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4 of 4 people found the following review helpful:
Yes - it's every bit as terrible as it sounds!, September 8, 2025

The title of this review is a quote from the author-supplied blurb for Hobbiton Recall. It is, unfortunately, accurate.

It's not clear why the author chose to involve either The Hobbit or Total Recall in this game. Although elements from those two sources appear within, the motivation for choosing that pair specifically is in no way apparent. Neither particularly relates to the main plot of the game, which seems to revolve around toothpaste, nor do the elements selected from each interact in a meaningful or synergistic way. It seems like the pair of ostensible inspirations could just have easily been E. T. the Extra-Terrestrial and Minority Report, or Aquaman and Top Gun -- really any two intellectual properties with good name recognition and no obvious resonance, since the main purpose seems to be to provoke a curiosity about what the author has come up with to justify the juxtaposition.

Regrettably, most of what the author has come up with is AI-generated pixel art and jokes rooted in misogyny.

The original release included a game-breaking bug that prevented going beyond the first third or so of the game. If one finds oneself stuck (Spoiler - click to show)at a hospital with a bus ticket, that bug is the reason. This may have been corrected in a September 8 update. Since Gruescript is interpreted, its source is inspectable and can be modified, so it was possible to fix this bug and proceed before any official correction.

Since in general this game does function, I'd like to say something positive. However, I'm having trouble coming up with anything beyond the fact that the author seems to have put a large amount of work into it.

On the whole, this feels primarily like the product of the author's efforts to learn Gruescript. Clearly, quite a bit was learned. There's a noticeable progression of complexity in the coding as one moves steadily toward the end.

There are still lessons to learn regarding interaction design, e.g. being consistent in the patterns of action expected from players. I noticed, for example, that in some cases special actions are attached to the indirect object, in others the direct object. Also, in some cases the necessary item must be "held," i.e. selected, instead of just in inventory. Also, the implementation of the hedge maze was novel in my experience, but definitely unappreciated: (Spoiler - click to show)Per the code, just moving randomly is the key. There is no actual geography, one just gets shunted to the goal location about 10% of the time when moving in the single maze room.

In a couple of places it appears that the game can reach a "dead end" state in which it can no longer be finished, though I'm guessing that this is unintentional. If you are trying to reach the end of this lengthy game, I strongly suggest making use of the save game function on a regular basis.

I guess the fact that I tried my first Gruescript game and even learned a little bit about Gruescript code is also to this game's credit. Someone learning that platform might want to review the source code of this game for some example solutions to typical problems. As entertainment, however, I can't recommend it.

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