After lying through your teeth about your lockpicking skills (which are non-existent), you were allowed into the Thieves' Guild. However, instead off stealing old ladies handbags, you are sent to a mysterious island, a letter from the Guild Master with your objective in your pocket.
Isle of the Cult starts out very laid-back and lighthearted. So much so that when a) the letter with your goal on it turns out to be illegibly smudged by seawater, and b) the fishing boat that dropped you off sails away with your burglar's gear still in it, you decide to just wing it without any equipment.
So you set off to explore the island and you soon come across remnants of an old civilization: an abandoned village and two temples on a hill. The ex-inhabitants of the village probably said to each other: "Hey, if ever a lone adventurer comes this way, we might as well make them feel welcome!", and left a few easy obstacles in the way. "The way" being a straight north-south avenue with buildings to the sides.
Things change when you get to the southern part of the island. Here, narrow paths wind through the jungle to isolated locations, ravines and streams block your path. In the center of the jungle a great fog-tipped mountain looms. There are harder puzzles you must solve to get to locked off areas of the map. Not harder as in complicated, but cunningly deceiving, making you look one way while the solution is right under your nose. Quite exhilarating to solve these, really. A few red herrings are thrown in for good measure, and these add to the overall abandoned island-feel.
The writing in Isle of the Cult is not remarkable but it is efficient and to the point. Storywise there is hardly any story or plot to speak of. This is an oldschool puzzle adventure. But it is an excuisitely polished one. The author has thought of many unnecessary or "wrong" actions and has provided appropriate, helpful or funny responses. Your movements are described tersely, reminding you that you are crossing jungle-terrain, not just going E or N on a grid.
A smooth and sometimes misleading adventure. Nothing groundbreaking, but very well made. A joy to play.
Wow! That was really really really cool!
The year is 1347 AD. You, a renowned scholar and theologian, have been summoned by King and Pope. There has been a tragic fire in the library of the great abbey at Montglane. The fleeing monks have rescued as much of the treasures as they could, but the location of certain ancient relics has been forgotten through the centuries. You are to retrieve them for the greater glory of King and Church.
The Abbey of Montglane is a 1988 DOS text-adventure. It is by far the oldest IF I have finished. (Edit: I see that the date on the IFDB page is 1993. I could have sworn I saw 1988 somewhere.)
Because of the limited implementation of objects and scenery, I had to switch my adventuring style from obsessively examining everything named in the descriptions to a more general exploring of the game-space. On my first evening, I spent more than two hours drawing a map of the abbey, and I hadn't even found the passage into the catacombs by then.
This game is awe-inspiring in its handling of space. The map is very large, and a huge chunk of it is open to exploration from the get-go. However, it is structured according to the layout of a historical abbey, a large rectangle contained within the outer walls. Most of the locations are next to one of the main paths, with enough of them to the side or in between to break the symmetry and give the map a more natural feel.
A medieval abbey was for the most part a self-sustaining entity, so the locations are very diverse. Next to the church and the monk's dormitories, there is a herb and vegetable garden, a bakery, a pigsty (with barrels for collecting the blood of a butchered pig!), a meditative fountain grove,... An impressive bell-tower looks out over it all.
The orderly structure of this above-ground map contrasts with the nooks and crannies and twisty passages of the underground catacombs. (No maze.) Mapping fun guaranteed!
The intro I have summarized above promises good writing, and the game delivers... for the most part. The descriptions are sparse, efficient and more verbose when needed. But: the juvenile 1980s text-adventure humour that pops up here and there broke the atmosphere enough for me to take away a star from my rating.
Solving the puzzles is mostly a matter of exploring thoroughly, taking the (surprisingly few) objects you find with you and remembering written clues until you need them. The best puzzle of the game is wildly unfair to modern standards, but it works and it is great and funny. Well worth solving without cheating.. (Spoiler - click to show)Learn by dying... A lot.
The Abbey of Montglane is a tremendous work of interactive fiction.
Highly recommended.
Wolfsmoon is a chilling text adventure with graphics that unquestionably add to the pleasure of playing.
You play as an unnamed explorer who takes it upon him/herself to investigate a series of gruesome killings around a small farmtown. While looking around the town I found it honestly scary, thanks to small details like a family sitting safely inside their home while I was alone on the dark town square, a crooked scarecrow on the outskirts of the village and the ever-present pale moon hanging in the sky.
There are a few great puzzles here. All of them involve but two or three steps, but they are very clever, giving me a real "Aha"-feeling when I solved them.
The map of the town is altogether small, but it feels very naturally diverse, with wheat fields and hills surrounding the town. The graphics here do a lot to make the area feel bigger, more open than its number of locations. White, gray, black and blue, with a hint of red here and there, they add immensely to the oppressive atmosphere. The moonlit clouds almost take on a physical weight pressing down upon you.
