Video.Tape / Decay Reviews
Author: T.D.S.
Date: 2007
ADRIFT 4.0
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Reviewed by Eric Mayer
SCORE: 9
Comments: This is a massive game, considering the time restraints. It makes good
use of Adrift's control panel and map features. It seems to be a fairly
straightforward search for useful objects, with some extra locations appearing
and a bit of added difficulty showing up as you
progress, which is a nice design. The location descriptions alone are enough to
hold one's interest. I admit, even though I've managed to accomplish a lot, I am
stuck, so I may be missing out on some important aspect, or have overlooked some
objects, even with the help of the control panel. (Particularly since I'm not
sure what the title has to do with the game) I will have to await a walkthru. A
pretty amazing three-hour entry indeed.
Reviewed by James Webb a.k.a. Revgiblet:
SCORE: 5.5 (if I must go for an integer I'll go for...5)
Comments: This started really strongly and, for a while, I was sure that this
would be my favourite. It began by quoting Augustine (out of context - for
purely dramatic purposes natch), which is an easy way to get the nod from me,
and was the only game to include an 'about' section from the start - suggesting
that TDS had thought a lot about presentation. It also had the most interesting
name, so I had been looking forward to playing it.
This game is a lot bigger than the other three, mostly due to the fact that TDS
took advantage of rbaseal's 'generic town' module and built his game around
that. This, for me, was where I began to wonder what score I was going to give.
Although TDS didn't break any rules by doing this, it felt 'wrong' to me. It
felt that this game was in a different category to the others, like it shouldn't
be in this comp. It made it look like (though I am sure that he didn't) TDS had
taken more than three hours to put it together. I think, in future, that
three-hour games should be built from scratch like the other three in this comp.
The other problem is that in this comp you don't have time to write detailed
descriptions for every item - which is a problem when you have so many locations
and so many items in the room descriptions. When you write 'x so and so' fifteen
times and only get two custom responses it gets a bit difficult to be movtivated
to keep examining everything. It's then becomes easy to miss something, which I
must have done because I got stuck and couldn't finish the game. This led to
another problem. There were no hints and TDS (I do understand why) password
locked the game, so there was no way of me finding out what to do next. I would
recommend that, for all comp games, if you're going to password lock your game
then you should include a walkthrough. I don't know if it's possible to finish
the game, and to be fair to Seciden's game I have to drop a point from this. One
way to help would be to give more clues in the game itself, like letting the
player know how many relics he has to find in total.
However, there was a lot to like about this game. There were various plot hints
as your progressed - a nice touch - and plenty going on. Using the jukebox had a
whole 'Silent Hill' feel about it which appealed to me. TDS also encourages the
player to use the ADRIFT map, which makes this game a lot more playable as there
many identical room descriptions and no 'exits' listed in them. This caused me
no grief because I was using the map, as instructed. For a while I was unsure
whether to give this or Robert's game my highest score, but in the end I went
for the more polished, less ambitious game because I enjoyed it a more and felt
less frustrated by it. It gets a 5.5 but would have a 6.5 if I could finish it.
Reviewed by Ren Rennington
SCORE: 8
Comments: Phew. Interesting. Very, very old-school in its unfair hardness. At
times, seemingly random implementation of objects and unguessable tasks. Fairly
bonkers story. But, very atmospheric, big for the time period, and always
interesting, even during the head-bashing moments of difficulty (really, how was
I meant to know the briefcase had a combination lock, why would I search scenery
that has no description?). My favourite game of the comp.
Reviewed by J. J. Guest
SCORE: 9
Comments: For such an enormous game, the writing is quite atmospheric and
although let down by a few strange grammatical errors; "the curtains have fell",
"there are blood on the walls", it evokes very nicely the feeling of an
abandoned city. I wonder, though, whether it was necessary to create such a
gigantic map? The repeating descriptions of the streets, without directions,
give the game a maze-like feel and make it utterly reliant on Adrift's graphical
map. Gameplay is old-school in a good way. You are left with no doubt of your
purpose in the sprawling metropolis; it's a classic trophy-case game in the
great Brian Howarth tradition with some good logical puzzles and one quite
illogical one which I was nevertheless able to solve. All in all, even given the
use of modules, a very impressive three hours work!
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