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Archived from groups: rec.games.int-fiction (More info?)
As part of an attempt to post more reviews, I am posting more
reviews. Like all my reviews these are archived on my website at
http://www.drizzle.com/~dans/if/reviews.html -- if you're reading this
post after a few days there may be a more updated version there.
----------------------------------------------------------------------
The Isle of the Cult
by Rune Berg (TADS)
It's always a pleasure to play a game by a new author which is not only
fun in its own right but promising of even better things to come. The
Isle of the Cult doesn't aspire to anything much beyond "ok, you're on
this island and you have to collect the N magic whatsits because the
introduction says you do", and this is fine by me since it pulls it off
pretty well. There aren't a lot of fancy descriptions or complicated
puzzles here, but there's also very little fat in the game.
Berg clearly grasps a number of fundamental principles of puzzle
design. The puzzles are always fair (albeit simple), and as far as I
can tell the game can't be made unwinnable. Furthermore, for the few
multi-step puzzles, the game will automatically solve them for you if
you need to do them a second time. The one place the puzzle design fell
down was on giving guidance for nearly-right answers. This was a little
surprising given that The Isle of the Cult did a really exceptional job
on a similar task, clueing which items in the room/object descriptions
are significant without being blatant about it. In general, the game
has only a few rooms and objects which felt unnecessary: a good start,
though I hope that in Berg's next game he manages to trim it down even
more. On the other hand, I hope he increases the number of objects
which are reused for multiple puzzles. This game has a few reused items
(one of which is quite surprising) but I'd like to see even more, along
with more complicated puzzles.
Overall I was very pleased with the construction of the game world,
and, especially for a first-time game, The Isle of the Cult felt like
it had great beta-testing. My only real complaint with the game is the
backstory. Though normally that wouldn't matter in this sort of game,
this has a few hints of some bigger story that fails to quite make
itself clear, leading to a somewhat ambiguous and unsatisfying ending.
If you have several hours to play and are looking for a good-sized but
reasonably straightforward puzzlefest, The Isle of the Cult would be a
great choice.
--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW
As part of an attempt to post more reviews, I am posting more
reviews. Like all my reviews these are archived on my website at
http://www.drizzle.com/~dans/if/reviews.html -- if you're reading this
post after a few days there may be a more updated version there.
----------------------------------------------------------------------
The Isle of the Cult
by Rune Berg (TADS)
It's always a pleasure to play a game by a new author which is not only
fun in its own right but promising of even better things to come. The
Isle of the Cult doesn't aspire to anything much beyond "ok, you're on
this island and you have to collect the N magic whatsits because the
introduction says you do", and this is fine by me since it pulls it off
pretty well. There aren't a lot of fancy descriptions or complicated
puzzles here, but there's also very little fat in the game.
Berg clearly grasps a number of fundamental principles of puzzle
design. The puzzles are always fair (albeit simple), and as far as I
can tell the game can't be made unwinnable. Furthermore, for the few
multi-step puzzles, the game will automatically solve them for you if
you need to do them a second time. The one place the puzzle design fell
down was on giving guidance for nearly-right answers. This was a little
surprising given that The Isle of the Cult did a really exceptional job
on a similar task, clueing which items in the room/object descriptions
are significant without being blatant about it. In general, the game
has only a few rooms and objects which felt unnecessary: a good start,
though I hope that in Berg's next game he manages to trim it down even
more. On the other hand, I hope he increases the number of objects
which are reused for multiple puzzles. This game has a few reused items
(one of which is quite surprising) but I'd like to see even more, along
with more complicated puzzles.
Overall I was very pleased with the construction of the game world,
and, especially for a first-time game, The Isle of the Cult felt like
it had great beta-testing. My only real complaint with the game is the
backstory. Though normally that wouldn't matter in this sort of game,
this has a few hints of some bigger story that fails to quite make
itself clear, leading to a somewhat ambiguous and unsatisfying ending.
If you have several hours to play and are looking for a good-sized but
reasonably straightforward puzzlefest, The Isle of the Cult would be a
great choice.
--
Dan Shiovitz :: dbs@cs.wisc.edu :: http://www.drizzle.com/~dans
"He settled down to dictate a letter to the Consolidated Nailfile and
Eyebrow Tweezer Corporation of Scranton, Pa., which would make them
realize that life is stern and earnest and Nailfile and Eyebrow Tweezer
Corporations are not put in this world for pleasure alone." -PGW