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About the Story
Some people are happy working in an office, some become taxi cab drivers and some people will even teach. You are none of those; you are a 'lone-wolf gunmen who likes to maintain a low profile' or professional killer.
1st Place - InsideADRIFT Summer Comp 2005
One of the most interesting features of this game is that a lot of it is randomised. The description and location of your target changes each game, so you have to check everyone carefully. This is a good technical achievement and even offers more replay value than usual, as each time you play the game, the solution will be different. I didn't discover any bugs whilst playing the game, which is always a plus point. However, it could have been better if the game was just a little longer. With the short gameplay time, I was left thinking was that it?
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From the beginning, the game tries to help players along as much as possible, perhaps even too much. It's clear the author had some trouble setting up the game's primary NPC with a depth that both motivates and withstands continued player interrogation. The writing throughout remains functional, with a few sour spots.
The obvious star of the game here is the variability in the game's writing. While goals remain the same (in short, shoot somebody and make your best exit), the details of the event change with each play. This is interesting in the way that it resists the creation of a static, command-by-command walkthrough, ensuring the significance of the player's role as an interpreter in the story's action. Gameplay is otherwise straightforward. It has its puzzles, all solved fairly easily.
The less obvious star-- and, I think, the potentially more interesting one-- is the game's protagonist. Beneath the content of his actions on the job, the text frames the killer as a soft-spoken intellectual who maintains a family and loves gardening. This introduction gives some depth to this variably named 40-something professional killer, and the varying amounts of attention given to objects in the world also complement this character's mindset in a nice way. Remembrances of training, just snippets of quotes, bubble up to the surface of the killer's mind in the same way a song might get stuck in a person's head. The variable and replayable nature of the adventure suggests that the protagonist has worked for several gangland bosses, and that assassinations are, to him, a routine as straightforward as a game. Here the contradictions of playable space and linear narrative in the form of an IF ultimately serve the development of this likewise complex and contradictory character.
Admittedly, not everyone will be quite as pulled in by this one as I was, but for its compact size and play time you really can't go wrong giving Target a shot.
This is version 4 of this page, edited by Richard Otter on 17 April 2009 at 12:16am. - View Update History - Edit This Page - Add a News Item