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About the StoryA winter night at the G.U.E. tech campus with most students away on vacation serves as the backdrop for this tale of Lovecraftian horror.
Language: English (En)
First Publication Date: June 5, 1987
Current Version: 221
Development System: Custom
Forgiveness Rating: Cruel
Followed by sequel The Lurking Horror II: The Lurkening, by Ryan Veeder
Innsmouth Free Press
A Pistol and a Flashlight
Beyond its mere descriptive power, however, there’s a way in which IF’s very obsoleteness contributes to the Lovecraftian atmosphere in a way Lebling couldn’t have anticipated when he wrote the game. Lovecraft was obsessed with the archaic, stylistically and technologically, as much as the arcane. Even the eldritch manuscripts that were often the bread and butter of his stories can be viewed as forgotten technologies, much like the time-obscured words on Lebling’s DOS program.
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The writing is excellent; the game is firmly rooted in the Gothic horror used by Lovecraft and Poe. Dave Lebling has captured the essence of the genre well. The plot, however, is not as well developed. It contains some nice elements, but at times the disparate plot elements felt unconnected. (Stephen Granade)
The only weakness that I found with Lurking Horror was the NPCs. I feel that they could have been developed to a greater extent, especially the hacker. I was also disappointed with the ending; it was a climactic let-down from what had been built up during the game. (Brian Reilly)
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This is an exciting story for the lover of text adventures. The game is well-written and the parser, as in the other Infocom games, works well, avoiding smart Alick replies. The puzzles are logical and not too difficult and there is a good feeling of suspense. (Laura Gow)
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On your way you will encounter a mad maintenance man, a professor who is an adept of occultism, a strange shape, all of them wanting to kill you ... and don't forget the rats! Not a game for the faint-hearted but truly an adventure to have you glued to your computer for hours. (Claire Dyard)
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|Average Rating: |
Number of Reviews: 7
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Most Helpful Member Reviews
The thing that impressed me most about TLH was that I never got really, really stuck, despite having to spend several days on some puzzles. Throughout the game, I was free of the nagging sensation that I'd screwed the whole thing up right at the beginning. Instead, I was always sure that the solution would come to me if I just looked at the situation in the right way. And when the solution did come, it was immensely satisfying. My favorite puzzle was one I encountered early on, but didn't solve until several weeks later. (Spoiler - click to show)(Using the elevator to break through the wall in the Steam Tunnel. As soon as I realized the two locations were connected, the pieces fell right together.) The game provided perfect encouragement when I was on the right track and led me quickly to the solution, once I had a basic grasp of what was going on. It was a really deep level of game-world interaction that could have been a nightmare of guess-the-phrasing - yet it posed absolutely no parser problems at all.
The game is full of wonderfully reusable objects, and useless things are relatively few and relatively obvious, although you're likely to do some trekking back and forth across the map at the end, for things that you had to drop because of capacity limits.
The atmosphere of "Lurking Horror" was consistent - a few horror-appropriate laughs and not too much MIT in-jokiness, and lots of creepy stuff going on. I think perhaps the game lacked focus; there was a colorful variety of monsters, but how they related to each other or to the main story was quite vague.
Amazingly, this is the first Infocom game I've ever played that did not require me to draw a map. Along with the PDF I used from the Masterpieces collection, it was very easy to make my way around. I did eventually draw a map, simply because I was stuck at one point and needed something to do, but I ended up not using it most of the time. I have one spoilery comment about the map, which may serve as a hint without giving away too much: (Spoiler - click to show)There is a maze. I mapped the maze. But it turned out that I didn't need to. As soon as I finished mapping, I discovered a shortcut. Unfortunately, the shortcut won't help if you've left behind an item that you need, because you can't use it to go back. Save your game.
Like many Infocom games, and perhaps appropriate to a horror-themed game, there are plenty of learn-by-dying situations. It pays to save often. But none of these situations seemed terribly unfair to me: there's usually a pretty obvious point right beforehand where you can save, and if you keep on restoring from there, you're likely to sort the problem out eventually.
I have only one complaint about this game's otherwise phenomenal parser. Right at the very end, there is something of a guess-the-noun problem. (Spoiler - click to show)The final monster can't be referred to as "grey," "gelatinous" or "mass," despite being described that way in the text. It also can't be referred to as a "monster" or a "horror." The only words I could discover that worked were "creature" (not in the text) and "being" (in the text, but I didn't notice it at first). This was only a minor annoyance, and didn't stop me from completing the game, but it was a surprise after the smooth interactions I'd had up to that point. I think it might be another case of the endgame not being as fully implemented or tested as the earlier portions.
