Temple of Vran

by R. A. McCormack

Episode 2 of Ket trilogy
Fantasy
1984

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3 of 3 people found the following review helpful:
A Strong Early Title, September 24, 2020

The contest continues in Temple of Vran. The first Ket game mixed reasonable, tidy puzzles with a few impossible actions, intent on making sure sales could peak before people started achieving 100% solutions and assembling the final code. The second game dispenses with this; I'd argue that this game is solvable, front to back, without a hint or a walkthrough. I only needed a few prods here and there to keep moving.

Now it's still not easy, mind you. There is death, items you can waste, mistakes you can make that will render your game unwinnable. But they're fewer and farther between now, and we have no more stalling tactics. Instead, we have a slight upgrade in combat - we can now switch weapons to deal more handily with certain foes. There's far less retreading of the same ground - the game is a bit shorter but covers more area than the cramped dungeon of the first game. More locations, more items, more surprises. These are not always simple interactions, either. We get spatial relationships, one plausible location, some color-matching, and a few Scott Adams pure-logic stumpers. All of them are doable.

The amount of text and the quality of the writing are also improved, and quite funny, as well, both in description and interaction. This is an oldie worth taking another look at. The only real problem is that the follow-up, The Final Mission, is horrible, a truly abysmal game. I say play this one, and imagine how you would like the story to end. You'll save time and tears.

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