As a navel gazing IF puzzler of a certain age, I feel that Stephen Gorrell's neat medium sized TADS debut Recluse from 2008 deserves more trumpeting that it has hitherto received. That is, any trumpeting at all judging by a quick search. One review in over a decade doesn't suggest that it has become contemptible through familiarity.
Recluse bucks the modern IF trend, being a set of cleverly choreographed, sequenced puzzles leading to a surprisingly tangential conclusion. Surprising as the hitherto tenebrous plot suddenly takes on solid end game substance via several large screen dumps when you access the mansion. One NPC also displays chameleon like qualities late in the game.
The initial premise involves your efforts to deliver a package to a reclusive billionaire inside his mansion; after being summarily ejected using traditional methods of egress you explore the Infocom like grounds, finding various items to take and manipulate, including one early problem that had me stuck for days (Spoiler - click to show)taking the caterpillar requires a lot of repetition....
I liked the user friendly nature of play; no time or inventory limits, a warning if you have put the game into an unwinnable position (a rare occurrence thanks to its cleverly constructed nature) and built-in hints.
There are a sprinkling of misspellings and a few grammatical errors (again why these things aren't spell checked is beyond me when so much effort is put into other facets of the game) but nothing to really dilute the enjoyment of the game.
The ending of the game suggests a sequel, but as eleven years have now passed without one I imagine that the author has moved on to pastures new, although I can find no more examples of his IF creativity anywhere.
Rather like the only guy still wearing flared jeans on the bus, Recluse may be old fashioned but the denim is of fine quality.
This is a rather good, rather large slice of old skool gothic puzzlefest by Paul Johnson. There are nods a plenty towards Curses! and Mulldoon Legacy here (obstinate cat, formal garden, pirate ship, battlements and assorted hidden passages, steps and chambers) but it stops short of outright plagiarism.
Your goal to begin with is unknown, but there is the traditional castle to break into and the story slowly unravels, although the real reason for your determination to enter the castle will not become apparent until near the climax of the game.
You have to collect four items during the course of the game, rather like the rods in Curses! before you can begin to think about your final showdown with the eponymous baddie.
The descriptions of decay, death and ubiquitous grand guignol grate after a while and are sometimes a little too florid and a little too repetitive to prevent the shock value being diluted.
Many of the problems are totally logical and not too difficult, although the final scenes see the difficulty level take a sharp uphill turn; there is one action in particular you need to perform in an area that you have no real reason to visit.
The author has an obvious love of antique furniture and art as a plethora of these objects are lovingly described throughout the game, juxtaposed effectively against the pervading atmosphere of decay. Indeed, the decay of these priceless paintings and other objets d'art is described with far more plangency than the discovery of the dead or dying.
The whole is mercifully free of any inventory or time limit (just as well as you will end up with a considerable variety of items to port around) and contains only a handful of typos and other grammatical errors, none of which really downgrade the game play value.
It is possible to put the game into an unwinnable position but not easily, and where this is the case there is usually a warning hidden away in one of the many inscriptions and messages you will find in charts, above doorways etc. In this game more than most, examine and search everything.
The ending certainly surprised me but that is for the player to discover.
All in all, an excellent parser based distraction which will keep you occupied for some time.