Ratings and Reviews by Rovarsson

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The Guild of Thieves, by Rob Steggles
2 of 2 people found the following review helpful:
Ace of Spades *, February 11, 2021
by Rovarsson (Belgium)
Related reviews: Heist

Magnetic Scrolls' The Guild of Thieves was high on my to play-list for a long time. Not anymore! See, it was abandonware for a long time, but none of the DOS-downloads I tried would work in DOSBox. Then the game was reworked for play on smartphones so it wasn't abandoned anymore. Now you have to pay for it. But... the nice people over at the Magnetic Scrolls Memorial website have put up the reworked version for free play in-browser. Thank you, nice people at Magnetic Scrolls Memorial!

In this online version, the gameplay of the original has not been changed as far as I could tell (comparing to older reviews and to other games of the same period). UNDO doesn't work, so RESTORE is your friend (trust me, when you've locked yourself up in a tight cramped space with no exits, it's your best friend in the whole wide world...) X object doesn't work either, but you can use L object instead. Lastly, you can make an account to get access to your saved games from different devices.

The Guild of Thieves starts out on a wide stretch of woodland and wheatfields. To earn your membership of the Guild, you must find all the valuables in the surrounding region and steal them. There are three big areas of interest you need to gain access to, and each of these has its own locked doors and other bottlenecks to get through. I loved this map. The feeling of a wide world to discover with enticing puzzles to get around that next corner. Also a lot of fun for the mapmakers among us. (I color-coded my map...)

At first, the different parts of the map seem disconnected, not only literally but also in atmosphere. There's a temple, a castle (not the medieval type but the later, overgrown lordly manor type), an udergound section,... that don't seem to have to do much with each other. As you solve puzzles and the map slowly opens up, the different areas are brought together nicely by the solutions of the puzzles. Information you need for a tunnel is found in the temple for example.

The puzzles are great... They are all understandable in hindsight...

No, seriously. The first few puzzles you'll encounter are well hinted and logical. The further you progress in the game though, the more difficult it becomes to deduce the logical steps of a solution from the clues. Add to that that some puzzles require you to make preparations on the other side of the map before attempting to solve them and you will understand why, yes, RESTORE is your best friend. This does mean that when you finally understand how the different pieces work together and the solution *clicks*, it's very satisfying. Also, the nice people at Magnetic Scrolls Memorial have provided a very good narrative walkthrough should you become overly frustrated. Thank you, nice people at Magnetic Scrolls Memorial!

The writing is what it needs to be in this type of adventure. Good descriptions, the occasional joke and a more verbose passage here and there in an important location. The Guild of Thieves is a rather serious game. Stealing the treasures and becoming a Guild member is important to you, so there's not too much goofing around. Fortunately, the Master Thief who's following up on your progress brings some comic relief to the story now and then.
The game's responses to failed attempts are mostly unhelpful, but don't let that keep you from trying to solve the puzzle. You may well be on the right track. Rewording commands can do wonders for a parser who doesn't know that much English.

When I started playing, I was pleasantly surprised that there were beautiful pixel pictures of the locations. It later became apparent that these are not very well adjusted to the flow of the game. It can be distracting to read about the field of golden grain you're supposedly in while you're seeing a dank cave above the text.

The story is just the barest excuse for a puzzle romp, but an engaging and entertaining romp it is. Highly recommended!

*You'll get it when you play it.

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Sir Ramic Hobbs and the High Level Gorilla, by Gil Williamson
2 of 2 people found the following review helpful:
Suicide by vitamin C, February 7, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy

Wow! This game sure doesn't beat around the bush. You, as Sir Ramic Hobbs, an out-of-shape and severely hung-over knight, are dropped in a bear cave. An agreement which you do not remember signing says you swear to save the damsel from the High Level Gorilla. Now on your way, start adventuring!

Sir Ramic Hobbs and the High Level Gorilla is a text-adventure from the old ages. Within the first few turns, a ton of anachronisms and wildly differing rooms have flown by. Each on its own, these are pretty funny. As a whole however ... uhm, they don't make a whole.

The gameworld is totally off its rockers. The locations and the mood are wildly inconsistent. The only thing holding this game together is whatever the author's impulses thought was funny at the time. This incoherent setting and atmosphere may get a few laughs, but it sure is not engaging or immersive.

