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The Shadow in the Cathedral

by Ian Finley and Jon Ingold profile

Episode 1 of Klockwerk
2009
Fantasy
Inform 7

(based on 31 ratings)
4 reviews34 members have played this game. It's on 168 wishlists.

About the Story

When the monks took me, aged six months, into their care, they named me Wren. Maybe because I was small, insignificant, and happy to eat any crumbs they threw my way. But these days I'm Wren, 2nd Assistant Clock Polisher; and that's a role that's about as important in the workings of the Cathedral of Time as the large deaf man who re-stretches the worn-out springs.

Shadow in the Cathedral takes Wren on a great adventure. What does the shadowy figure want with the Abbott? Why are Calvin and Drake constantly bullying you? Will you ever make it to 1st Assistant Clock Polisher?

These, and many other questions will be answered...soon.

Awards

Nominee, Best Game; Nominee, Best Writing; Nominee, Best Story; Nominee, Best Setting; Nominee, Best Use of Medium - 2009 XYZZY Awards

Ratings and Reviews

5 star:
(15)
4 star:
(11)
3 star:
(5)
2 star:
(0)
1 star:
(0)
Average Rating: based on 31 ratings
Number of Reviews Written by IFDB Members: 4

3 Most Helpful Member Reviews

19 of 20 people found the following review helpful:
Well-paced adventure with visionary moments, November 15, 2009

The Shadow in the Cathedral doesn't feel surprising or blatantly experimental. It's mostly using well-known techniques effectively, rather than charting new territory. Nonetheless, it succeeds where lots and lots of IF has failed: it's a big plotty work with lots of events and lots of action, full of energy and adventure. There are twists you guess might be coming, and other twists you don't. There are chase scenes that don't suck.

It goes out of its way to be fair, but without becoming dull. There are many potentially frightening moments in the game, but as far as I can tell no ways to get to a no-win situation. And despite the intended audience of middle-schoolers, I also didn't feel that the game condescended to me. It was, perhaps, a little less violent than the same plot might be if pitched for adults, and sexuality doesn't come into the story much at all, but the language, the puzzles, and the characters are all sufficiently sophisticated to hold an adult's attention.

Shadow takes place in a steampunk world, but one more individual and deeply thought-out than the average steampunk. This affects everything from the protagonist's attitudes towards mess (clockwork precision is the ideal) to the setting details (the glow of gaslight, the huge clock faces) to the puzzles. These are of easy to moderate difficulty, and most of them involve machinery in some way -- and often not "figure out which button to push" machinery puzzles, but "crack open the front panel and tweak the machine itself" puzzles, or "apply basic principles about levers and counterweights." They're mostly things I haven't seen before, they're a great fit for the setting, and I really liked them.

One small gripe: there are more non-reciprocal pathways than I'd like, where you go north one way but you have to go east to return. I had to make a map. That's rare, for me. But it's totally worth it.

The design is smooth. The story is fairly linear and there isn't a lot of scope to change the outcome of anything, but I played for seven or eight hours and was rarely at a loss for long. With a small handful of exceptions, interaction is well-clued without being too horribly blatant. It's one of the best-paced long IF works I've played.

The ending is a cliff-hanger, looking forward to sequels. In spite of this, there's enough of a shape to the story that I was content for the time being (mostly; I would have liked a little more wrapping up).

Bottom line: this is extremely accessible and very satisfying. I ran into a couple of cosmetic bugs (now reported and, I believe, already ironed out by Textfyre), but overall it feels solid. There are fun things to play with, surprising and memorable images, and neat turns of phrase. I keep going back over the good bits in my head. I'd especially recommend it to people who enjoyed the plottiness and period-specific puzzles of The King of Shreds and Patches.

Obligatory disclosure: I played a free review copy of this work; and, because I run MacOS X, it was necessarily the Glulx version. I haven't worked with the Standard UI for Windows. I can say that the Glulx game file played smoothly, without the delays that some people reported in Jack Toresal and The Secret Letter. It did take a long time to come back after saving the file, but that was the only significant slowdown I noticed.

