Curses

by Graham Nelson

Haunted House, Historical, Travel, Time Travel
1993

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Baf's Guide


In this game, you play the current owner of Meldrew Hall, a stately home of England. You start innocently enough, searching the attic for a map of Paris, but quickly start discovering occult gateways to other times and places linked to your family's increasingly mysterious history. Needless to say, there is a family curse, but just what is its nature? A very large game, with atmosphere galore - Meldrew Hall has a rich history, given mostly in the form of offhand comments in room and object descriptions. Well-researched, well-crafted, and pervaded by dry wit. Locations vary from the ordinary to the exotic to the bizarre. Puzzles are tough but logical. Hints are available from characters in the game, but many of the harder puzzles are covered inadequately. Contains tarot cards, a T. S. Eliot scene, and a couple of small, benign mazes. One puzzle requires what I consider to be an abuse of the command syntax, but this is arguable (and has, indeed, been argued at great length.) In general, though, this is an excellent showcase of Inform's capabilities, and a good example of what you get when a whole lot of people sit down and discuss game design for several years while one person listens and takes notes.

-- Carl Muckenhoupt

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