Fortunately, this setting is home to some good puzzles. Apart from getting the right objects to use in the right spot, you also have to watch out that you move from room to room at the right time. If not, some invincible adversary will stop you from progressing further or just kill you on the spot. There are lots of opportunities to forget an object or an action in a room that you cannot get back to later. This means that the metacommands SAVE, RESTORE and UNDO are completely legitimate adventuring commands. Go explore the neighboring rooms and restore when you are confident that you have the lay of the land memorized.

There are two in-game help-resources: an overly humble "Bloodcurdling Owl", whose responses are so selfdeprecating they sound insulting to you, and the disembodied voice of Wizard Prang, your narrator (who doesn't seem to think very highly of your knightly skills... Up to you to decide whether to trust the advice this odd pair gives.

The absolute zaniness of this game amused me enough to keep looking just a bit further, and I'm glad I did. About three quarters into the game I encountered a Great Puzzle. The kind of puzzle that would be so obvious in real life, but that somehow manages to keep evading your wits in an adventure game. When I finally found the solution, I smiled. Nay, I grinned. Ear to ear. You know what I mean...

The High Level Gorilla is an uneven mix of dumb jokes, funny juxtapositions and non-sequiturs, frustrating deaths and at least one glorious puzzle moment.
Worth playing.

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The Battle of Philip against the Forces of Creation, by Peter Arnold and Anne Ungar
1 of 1 people found the following review helpful:
In other news: Demons have overrun the Vatican., February 5, 2021
by Rovarsson (Belgium)
Related reviews: Horror, Fantasy

But first:

Completely out of the blue, your D&D-game has cracked through the ceiling of your living room and spat out Tark, a confused sorceress. It has also incinerated your roleplaying band of friends and kidnapped your girlfriend.

The Battle of Philip Against the Forces of Creation is easily the most super-awesomest title for an adventure game I have ever heard. I wish I could write here that the game itself is as awesome...

Don't get me wrong, it's a fun game, but it does not live up to the radical-mayhem-supercoolness of its title.

After the intrusion of the D&D-world upon our own, you have to go on a castle-crawl to free Cindy. The puzzles are standard adventuring fare. Find a key, use a spell, get rid of a murderous demon-queen, stuff like that...
However, you have to die several times to know where the puzzles actually are, and a few times more to get the solution. That's obviously a part of the game. The death scenes are quite amusing.

The writing overall is quite good. The dark fantasy atmosphere when you finally get out of your house (past a Fire Elemental in the garage) is great. Once in the castle, the grim and oppressive feeling goes up a notch or two. In here, some descriptions, while well written, are downright horrifying and obscene. (So over the top to my tastes that it became laughable. But maybe not to all players. Be warned.)
Unfortunately, the scenery in those descriptions is disappointingly underimplemented. You are limited to examining and manipulating the objects in the list below the room description, everything else is met by a default "You can't do that"-response.

The castle is big and diverse. Many rooms are lusciously/revoltingly described. There are also bottlenecks in predictable but enticing places (getting in the cellar, climbing to the top of the tower,...), which makes for good pacing.

From background info on the Internet Archive and from an in-game object (the "Reference Book for People who are not Philip") I gather that this was a joke/gift game to Philip Kegelmeyer, the author of Tark Simmons, Priestess of the First Church. Because of this, there are a number of inside jokes and references that any other player will not get (hence the reference book). Nonetheless, the game is often funny and the grim & gore is well done (if you can stomach stuff like that).

Good game for a few hours of fun/gore.

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Cana According To Micah, by Christopher Huang (as Rev. Stephen Dawson)
4 of 4 people found the following review helpful:
Mmmhh, honeyed locusts., February 3, 2021
by Rovarsson (Belgium)
Related reviews: History

Cana According To Micah is a very nice retelling of one of Jesus' miracles from the viewpoint of a servant at the wedding in Cana.

In search of the last jug of wine that has gone missing, you encounter several characters from Jesus' time and entourage, trying to get their help in understanding where the wine has gone. The puzzles almost all consist of talking to the right people at the right time.

