Ratings and Reviews by Wade Clarke

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The Mystery of Silver Mountain, by Chris Oxlade and Judy Tatchell
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Haunted House, by Jenny Tyler and Les Howarth
Wade Clarke's Rating:

Rhadshur Warrior, by Roger Pender
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Dungeon of Doom, by Dan Knezek
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Assault on Dolni Keep, by Tom Zuchowski
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Varkana, by Maryam Gousheh-Forgeot
9 of 9 people found the following review helpful:
A lush world, but if you aren't a fan of ASK and TELL, I'd steer clear., December 15, 2010*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, fantasy

Varkana is a tale of arty diplomacy set in an earthy yet glamorous fantasy kingdom which feels like it is populated mostly by women – though empirically speaking there are probably as many male characters as female. The city of the game breathes with interesting life and detail, but it's hard to stay immersed in a story as alternately widespread and wandery as Varkana's when the game doesn't do enough to direct the player towards the ends that are really useful in its conversation system.

In the rawest terms, your progress in this game is heavily dependent on your ability to TELL and ASK the right people about the right things at the right times. If, like me, you don't even like the TELL/ASK system, I would not recommend Varkana to you. And even if you do like lots of conversation, there is a significant bug in Varkana resulting in NPCs ignoring important topics unless you make a nonsense query of them first. This bug is documented by the author in her README, and the game will always be of lesser quality than it could be so long as the bug is there.

In spite of these troubles, I found myself significantly immersed in Varkana's attractive world for about half of the game's duration. The opening backstory tells of ambassadors from another kingdom visiting your native Varkana, and of the political wiggling which ensues. There is a lot to take in, and I had to re-read the intro a few times to make sure I had got it. Then I found myself in the position demonstrated by the game's lush cover art by author Maryam Gousheh-Forgeot: That of being a glamourous bookcrafter woman named Farahnaaz, giving a boost to my equally glamourous friend Nivanen so that she can peek through a window.

We were spying on the new arrivals in town, but I immediately had trouble conversing with Nivanen, not sure what I should be asking her about, or whether I had asked her enough questions before I put her down, and whether I was interacting with a bug at times or whether she just didn't know what I was talking about. I had thought we were on a mission, but pretty quickly after our attempt at spying, all the main characters relaxed, and could be found chilling in the local bathhouse and having their hair done.

So much information had been presented initially that I had the sensation at this point that I might be doing something wrong, or just not know what I was doing… but it turns out that this part of the game is meant to be observational and meandery. There are citizens and a spunky cat wandering around, and exotic props and buildings to check out. The physical environment has its own logic which makes it feel real.

Unfortunately it takes a while to work your way back into the intrigue plot, and the further you get into it, the more you have to ASK and TELL judiciously. Sometimes you have to repeat conversation commands several times in a row just to extract all the information from individual characters. Bumping against the interface and trying to follow the sense of all the politics was arduous for me, and I eventually lost interest. Unfortunately the walk-through did not work transparently for me, so I was unable to complete the game.

Varkana presents the details of a world vividly, but its direction as a game is vague. Whether a player can become involved in its politics or not will depend on how much they like this kind of conversation-based progress in IF and whether they can persist with a less than ideal implementation of such conversation. Also, the backstory is very full before the player even starts the game. This fact could be mitigated for folks whom it might stress out by the hook of the initial spying-over-the-wall scene… but potentially immediately unmitigated if the first command typed in the game produces the first of many failures to communicate, as it did for me.

* This review was last edited on February 4, 2012
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Dracula, by Rod Pike
8 of 8 people found the following review helpful:
Garish and gory, bewildering but compelling., December 10, 2010*
by Wade Clarke (Sydney, Australia)
Related reviews: Commodore 64, horror, commercial

Dracula is an exciting, garish and highly confounding 95% text adventure which was released for the Commodore 64 by CRL in 1986. It was the first of a series of similarly themed horror adventures by Rod Pike (and later, other authors) including Frankenstein and The Wolfman. Dracula broadly follows the events of Bram Stoker's novel and remains highly regarded in C64 circles to this day for a multitude of reasons, sensationalism amongst them. The non-text 5% of the game consists of gory digitised images which are displayed when the player meets one of the game's many violent ends. The game deliberately courted the attention of the British Board of Film Censors, and got it; it was the first game in the UK to receive a 15 certificate. The game's producers admitted they had wanted an 18 rating.

"Their claws bury into my flesh! They beat their wings on my body while their beaks tear into me! They are tearing me to pieces!

ARRGH!! MY EYES!! NO! THE PAIN.. I CAN'T STAND THE PAIN! I CANNOT SEE!!"
The above passage is typical of the game's thrilling tone of demise, and after each death the player is treated to a SID chip rendition of Bach's Toccata and Fugue in D minor.

While all of these flourishes are inseparable from the game's intense atmosphere, they aren't the primary elements of what, it must be remembered, is an adaptation of a classic novel. The game puts the player into the shoes of two of the novel's heroes, Jonathan Harker and Doctor Edward Seward, and presents puzzles across a wide range of contexts: Good old-fashioned obstacle removal by useful object, observation and exploration, warding off Dracula and his minions and, perhaps bizarrely, the testing of social and domestic common sense.