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8 of 9 people found the following review helpful:
Clocked it, May 27, 2016

This formerly commercial text adventure game really goes to great efforts to ensure its accessible to its target audience (of schoolkids). You will be subtly nudged, quietly coerced and gently goaded towards the correct commands to proceed. There are almost no red herrings, explorable areas are tightly constrained, and there is no death. If that's not enough, invisiclues and maps are also available.

It's a shame, then, that the story cannot quite live up to this excellence of execution. A fascinating setting, where Newtonian mechanics has become a religion, is squandered in service of a dull villain-steals-a-macguffin plot. Your character, a low-level clock mechanic, gives chase, explores the Steampunk city, solves some puzzles along the way, that's it. It's rote Harry Potter level stuff. It's the first part of the aborted "Klockwerk" series, which will never see the light of day since the company shut down, so it has to do the grunt-work of introducing people, places and concepts, without any of the pay-off, thanks to its cliff-hanger ending.

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4 of 4 people found the following review helpful:
St. Newton, St. Babbage, St. Breguet (hallowed be their names)., June 7, 2024
by Rovarsson (Belgium)
Related reviews: Fantasy

Isaac Newton: Mathematical Lawmaker.
Charles Babbage: Father of the Computer.
Abraham-Louis Breguet: Master-Horologist.

These intellectual giants played front-stage roles in a cultural movement during the 17th and 18th century where natural phenomena were being pulled out of the realms of chaotic randomness or transcendental intentionality and grasped in terms of their inner mathematical and mechanical orderliness.
The passage of Time ( Abraham-Louis Breguet), the patterns of Thought ( Charles Babbage), the regularities of Motion and the intricacies of Calculation ( Isaac Newton) were captured both in logical/mathematical deductions in the mind and in mechanical contraptions of cogs and chains.

While aiding in freeing the human intellect of religious dogmatic thinking and opening up the path of naturalistic explanation and exploitation of the world, its mysteries and its resources, this mechanistical worldview carries within itself a rigidity not dissimilar to religious dogma. Once Nature is caught in Logic and Clockwork, it is unchanging and deterministic.

The world of The Shadow in the Cathedral exists as an exemplar of this rigid-mechanistic historical path. The cathedral from the title is a worshipping place for the three saints mentioned above. Worshippers make the sign of the lever when they PRAY. Priests gather around an altar and bow to the clockwork in the tower. Mechanical order replaces/equates divine order, with very similar institutions to uphold that order.

“The candles move in the space between floor and ceiling, the way the stars move between Earth and the Great Darkness of Heaven.They follow winding metal tracks that cross and recross along the length of the Great Hall, and as they move, pools of light form and then dissolve, so that some parts of the chamber are brightly lit at times whilst others are quite dark. The candles move day and night, with automatic systems to replace those that burn down to the stub.”

This paragraph might seem somewhat wordy, but it captures the atmosphere of the game-world perfectly by elaborating on something as down-to-earth as candlelight while the bigger background is never laid out this explicitly. Instead it has to be inferred from these detailed minor descriptions. To this reviewer’s preferences, a leather-bound tome on the development and history of the clock-bound civilization to LOOK UP BABBAGE would have been very welcome indeed.

Wren is a lowly clock-polishing grease monkey in the Abbey. While cleaning the Abbot’s grandfather-clock, he overhears a conspiracy between a mysterious Figure in Grey and his Abbot to mumblemumble…

When even the Archbisshop will not hear him, it is upon Wren himself to unravel the nefarious scheme.

Story takes precedence in every way in this game. The authors have gone to great lengths to eliminate annoyances for the player. When there is an important action to be taken, numerous but well-considered commands act as a trigger for that action to further the plot. There are calm exploratory and conversational parts where both Wren and the player can catch their breaths and learn more about the city. There are frantic chase sequences where it seems both Wren and the player will be out of breath a moment later but still push onward.