I found the fact that there is no real theological depth to the conversations refreshing. After all, you're a servant trying to solve a practical problem. Discussions about the deeper meaning of the dis- and re-appearance of the wine are for scolars in later centuries.

I really liked the setting. In spite of a really small map, I got the impression of a spacious house with a large number of wedding guests. There were some hints to the Jewish wedding customs at the time, but as you play a character from that time, most are only mentioned in passing.

After accomplishing one important task, a quote from the poet Coleridge pops up. Not only did this take me out of the time of the story, it also hid the game-text right after my last command. Annoying.

There are a few decision points where the story can branch. I did not replay to look at them as I was content with the one playthrough and the ending I got.

Nice historical/religious vignette.

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Border Reivers, by Vivienne Dunstan
2 of 2 people found the following review helpful:
Medieval murder mystery., February 2, 2021*
by Rovarsson (Belgium)
Related reviews: History

Murder most foul! Archie Elliot has been slain, his throat cut in the night. The Warden, the highest authority of law in these parts is called to snuff out the guilty party and apprehend the murderer. He asks you, his clerk and youngest son to do the sniffing.

Members of all the clans involved are gathered in the great hall of the castle. You must ask the right questions to the right people to find out who did the deed and tell your father about it.

During the interrogation section of the game, you can ask each person about several keywords, notably the four clans of the region. From their responses you are able to gather clues as to who is holding something back, who might have a motive and what that motive might be.
This process quickly became a bit mechanical to me. I imagined my character to be a quite young, somewhat timid man, kept under father's thumb while my older brothers are free to build their own life. It was hard to get in charachter though, as I could not greet people, nor could I offer my condolences to the widow and daughter. I had no choice but to barge in with the limited set of questions I had. The fact that "Archie", "murder" and "body" are treated as synonyms was a disappointment, as these topics could elicit very different responses in my imagination. (The living person Archie, the circumstances of the murder and specifics about the wounds respectively.)

However, I found it more engaging as I played on and I got to see the discrepancies between different people's answers and I began to form a hypotheses. A hypotheses that was confirmed by a clue I got about halfway through the game.

After a set number of moves, you are forced to make a decision (or make a wild guess) as to who the murderer was. Depending on your answer, the loose threads are nicely taken care of in an ending of a few paragraphs. (I got a "good" ending. I didn't replay to get a "bad" one.)

I enjoyed this game as a quick diversion, but I enjoyed it even more as a springboard to dive into the history of the feuding clans along the Anglo-Scottish border in the 13th-16th century.

This game provides a good illustration of something I find immensely interesting in human culture and behaviour: the fact that among these antagonistic, often warring clans, there was still a law (Border or March Law) that they mostly respected. (Apparently, if you were raided, it was within your legal right to raid the other party within a period of a few days. But only if you made a lot of noise and were carrying a turf-torch to announce yourself as legal raiders, instead of the sneaky illegal kind...)

Border Reivers could be expanded to make the interrogations more diverse, and maybe to include a bit more clue-finding in the castle. As it is, it's a fun and interesting experience. It got me interested in its subject matter, that's for sure.

* This review was last edited on September 1, 2024
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The Light: Shelby's Addendum, by Colm McCarthy
4 of 4 people found the following review helpful:
Saving the world with a single lightbulb.*, January 31, 2021
by Rovarsson (Belgium)
Related reviews: SF

The intro of The Light; Shelby's Addendum pulled me into the game immediately.
In a rather long passage the protagonist, a certain Shelby is hurrying to get to the scientists in the lighthouse when he is engulfed by an almost tangibly dense fog. Forced to take shelter, he falls asleep in a shed and awakens in the middle of the night. Although frightened, he takes his chances with the dark and the mist, only to find the lighthouse complex abandoned. Or so it seems...

Something went very wrong with the experiment. Up to you to find out what and how to fix it.

There are more long non-interactive passages of text like the intro in the game, like cutscenes and a fighting scene between two NPCs. They are well written and do not slow down the pace of the game. The opposite actually, in my experience. They felt more like rewards after a sequence of tasks done correctly, showing you the fruits of your labour quite eloquently.
The room descriptions are also lengthy and detailed, helping to sustain the dim and gloomy mood in the fog-surrounded lighthouse.

