Reviews by Wade Clarke

fantasy

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A Colder Light, by Jon Ingold

8 of 8 people found the following review helpful:
Atmospheric browser-based adventure of rune magic and icy plains., February 4, 2012
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, browser-based, fantasy

A Colder Light is set on plains of winter ice under a sky filled with significantly named stars. This world could be an alternate North Pole, or perhaps just the North Pole of another past time, but the game is described as fantasy and the geography is not specified. This is an atmospheric adventure with a very satisfying design, a good puzzle system, an attractive web browser presentation and a haunting feel.

The setup is that you live out in this frozen wilderness with your father, who has been teaching you survival skills and respect for the power of nature. One day he does not come home, and you must draw on your ingenuity and on the spiritual magic of stars and runestones to find out what has happened to him. Determining how and when to call the game's various spirit entities is the primary ongoing puzzle.

A Colder Light is driven by a combination of keyword hyperlinks in the prose and mini-menus of useful actions which pop up at the bottom of the screen, a combination well-suited to this game. The roster of locations is small, though dense with spirit puzzle action, and your runes need to be tested out in permutations, something I imagine could be a bit of a chore to carry out via typing. It's also impossible to waste time trying actions that have no bearing on the proceedings as they simply aren't available in the first place.

The game is designed in such a way that you still have to make some logical imaginative leaps yourself (which to me is the key attraction of parser driven games) based on your observations of which stars are visible in different locations and your ideas about which runes might do what. There is also a sense of bleak urgency which seeps through the modest but poetic-leaning prose of the narrator, and the strength and resolve of the character you're playing come through clearly in that voice.

The aesthetic design of the game screen sets the mood perfectly, with a semitransparent text window floating before a far view of the cold and dark horizon. There are, however, a couple of shortcomings in the delivery system. The first is the slowness of the hybrid Inform 7 / Quixe / hyperlinks game engine; it can take between 1/4 second to 1 second to process each action. This adds up over time and is especially felt on a repeat play. The second shortcoming is mostly a problem because of the first: there is no save capability. While the game can be considered short by most standards, and not too hard, the time it takes to play is longer than such assessments would suggest. So for now, if you want to take a break, it's important not to close the game window. Breaking off completely will necessitate a restart next time.

While the game engine may be an iteration of a work in progress, the game itself is definitely no experiment – A Colder Light is a very fine, compactly designed and enjoyable adventure whose contents play to this new delivery format while also bringing across some of the particular strengths of parser based games.

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Hogarth Castle, by K. R. Nestle

3 of 4 people found the following review helpful:
Retrieve the princess, but first say 'HOWDY' a lot., December 10, 2010
by Wade Clarke (Sydney, Australia)
Related reviews: Apple II, Eamon, fantasy, RPG

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.

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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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