Ratings and Reviews by Wade Clarke

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Transylvania, by Antonio Antiochia
Wade Clarke's Rating:

Wishbringer, by Brian Moriarty
Wade Clarke's Rating:

The Lurking Horror, by Dave Lebling
Wade Clarke's Rating:

The Sword of Inari, by Matthew Clark
8 of 8 people found the following review helpful:
Sophisticated but very unfriendly., December 8, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: Apple II, Eamon, fantasy, RPG

In this fantasy adventure you must recover the eponymous sword which will save the world from oppression. The intro story is overly long for such a typical plot, but does set the scene for an atmospheric opening in which you are dropped off atop a cathedral by sky ship.

Unfortunately, the initial thrill of going on something like a thieving spy mission in enemy territory quickly gives way to some pretty aggravating puzzles. The precautions you must use to spirit the sword to safety without being detected are not unsophisticated in design or programming (you would hope not from a 2003 Eamon, as this is very much post-heyday) but they are well irritating, because you can wreck your game if you don't do the right things in the first few rooms, but you won't be told about your mistakes until you make it all the way to the end, at which point the game really rubs it in.

Other problems in this adventure are the stacked nature of some locations (in a handful of rooms, you need to examine almost every noun mentioned in the description to unveil a heap of embedded items - most other rooms contain nothing) and the vagueness of what you're trying to do once you get out of the cathedral. Some side puzzles have a lot of programming devoted to them but deliver unimportant payoffs which don't help you to complete the game. I spent ages trying to string together the right series of commands to achieve something in the blacksmith's shop.

In spite of its moments of undoubted sophistication, I found Sword Of Inari to be pretty hard going, even with its relatively small map - because of how easy it is to wreck your game without knowing about it, and how spread out and unpickable the most important puzzles are, and how hard it can be to dredge up the right command to interact with those puzzles.

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The School of Death, by Kurt Townsend
2 of 4 people found the following review helpful:
More like.. 'School of Boredom'., December 8, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: Apple II, Eamon, RPG, fantasy

Eamon#65 comes with a general thumbs up from the EAG, but I found it kind of tiresome. It's a bunch of straightforward combats set in a contemporary school, written from the point of view of a ye olde warrior (you) who has travelled through time to reach it.

The descriptions are arguably clever and consistent, but somehow I just found the overall effect monotonous. The school's boring, the combat verges on being sparse, and continuing to map the school required an effort of will on my part.

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The Devil's Tomb, by Jim Jacobson
2 of 3 people found the following review helpful:
It's not as devilish as all that!, December 8, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: Apple II, Eamon, fantasy, RPG

This early Eamon adventure kicks off by dumping you in a dungeon in Hades. The place isn't as diabolical as you might expect given its location in the universe, but it does feel threatening due to decently atmospheric room descriptions, which often suggest something terrible is just around the corner. What's usually around the next corner is more dungeon and the occasional battle.

There are, by modern gaming standards, a handful of aggro puzzle moments here. The way to deal with the Iron Door in the first room doesn't make any kind of sense. (For puzzle advice, read Tom Zuchowski's review at the Eamon Adventurer's Guild). I'd throw in one more kind piece of advice which will prevent you from tearing your hair out - (Spoiler - click to show)in The Devil's Temple - make sure to note which wall the door is in before you open it. You can't read its description again afterwards.

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The Lair of the Minotaur, by Donald Brown
4 of 6 people found the following review helpful:
Sparse. Reeeal sparse., December 8, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: Apple II, Eamon, RPG, fantasy

Extremely sparse Eamon loot'n'kill from system creator Donald Brown, featuring a maze with some monsters and, fortunately, a minotaur. A pleasant easy map, but all the empty corridors you have to traipse through would be tedious if this adventure was any bigger. 'Lair' has one horrible instant death, thus starting a great(?) Eamon tradition. But for the second Eamon ever, this is decidedly alright.

