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Beethro’s Text Adventure Reviews
Author: Sokko
Date: 2004
ADRIFT 4.0
Reviewed By ralphmerridew
From the blurb: "Although labeled a ’demo’, "Beethro’s Text Adventure" is a
complete and fully playable subset of a much larger adventure ( I view it as a
prequel ). In fact, with 40 rooms, 7 characters, 51 objects, and full hints,
this game is larger and more developed than many ’complete’ ADRIFT adventures."
Can it live up to that? Of the 40 rooms, there are 15 for which you have no
reason to even enter, 11 more which are just flyover territory, and 4 which are
only involved in optional puzzles.
Puzzles have one solution, generally a matter of picking up the right object
that's lying in some room, and USE it in the appropriate location. Little or no
thought was given to close tries or alternate solution: At one point the player
needs to use a crowbar as a lever; trying to use your sword as a lever simply
fails; even a message along the lines of "That would probably damage the sword."
would be better. The player needs a hammer at another point, but searching the
tools in his house doesn't have a response.
Objects and characters will appear in rooms when they are needed; characters
disappear when they are no longer needed.
Of the 7 characters, only the supergoblin was implemented beyond a description
and "talk to" tasks.
On the plus side, text written directly by the author is competently done. (Game
generated text is sometimes in the wrong tense, such as "Beethro take the
sword." instead of "Beethro takes the sword." ALR work could have fixed this
up.)
In short, this game would be greatly improved if the unimportant parts were cut
out and the important parts better developed.
Reviews should be considered copyrighted by their respective authors.
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