After solving the cleverly bottlenecked puzzles outside, you gain entrance to the lone mansion in the fields. Here, for me at least, the feel of the game shifted from a creepy suspense-thriller to a more brainy escape-quest. You must examine all the rooms closely to gradually find your way into the master bedroom. This involves an obscurely clued combination lock puzzle that would have made me give up, were it not for an explicit solution I asked and received. (Thanks!) (btw: if you get stuck on the same puzzle -you'll know it when you see it- you can ask on intfiction.org, or just PM me.)
The final confrontation wraps things up nicely with a not-so-twisty twist.
It is clear from the writing that the author is not a native english speaker. Most of the time this is not a problem. In some places it's actually beneficial, with an uncommon twist of words that helps the game's atmosphere. In one place it was confusing, but a closer look at the graphics soon solved that. (Spoiler - click to show)The author uses "alcove", which I envision as a recess or crawlspace in a wall. It was used in the game to mean a smaller indentation or hollow in a surface. To be fair to the author, in several online dictionaries "alcove" is indeed listed as a synonym for "indentation".
The word that pops into my head when describing Wolfsmoon is "tight". The map is small yet full of atmosphere and things to explore. The number of verbs needed is limited but doesn't feel restrictive. The descriptions are efficiently terse and they are beautifully supported by wonderful pixel art.
Play this in a dark room on a moonlit night. Shivers!
The WadeWars III: Askin was published as a DOS game in 1993. The author dug it up in 2000 and transferred it to Inform. Verbatim, as far as I can tell. What a missed opportunity to give it a thorough work-over.
Your weird science minded recluse of an uncle has gone missing so you go and search his appartment. There you find a mysterious machine with a big red button. Now, what do you do when you encounter Big Red Buttons on mysterious machines? Push them, right! I'd probably push the button even in real life... (People have warned me against this though...)
Pushing the button transports you to a mirrored, dungeonlike version of your uncle's apartment. After a few turns, you are transported back to the normal world. When you are standing in a particular room when this switchback happens, you end up in an altogether strange land, where the search for your uncle continues.
Now, the author has set us up in a quite well written (if you can stand the grating sensation of typos) fantasy land with an intriguing and promising puzzle-mechanism: a parallel mirror-map where East and West are switched and altered for a few turns. (Heck, it could make for an interesting maze-puzzle, where you alternate between realities to navigate.) Unfortunately, instead of being the basis for different puzzles, this mechanism is hardly used in the game.
Implementation is very shallow, there are lots of empty locations, the writing is of differing quality (plus typos).
One part of the game does shine: the way to the Cloud Palace where you encounter the Laws. Quite a vivid impression.
Disappointing.
Because, strangely, there is no inn in this otherwise standard Fantasy adventure.
I say standard, but it's actually a very good game.
After a lengthy but very funny introductory scene where you, the smith's apprentice, are appointed "volunteer" by the villagers to kill the dragon and get its treasures (the town has a bit of a tax-problem), you find yourself in a traditional Fantasy land. After talking to all the villagers and starting to explore a bit, you remember that aside from funny narrators, hidden treasure and a wizard in his tower, old-school Fantasy adventures also tend to be Big and Difficult.
-Setting: The entire map (minus a handful of hidden locations) is accessible from the get-go. The game thus has a great sense of spaciousness. The boundaries of the playable area are also very naturally worked into the narrative. There are mountain ranges with their peaks stretching out as far as you can see, grassplains too big to cross where you see the next town shimmering against the horizon, the ocean shore where you can just see the barbaric islands through the mist...
There are many, many locations. It helps a lot that they are geographically ordered. From the central village, you can choose to go to the river/swamp region, the forest or the rocky hills. The wizard's tower lies on its own mountain peak.
Some of these locations are truly beautiful: a hidden lake seen from a cliff above, a lone giant tree in the forest, the tower seen from a hill top far away...
The openness of the game world does mean that it can be hard to find that next loose thread while puzzle-solving, meaning that you will see some of the locations so many times that you don't care about that wonderfully described scenery anymore.
-Puzzles: The puzzles in The Windhall Chronicles are a mixed batch.
The three parts of the Wizardry-test are great. They are followed by a logic puzzle that I took out my chess pawns for and had a lot of fun solving. Most puzzle fans will probably have seen it in some form before though. There's a fetch-quest for the wood-elf that I found very enjoyable, and then there's the Mire Cat's riddle.
Then there are some puzzles that make sense,...in hindsight. The kind where you couldn't possibly tell what other function an object might have. Or where the sequence of actions is underclued.
