Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in. |
![]() |
v.4: 06-May-2022 00:13 -
Paul O'Brian
(Current Version)
- Edit Page - Normal View
Changed external review links |
v.3: 15-May-2008 11:12 - Paul O'Brian Changed external review links | |
v.2: 15-May-2008 11:10 - Paul O'Brian Changed external review links | |
v.1: 16-Oct-2007 01:49 - IFDB
Created page |
>INVENTORY - Paul O'Brian writes about interactive fiction
Right about the time that Poor Zefron's Almanac (hereafter called PZA) starts feeling like another humdrum sword-and-sorcery game, it executes a nice surprising twist. To say too much more would be to give the game away, but the fact that the author bills PZA as "an interactive cross-genre romp" is a clue toward its direction. This twist made the game refreshing and fun again, especially after the frustration it caused me when I began playing it...
Because of a fairly flexible (but extremely temporary) magic spell that becomes available at the very beginning of the game, I found myself repeatedly stranded, unable to proceed and forced to RESTART. This happened again later on in the game -- I committed a perfectly logical action and found out hundreds of turns later that this action had closed off the endgame. This is a frustrating experience, and one that could easily have been avoided with a few minor changes to the game's structure, changes which would not have had any discernible effect on puzzles or plot. In addition, there are a few areas in which the player character can be killed without warning, always an unwelcome design choice. PZA is (as far as I know) Carl Klutzke's first game, so chalk these flaws up to education. I look forward to playing another Klutzke game as well-implemented as PZA, but designed more thoughtfully.
See the full review