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This adventure was dedicated to H. P. Lovecraft who originated the literary tradition which has come to be known as the Cthulhu Mythos. If you are familiar with these stories by Lovecraft, et al., you will appreciate this adventure more.
- Denk, December 21, 2019
6 people found the following review helpful:
An early Lovecraft outing of strong atmosphere but wearying difficulty., March 2, 2014
The relative explosion of H.P. Lovecraftian text adventures occurred in the non-commercial period of IF dating from the 1990s and onwards. It might have happened irrespective of all external factors, but because Infocom released The Lurking Horror in 1987, that game is an obvious landmark. I was therefore a little surprised to find an earlier example in the form of 1984 Eamon adventure The Tomb of Y'Golonac. This game exhibits most of the qualities of the later Lovecraft games – reverence towards the subject matter, wide-ranging knowledge of the author's made-up mythologies and a competent or better pastiche of Lovecraft's writing style, liberally sprinkled with words like 'loathsome' and 'unwholesome'.
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Being Eamon, this is Lovecraft done as a kill-em-all-before-they-kill-you explorathon, but Tomb's writing is decidedly above average for an Eamon. It creates an underground world of dank corridors and weird landscapes, and is capable of generating suspense about what dangers may lie ahead. A plethora of weird stains, evil smells and inexplicably dreadful feelings mark the corridors. While this atmosphere is likely to impress a new player, numerous harsh gameplay difficulties become apparent as one spends more time with this game and, unfortunately, they stop it from being fun in the end. Y'Golonac does have cause to be hard. As Pat Hurst pointed out in his review of the game back in the day, it reproduces the core aesthetic of Chaosium's Call of Cthulhu role-playing game, itself a logical extension of the implications of Lovecraft's stories. That aesthetic consists of players having an incredibly low survival rate due to them being frequently smitten by the powerful and unknowable horrors from other universes encountered during play.
It's easy to make an Eamon hard in a thoughtless kind of way: Just give the monsters massive stats and pack the map with unheralded instant death rooms. In Eamon's time there was a degree of competition to make 'the hardest Eamon ever', and I don't blame people for trying to achieve this using the relatively limited toolset which was available. Eamon evolved pretty quickly during the 1980s, and later versions of the engine (6 and 7 especially) gave authors the ability to do more sophisticated stuff. Y'Golonac is a version 4 Eamon which mostly hacks the player down using a combination of big-statted regular monsters, super monsters which can kill with one blow and hard-to-avoid instant deaths. The SAVE command is locked and a cave-in prevents players from escaping back to the Main Hall if they want out early. The kicker, once all of these features are in place, is that 90% of the game's secret doors aren't clued at all, and can thus only be found by walking into every wall in every room. The map of 90+ rooms has been slyly arranged to maximise the difficulty of making real progress and the player who discovers the nature of the secret doors after a long spell of vigilant mapping is likely to feel as great a deflation of their spirits as I did.
For its atmosphere and quality of writing alone, The Tomb of Y'Golonac is a remarkable Eamon. It's also significant for being one of the earlier Lovecraft-themed text adventures around. However, the standard of unreasonably difficult play the game adheres to is most definitely of its time. I enjoy the challenge of discerning and hacking out the path through some of these harsh old combat adventures, but Y'Golonac is meaner than even I can stomach. I lost count of the number of times I died, restarted, missed exits or cheated without success (cheating with BASIC hackery is an easy and common tactic in Apple II Eamoning). Eventually I broke out the Eamon Utilities disk and used the Dungeon Mapper program to look at the parts of the game I hadn't been able to reach or find on foot. So while I don't regard Y'Golonac as worth completing for bragging rights, it is worth sampling for those interested in Cthulhu mythos text adventures, especially those interested in actually fighting Lovecraft's grotesque monsters rather than just imagining that they might be slithering about nearby. Y'Golonac doesn't become insanely difficult immediately, but those things which are good about it are present immediately.