Tag Archives: PC Adventure Games

Nord and Bert Couldn’t Make Head or Tail Of It

Publisher: Infocom
Developer: Infocom
Year: 1987
Platform: DOS, Macintosh, Commodore 64, Apple II, Amiga, Atari ST

Have you ever wanted to get a nice juicy steak, but all you had was a stake?  Have you ever wanted to literally kill two birds with one stone?  Or have you come across a pretty girl and it made you long for a gritty pearl?  Then you should definitely help out Nord and Bert, because they truly can’t make hails or teds of it.  Wait, um…

This adventure has you playing with homonyms, spoonerisms, idioms, and other plays on our language and culture in order to help save the town of Punster from total chaos.  There’s a story, but it’s there to serve the puzzles.  Just dig in and get your lexicon dirty.

The game designers smartly realized that most gamers would not be intimately familiar with every phrase, idiom, and slang the game is riddled with; thus an in-game hint system is a welcome sight. Despite the occasional frustration that ignorance creates while playing, the game can be funny and very satisfying when you do advance on your own intellect. Nord & Bert is a must-play for those who love word puzzles. Hardcore adventurers may want to look elsewhere.

Contemporary RatingHigh. If you figure out the answer to a puzzle, the parser is not going to get in the way.

Cruelty Rating:  Tough.  While you can get rid of an item you need and the game won’t tell you you’re stuck, you’ll figure it out pretty quickly.  Also, the game is short enough that even if you screw up it’s not really frustrating.

The Pandora Directive

Publisher: Access Software
Developer: Access Software
Year: 1996
Platform: DOS, Windows, Macintosh

Review: The fourth installment in the lauded Tex Murphy series, The Pandora Directive takes a huge step forward in nearly every facet. While using the same engine and basic controls of Under A Killing Moon, most of the problems have been rectified to create a truly enjoyable experience. This time, Tex is once again broke and desperate for any case. He gets one when an old friend of scientist Thomas Malloy drops by the diner and asks Tex to locate him. What follows is an epic cat and mouse chase through California and South America, not only to find Dr. Malloy, but the secrets he carries.

While there remains several contrivances throughout the game, the plot is tighter and simply more interesting than that of the last game. There are fewer puzzles that involve goose-chases, which helps maintain interest. But the best addition to the plot is a dynamic scoring system that changes the story as you proceed. There are three main paths throughout the game depending on how you treat the people you cross. You can take the high road, treating your friends and enemies with dignity and respect, take the middle road by taking some shortcuts, or take the low road by being arrogant and despicable. The story can veer based on the choices you select when talking with people or actions you make when you have the opportunity to take advantage of someone. Each path has some puzzles and videos of its own, making replay an actual treat instead of a mindless chore. All in all, there are six possible endings, and a few of them can only be seen if Tex has taken a certain path.

Also improved significantly is the acting. Chris Jones remains adequate, if unmemorable, as the Bogart-like protagonist who narrates his own adventure. Barry Corbin (Northern Exposure) is over the top as a bad guy, but he’s still entertaining. Tanya Roberts (That 70’s Show), Razzie nominee recipient, is decent as a sexy adversary. And Kevin McCarthy (Death Of A Salesman) is excellent as Malloy’s friend. Heck, Suzanne Barnes even improves as Chelsea, Tex’s love interest. Nobody grates on the nerves which goes a long way to making the game enjoyable.

In fact, your enjoyment of the game will largely depend on your patience with the first-person maneuvering through pre-rendered scenes (and blue-screened actors). Like the last game, it can be clunky at first, but eventually becomes second nature. And there are plenty of shortcuts one can use to keep from walking the same streets over and over. The stealth missions are more frequent and more intense, making good use of the game’s engine. Frustratingly, many objects hide in very hard to see places as you kneel and turn your head to find them. At least Jones, recognizing that a game dependent on atmosphere shouldn’t slow down for long, included an on-line hint system to help you through the tough puzzles (at the cost of points). Furthermore, if you want to skip half the puzzles and just enjoy the plot, you can play without them.

If you liked Under A Killing Moon, you will undoubtedly love The Pandora Directive. You don’t need to have played the former first to understand what’s going on, but you may enjoy the plot even more if you do.

Contemporary RatingLow. Early 3-D rendering and clunky controls would irritate today’s gamers, not to mention the pixel-hunting.