So with some great puzzles, flawless interaction, and strong atmosphere, why was I slightly disappointed? Is it just the standards of modern IF, or was this a bit below Infocom's other work? Maybe the puzzles were too easy. I really appreciated being able to complete the game without hints, and the best puzzles did seem pretty hard. But at the start, I breezed through several initial steps - making it to 50 out of 100 points - without any real mental effort. In fact, a few of these very early puzzles were more tedious than challenging, requiring multiple steps and trial-and-error of some obvious combinations. (Spoiler - click to show)Heating up the Chinese food felt like hashing out an example from the I7 manual, not a real puzzle. I think also, this was a game that could have benefited from having the plot and characters fleshed out more. There probably was no room for Infocom to do so at the time, but I sorely missed that extra depth. The characters were some of the highlights of the game. The hacker's final scene is brilliant and somehow touching. The urchin was so brilliantly painted with so few strokes, I only wished he had more than half a dozen lines. But perhaps his elusiveness made him more poignant. (Spoiler - click to show)Even the rat - and perhaps especially the animated hand - were memorable personalities that lit up the console. I think a little bit more from each of them could have taken the game from merely fun to truly powerful.
One final note: I got a bit of a teaser for the sound in Lurking Horror, but unfortunately I could not find a Mac interpreter that could both play the sound and save the game, so I only heard a couple things. I look forward to playing the game through and hearing more of the sounds - the couple I did hear enhanced the spookiness quite a lot. Since they come as a total surprise, they can be very startling - perfect for a horror game.
Lurking Horror honestly is probably my favorite out of all the Infocom games mainly due to the genre. Funny thing is I had no real idea of what I was supposed to be doing in it for quite awhile. I probably wandered the halls of the university several times wondering what to do never realizing the “plot” didn’t actually start until I turned on and logged on to the computer I started out sitting in front of.
Might have helped if I’d read some of the feelies that came with the game immediately since there’s clues about in game elements in some of the booklets (like a needed password for the game). I guess I was more fascinated by the little rubber centipede instead.
While I liked this one a lot, there are more than few problems with the game as far as the storyline.
The plot that sort of drives you to be wandering university in the first place doesn’t really inspire. I can’t say losing my term paper in the system would be a big motivator for me to suddenly wander the university’s steam tunnels and forgotten basements. Might have been better if your character had a friend that was one of those that had gone missing which caused you to start your search. At least more of a motivator.
Another thing that would have increased the horror aspect would have been a more pro-active “lurking horror.” As it stands most of the hostiles you encounter are stationary. You’ll encounter them in one area, deal with them once and then they’re gone. The semi-exceptions being the rats and maintenance man who even then still only move around in a particular area until you figure out how to get past them.
I could have seen maintenance man continually popping up randomly nearly anywhere (Because, y’know he’s a maintenance man) a lot more as a constant threat much like how the thief would move about in Zork I. Being occasionally being harassed by an undead janitor would have at least made wandering empty corridors a little more interesting.
The timer aspect and the way it was integrated into the game was fine and at least there was a way to extend it (up to four times)
As far as the parser and puzzles go, well it’s an 80s Infocom game so it’s pretty good for it’s time, though there is ONE very infuriating area involving a ladder where the game really needed to be able to recognize more commands. I swear getting stuck just because I didn’t know I had to specifically use “Lower ladder” as opposed to several other more obvious phrases was the most frustrating thing about the game. Even the maze wasn’t as bad since there was an easy alternate way around it.
Despite the problems though, it doesn’t change the fact that this is the Infocom game I kept coming back to the most.
Given that, I perhaps have a different response to this than many others, because there is an element of nostalgia built in, but I finished this while still a student at MIT. Looking at it with fresh eyes, 30 years on, many of the criticisms leveled at the game are both right and wrong at the same time.
They are right, in that this never really becomes an atmospheric horror game. At no point are you even a little bit creeped out (compared to say Anchorhead). Rather, Lebling's silly sense of humour, which was at the crux of the Zork series) is given full rein. Be it the inscription over the western entrance to GUE Tech, or the graffitti in the elevator, Lebling regularly puts in a gag because he can. Partially, as a result, the horror never really builds. This has led many to dismiss the game as a horror-less horror game. But while that is true, it is also wrong as well.
It is not a valid criticism of an apple to note that it is not a banana. Someone going in looking for a horror game that will scare their socks off is in for a bad time. However, this is a Zork game with a horror overlay, and a decent one at that. The puzzles are generally decent. The internal logic holds together, and while it is a bit silly, that is not necessarily a bad thing.
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