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SynTax
Some events are triggered by your actions for instance when you enter the church, and you have to sit back and let these 'set pieces' happen. In fact these are the most atmospheric bits in the game, which seems to owe something to the novel 'Moonfleet', even down to the name of the village and the bit where you have a close encounter with the occupant of a coffin.
This brings me to the negative aspect of the game which is that most of the time it is actually lacking in the atmosphere promised by the scenario and the set events. I presumed it was set in the eighteenth century due to the smuggling references but there is nothing much in the game to indicate when it is supposed to be. The location descriptions are rather sparse as are the responses. It is rather a shame because the game is enjoyable to play and the scenario offers such rich opportunities one feels that it could have done with a bit of beefing up on the old prose front. (Matthew Pegg)
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SynTax
What I liked about this game was its simplicity in its location descriptions that clearly marked all exits. It soon had you moving about solving puzzles. But don't be misled into a false sense of security in that everything is going to be handed to you on a plate. You have to examine everything, especially when faced with a sort of 'mini maze' where descriptions are identical. (Jean Childs)
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