Cruelty Rating:  Polite.  There are many ways to bite the bullet, but dangerous situations are apparent.  I found no way to get stuck.

Maniac Mansion: Day of the Tentacle

Publisher: LucasArts
Developer: LucasArts
Year: 1993
Platform: DOS, Amiga, Atari ST, Apple II, Macintosh

ReviewMovie sequels often don’t do as well as the original. The ideas generally aren’t as fresh and those involved can afford to rest on their laurels, their audience almost guaranteed. This is not true with computer games.  In fact, the opposite is almost true. From Leisure Suit Larry to Police Quest to Half-Life, designers and programmers often work even harder on the sequels, using updated technology while listening to user concerns about the first game in building a better product. The greatest example of this is the sequel to Maniac Mansion.  It didn’t hurt that they brought Tim Schafer in on the project.

All the primary characters return for this installment, including Dr. Fred Edison, his wife Edna, Weird Ed, and Dead Cousin Ted. However, the plot is driven by Purple Tentacle, who drinks some sludge from the river, transforming himself into an evil, power-hungry dictator. The good doctor, realizing that he is unstoppable in the present, attempts to send Bernard and his two friends back in time to turn off the sludge machine before Purple Tentacle drinks from it.  Naturally, the time machine fails, sending Hoagie to the past, Laverne to the future, and Bernard right back in the present.  From here you must try to do things in all three time periods to stop purple tentacle and his tentacle minions, all while getting your friends back to the present day. 

While there really is no room for plot development, there are cut scenes that show how Purple Tentacle takes over the world in the future, and they are pretty comical. However, the gist of the game is puzzles, and there is a whole truckload. While many of them are wacky, they generally makes sense and only requires leaps of logic in a few minor cases. What makes them more interesting than your everyday adventure is that you control all three characters, and must help each other with solving puzzles. Despite the fact you are across three time zones, there is a mechanism which allows you to exchange items with one another. Some puzzles are solved by playing with temporal mechanics, thus requiring multiple-step solutions as you witness a task in one time period affecting another. Additionally, some items are used more than once, providing more challenge than normal. 

My only real complaint is all the walking back and forth you have to do as you fetch items from your friends, especially late in the game. It never becomes ridiculous, but it annoyed me enough to drop the game in my rankings a bit. But there are obvious reasons that Day of the Tentacle is often makes top ten lists; it’s production is nearly flawless, and it’s pretty funny, to boot. I would have preferred more substance, and a sharper wit, but those are just subjective observations that will vary from player to player. Whatever your taste, it would be hard not to give this one a recommendation.  What I do know is if you liked Maniac Mansion, you will love this game. I hated Maniac Mansion, and I still love this game.

Contemporary RatingHigh. One of the oldest games that remains highly intuitive today.

Cruelty Rating:  Merciful.  No way to die or screw up.  Only reason to save is if you quit or you’re worried about the power going out.

King’s Quest VI: Heir Today, Gone Tomorrow!

Publisher: Sierra
Developer: Sierra
Year: 1992
Platform: DOS, Windows, Amiga, Macintosh

Review: While a vast improvement over the previous installment, with a much longer, integrated plot and a much better use of mythology, the sixth installment still lacks in many basic areas that plague the King’s Quest series.  Thankfully, there’s enough that’s awesome here to make it worth playing.

Alexander, a very bored prince, is sulking in the throne room, something he learned quite well from his father. Roberta Williams digs into the plot device bag and pulls out the ol’ reliable Magic Mirror to get things started. And whadya know, Cassima, the lass King Graham helped save on his last adventure, appears in the mirror. She is trapped inside of a castle and expresses her longing for a man (a la Juliet).  While she never mentions him by name, Alexander assumes she is talking about himself. So, without asking his father’s permission or telling so much as his fairy godmother of his plans, Alexander takes off for the Land of the Green Isles, where Cassima is being held in solitude.

Wait a second. This sounds eerily familiar. Perhaps…yes, perhaps it’s because this is the exact same plot lifted from King’s Quest II: Romancing the Throne. Thankfully, Mrs. Williams must have realized her abysmal failure the first time around and decided to give it another shot.

