Heist

by Andy Phillips

1997
Mystery
Inform 5

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Review

1 of 1 people found the following review helpful:
A Middle Aged Andy Phillips Game With Central Hub, July 29, 2025
by Canalboy (London, UK.)

Heist is one of Andy Phillips's mid-era exercises in masochism. It is more user friendly than his earler TATCTAE but then that wouldn't be difficult. Each section contains several chances to soft lock yourself out of victory however, as well as a few instances of moon logic. The final section veers into the murky depths of surreal images, floating shapes and ridiculously obtuse puzzles that make William Burroughs look like Enid Blyton. Just save a lot. Don't do like I did initially and forget to take your bag with you as you will need it to carry all necessary items into the elevator with you.

The game revolves around your incipient skills as a master crook, urged on by your dead and unpopular uncle from his graveside. The transformation from nervous teenage ingénue to grizzled burglar is somewhat difficult to swallow but leave credibility aside and enjoy the thrill of the chase. Over several pre-planned scenarios you must prove yourself up to the final challenge, stealing the Crown Jewels of Denario, via a cruise liner, a locked museum, a top security nuclear base and an assassination at a disused airbase. There are many many ways to come a cropper before you emerge toughened and ready for the big showpiece heist.

Having said that, there is still something addictive about Andy's games that keeps me from throwing in the towel. All one hundred and twenty-eight locations of it in this case.

The parser is generally adequate with a handful of exceptions. Gag for instance should be implemented in one place but isn't. There is another puzzle with a sweet that lacks an appropriate verb. On the whole though the interaction is pretty exhaustive and smooth.

Andy's prose is occasionally awkward, often when he is on his anti-capitalism and "workers of the world unite" soap boxes.

The number of typos and other grammatical faux pas seem to increase as you approach the denouement, somewhat akin to the last few yards of the mountaineer approaching his summit I suppose.

As with all of Andys' games it is extremely easy to miss an item you need or misuse one you have already found. We are approaching seventies mainframe levels of unfairness here. Pay particular attention to messages given (often only once) and examine and search everything. Some vital meta objects are not described in the initial room decription and you really need to drill down to the nuts and bolts (sometimes literally) of an object to be sure that you haven't overlooked something.

The real saving grace of the game and indeed his entire oeuvre are the clever puzzles. Several have been award nominated down the years and they are easily his strong suit. There are some cracking ideas in here and some very entertaining action sequences. Unfortunately there are also quite a few head scratchers that I solved knowing that they didn't really make sense; you get to lock into the author's mind set after a while. The solution to making one's egress from the Countess's bedroom, for example doesn't seem logical to me.

If you manage to drag yourself exhausted and dripping to the final test there is a nice and somewhat unexpected finale which runs counter to all previous expectations.

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