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The late 1970s saw the advent of a new game genre, the computer Adventure. As the years went by and the games became more involved, society noted a strange new mental illness. This illness resulted from an inability to distinguish reality from fiction, and was directly attributable to a deep involvement in computer adventure gaming.
The mental health specialists of the twenty-first century constructed great mazes populated with cyborg opponents. Into these were thrust the ill, to reachieve a fiction/reality dichotomy, and thus to reenter society. These mazes were named for the illness, Adventure Syndrome Leading to Ultimate Madness... ASYLUM!
But sometimes the cure is worse than the illness...
A combination of illustrated text adventure and old-style first-person maze game, set in a treatment center for adventure game addicts. Barren environment, weak multi-word parser. The corridors of the asylum are presented as Wizardry-style line drawings, and mapping is a must. Features a mix of mechanical puzzles and interaction with the other inmates, some of whom are violent. Puzzles start out fiendish and even obscure, but the game becomes much simpler towards the end, in both puzzles and layout. The best part is the catharsis of finally escaping the blasted thing.
-- Carl Muckenhoupt