One or two puzzles just make you go "Huh?" after finally checking the walkthrough.
It's a shame that the final puzzle, the dragon-fight, is completely clear and obvious (which I find a good thing for a final puzzle),but not described clearly enough to solve it while staying in the flow and thrill of the endgame.
-NPCs: To solve the puzzles, there are many characters that will help you. That is, if you help them first of course... This leads to some interesting fetch-quests and some funny conversations. It also adds to the feel of the game that all the characters have different opinions of one another, giving you a glimpse of the town's social dynamics.
Very important here is that all the characters (you/the protagonist included) have sleep cycles. Wildly differing sleep cycles... Your dwarven master gets up at 5:30 while the lazy alchemist doesn't wake up before 10:30 am. Some crucial information has to be got from an insomniac knight who doesn't show himself until after dark... Sometimes you can be forced to WAIT twenty turns because the character you have business with is still asleep. (Knocking on their door doesn't help...)
On the other hand, it is very rewarding to plan out your actions so that you can solve a puzzle and give the result to a character just as they get up. Therefore, I strongly recommend copying the sleep times from the walkthrough. They are all listed at the top of the page.
-Writing: The writing is good, sometimes very good. I only found a handful of typos, which is not a lot in a game this size. Some location descriptions are simply beautiful, but the prose does turn a bit purple after you solve some key puzzles. Also, both the intro and the epilogue are very wordy. Well written, but wordy.
The writing is also truly funny at times. Can't say much without giving the away the jokes but: (Spoiler - click to show)the shed falling apart when you turn the long-sought-after key...
So:
-The sense of space, Fantasy feel, natural borders and wonderful surroundings make this gameworld a joy to explore.
-The lack of pacing/bottlenecks, the sleep cycles and the undercluedness of some puzzles can lead to pointless wandering.
All in all, I was absorbed in this game for a week, often pondering puzzles in bed and coming up with new things to try.
Strongly recommended.
(If you enjoy this kind of text adventure, be sure to check out Larry Horsfield's Alaric Blackmoon-series)
Well, this was straight up my alley. Squarely in my comfortzone. Apparently I feel comfortable exploring the dimly lit streets of a gloomy abandoned city... (huh, what does this say about me, I guess...)
And exploring you must do. Since Nightfall is basically puzzleless, it's all about looking around and solving the Big Puzzle: Who is She?
While you search around the big, big map, some locations will trigger memories, which can be RECAPped to get a picture of this mysterious person you've actually half-known most of your life. Glimpses into her inner life, helping to make sense of what's happening this night.
The author has included some helpful commands to help navigate and keep your place in the story. (GO TO, REMEMBER, THINK). These are a great help, especially since the PC has a lot more knowledge of the geography than the player, and because it's easy to be unsure about what to do next in such a big city full of possibilities.
Writing and implementation are very good, good enough to have you wandering around Xing everything and forget about the time.
Yes, time matters in this game. You have to find her in a certain amount of time or ... Actually I don't know. I found her by 01.37am. I have no idea how much more time the game goes on for. (You can check the time limit in the help menu at the beginning of the game if you want.)
Depending on the route you took through the city, the locations and objects you examined, you get a different ending. (I got a "losing" one I think, but I liked it nonetheless.)
A game with great atmosphere, it deserves to be played/read attentively, best of all in one or two long stretches.
Playing Sunset over Savannah is a marvelous experience.
It is a story about personal growth and difficult emotional decisions in a magic-realist setting. The protagonist goes through a sequence of changing emotions about his life and himself that reverberated strongly with me. The setting reflects that. It is an everyday beach location, a pavilion by the seashore, that is suffused with wonderment about small beauties. At defining points in the story, the magic breaks through in illusions or visions whose reality is up to the reader to interpret.
Hard as it may be, the writing succeeds flawlessly in capturing that feeling of wonder in the real. There are carefully crafted short descriptions of the beauty of beach, sun, sea... Responses to actions are clear and to the point.
Following important emotional breakthroughs the author goes all out in dreamlike prose, that fits with the moment in the story.
All through the game there is a fun, friendly humor, making the player feel at home in this world.
Of course, a bug at the wrong moment would kill the fragile atmosphere of a game like this quite swiftly. Fortunately, Sunset over Savannah is very much up to the challenge of sustaining this wondrous experience. I found one tiny bug and less than a handfull of typos. Things like sand, water and ropetying are well handled, as are swimming and diving. The little details like a small crab scuttling around in the sand or the pressure of a wave crashing above while diving add immensely to the immersion. There are also tons of meaningful responses to completely unnecessary commands, which makes it a joy to just play in the sand.
