Planetfall

by Steve Meretzky

Episode 1 of Planetfall series
Science Fiction
1983

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Adventure Classic Gaming

The game's greatest strength is its plot. Although relatively simple in itself, it is developed with control that rivals a novel. The details are revealed slowly. The goal becomes clearer to the careful reader as clues hidden in locations come together to paint a picture of what has happened and what must happen in order for you to return heroically to Stellar Patrol. In contrast, the game's greatest weakness is its inventory management. Inventory juggling has always been a problem in adventures. Most adventure gamers accept the fact that there is a limit to how much the player can carry. In most games, an item is included which allows the player to carry more without destroying the delicate limits of belief. Unfortunately, no such item exists in Planetfall. Worse is the fact that I try to pick up an item but only to find it tumbling to the ground along with some other items of importance. This happens a lot, sometimes in almost endless successions. Moreover, there is a lack of challenging puzzles. Beyond inserting objects in slots most puzzles can be easily solved by dying, working out what has gone wrong, and then trying something different. Floyd is integral to a couple of challenges and should have been used to much greater effect.
-- John Campbell

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