IFReviewed by Paul OBrian
on 2006-07-21 05:43
There are some scenes that are so iconic, so familiar, that they almost transcend cliché, gaining the power to singlehandedly drag a game into the realm of the tired and hackneyed no matter what other scenes surround it. Such a scene is the sacrificial altar. You know the one -- bloodstained altar, hooded priest, big scary dagger, chanting cultists. IF authors have been thinking about it as far back as Zork III
, no doubt in tribute to H.P. Lovecraft
, who in turn more or less stole the riff from the Aztecs
, I think. The Temple prominently features a sacrificial altar scene, and I wish I could say it throws in some fresh new twist that reinvigorates the whole thing, but... it doesn't, really. The game is a Lovecraft pastiche, which itself has become a bit of an IF cliché, what with Lurking Horror
, HeBGB Horror
, and lots of others. I think it may be time to declare a moratorium on the genre unless you've really got a new and interesting take on it. The Temple has no such take, and consequently the entire experience felt a bit overfamiliar to me.
The lackluster, error-ridden writing didn't help matters either. One significant danger in creating a work that pays homage to a skillful author is that your own writing may suffer badly in the comparison, and that's exactly what happens here:
Before A Dark Tower
This area in front of an old tower offers a nightmarish view over a
monstrous tangle of dark stone buildings. Most buildings are
elliptical, built of irregular-sized basalt blocks of irregular size.
None of them seem to have any doors or windows. There is a square
further down to the southwest. The sole passage to the tower is
through the door to the north.
"Irregular-sized basalt blocks of irregular size?" "Elliptical" buildings? (They're oval-shaped, I guess? I'm assuming the ovals are lying on their sides, though even then it's hard to picture something so curved being made out of "blocks", no matter how irregularly sized.) Where Lovecraft's vistas were (at their best) ineffable, this is just inept. The coding is better, but still rather spotty, because there's a distinct split in the implementation. NPCs and objects are coded pretty well, with the main NPC able to understand a respectable range of queries and capable of interesting independent action. Most first-level nouns are implemented, and outright bugs are fairly few. On the other hand, there is a severe dearth of synonyms for both actions and objects, and the game made me struggle with some of the worst verb-guessing problems I've encountered in a while. In particular, there's a rather critical action that I was totally unable to make the game understand without resorting to hints. I knew exactly what I needed to do, but the half-dozen ways I came up with of expressing it were summarily rebuffed -- only the game's approved syntax won the day. Problems like this should have been caught in testing.
So now that I've railed on the game for being unoriginal and unpolished, let me take a moment to point out something I really liked about it. Early on in the action, you acquire a sort of "sidekick" NPC, who follows you through most of the story, and who himself becomes the crux of an optional puzzle. There were several things I liked about this NPC. First, as I mentioned above, he was well-implemented, responding to lots of sensible queries, including many of the things mentioned in his responses to the PC's initial questions (second-level conversation topics, I suppose.) Also, he serves an interesting purpose in the story's structure, functioning as a sort of nominal hint system in his sporadic knowledge of the environment. Best of all, he and the PC really function as a team in several instances. I'm writing a series of games that ostensibly feature a PC/NPC team, but thus far I've copped into having the PC do most of the work while the NPC has some excuse for being out of the action. I thought The Temple was an excellent example of how to really create interdependent action between a PC and an NPC, and it got me excited about the challenge of doing so in my next game. For that alone, it repaid the time I gave to it.