Void: Corporation

by Jonathan Lim

Science Fiction
2000

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1-5 of 5


>INVENTORY - Paul O'Brian writes about interactive fiction

In any case, there are problems in this game that definitely cannot be blamed on AGT. For example, one of the critical puzzles in the game depends on the PC going in a direction that is not indicated as available in the room description. This, mind you, when every single possible exit is listed in every other room description. Hasn't the UN passed a resolution or something against games behaving like this? In fairness to the game, it's true that a hint toward this action is given at one point, but in fairness to me, the descriptions do little to indicate in what location the hint is applicable, and in any case that's still no excuse for leaving an exit unlisted when all others are. This is definitely the worst offender among the puzzles, but every aspect of Void, from the design to the writing to the plot to the coding, is tarnished with flaws. Some of these aspects have a genuine spark of excitement, or at least the possibility of such, but in the end, VOID: Corporation is a game that promises far more than it delivers.

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- rec53, November 15, 2019

1 of 1 people found the following review helpful:
A fun but under-implemented AGT cyberpunk spy game, July 16, 2017
by MathBrush
Related reviews: about 1 hour

In this AGT game (a parser that I find better than ADRIFT but not as good as Inform or TADS), you have to navigate an enemy stronghold using different cubes of software and slabs and pills.

It's not very polished at all, and the parser has some troubles, and the story has gaping plotholes (it's super easy to walk into enemy barracks and take things from soldiers). But it has a charm to it, and the story seems really deeply thought out; the author says they invented the world in their youth.

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- Robb Sherwin (Colorado), August 5, 2015

- Karl Ove Hufthammer (Bergen, Norway), January 15, 2009


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