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21st Place - 2nd Annual Interactive Fiction Competition (1996)
Standard fantasy scenario: fetch artifacts to lift curse on kingdom. Tolerable prose, good sense of expanse. Unplayably buggy under both DOS and Linux: save/restore doesn't work under Windows, and in both versions some crucial items and characters, including the historian who's supposed to tell you about your quest at the beginning, are unmentioned in the room descriptions and undetectable without consulting the walkthrough. This is probably a bug in the JACL interpreter rather than the game scripts, but the game scripts are not compatible with more recent versions of JACL.
-- Carl Muckenhoupt
A for-the-most-part nice old-style adventure game with the vastness and anachronistic amalgamation of magic and technology. The atmosphere is very Zorkish, as are the puzzles. [...] A major detriment is the fact that, even ignoring the "RESTORE" flaws, the game is still thoroughly impossible without the walkthrough, unless you're a darn good guesser. Four or five locations contain items or characters that aren't even mentioned!
-- C.E. Forman
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This game had just too big of a scope and not enough polish to work out. It is a sprawling fantasy game, with a village and a town and a tower and an underground dungeon and an island and so on and so on. It has a homebrew parser. Contrast this with The Land Beyond The Picket Fence from the same year; its homebrew parser is much more polished, the map is tiny (7 or 9 or so locations), and its slick and smooth. Both games probably had roughly similar amounts of work put into them, but Eldor is just spread too thin.
However, Stuart Allen released The Unholy Grail the next year, which is a fantastic game, so I strongly recommend it.
This is version 3 of this page, edited by Edward Lacey on 17 April 2013 at 5:52am. - View Update History - Edit This Page - Add a News Item