In the 1980s, you're a fortune seeker (and trained diver) on a small island probably located in the Northern Caribbean. A friend consigns you to a map that bears coordinates of a wreck previously unknown - and gets assassinated moments after he parts ways with you. You have to team up with some locals in order to get a chance to seek for the wreck, but the locals are fortune seekers just as you, and cannot be trusted. Will you get out of this situation alive?
The cons of this game cannot be denied. The pros neither: Besides the pretty unspoiled setting (for 1984, that is), Cutthroats starts like a predecessor of an open world game. NPCs roam about freely, minding their own business, or (less pleasant) yours. The game gives you the feeling of exploring a game world that advances on its own. That, in combination with the realistic Caribbean setting and the fascinating (though stereotype) NPCs, provides for a mindblasting experience.
But then, the cons. Since time trickles away relentlessly, and since time triggers (and disables) events, there's a multitude of situations where being at the wrong place at the wrong time (or rather not being at the right place at the right time) renders the game unwinnable. Sometimes even without telling you so. Sometimes your only fault is to carry the wrong things with you at a certain time and place, or to give a wrong answer to an NPC. This way you'll do a LOT of try & error, which is only acceptable if you're aware of what's happening, which in many cases you aren't. Also, the second part of the game (the actual treasure hunt) is a bit dull.
In summary: Great premises, but full of doubtful design decisions. If you can find the original game package on Ebay, you'll be rewarded with hilarious feelies, as ever so often with Infocom games.
(Regarding the parser, please see my edit at the bottom.)
Home-made parser. Oh well. I fear it for two reasons: 1. The authoring systems available are around for years, or decades in some cases. They have been used and reviewed by hundreds auf authors, they have been constantly improved, they are at the top of the parser evolution ladder. A homebrew parser will never be able to complete. (I’m talking Inform or TADS, not AGT) 2. The author obviously wants to show off his coding skills. Given that few people scintillate in several fields of expertise, how are the chances a good coder is also a good author? But let’s see.
The game world is pretty lovecraftian. Room and object descriptions are full of old school adjectives. A pleasant experience, just like in the novels. The grade of detail could be higher tho. The closer you look at stuff the more often you get a generic response. Also, apart from one man who’s important for the story you won’t meet any living person, that’s a bit dull. And the town of Arkham is off limits which is a bit frustrating as the game starts right on the outskirts of it. The map is small, the central village is two houses big. There’s a large maze which will seriously annoy you if you stumble into it without having found directions upfront. The parser lists objects you can interact with. Except when it doesn’t list them. There you go. Home-made parser. My left eyelid twitches.
The development of the story is nice. Step for step you gather clues about what happened. Travelling is quick as the map is so small. The puzzles are easy, and pretty much standard. Romping through the game is a rather quick experience. In my opinion it would be worth the effort to enlarge the game, at least with a bigger village and one or two more NPCs, and with the number of puzzles increasing the maze could removed as it’s mainly annoying, and it doesn’t even make sense as it consists of outdoor paths leading nowhere in particular.
If you like Lovecraft you’ll want to give this game a try. It’s short and cooked to the point, but it lacks sophistication and leaves you somewhat unsatisfied because it could have been great, but unfortunately it isn’t. As for the subject of home-made parsers, please allow me to quote Jackass for your own and all our sanity: Don’t try this at home.
EDIT: As Gareth Pitchford pointed out, The Arkham Abomination was not created using a homebrew parser, but using the ThinBASIC_Adventure_Builder. This renders all my comments regarding the parser moot. Lack of research on my side. Sorry for any inconvenience.