About three hours ago I booted up an emulated version of LucasArts' seminal adventure game, Loom, and began the quest of Bobbin Threadbare. About three minutes ago, I watched the credits roll over the end sequence.
They don't make 'em like they used to.
No,
really, they don't. This game is so far from anything you'd expect to
find on store shelves today that it's really a breath of fresh air to go
back and play it. It's one of only two of the LucasArts SCUMM games
that I never played (the other being Zak McKraken), and I'm very glad I just did.
The
game is a traditional point and click adventure (although it's worth
mentioning that it appeared quite early in the history of the genre).
However, instead of being presented with a wide range of verbs such as
"USE", "TAKE", et cetera, with which to manipulate your environment, you
are instead given a magical distaff (because you're a Weaver, see)
which you can use to cast spells. Spells are cast by playing sequences
of four notes on the distaff, and you get those sequences from observing
your environment. For instance, watching a knocked-over flask dripping
onto the ground will play the tune for the "empty" spell, which you can
then repeat on your distaff. (Playing the same tune backwards creates
the "fill" spell.)
The story is simple, and yet rich, creating an
intriguing world, and then deliberately not explaining more than it has
to so as to retain an illusion of vastness that isn't borne out by the
actual scope of the game. A lot of very elegant foreshadowing occurs.
The very first spells that you learn play an important role in the
climax of the game, giving you a nice sense of your victory coming from
the nature of your origins.
The art is fantastic; the soundtrack
(Tchaikovsky's Swan Lake) is well suited and well executed (in part by
prolific 90s game composer George Alistair "The Fat Man" Sanger); the
plot is coherent and well dialogued by Orson Scott Card. There's very
nearly nothing that this game leaves you wanting.
Except for three things.
First,
as you may have guessed from the start of this post, it's a short game.
Three hours to complete, and I wasn't stumped by a single puzzle. It's a
story driven game, and these days I'm playing it for free, but back in
the day I probably would have felt a little cheated to have payed full
price for this when comparable point-and-clicks being made by Sierra
were significantly longer. Although it's worth saying that I'm playing Loom today, whereas I have no intention of going back and replaying the early Police Quest games.
Secondly,
there's no in-game way of remembering your spells. You have to write
down every musical sequence you hear on paper, because if you get up to
the game's final moments and can't remember that spell for "healing"
that you only heard once and haven't had a chance to try out yet...
well, there's no going back to hear it again. I didn't have any trouble
using pen and paper to do this, but still, these days you'd have at
least an in-game notepad or something.
Thirdly, why has there
never been a sequel for this game? The ending is a cliffhanger! The last
words before the credits are pretty much the big bad evil thing
threatening that you haven't heard the last of it, and you vowing to
return to your homeland and undo the mischief that has been wrought upon
it. And... that's the last we heard of Bobbin Threadbare for a couple
of decades. Dagnabbit. Even Sam & Max is getting new games these
days - where's my "Return to Loom"?
Anyway, it's been a nice
afternoon running through this old classic, and if you haven't ever
played it, it's well worth getting hold of a copy and working through it
yourself.
This review has been edited from one previously posted at The Dust Forms Words on 20/06/2006.
Score: 13 out of 20 (A good game with some significant drawbacks.)
For fans of the point-and-click adventure genre: 14 out of 20
For fans of LucasArts classic point-and-clicks: 11 out of 20
Release date: January 1990
Developed by: Lucasfilm Games
Published by: Lucasfilm Games
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