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"VOID: CORPORATION is a short AGT game set in a cyberpunk world I invented when I was a kid. Generally, a fairly easy game (so I am assured) looking at a wider universe! It's also my first "serious" game, so be kind..." [--blurb from Competition Aught-Zero]
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v.6: 07-May-2022 00:12 -
Paul O'Brian
(Current Version)
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Changed external review links |
v.5: 27-Mar-2013 04:22 - Edward Lacey Changed external review links | |
v.4: 24-Mar-2013 13:28 - Edward Lacey Changed external review links | |
v.3: 30-Apr-2008 17:00 - Paul O'Brian Changed external review links | |
v.2: 27-Feb-2008 23:48 - David Welbourn Changed description | |
v.1: 16-Oct-2007 01:48 - IFDB
Created page |
SynTax
The gameworld of VOID has a neat geography, covering about 32 locations, and most room descriptions are vivid and quite lengthy, which all helps to give VOID an interesting and entirely "believable" atmosphere. Jonathan Lim has clearly created a very detailed fictional world for his RPGs, comics and game, and has the writing skills to portray this world very well. Unfortunately there's always a "but..."; and in this case it's that he hasn't the necessary programming skills to make VOID work as a text adventure. It's obviously the same agent who keeps on reappearing time after time to confront you, and on typing and entering "shoot agent with pistol" you get the same response each time - "it disappears in a cloud of red smoke" - a dead giveaway that the author hasn't been able to overcome many of the standard AGT response messages by using his own command file in the game, and has merely written a "standard" AGT game, the most basic type possible.
-- Bev Truter
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SynTax
Although not a literary masterpiece, the story is intriguing and the game is reasonably well-written. I had problem in that you can't PUSH BLUE BUTTON you must simply PUSH BUTTON or it doesn't work, despite this being in the walk through.
-- Dorothy Millard
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>INVENTORY - Paul O'Brian writes about interactive fiction
In any case, there are problems in this game that definitely cannot be blamed on AGT. For example, one of the critical puzzles in the game depends on the PC going in a direction that is not indicated as available in the room description. This, mind you, when every single possible exit is listed in every other room description. Hasn't the UN passed a resolution or something against games behaving like this? In fairness to the game, it's true that a hint toward this action is given at one point, but in fairness to me, the descriptions do little to indicate in what location the hint is applicable, and in any case that's still no excuse for leaving an exit unlisted when all others are. This is definitely the worst offender among the puzzles, but every aspect of Void, from the design to the writing to the plot to the coding, is tarnished with flaws. Some of these aspects have a genuine spark of excitement, or at least the possibility of such, but in the end, VOID: Corporation is a game that promises far more than it delivers.
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