The opening animation sequence is beautifully done. It also manages to be quite long without giving away the game’s plot in its entirety. The plot does move along during play, though barely, and during cut scenes like in King’s Quest IV: The Perils of Rosella. While not original, the King’s Quest series was never known for its plot. Rather, environment, mysticism, and puzzles (well, sometimes) helped sell the series. For the most part, they’re all here.

Yet I have a love/hate relationship with this game. I would have enjoyed it more with a typing interface. Then, some of the neat puzzles might have been hard. Unfortunately, many are very easy. Too many of the puzzles require “triggers” to activate them (breaking mimesis), and there is one very not obvious way to become walking dead for a very long time. If you don’t converse with a particular character at the beginning of the game, you will put the game in an unwinnable situation depending on which plot branch you take. Worse yet, you will not know you have done as such until the game is almost over. There is no excuse for such sloppy game design. Also, an extensive part of the game involving the Cliffs of Logic and the Catacombs is one huge copyright protection. The only way to solve the puzzles is to have the “Guidebook” that comes with the game. Instead of creating fun and intuitive puzzles, the designers simply became lazy.

On the bright side, most of the characters are developed well. The shopkeepers of the pawn shoppe and the library have captivating voices and wonderful personalities. In fact, everyone human that you meet is fun to interact with. However, many of the mythological and cartoon characters become rather annoying and have little pleasantness about them (except Hole in the Wall!). The main characters are so stereotypical that one wonders if Disney had a role in character development. Alexander will never do anything that is improper or not fit for a prince, unless of course he needs to do so to advance in his quest. And Cassima’s undying love for Alexander is groundless, but it does fit her undynamic personality. At least the corniness is good for a few chuckles.

The graphics are nothing spectacular and not much of an improvement over the last game in the series. Everything is very colorful, but much of it is too cartoonish. The sound effects are pretty good, however, and the end game song is a treat.

Most of the game is pleasant, and the advent of five unique islands to explore, a plot branch, and two endings with one giving you more points than the other (and a much longer, satisfying game) are great ideas and I applaud Sierra. Also, magic is used almost as extensively as it was in King’s Quest III: To Heir Is Human, an idea this series should have implemented more often.

Heir Today, Gone Tomorrow is a relatively easy adventure with poor plot development and some annoying puzzles.  So why do I like it so much? Perhaps it’s sentiment.  Perhaps because it’s predecessor was abominable.  Or perhaps it’s all of the charm.  And the things this game does well, it does really well.

Contemporary RatingMedium. Highly intuitive gameplay, but making an hour’s worth of puzzles a copyright protection is unforgivable.

Cruelty Rating:  Cruel. You can die frequently, and it’s not always obvious.  Only one walking dead situation, but it’s still very cruel.

Phantasmagoria: A Puzzle of Flesh

Publisher: Sierra
Developer: Sierra
Year: 1996
Platform: DOS, Windows

Review: About the only thing that the second installment of this “series” has in common with the original is full motion video.. Otherwise, near everything else, including the writer, director, actors, and genre have changed.

Exit Roberta Williams, enter Lorelei Shannon. Both were involved directly in the making of King’s Quest 7, one of the worst adventure games of all time. I have forgiven Lorelei after doing this project.

Unlike the first game, this is not horror. Shannon’s script has some tense moments, and there’s plenty of gore, but Puzzle of Flesh is more of a sci-fi thriller. And the tense moments that exist become so predictable that they could hardly cause a fright. What this script does have that its predecessor does not is an original plot and character development. During the game the player gets a good feel for nearly a dozen characters.

Curtis Craig, played by Paul Morgan Stetler, is the protagonist, an attractive single introvert who works in a cubicle for a pharmaceutical company as an editor. He’s at the low end of the totem-pole but appears content with his simple life. He’s dating one of his co-workers, but his true love is his pet rat Blob. No one really knows much about him; in fact, Curtis doesn’t know that much about himself either. Of course, some really bizarre, seemingly supernatural things begin happening to Curtis and those around him and he spends the entire game trying to figure out who, or what, is behind these events. Flashbacks are used extensively, giving Craig and the player information, little by little, about what might be going on.

Stetler is fantastic. He rarely overacts, and his non-verbal reactions are often right on target. His gay friend Trevor, played by Paul Mitri, is also very good. He makes a good contrast to Stetler’s character, and his acting appears very natural when he’s being funny (and junior high-like when he’s asked to do drama). Monique Parent, Cinemax soft-porn star, has a similar role here and does well enough for that role. Most of the supporting actors are sufficient, especially Michael Taylor Donovan as Stetler’s supervisor.