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Dracula's Chateau, by Paul Braun
4 of 5 people found the following review helpful:
Basic but fun 'loot'n'kill' Eamon., December 8, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: Apple II, Eamon, fantasy, RPG

Dracula's Chateau comes late in Eamon numbering, but apparently was written a lot earlier than that would indicate. In spite of having a few too many empty rooms in the castle, this is a fun and attractive Eamon romp with a basic 'fight monsters, grab treasure and escape' goal. It's got neato combat, the odd trick and an equally neat map layout.

The only thing you shouldn't waste time with is trying the 'DIG' command. It works in one room in the whole game, and there to lame effect.

The program did crash on me once, dropping me into BASIC.

A few glitches aside, Dracula's Chateau is a quality destination - albeit a simple one - for an Eamon vacation.

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Return to the Forest House, by Seciden Mencarde
4 of 5 people found the following review helpful:
The Forest House is back! And this time it's personal… more so., November 29, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 3.8, ADRIFT, horror

The child who was a child in the original The Forest House is now a teenager, and he (you) is dropped immediately into the eponymous house and confronted with monster and spook-shaped danger.

This game has little nods to Resident Evil (a shotgun on hooks on the wall) and Silent Hill (alternate realities with consequences for real realities) and considering the game's small size, it packs in quite the bite-sized adventure. It's probably the best designed and best to play of the three Forest Houses, in spite of being written in three hours and also subject to the OddComp 2008 restrictions on the number of allowable rooms, objects, tasks, events, and characters... (Spoiler - click to show)In this game's case, 7, 9, 11, 5 and 3 respectively.

These restrictions manifest primarily in the extreme lack of look-at descriptions for objects. You still can't get away with looking at nothing though, as there are a few objects which must be examined to enable progress.

The score system seems bizarre at first glance, being broken up into blobs of 17 points, but again this makes sense when you remember the game's comp bias towards odd numbers. One character is completely inscrutable, and though (Spoiler - click to show)the game has a couple of endings, trying to work out how to get whichever one you didn't get the first time may prove to be a hair-pulling experience. The inbuilt hints work well at all other times.

A higher-tech revision of this game would be welcome (though it might end up breaking the odd number patterns that determined most of its design), but instead what comes next is For3st House: Sacrifice, the most ambitious and craziest -- but also the most half-undernourished (?!) -- Forest House to date.

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The Forest House, by Seciden Mencarde
6 of 6 people found the following review helpful:
The beginning of an interesting little series., November 28, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: ADRIFT 3.8, ADRIFT, horror

There aren't a ton of text adventure game series around, let alone series in which each episode deals with the same setting and characters over time. "The Forest House" and its two sequels can make these claims, and what's cool is that they were written over two years (2007-2008) as entries in Ectocomp and The Odd Competition. Furthermore, each game was written in the space of three hours, with all this entails; smallness in the first place, and bare bones programming and bugginess in the second.

If you find low production values or the idea of more simple games intolerable, you should probably drive away now. On the other hand, if you're the kind of person who might be fascinated by the prospect of watching one fantasy/horror story being built up in three quick steps, the first being the author's first game, the third already demonstrating leaps of ambition (probably unmatched by execution… it was still written in three hours) then you may also be a bit charmed by the Forest House saga.

In the first game, The Forest House, you play a young boy who wants to sneak out into the forest at night to explore a house which no-one else can see, not waking your sister or parents in the process. The game presents just a handful of puzzles and evokes a decent atmosphere of childhood excitement.

This very short debut is ultimately the most technically polished of the three games, since it was given a revision makeover by its author after the original Ectocomp. Neither of the sequels have received similar treatment at this time of writing, and it is very important to point out that version 1 of the original The Forest House should be avoided -- bugs make it not-completeable, plus there are numerous other errors and missing descriptions. Version 2 (available from the ADRIFT website) is the one to play.

On its own, this game presents as an unspectacular but neat debut. It becomes more interesting when viewed as the first part of a story. Sequel "Return to the Forest House" offers more action and features the same protagonist, now five years older.

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