The game is frequently unfair, with an inconsistent approach towards what the player knows versus what his/her character knows, lengthy and attractive room descriptions which are nevertheless quite misdirective, plenty of unheralded and undoable deaths, and countless incidences of time-based sequences in which you have to start typing WAIT repeatedly to achieve crucial aims. Considering all these difficulties, I was surprised by how enjoyable I found Dracula, and I realised that the game's mitigating circumstance is that for two thirds of its length, it is almost entirely linear and episodic.

If you've been dropped off by coach at Dracula's Castle, and you're standing in front of a locked door and there are no other exits, what else is there to do but assault your current location with every verb and noun you can think of? I discovered in playing Dracula that I don't mind brute forcing a game so long as the story is exciting and the process isn't querulous. Many stretches of this game involve just getting through one or two rooms at a time using only observational skills or objects that are immediately at hand (okay, and at times, desperate illogic). What you don't have to worry about at such times is whether you failed to pick up some important item twenty rooms earlier. On the other hand, what you do have to worry about are the game's assumptions about your character's knowledge, abilities and inventory, as these change without warning throughout the adventure.

A tiny first room (Spoiler - click to show)spoiler: In the game's first location, your path into the inn is blocked by a drunk coachman. Checking your inventory shows that you are carrying nothing, not even money, but the solution you must dredge up is PAY COACHMAN. You might say to yourself, 'Fair enough, I can now assume I carry money around with me,' and the assumption holds true for awhile as you lavish various Transylvanian yokels with your Earth dollars. But in a later chapter of the game, your money starts off in a coat which you aren't wearing, and you won't be able to pay people until you have noticed this, taken your coat from your chair and rummaged through it.

A less nitpicky observation is that despite the fact that you get to play two very intelligent men in this game – or at least one very intelligent man plus Jonathan Harker – there will be times when both men are capable of acting like imbeciles if they do not receive your explicit directions to the contrary. The game's wavering treatment of the entity that is 'me' certainly caused me to reflect on what what actions I expect should be automatically taken for me during a text adventure, based on the qualities of my character in such games where I am playing a character with a pre-existing background and disposition (like Dracula) as opposed to games where my character is entirely a cipher for action (like Zork.)

The silliest incident along these lines in Dracula occurs when you are playing Doctor Seward and need to catch a train to Stratford. (Spoiler - click to show)Having purchased a ticket, you then step south onto the platform. As often happens in this game, the room description does not mention any of the exits. Most of the time you can only find these by trying to move in every direction in turn. So you dutifully wait for a train to arrive, then board it. To paraphrase what happens next…
"You caught the train to Folkstone. You lose."
Apparently the doctor is so klutzy as to be unable to board the correct one of two trains from his hometown station without player input, though he oversees the running of an entire mental asylum for his day job without the same. What the player must do here is bump into every 'wall' in the original platform location, find that there is a path to another platform and go and wait there, despite the fact that neither platform is labelled.
It pays to save often in Dracula because you never know when another strange game-ender like this will crop up.

The game's prose is often uncharacteristically rich and lengthy for a text adventure from this period, even if the author misuses apostrophes. His punctuation mistakes don't matter because the perilous tone and content are well delivered, and the compelling writing places you thoroughly in the shoes of each character. The prose is also delivered in a gothic red font which definitely helps to create the game's particular atmosphere, at least for those whose eyes can stand it. Even in the game's heyday, hackers released patches which allowed players to use a more basic font. Different kinds of text are colour-coded, marking out objective description, your own thoughts, other characters' dialogue, etc., and this feature provides visual interest and clarification. The game's parser comes across as fairly opaque, simply because the game is so episodic that all the vocab you might struggle to guess is only relevant for a screen or three at a time.

It's hard for me to think of any other text adventure which trespasses so often against sense, logic and fairness, but which has remained engrossing to me. Dracula benefits from the qualities of Bram Stoker's novel, maintains the book's fearful tone in its prose and recreates some of its most memorable sequences, such as Harker's imprisonment and escape. The game presents mostly as sequences rather than as an open environment, and this seems to be the key to making its often inscrutable puzzles work. The player must doggedly persist with minimal cues to claw his/her way from one dangerous scene to the next, bashing against the walls to find the exits and turning to features in the environment which even the game itself suggests are useless, like a cupboard described as 'totally empty' which, predictably for Dracula, isn't.

Dracula demonstrates that there can be unexpected benefits to having a linear structure in a text adventure, and its decided confusion towards the ideas of character and agency is at least thought-provoking. It knows scary and is reverent to its source material. It is also highly irrational, probably impossible for any modern player to complete without the walk-through, and not a place a newcomer to older adventure games should start, fans of Stoker's book excepted. I believe, however, that anyone who does play Dracula today will be able to perceive why the game is well remembered.
* In 2003-2004 some Inform users remade Dracula using this modern Interactive Fiction system, an impressive feat. In the way of fidelity, the remake offers a choice of Commodore 64 or Amstrad colour schemes, and in the way of niceties it offers cleaned up text formatting and the inclusion of features like UNDO. Strikes against the remake are the absence of the original music (replaced by an extremely dodgy Bach MOD) and the replacement of all the original graphics, except for the title pages, with uninteresting 3-D renderings. The new version is undoubtedly easier to play but it loses the specific aesthetic effects of the Commodore 64 hardware.

* This review was last edited on July 17, 2016
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East Grove Hills, by XYZ
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The Pawn, by Rob Steggles, Peter Kemp, Hugh Steers, Ken Gordon, and Geoff Quilley
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The Wizard and the Princess, by Roberta Williams and Ken Williams
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