The real standout is Ragna Sigrun, who spends most of the game trying to seduce Stetler. Her range is evident throughout, and like Stetler, I found myself unwillingly attracted to her immediately.

The game’s main faults lie within the nature of the beast of FMV games. Continuity is very difficult to achieve, as the switch from still screens to video sequences tends to break atmosphere. Also, characters oftentimes seem to react inappropriately in situations because the player decided to do things in a slightly different order than the author had intended. Ultimately, though, there is very little freedom, as the days do not progress unless the character triggers certain events. Mimesis is broken quite often.

And the plot does have several holes. However, they are minor enough that they will probably not be annoying if you find the script material interesting. I did, so I turned my brain off at times to enjoy the ride. My main gripe is with the end sequence, as it is overlong and requires the player to figure out a puzzle, seemingly for puzzle’s sake. All remnants of pace and tension are wiped out, and as the game ended, I was glad. The last thing I want in a game is to be glad it’s over.  However, I did appreciate the multiple endings.

This game is not for kids. It may not even be suitable for teenagers. Even with the censors on, the heavy adult themes present may be too much for some to handle. A significant portion of the game revolves around S&M, gender identity issues, and child abuse.  Throw on top of that murder, several sex scenes, and lots of blood, and you got something the whole family can enjoy!

Like the first game, it is very short and pretty easy. It took me two days, but I enjoyed myself most of the time. A game like this should probably be short, as the emphasis is on the interactive movie experience and not puzzles. Just put yourself in a dark room and escape from reality for a few hours, much like a good movie.

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Contemporary RatingMedium. A little too much tedium at times, the story not advancing until you click everything that can be clicked.

Cruelty Rating:  Polite. A few points where you can die, but you’ll be saving regularly anyway.

Sam & Max Hit the Road

Publisher: LucasArts
Developer: LucasArts
Year: 1993
Platform: DOS, Windows, Macintosh

Review: A couple of the more popular heroes in the history of adventure games, Sam & Max, freelance police, spawned many rabid fans and eventually their own morning cartoon (that won an award, no less). Sam is a well-dressed, sarcastic canine that was pulled straight out of 40’s noir. Max is crude, narcissistic, and a self-proclaimed violent lagomorph. And they’re both dedicated to solving their client’s plights, as long as there is substantial monetary gain to be made.

The premise is yet another bulls-eye for LucasArts, and is apparent from the opening sequence, where Sam and Max rescue a damsel in distress from a mad scientist, by the simplest method available, a thorough butt-kicking. Shortly after, they make the following discovery:

Max: He’s not a real guy, Sam! Can I keep his head for a souvenir? Why do you suppose its ticking?
Sam: That’s no head, Max! It’s one damned ugly time bomb! Let’s leave this criminal cesspool pronto!
Max: Good idea, Sam. Maybe we can ditch the head somewhere while the credits are running. Mind if I drive?
Sam: Not if you don’t mind me clawing at the dash and shrieking like a cheerleader.

The exchange would be funny enough in an episode of Police Squad, but is classic coming from these furry creatures. Further, after the credits sequence finishes:

Sam: Well, that was a pleasantly understated credits sequence.
Max: I enjoyed the cheesy retro ambiance.
Sam: What the hell are you talking about, Max?

This self-awareness remains throughout the adventure, with Sam and Max making comments to the player and to the game designers. In fact, how you feel about the game will rely heavily on your taste in humor, as you will be barraged with one joke after another, some subtle, some crass, and some intentionally lame.

As for the game itself, the plot is quite bizarre. Your case directs you to find a missing “Bigfoot” and a giraffe-necked girl that were kidnapped from a carnival by country-western star Conroy Bumpus. You’ll visit several quirky tourist traps, some based on real places, like the World’s Largest Ball of Twine in Minnesota, with exaggerated effect. The characters you meet are mostly human caricatures intended to dig at pop culture, country music, and Western civilization in general. The interface itself is point-and-click and very intuitive. The graphics are sharply detailed, and the soundtrack is adequate. There are no dead ends, timed puzzles, or other such annoyances for the beginning gamer. And the voice actors for Sam and Max are excellent, with the supporting case up to the task, including a Bigfoot who has seen too many James Stewart flicks.