The map is seemingly wide open from the start of the game, with just enough locked doors and hints to other areas to keep it interesting. You can explore every nook and cranny to your hearts content at first. However, as you solve puzzles, you trigger some events that speed up the story significantly and take you to other locations completely, where the pressure to act becomes much higher. (I don't think there is an actual timer, but it sure feels like it. Good writing!)

The obstacles are never too hard. Most are lock and key-puzzles, opening up new and/or hidden rooms in the complex. Some are mechanical puzzles, figuring out what button does what and getting a machine to work. It's one of these that pushes up the tempo towards the fast and action-packed endgame.

The story is great if you are willing to let yourself be swept along. In hindsight, there are some gaping holes and improbable situations (No failsafes in a project of this magnitude? Really?). Turn your willing suspension of disbelief up a notch and you'll be fine.

The NPCs were a tad too distant to my liking. I would have liked to see a deeper exploration of the scientist-gone-mad bad guy. As it was, he was a bit of a caricature.

The Light; Shelby's Addendum shines through its fast-moving plot and its consistently gloomy atmosphere. Great game!

* The title of my review is a tip of the hat to the excellent walkthrough by David Welbourn. Use it sparingly, the game is not that difficult, but go over the whole thing after you've finished the game. The work of a true craftsman.

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Gateway 2: Homeworld, by Mike Verdu and Glen Dahlgren
6 of 6 people found the following review helpful:
TransWarp Adventuring., January 26, 2021
by Rovarsson (Belgium)
Related reviews: SF

In your previous Gateway adventure, you saved Earth from the Assassins out of pure altruism. That you also got a gazillion space-dollars for it means that you can now afford comfortably lounging in one of your penthouses on the 300th floor of a San Francisco skyscraper, living the easy life.
But what's this? Suddenly you get a call from the chief of the Corporation. A starship has been sighted on the far edges of the solar system. Because of your previous alien experiences, they want you to train the ambassador for a diplomatic mission.
And what's this? You get a second call warning you that a religious sect has sent a squad to kill you, hoping to sabotage the diplomatic mission and travel to the Artifact (as the alien starship is known) themselves.
From this moment on, you are sucked into a fast and thrilling adventure to save Earth once more, from multiple enemies at the same time.

Gateway 2 - Homeworld is extremely well paced. The first chapter is a race against time and against the terrorists who want to claim the FTL-ship. You have to get your sequence of actions just right while you hear the sect members closing in on your radio. Very gripping.

In the next chapters, the tempo goes down a bit, leaving more breathing space for exploration and wonderment. The driving force of the story remains strong though. I found myself solving puzzles not just "to read/ find out what will happen next", but to genuinely solve a problem and help the NPCs in-game. The motivation came less from being an interested reader and more from being involved in the events in the game-world.

On the surface, the story is an action and adventure-packed SciFi romp. You fly different spacecraft to various alien worlds, solving the problems at hand with a variety of futuristic tech-gadgets.
Somewhat deeper in the game though, through dialogues with and lectures to Heechee NPCs, thoughtprovoking themes come up. There is a philosophical/theological debate about death, resurrection and personhood with a learned alien priest. At a certain point, you are asked to give lectures about Earth to the aliens, and these go into ecological issues like overpopulation and depletion of resources. In another lecture, your character talks about human tribe mentality and nationalism as an obstacle to solving societal problems. All pretty deep.

Don't let this spook you though. The dialogues are all menu-based and the different options mostly don't matter much, making room for some comic relief in your choice of responses. The lectures are cutscenes, so if you get bored, just spacebar them away. Still, I liked the depth of themes and it had me pondering the issues after the play-session.

The core of the game still consists of the "simple" task of exploring strange new worlds and defeating the bad guys by overcoming the obstacles.

Gateway 2 goes even further than the first game in putting you in many different settings: a huge spaceship/zoo (yes, i said "zoo"), an ice world and the Heechee homeworld. While the settings are very diverse, each one of them has a rather small map. This is a great design choice. It helps keep the fast pace of the story going, and it makes for straightforward and tight puzzle spaces.