And of course, there are obstacles. Many, many obstacles. Not one of them breaks the flow of the story. And some of those puzzles are beautiful. Beautiful in that they combine storytelling, logic, engineering, associative reasoning and storytelling (yes, I meant to write that twice…) to engage the player and commit the Wren-and-Player team more and more to solve the mystery together.

Two puzzles are extraordinarily good. They are also great examples of the breadth of reasoning the player is asked to do . One is a completely down-to-earth physics question ((Spoiler - click to show)the door in the warehouse). The other is an excercise in associative programming ((Spoiler - click to show)the clockwork computer).

During Wren’s investigation, he will meet several people on his way, both friendly (good for Wren and the player needing clues) and malignant (great for the authors and the reader needing suspense). Although the conversations are ASK/TELL, they do not descend in awkwardness. Sometimes the characters won’t answer, but they are almost always believably occupied with other worries or tasks of their own. And even while they are otherwise engaged, their dismissive answers make sense in context. Nifty programming and great attention to both the detail of the immediate surroundings and the big picture of where Wren has gone before.

The Shadow in the Cathedral is a remarkable feat of intertwined puzzle-engineering, worldbuilding and philosophy.

Of course it is sad to have the story broken off after what should be the first chapter of a series. A word of wisdom to the prospective player: let the clock’s tick-tock take you to the bell, and let your imagination take over from there…

I loved every minute, hour and day of this game.

And a small but hopefully annoying heads-up to the authors: the chapter-titles are misaligned. for example: (Spoiler - click to show)the chapter-title says “The Rooftops of St. Philip” after the chase across the rooftops. By then Wren is already safe with Covalt. This is just an example. Every chapter’s title (except 1 & 2) comes after the story it’s supposedly about. A grating flaw in such a great piece. I would find it hard to believe that you would not return to The Shadow of the Cathedral to put the titles in order. (or is this a reflection of the rebellion against the clock?).

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3 Off-Site Reviews

Adventure Gamers

[...] an extremely enjoyable, bordering on exceptional, adventure game. It's thoughtfully implemented for the most part, and the authors demonstrate deft prose through which they've crafted a rich and highly immersive world dominated by clockwork technology. The puzzles may be considered too easy by some and it is not without its flaws, but these are neither frequent nor pervasive enough to seriously damage the experience. If you at all enjoy steampunk and know your way around a text parser, you should absolutely play this game.
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Play This Thing!
Gears within gears
The Shadow in the Cathedral rarely left me stuck; it did often put me in a position where there was an obvious action, but it looked dangerous and I hesitated before committing.

In a weird way I actually found this far more satisfying than I usually find big action sequences in shooters: admittedly, I'm terrible at twitch-based gaming and tend to have to replay a lot in order to succeed at those. But to some extent the effect also fit the game and the protagonist. Wren is a scrawny kid, not a highly-trained, muscly badass. The daring feats aren't things you necessarily expect to work. They're things you try because you have to, and you're surprised and relieved when they turn out not to be fatal.
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SPAG
The world of Cathedral is at bottom Victorian steam-punk, hardly a setting that has been lacking in fantasy fiction of the last twenty years. It's painted vividly, however, and embellished with some original details, the most obvious of these being the society's obsession with clocks, to the extent that the eponymous cathedral exists essentially to provide a scaffolding for and a place to worship the Cathedral Clock, which hangs "large as the setting sun" in its dome. You play Wren, a young orphan who was taken in by the nearby abbey to serve as a "2nd Assistant Clock Polisher." Shortly after play begins, you witness something you really shouldn't have, and then it's off to the races to foul a Dastardly Plot that reaches right to the top of the church hierarchy. Things don't slow down much at all for the next six to eight hours; the plot just keeps rushing you breathlessly along. You may well feel as out of breath as Wren by the time you get to the end.
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The Shadow in the Cathedral on IFDB

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Polls

The following polls include votes for The Shadow in the Cathedral:

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Fast-paced action is something that's notoriously hard to do in IF where waiting for player's input necessarily pauses the game every turn. Which games have succeeded in creating action scenes that convey the sense of urgency, danger and...

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