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The puzzles are inventory-based, and few are of the lock and key variety. While you play the game as Sam, Max tags along causing trouble over the screen, but you can use him as an inventory item to solve any number of puzzles!  They usually involve gratuitously disgusting or violent acts, but not always. While nearly all of the puzzles are unique, they unfortunately require leaps of logic from the player on more than one occasion. They aren’t terrible, but slowed down the pace of the game considerably for me, which is the last thing I want in a comedy.

As typical for LucasArts, there are several amusing mini-games to play(including an entertaining variation of Battleship), Lucas films are spoofed (with a hilarious puzzle from Raiders Of The Lost Ark), and a few Easter eggs are present. I enjoyed many parts of Sam and Max, but was not satisfied on the whole. The characters seem more suited for a PG-13 or an R-rated audience, but their humour is necessarily toned down for the PG audience it was also aimed at. And while I laughed out loud a good half-dozen times, I feel as though their potential was never realized.

Thankfully, Sam & Max’s adventures didn’t end here.  They have three whole new adventures thanks to Telltale Games.  If I finished those, I am sure all three would hit the top fifty.  But despite enjoying them immensely, I sadly haven’t found the time to finish any of them.

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Contemporary RatingHigh. While some of the puzzles are unfairly difficult, a quick trip to an on-line walk-through should eliminate most of the frustration.

Cruelty Rating:  Merciful. Like with most LucasArts games, you can’t even die, let alone get stuck.

The Beast Within: A Gabriel Knight Mystery

Publisher: Sierra
Developer: Sierra
Year: 1995
Platform: DOS, Windows, Macintosh

Review: Sierra took a risk by taking a successful game (Gabriel Knight: Sins of the Fathers) and completely changing the interface for its sequel. The second game in the Gabriel Knight series is strictly full-motion video, with real actors attempting to bring the story to life. Compared to other FMV games, The Beast Within is a rip-roaring success; but the nature of the beast unnecessarily hurts the series.

This time, the game takes place entirely in Germany. The local town is need of Gabriel’s “powers” to help rid themselves of what they believe are werewolves. As he is once again experiencing writer’s block (after his successful book based on the last game!), Gabriel reluctantly agrees. What follows is a six-chapter series that slowly dishes out an engaging plot, only a little more predictably than before. This time around, the player alternates between playing Gabriel and Grace (his employee from the first game), as they both must research the problem and risk their lives to fulfill their destinies.

The game is fairly easy, with a faithful dose of hotspot clicking to advance the plot. However, there are still many inventory puzzles, and quite a few are entertaining to solve, including one that involves splicing tape recordings. What really holds the game back is the same problem with its predecessor, multiplied threefold. At more than one occasion, Grace must nail every hotspot in a handful of rooms, merely for information gathering, with no indication that it is necessary.

The other disappointment, frankly, is the acting, especially that of the two main characters. In Sins Of The Fathers, Gabriel was a hunk and a cocky sonofabitch, with layers of depth and sensitivity buried underneath the tough exterior. Here, he is pretty much a wuss, and not at all attractive. Grace is not any better, overreacting to nearly every situation while being passive-aggressive with everyone she meets (again, unlike the previous game, where Grace is cool, with a cutting wit). Thankfully, the supporting cast puts in top-notch performances, especially Peter LucasWolf Muser, and Fredrich Solms.

While the writing at times leaves a bit to be desired (including humor, which is almost non-existent), the story and characters are enough to draw the player in through to the end, which like the previous game, is well-developed and thoroughly intense. The only major beef I had with the plot was that even though I discovered who the antagonist was well before game’s end, I couldn’t do anything about it because Gabriel didn’t know (and he should have). Instead of simply implementing mutliple endings and/or plot branches, I was squeezed through a painfully linear endgame.  Thankfully, the final puzzle is pretty damn good, leading to a satisfying ending.

Overall, this game was a success, widely considered the adventure game of the year. It is a worthy play, but probably only to fans of the series.

Contemporary Rating: Medium. Very easy to play, but the insane amount of pixel-hunting at times would drive modern gamers batty.

Cruelty Rating:  Polite. There are a couple of situations where you can die and must save before hand just in case, but the situations are very obvious.

