IFReviewed by Tom Zuchowski on 2006-05-14 09:44
MAIN PGM Version: 7
Extra Commands: GROWL, PLAY
Deleted Commands: None
Special Features: No DOS on disk
Playing Time: 1-2 hours
Reviewer Rating: 5.0
Description: "For many years, the world of Eamon had no trouble with renegades. But recently there have been quite a few people who decided to go out on their own. After a month or so, these rebels founded what is now known as the Eamon Renegade Club. Many of the rebels stayed with the ERC, and now it poses a major problem for all of us who don't need it around. So you have been commissioned to get rid of the ERC. There is a big chance for you to better your character's fighting skills, so be sure to take advantage of it."
Comment: Lots of combat, indeed. This is a pure Hack'n'Slash outing with heavy combat against multiple foes, and the companions you pick up aren't good for much more than absorbing some of the punishment for you. I was forced to cheat heavily to survive while using an "average" character, so you will want to bring your best weapons to even things up some. The difficulty of (8) stems entirely from the combat. The map, though large, is very simple in layout, and I saw no puzzles.
This game's largest flaw is in its text, which tends towards bad line breaks and uses very awkward-sounding phrasing. Nearly every monster's description reads as if the first sentence is missing, and most of the names start with THE. You'll want to be careful about using ATTACK THE in combat, or you might accidentally do in some of your companions, as I did. The artifact descriptions are seldom complete sentences, but merely embellish the name a bit.
The map felt rather contrived, and Phil was obviously straining to make a large map for his first Eamon. The last 15 or 20 rooms are bizarre and meaningless and not within the context of the theme of the play. Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.