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You wake up in a locked mental ward and your wits, a few objects, and the other occupants (inmates, staff, and inmates pretending to be staff) are the resources you must pool to escape. Whom can you trust, and what your route to freedom is, changes with each new game.
Gaming After 40
Bedlam is an escape-the-insane-asylum adventure, a fairly common theme at the time though it wasn't done to death. Its most innovative and unusual characteristic is that it has some randomized elements and multiple endings, in that there are several escape routes possible.
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Bedlam is not a very complex adventure -- most of the 16K game's limited memory is devoted to presenting its colorful characters, and perhaps as a consequence there are only a few puzzles, and they generally succumb to common sense if we remember that the parser is not limited to two words. It's not a terrible game, but like many adventures with random elements, it's just not quite as satisfying as a well-plotted adventure game can be. I enjoyed revisiting the halls of Bedlam, but it was mostly for nostalgia's sake; I like Mr. Arnstein's other games quite a bit more.
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