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1-3 of 3 6 of
6 people found the following review helpful:
The promised 'Darkness Always' is well out of reach of the game that is., February 15, 2013To me, Tenebrae Semper was the horrible disappointment of Ectocomp 2010. This may seem like an outrageously unkind statement with which to open a review, but it comes from a place of love. The reason I was so disappointed is because I liked Seciden Mencarde's Forest House games, all of which were made in similarly constrained speed IF competition circumstances, and which managed to punch above those circumstances at least 70% of the time. However, it was obvious that the third Forest House game was starting to get too ambitious, and it came out buggy, holey and underimplemented. Tenebrae Semper falls further into the same pit by aiming far beyond what anyone could achieve in several hours of programming. The result is an incomplete and particularly frustrating demo for what obviously needs to be a much bigger game. It barely brings the promised horror, either. Was this review helpful to you? Yes No Remove vote | Add a comment
5 of
6 people found the following review helpful:
Ambitious, but poorly done and hard to make progress., August 26, 2011by David Whyld (Derbyshire, United Kingdom) This began with a frustrating little puzzle that prevented me leaving the start location until I had all my stuff, while quietly remaining silent on exactly what I needed to take with me. It was a puzzle made worse by ADRIFT’s buggy item carrying limits that prevented me picking up certain things – like a pen – because my hands are full. Oh, and if you pick up a pen, then drop it (as I did when experimenting with what items were necessary), you can’t pick the pen up again. Nasty “puzzle”. I ran into the same problem later on in the game when I returned to the room and then was prevented from leaving because one of the required items was no longer in my possession. Was this review helpful to you? Yes No Remove vote | Add a comment
- Mr. Patient (Saint Paul, Minn.), August 9, 2011
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