The puzzles our protagonist has to solve to get a grip on his own emotions and resolve are hard. Really hard. (To me, that is. I'm not that proficient in that department.) It was particularly difficult to find that first loose thread to get the ball rolling, and even then, the ball got stuck more than a few times. This is no punishment however, having such a beautiful place to wander around in. It pays to think about all the properties of the inventory-objects, all the possible functions they could have.
There is a good help system with vague-to-explicit hints per puzzle, but once you've explored all locations thoroughly, all you should maybe need are one or two nudges.
A lesser game would have a serious problem with integrating so many hard puzzles into a story that depends on depth of emotion and fragile wonderment. It would be hard to maintain the willing suspension of disbelief on the player's part.
Not Sunset over Savannah. The characterization of the protagonist and his mental state are strong enough to maintain the illusion and the immersion.
A beautiful, beautiful game.
This, ladies and gentlemen, is good work!
"Fragile Shells" is an excellently made text escape game. It consists of a series of interconnected puzzles, all of them solvable by using logic, common sense and a ready knowledge of basic physics.
Maybe too easy for some, but I found that the layering of one puzzle onto another, linking their solutions together into one clear chain from the givens to the conclusion was very satisfying indeed.
Just about every command I tried had a meaningful response, a very friendly game indeed.
Add to this an exciting backstory remembered in bits and pieces by the protagonist to frame it, and you get a short and delightful IF-gem.
Edit: It has been brought to my attention that what I called "retro-gameplay feel" is actual sparsity due to the limitations of the Commodore 64 on which Hibernated 1 was originally written. I therefore added a star for "tight programming in small nooks and crannies".
More in the comments.
"Hibernated 1" is a pretty straightforward sci-fi game with cool electronic engineering puzzles and an abandoned alien ship to spend a few cool hours as a space heroine.
That is, it could be, were it not that the game overdoes its retro-gameplay feel by quite a lot of notches for my tastes.
Although the basic descriptions are good, sometimes even great, implementation of scenery is almost non-existent, making it hard to get a feel for the spaceship you're investigating. Even more frustrating, implementation for needed objects is also very minimalist, leading to exchanges such as this:
> X SLAB
It is what it is. A closer examination does not reveal any new insights.
Is the glass slab lying on the floor or standing upright? Is it the size of my head or taller than me? Is it clear and transparent or milky and opaque? These "new insights" might give an inkling as to how to use this thing.
Oh, talking about that verb: due to the two-word parser, you need to USE objects. In the right place, and , very importantly, at the right time. If you do not, the response is unforgiving.
>USE PARTS
That is not an option.
Even though you really do need to use those parts in that location, only there is something else that has to be done elsewhere in the ship first. So, no helpful responses to tell you you're on the right track.
Well, since you're carrying around IO, a semi-sentient robotic tamagotchi to assist you, you'd think that helpful feedback would be provided by simply:
>TALK IO
but unfortunately, 99% of the time you get:
That is not an option.
Because of all this, it is clear at every moment that you are not a female spacecaptain uncovering the secret of a lost alien spacecraft. You are you, sitting at your computer taking a stab at the right sequence of commands to type to make something happen to the gamestate.
That being said, once you've come to that agreement with the game and with yourself, "Hibernated 1" is a fine "logic-in-the-dark" puzzle. Just don't expect too much back from it, like feedback and stuff...
I played The Dreamhold in tutorial-mode. The tutorial voice was really well done, providing not only a basic introduction to IF but also guidance to certain puzzles and avenues of possibilities deep into the game proper. It never gets too intrusive.
There is an immense castle/dungeon to explore, with quite a complex layout. I like making my own maps, so this was a fun excercise on its own. You start off in a recognizable, habitable few rooms, and the further you venture from that center, the more varied and fantastic the locations get. There are a few vantage points up above. The wide sunlit vistas from these are a nice contrast to the dark feeling in the rest of the castle.
The puzzles in tutorial-mode are well-clued and solvable without hints, provided that you are well and truly engaged in solving this game. Especially near the end it is neccesary to understand what you have learned during your journey, instead of just having gone through the motions.
The sunlit vistas I mentioned are welcome sources of light and space in this game. I would have welcomed just a sprinkling of comic relief or self-deprecating humor from the PC to break the sad-and-gloom atmosphere a bit more. After some time searching the halls and domes the air in the castle starts weighing on the player's mind.
The implementation goes very deep, for scenery-objects as well as for "wrong" commands. Most things the player tries are recognized and their impossibility or impracticality explained, instead of getting a standard sarcastic snarl.
Fun, big, entertaining. Three stars for now, maybe more when I replay in expert-mode.