The puzzles and obstacles all fall on the easier side. They are more entertaining and involving than frustrating. They don't take you out of the story while you're thinking and reasoning about possible solutions. They are all well clued, or as I like to put it: because of the limited number of available objects and the smallish settings, the possibillity-tree is well trimmed.

As in part 1, the pixel art is great and adds a lot to the playing experience. In this part, gameplay does depend a bit more on using the mouse to interact with different keypads, locks, and menus. (Or, if you want, you can busy yourself moving a mouse-cursor with the arrow-buttons on your keyboard. Just saying, the option is there...)

Gateway 2 - Homeworld had me really involved in its SF story for a week. A magnificent otherworldly adventure.

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Avon, by Jon Thackray and Jonathan Partington
4 of 4 people found the following review helpful:
"Once more into the breach, dear friend?", January 17, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy

That is the tempting question the game asks you after you've typed QUIT. Many times I responded YES to just try and avoid that last nasty trap one more time.

Avon was originally written in 1982 in Cambridge University as a mainframe game. It was later released by the Topologika company. After reading some background information, I get the impression that the good folks at Topologika have shaved and polished off a lot of the splinters and rough edges of the original.

While it is still possible to die, you only do so when you have actually made a wrong move or choice. There are lots of unhinted traps where you die on entry. In these instances you are asked "Now you probably wish you didn't do that, don't you?", giving you the chance to continue the game from that location. You do lose the opportunity to "solve" the trap and get the points this way.

I put "solve" between quotation marks because there are very few actual puzzles in Avon. There are many unannounced death-traps, a lot of riddles where you get only one chance and you must have found a clue beforehand (no lucky guesses!) and a few easy mazes. A few playthroughs are needed to locate the traps and the clues and passwords, and only then can one hope to put them in the right order and solve the game.

I know that if I were to read a game described as above, I'd probably run away. Fortunately I had almost no information on it when going in. Avon is actually a really fun game. The generous helping of Shakespeare quotes (often in inappropriate contexts) are funny, the parser and narrator are friendly and polite, descriptions are over the top in a good way...
Two more things to persuade you to play: a) at one point you get an ass's head on your neck, and b) this game contains one of the dumbest and funniest puns in any IF I have ever played.

Unfair, sure, but fun!

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Endure, by Emily Short
Rovarsson's Rating:

Rimworld, by Russel A. Duderstadt
2 of 2 people found the following review helpful:
Desolate planet, episode umpteen. Prepare dropship crash in 3...2..., January 12, 2021
by Rovarsson (Belgium)
Related reviews: SF

One.

Rimworld is a thoroughly enjoyable though standard SF-adventure.

So, threehundred years ago, during the intergalactic war, the people of Rimworld closed off their planet from the rest of humanity with an impenetrable forcefield to avoid getting involved in the devastating fight. They were never heard from again.

Now, a diplomatic ship has been sent to Rimworld to re-establish communications. Only a one-man dropship can penetrate the atmospheric barrier: your dropship, which crashes upon entry. No help seems to be nearby.

Here we have one of my most beloved SF-tropes: stranded on a desolate planet. The initial game-area is small, simple and orderly. A bit boring even. But once you explore the outer rooms, the game-world quickly expands. Teleportation portals and different types of vehicles bring you to new submaps, some bigger and certainly more challenging than the initial map. Very good use of space and bottlenecks.

The puzzles you encounter are the usual adventuring fare, for the most part. Certainly not bad, but nothing very original either. There are two "action-puzzles", one which involves climbing and one which involves evading and killing enemies. Although there is some logic to them, they are ultimately try-die-repeat puzzles. The final endgame puzzle depends on using an object whose workings are underclued, which is a shame. Aha-moments are not so exhilarating when they are the consequence of "let's just throw the entire inventory at it and see what happens." There has to be some planning and expectation involved to give the player a sense of accomplishment.

I would have happily given this game four stars for entertaining me for a week with its puzzles, the great scenery, the alone-on-the-planet feel, but the outro bummed me out. One, there could have been at least two more playable scenes after the "boss-puzzle". Two, it left me feeling like I had just watched a no-brainer action-flick from the eighties ("The hero has put everything in place, nothing left to see here. Move along folks.") while there was certainly room for some introspection or a hint at a wider meaning. Bummer.

Still, a good adventure. Nothing more, nothing less.

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