In spite of my love for Infocom, or maybe because of it, I have to warn anyone tempted to play this game. Unsatisfying at best, mostly downright frustrating, it is unworthy of its brand.
I'll cut to the chase for the busy reader. Cutthroats is technically crude, thematically dry, ridiculously short, and simply poorly designed. I want to caution those new to IF in particular, for whom such a sad first contact may lead them to dismiss this wonderful genre of games.
Now if you're an Infocom aficionado, you may want to know more about the rationale behind my unforgiving judgment. Here it is, with, like they say, massive spoilers ahead.
Let me start with the worst offender; The game is bugged. Wait, I’m not talking about the oh-that’s-kinda-odd type of bug. I’m talking about the how-in-hell-could-they-let-pass-such-a-game-breaker-monstrosity kind of bug. Let me explain what happened. First, the game is riddled with oddities.
(Spoiler - click to show)Being able to interact with Red when he’s not in the same location. Getting “there’s no table” answer to the input “look at table” in a room described as full of tables (you’ve guessed right, “look at tables” work). Finding an oak chest and getting two different results to the commands “push chest” and “push oak”. Having Red accepting 0 coordinates without question to only ask you a turn later why you didn’t give him any.
Granted these are common nuisances in IF, but the frequency of them had me uneasy about the whole affair. So when I finally got too desperate being stuck in the Sao Vera shipwreck (and I’m a very perseverant player), I gave in to the invisicues with the nagging doubt that maybe, just maybe, I had encountered a bug. So I went through the clues, deeper and deeper into the rabbit hole, only to confirm the horror; I had done EXACTLY what I was supposed to.
(Spoiler - click to show)But in my game, the orange line never showed up, and the “cut rope with sword” command when standing on the cask returned a plain unscripted “you can’t reach the rope”. I had to get to the bottom of this, no pun intended, so I started over, redoing everything pretty much the same. And of course this time the line was there, and the rope was conveniently at sword’s reach.
I’ll never know what happened, and it’s not worth investigating. Suffice to say that I had done a perfect 250 points in my first attempt but the game robbed me of my victory.
The second treasure hunt is no less disastrous, with a ridiculous puzzle which, if not bugged, is totally absurd.
(Spoiler - click to show)According to Cutthroats logic, touching a mine will blow you up, but putting an electromagnet on in and dropping the whole contraption is perfectly fine. And that’s only part of more stupidity which I can’t even find the resolve to describe further.
Let’s also mention the inelegant structure of the game, which picks a random adventure every time, forcing you to save right before the story branches out, and hope you get the favors of the random generator.
I must admit I was excited with the theme. The whole ocean treasure hunter business in itself is enough to make my imagination go. However, even in that department Cutthroats fails. The game lacks ambition and scope, making you feel like a week-end metal hunter fishing for trinkets on a beach.
Hopefully at this point I’ve convinced you to skip this enormous failure of a game, unless you’re into diehard Infocom completionism. And if you've never played an Infocom game, I recommend you pick another title, for it would be a shame to judge this legendary company on the basis of Cutthroats. I’m just baffled that the same developer could put out a jewel like Trinity and something of the nature of Cutthroats. There must be a fascinating inside story about this, probably better than the game tries to tell.