Rise of the Dragon

Publisher: Sierra
Developer: Dynamix
Year: 1990
Platform: DOS, Amiga, Macintosh, SEGA CD

Review: Dynamix introduced their first game in the adventure genre in 1990, and while it suffered a little from the inexperience of the game designers, it still soared high and above most of its competition.

You play Blade, a former cop who didn’t work within the system and is now a private dick. The mayor’s daughter, an addict, has been killed by a mysterious drug. The mayor has hired you to not only investigate her murder, but the organization that is behind everything. The setting is in Los Angeles in the near bleak future, and most of the game revolves in and around Chinatown; however, there are very few locations to visit in the game.

The locations therein are well realized and the digitized graphics are sufficient if not a tad bit grainy. The sound does a superb job of staying in the background, hardly noticeable but still reflecting the appropriate mood. The icon interface is very intuitive, with most commands executable with one click of the mouse, while not being too insulting. Items can be dragged to and from the inventory and combined with ease. There are enough subtle hints, background imagery, and red herrings in the game to make the point’n’clickin’ meaningful.

Where Rise of the Dragon really stands out is the pacing of the game. Though it doesn’t get mentioned often, the pace of a game can easily make or break the player’s enjoyment. Blade lives in real-time. The world moves on with or without him.  More importantly, characters respond appropriately to Blade’s actions and remember them as well. Piss off an informant?  Forget about getting anywhere on that lead. Apologize to your girl?  She’ll remember your sincerity later. Talking with characters prompts conversation trees that can wind out to several different outcomes. While the game can never be put in an unwinnable state, the more you screw up, the less likely you’ll be able to deduce what’s going on around you.

apologizing to your girl

Though there is a time limit, in the game and in some sequences, it is not too constricting.  You are allowed extensive exploration as well as the “restore” command to beat the clock. One of the game’s treats is the numerous ways you can creatively kill yourself. After I won the game, I spent a good amount of time searching for all of the possible death scenes and the four alternate endings.

Ultimately, the game’s biggest disappointment is its brevity. Perhaps I’ve just played too many games, but I was able to complete this one in about three hours. The puzzles are none too difficult, and there simply isn’t extensive enough character or plot development. There are also two arcade sequences involving using your weapon of choice. The first one is implemented seamlessly and is simple enough, while the second is very clunky and abruptly ruins the flow of the game near the end. While you can skip them if you so choose, continuity is sacrificed.

Despite it faults, Rise of the Dragon should please most adventure gamers as it does a wonderful job of creating a realistic, non-linear environment without ever forcing the player to read the authors’ minds by solving obtuse puzzles. Certainly worth an afternoon.

Contemporary RatingMedium.  The game’s time limit combined with the pointless arcade sequences could scare some people off.  However, if the game intrigues you it shouldn’t be too much a barrier.

Cruelty Rating:  Polite.  You need to save the game regularly, but you can’t get stuck and dangerous situations are apparent.

The Dark Eye

Publisher: Expert Software
Developer: Inscape
Year: 1995
Platform: Windows, Macintosh

Review: If I scored games on originality, The Dark Eye would probably have the highest score. One of the few adventures that has no inventory, the player weaves through three Edgar Allen Poe stories, as well as one original, haunting tale in true Poe fashion.

The game begins with you arriving at your eccentric uncle’s mansion, simply on a trip to visit him, your brother, and your cousin. You learn quickly that your uncle disapproves of the relationship between your brother and cousin and a plot begins to develop, growing darker at every turn. However, to advance the plot you must enter the world of Poe’s stories.  The three works you explore are The Tell-Tale HeartThe Cask Of Amontillado, and Berenice. You get to complete each story playing both the victim, and the victimizer, unable to change the course of the original story. The farther you advance, the more of the plot you see, until the last story is finished where the game’s end is revealed.

The characters are strictly claymation, in both the real world and in Poe’s stories. At first this may seem like a turn-off, but the brilliant acting (especially by William Burroughs) combined with the dark, ominous setting draws the player into their world. The only drawback in this department is character movement, which is very blocky and poorly rendered (perhaps intentionally, but not to my taste).

