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.
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.
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.
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.
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.
This is the one of the best of the very early Eamons. A king hires you to rescue his daughter Rowina (sic.) so off you go to Hogarth's castle where she's being held.
The principal schtick of this game is that you should be loyal to your allies. Don't rip off your pals and don't rip off the king if you want to win... but of course in Eamon it's fun to see what happens if you muck everything up, as well.
Frequently saying the codeword 'HOWDY' elicits neat advice from your pals, which proves variously helpful or essential for the castle section. The castle itself is possibly over-elaborate, given that careful mapping can get you to your goal quickly and obviate the need to explore the whole thing.
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.