Return to the game's main page
Reviews and Ratings
1-6 of 6
- Walter Sandsquish, March 9, 2020
- Targor (Germany), April 24, 2017
1 of 1 people found the following review helpful:Very, very long, linear sci fi game. Overly difficult puzzles, fun story, February 3, 2016
by MathBrushThis is my first Andy Phillips game. It felt longer than any other game I have played, but it was about 200 turns shorter than Once and Future, and I suppose that Blue Lacuna or Worlds Apart might be longer.
The game is absolutely linear, consisting of 40 or more scenes. In each scene, you must do exactly the right things in a small number of turns or die horribly. You often have to grab items long before you need them, and manipulate them in unexpected ways.
The story and writing is actually quite interesting, but it seems to decay over time. The writing becomes less fresh and more repetitive in the middle (like others have said, everything is described as 'evil' for 20 or more scenes), and typos creep up in the last third.
I only recommend this with a walkthrough. The difficulty is frequently just from poor puzzle design, and not from hard puzzles.
Was this review helpful to you? Yes No
More Options| View comments (5) - Add comment
- Mastodon, March 26, 2009
- Dave Chapeskie (Waterloo, Ontario, Canada), April 23, 2008
A time-travel game with a Doctor Who-ish story involving a dystopian future, the ruins of Atlantis, Nazi England, Time's Guardian and Time's Enemy. A huge game with diverse settings, but ruined by unduly hard puzzles and bad design. If you don't know why "linearity" is considered a bad thing in adventure games, give this one a try - it persistently locks the player into small areas, where you must already have the right equipment (often hidden where it's easily missed) to do the thing that takes you to the next small area (often within a time limit). No going back to regions you visited before, either - perhaps this is meant as indicative of the nature of time, but it hardly makes a good game. Other than that, competently built, with a high code-to-bug ratio, weak prose (it describes things as "feeling evil" so often it becomes funny), and a few nice puzzles amidst all the mediocre ones.
-- Carl Muckenhoupt
1-6 of 6 | Return to game's main page