Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in.
Playlists and Wishlists
RSS FeedsNew member reviews
Updates to downloadable files
All updates to this page
Winner, Best Setting; Winner, Best Individual Puzzle; Nominee, Best Individual NPC; Nominee, Best Use of Medium - 1999 XYZZY Awards
8th Place overall; 2nd Place, Miss Congeniality Awards - 5th Annual Interactive Fiction Competition (1999)
-- Duncan Stevens
Hunter... isn't just an in-joke, though; the real joke that it plays on the source material is that it turns one of the most tersely described caves possible ("You are in Room 1. Passages lead to Room 2 and Room 3") into one of the best-described settings imaginable. Not only is the cave vividly rendered, but the PC's experience of it is thoroughly, and harrowingly, done; no "cave crawl" in IF has ever taken such a toll on the PC over the course of the game. As in the source material, you're hunting a Wumpus, but here the player suffers at least as much as the Wumpus over the course of the game, and the cave is just as much an enemy as the Wumpus itself; finding a safe way down a pit and surviving a tight crawl are some of the problems at hand. It's worth noting that the caves of the classic cave crawls were largely innocuous; the danger in Colossal Cave, Zork, and others came largely from sentient enemies scattered around the landscape, not from the geography itself. Here, surviving the cave is most of the challenge.
-- Duncan Stevens
See the full review
>VERBOSE -- Paul O'Brian's Interactive Fiction Page
This is a game that clearly took great care with its design, extending the illusion of freedom a long way while maintaining a fairly specific structure. Also, several rooms have initial descriptions which describe the experience of arriving in the room, and the features that are most salient at first. Once this description has been displayed, further looks at the room will stabilize into a more settled description, one which takes details into account and bears reading multiple times. Attention to detail like this just permeates the game, and makes it one of the most engrossing competition entries I've ever had the good fortune to play.
See the full review
|Average Rating: |
Number of Reviews: 5
Write a review
Most Helpful Member Reviews
The writing really makes the game; crisp, succinct, vivid and chilling. An interesting touch was the total lack of compass directions; you navigate with commands such as left, right, forward etc. This defiance of genre traditions actually works surprisingly well, adding to the feeling of realism.
The structure of the game is not so much defined by puzzles as by learn-by-dying. Save often and expect to die often. In fact, if you play from a walkthrough and never die, you'll miss some of the best writing in the game. If you really really really need a walkthrough, I'd recommend saving often and trying different ways to die anyway.
Overall, in terms of craft and writing, this is an excellent game. I'm rating it only four stars, however, because of its small scope. Regardless of the small size, Hunter, in Darkness is definitely worth a play.
And he really does describe the claustrophobic surroundings masterfully. It is essentially a cave-crawl, but this time the cave is a cave you really could imagine. It seems like either he's done his research or has had first-hand experience of caving.
There are no compass directions. The player navigates by 'going forward', 'entering left tunnel', etc... I thought I wouldn't like this aspect of the game but it is implemented very well and suits the scenario perfectly, lending the atmosphere a sense of disorientation.
I enjoy puzzles in my games, but I'm often impatient and resort to hints. As soon as I've looked at my first hint I lose interest. I'm pleased to say I only needed to look at a walkthrough after completion, just to check that I had in fact been successful (I had). It gave me a real sense of achievement. The puzzles were fair, but not too easy and well thought out. I would personally recommend this to beginner players and IF veterans.
You will die often, so save often. Dying itself is fun and can help point you towards an eventual solution. The game is well implemented so there are often lots of opportunities to examine your surroundings, not just to complete the game but to enjoy the rich descriptive environments. So don't give up too easily if you get stuck (literally and metaphorically).
There are some great set pieces and surprises round the corners. Yet it is the consistent desperate atmosphere throughout that gives the game 5 stars from me.
See All 5 Member Reviews
If you enjoyed Hunter, in Darkness...
Related GamesPeople who like Hunter, in Darkness also gave high ratings to these games:
|Fragile Shells, by Stephen Granade|
You don't know how long you've been hammering against the station's wall, but you stop as soon as you realize what you've been doing.
|Till Death Makes a Monk-Fish Out of Me, by Mike Sousa and Jon Ingold|
Dr. Taylor's looking worried. Dr. Kurner's looking exhausted. Zak is grinning with glee. Today is the big day, and you're about to try out the crowning experiment of your life, and in AtlantisLab's chequered history. It's just a shame...
Recluse, by Stephen Gorrell
A text adventure in the classic Infocom style. It begins with you delivering a sealed package, contents unknown, to J. Daggett Winton, noted archeologist, explorer, inventor, mathematician, philosopher,... and recluse.
Recommended ListsHunter, in Darkness appears in the following Recommended Lists:
Not Too Long, Not Too Difficult by Eric Mayer
Being impatient and puzzle-challenged, I prefer rather short games that I can make it through without resorting to hints every other turn. The following leap to mind, in no particular order.
Xyzzy "Best Individual Puzzle" winners by Nusco
All the games that won the Best Individual Puzzle award, year by year. I'll avoid giveaway spoilers in my comments, but I'll still comment on the type and difficulty of the puzzle. I'll describe the puzzles by my own categories....
PollsThe following polls include votes for Hunter, in Darkness:
Games with non-standard directions by Andrew Schultz
I'm wondering about games (primarily parser) with weird directions beyond NW/SW/SE/NE, up, down or inside/outside. I like the example in the Inform docs (Charles S. Roberts) about hexagonal directions but have no clue how to go about...
Solved without Hints by joncgoodwin
I'm very interested in hearing truthful accounts of at least somewhat difficult games (or games that don't solve themselves at least) solved completely without recourse to hints, walkthroughs, etc.
Villains by Victor Gijsbers
"[T]he thief [in Zork] is important to the development of interactive fiction because he functions as a true villain, not simply an obstacle or opponent.", writes Nick Montfort. Apparently, he moves around, taunts the player, actively...
This is version 4 of this page, edited by Edward Lacey on 12 May 2013 at 9:39am. - View Update History - Edit This Page - Add a News Item