However, despite being an interactive story without puzzles, the gameplay mangles some of the tension. To trigger advancement in the story, one must click on various objects on the screen, which will trigger events or, at times, memories or voices. Many times this whittles down to a monotonous exercise in guess-and-check, creating more frustration than tension. Additionally, it is often difficult to discern what direction you are heading. There is at least one time during the game where I kept turning around in circles, pleading for an exit before I was felled by carpal tunnel.

Though the game can be played without having read any of Poe’s stories, I’ll guess that it is more enjoyable if one knows the material heading in. The story and the motivations of each character should make a little more sense. There’s also the foreknowledge of the tragic end, which being forced to endure satisfies any internal sadistic tendencies one may have.

Of course, if you don’t like Poe, you probably won’t enjoy this game. For those who do, I strongly suggest playing this fascinating, if imperfect, campaign. And while I found the final Easter egg to be overlong and dull, those who win the game get to hear Burroughs do a reading of Poe’s The Masque of Red Death.

Contemporary RatingMedium. What is essentially an interactive movie is not made intuitive, which is amazing when you think about it.

Cruelty Rating:  Merciful.  You can’t win the game unless you die!

Callahan’s Crosstime Saloon

Publisher: Take-Two Interactive
Developer: Legend
Year: 1997
Platform: DOS

ReviewLegend might have raised the bar with this game. They had to tap into many talents to make the game as good as it was. They certainly did not lounge around while this was in production. Inn fact, you could say they put more effort into this one more than any other. I’m even confident enough with that opinion to go pub-lic with it.

And if you could stomach that pun-filled synopsis, you might want to try Callahan’s Crosstime Saloon. Based off series of books by Spider Robinson, you fill the shoes of Jake Stonebender, a reserved man with a haunted past, witnessing and partaking in the strange goings-on in the titular tavern. You’ll run into many fascinating friends, ranging from vampires to aliens to talking dogs to time travelers and even some regular ol’ drunks, who all respect one another’s privacy and can’t go three sentences without starting an all-out pun war.

The overarching plot is that our universe is about to be eliminated by an intergalactic council because there is nothing unique about it, thus being labeled a tax on resources. The creator of our universe is allowed some time to make a defense for his project, and decides to head to Earth to see if anything pops up. Oblivious to the fact that end of the world is near, you (as Jake) must traipse through many other hurdles (such as preventing an alien species from sucking all the testosterone from Earth) and help out your friends (possibly by heading to the future to save a certain cacao plant from extinction) in order to pass the time. Meanwhile, the universe’s creator is keeping a close eye on your adventures.

The game starts with the player attempting to win a contest at the saloon by solving various riddles of a pun like nature. The theme for the night (which becomes soon obvious) is classic rock bands.  One clue is “Slender Projectiles + Legend.” In other words, “Arrows + Myth.” Thus, the answer for that riddle is Aerosmith! I absolutely love word puzzles, so this game hooked me immediately. The rest of the game is based less on word puzzles than on quirky inventory-based puzzles that make sense only in the bizarre environment you encounter through your adventures. On several of these adventures, you will have a partner (from the bar) who comments on your predicament and even helps out on occasion.

Your enjoyment of the game will highly rely on your taste in humor, as the personalities and subsequent jokes by this crazy bunch of characters is the heart and soul of Callahan’s Crosstime Saloon. There are some logically satisfying puzzles, but many are contrived and feel like busy work. Meanwhile, the game includes responses (in full speech) for thousands upon thousands of actions. While this attention to detail is appreciated, most of the game is spent listening to the narrator drone on about various tangents. Some of the commentary is amusing, but it eventually feels like a chore. I zipped through the first half of the game, but the redundancy slowly bored me right up until the final chapter, when I was happy to see the plot finally moving along.

The other highlight here is the four solid folk songs interlaced throughout, written and sung by Spider Robinson himself. The Drunkard’s Song is fantastic, and the author has released a CD of his own.

I laughed out loud a couple dozen times during my playthrough, and was pleased to see many unique features (and gambles) taken by the developers. But when all was said and done, there were too many flaws to give this game a high ranking, though I would still recommend it to fans of the author, of Legend games, and puns.

Contemporary RatingHigh.  Intuitive game, easy interface.  Though, if you’re not a native English speaker, the game would be difficult at times.

Cruelty Rating:  Merciful.  You can die, but there’s no need to save as you’ll get taken right back to where you were.