough.

The puzzle collection and overall coherence of this game is actually pretty good in an adventuresome sense, and that's why I give it three stars – I consider it a worthy example in the Eamon catalogue of the kind of hyper-frustrating aesthetic I've described. I don't recommend playing it today if you're seeking an entertaining challenge; I only recommend playing it to see what these killer games were like.

There's a desert maze you can overcome if you just hire a guide. Glyphs you can read to learn secret words you need to say. Mummies you can search to find magic items. A few annoying riddles to answer. A gauntlet of deadly rooms with increasingly ravaged corpses on their thresholds as a warning. You also need to keep your water supplies topped up or you die of thirst. The main problem with Pyramid is that you get killed just for trying things out. The other problem is that it's particularly variable in its implementation approach. Sometimes important items are picked out, sometimes they're buried in the scenery. Sometimes you find a secret door by just LOOKing again, sometimes you need to examine a specific unhighlighted object. This amounts to you having to try interacting with everything in about four different ways to pluck the needles from the haystack. And in Pyramid, nothing is not in the haystack.

The author, Pat Hurst, was known for throwing some moral content into his Eamons, mostly of the 'help a beggar or pay later' variety. There's another beggar in Pyramid, though weirdly there's also a desert raiders camp where you basically need to pick which group of folks you'll hack down in order to get to the other side – the children, the women or the men. Tom Zuchowski's walkthrough opts for the women; like he says, it's the most direct route. And when a game is as unreasonably difficult as Pyramid of Anharos, you probably don't want any more indirect routes. It has notable production values, but it's also a prototypically devilish player-killer from middle school Eamon.

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Baluthar, by Chris Molloy Wischer
4 of 4 people found the following review helpful:
An effectively grotesque dungeon adventure set on a strange world., April 8, 2015*
by Wade Clarke (Sydney, Australia)
Related reviews: horror, Inform, fantasy

Baluthar is a fantasy-horror adventure set on a world which has been invaded by the Ivarns, a destructive and technologically advanced race. While this setting informs the events of the game, it does so from quite a distance. The game itself is really about a father following his missing son down the horrible dungeon in the well outside their hut. You play the father, and must first drag yourself out of bed after reading a heavy, non-diegetic quote from the book of Ecclesiastes.

The construction of the sense of the greater world in Baluthar is impressive. The game physically presents just a very specific part of it, but through the ruminations of the character of the father, and through scenic features like paintings and through the anthropology of the game's rather horrible monsters – which are lovingly described – a strange portrait of the whole begins to emerge. I see that the game was criticised upon its release for not letting the player venture out into that whole, but this element didn't bother me. The game's achievement is the grotesque inventory of creatures and weird artefacts it delivers in the space of a single dungeon: a child-ghoul, rooms awash with rivers of fist-sized corpse beetles and a half-alive skull embedded in a laboratory wall amongst them.

Getting around these creatures and overcoming hostile magic are the subjects of the game's puzzles. They aren't too complicated, and there's a completist hint system built in if you get stuck. The writing is vivid, certainly purple at times, overloaded with too-long sentences and prepositions, but given the intensity of the content and the shortish duration of the game, the style does not outstay its welcome for what it's doing. It is also clever in building up the world mythology out of little strokes and asides distributed throughout the prose.

The parser itself is the weak point. It just isn't honed enough to deal with some of the more obvious ambiguities of player intent in relation to the game's content. Baluthar was the author's first game, and programming up the interactions is his obvious site for improvement. But as a fantasy puzzle game with a horror-leaning aesthetic, it is self-contained, imaginative and satisfying.

The game potentially doesn't follow up on the existential weariness expressed in its opening, but I'm not sure. After it was over, I found myself thinking about the way the character of the father had been expressed. Weary at first, single-minded in his quest to find his son, wordless by the end. Perhaps it was the ASK/TELL system, implemented rather feebly in Baluthar for communication between the father and son, that left a querulous feeling on this front.

* This review was last edited on October 28, 2015
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Burglary!, by Himself
3 of 3 people found the following review helpful:
At least there's an exclamation mark in the title., April 7, 2015
by Wade Clarke (Sydney, Australia)
Related reviews: incomplete, Quest

Bug-ridden, incomplete, and unintentionally very funny.

The opening line is: "This text based game puts you inside a modern American with the intent to steal a very desirable item..." Presumably a kidney.

Room descriptions are definitely from the couldn't-be-bothered school: "There is a single window here but nothing else, really. Some grass I guess."

And for a game which is about breaking into a house to steal something valuable, the burglar protagonist has set some pretty low bars. My favourite response came when I entered GET TOWEL while scoping out the house's swimming pool:

"You pick up the towel. Nice."

If I'm this admiring of my completely unimpeded theft of a used towel from a suburban back yard at 12:34 AM, and apparently also of the towel itself, I don't think I really need to be heisting jewels to satisfy my will to power. Some much simpler and infinitely less dangerous activity is in order for me!

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