
Thaumistry: In Charm's Way is an all-new comedy text adventure from award-winning Infocom and Legend Entertainment author Bob Bates.
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Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
Two thumbs up. This is a text adventure game, which is very much like a HOG game but without graphics, so I recommend this to all puzzle lovers who enjoy looking for keys to open doors to get scissors to cut paper, etc etc. As a text adventure, it is similar to the old-school choose-your-own-adventure games, where you read a paragraph and have to make a choice from a multiple-choice list. This is similar, except that it's a fill-in answer. As in most HOGs, most of your choices are simply picking a direction to go, such as west or north, or figuring out how to get past whatever is blocking your path. The game was written by a guy who was famous back in the 60s or 70s or whenever text-adventures had their hey-day, and the game is amusing in a 20th-century sort of way, with lots of in-jokes that are funny if you lived during the days of ZORK. I am one of those people, so I found jokes like "It is too dark, you are liable to eat a grue" to be worth a wry chuckle. In fact, the game plays very much like the Infocom game "Wishbringer." You are a modern-day wizard, similar to Harry Potter or Harry Dresden, and you use each spell one (or rarely twice) in the game. This is actually quite similar to the last two HOGs that I played, which is why I think puzzle-lovers will especially like this game. All achievements are obtainable, and will be gotten through the normal course of a play-through, with none being missable and none requiring a second play-through. Which brings up the only potential downside of this sort of game: there is no immediate replay value, as this is a puzzle game. Like a jigsaw puzzle, once you complete it, you may do it again one day but that day will be months or years in the future. The game is also quite linear: you always know roughly what to do next, since there are only so many rooms to explore and only so many objects in your inventory or spells in your spell-book. One good thing that this game has going for it is that it has an online hint system. Also it has a 'recap' command, so it lists your current quests and also places you might wish to further explore. This is useful if you have to turn off the game for the night or otherwise leave it. The game has an excellent save/restore system, and appears to run on most systems.
Very much like an old Infocom game, but with much of the tedious parts streamlined and modern convience touches. (like using the mouse and auto mapping) Realy enjoyed it and forgot how fun these were. Would totaly play more Bob!
Obviously this is a partial review (I have too few hours of playing under my belt), but I want to share my enthusiasm for the technical perfection of this modern piece of interactive fiction. The parser is amazing, the automatic map is great, the hint function is brilliant. For a fanatic of the genre like me this is a dream that comes true: a nice, well written text adventure loyal to the spirit of the legendary infocom era of 80s but with a great addition of technical features to increase its usability. Thanks Bob, I hope that this your work can be the first title of a new commercial Infocom-style era! EDIT: I've just finished the game! I can confirm the first, excellent impression. A superb text adventure, with nice and logical puzzles, intriguing NCPs and -above all- with no dead points that force the player to reload/replay part of the game. Therefore, from a technical point of view, Thaumistry represent the apex of the classic interactive fiction genre (the "THINK" command -for example- is a excellent addition). In my opinion Thaumistry is a must-to-buy (and the 100% positive reviews can easily confirm my assertion).
если вы любите читать если вам нравятся шапочки и фольга если вам нравятся треш и сай-фай (но я бы предпочла сплаттерпанк хХ) если вы хотя бы краем уха слышали о Бобе Бейтсе не тот, что "Mother! Oh God, mother! Blood! Blood!", тот Норман) есть шанс, что игра вам понравится ))
[b][i][Review copy was supplied by the developer for the purpose of review][/i][/b] Charm is something indescribably simple to feel, yet hard to express; it is a sensation as evocative of nostalgia as much as sheer confidence in the moment. Following the same Zenlike principles of coolness, it’s something you cannot imitate or make it deliberate, yet it speaks volumes of talent to pull off the charade. Thaumistry: In Charm’s Way, a modern text-adventure by the legendary Bob Bates of Infocom classics (Zork, Hitchhiker’s Guide, etc.), manages to kindle that same affection for these legends while also making a modern classic that is as unforgettable. What the game lacks in innovation or improvement on old ideas, Thaumistry makes up for its lovable quirks from its accessibility and its undeniable charisma. [h1]Where “Text Adventure” is Not A Euphemism for Dramatic IM Logs[/h1] It should be important to point out Thaumistry is not the first text-adventure I have ever experienced; however, it is the first I managed to complete with little scaffolding. Previous attempts with a shareware version of Zork and Wasteland 1 left me utterly lost in trying to appreciate these games for what they are. Even as someone who enjoyed reading hundreds of books each year at school, the text-adventure has always appeared insurmountable as it pushed the limits of the player’s imagination to envision the worlds created through words but also to solve problems through analyzing clues from these surroundings. Aside from the obvious difference in my tolerance for making inferences that make these games more approachable as an adult, the core gameplay of text-adventures is really a story told through the scientific method. It’s a process of careful observation from key commands to mentally catalogue details that may lead previous hypotheses to new solutions. This sort of playfulness is rather half the fun (and all frustration) behind these titles, and it’s something that is unmistakably the charm behind Thaumistry. Whereas newer text-adventures expand their capabilities to tell their narratives with audiovisual elements such as Stories Untold’s horror elements or Event[0]’s AI partnership, Thaumistry is content to rely on tried-and-true methods of the past, which includes an Infocom style pamphlet to bask in its humor and its lore. The biggest source of improvement that makes it simply more than mere imitation is that it offers various accessible options that never take away its entertainment. Instead of requiring notepads for details, hand-drawn maps, etc. Thaumistry offers various means to help players not only refresh their memory but also seek guidance. These include features like the >think/>memory command to bring up a synopsis up to that moment with some general purpose, auto-commands for directions (written for a compass or for general directions), the simplified map, and the hint system which always trickles small clues before warning you about spoilers. The important detail is these additions are never forced on players who prefer to take their time, and if you simply play the game as you are meant to as Eric Knight, an inventor who learns he is a Bodger—essentially Wizards who feel right at home in Hitchhiker’s Guide to the Galaxy—these modern additions only make this text-adventure the best introduction to modern audiences. [h1]It Ain’t No Bodge Job, But It Ain’t Perfect Either[/h1] What doesn’t translate as gracefully with the times about Thaumistry is perhaps a sorer spot for fans. Despite the same shortcomings that come with the genre, including one-off commands that become easily forgotten or puzzles which do not include enough details for its moon-logic, the game’s greatest blunder is its underdeveloped theme behind its story, namely its scattershot focus on identity. The narrative itself and the humor are fine, yet the impact behind it all lacks the intended effect it wanted other than being its own punchline about what makes you who you are your own actions. This isn’t simply personal assessment as Bates himself admits it wasn’t well-executed. As he describes to PC Gamer, “I did want the game to be 'about' something, and that something is Identity. I wanted to explore how people come to decide who they are and how they define themselves... There isn’t some grand message here, although there is an abiding sense that your identity is strongly linked to what you decide to do." In retrospect, there is some semblance of this idea, but it’s not something you will realize in the moment. This is one of things that probably will not bother others as much if you simply want to enjoy its narrative, yet it could only have made it a stronger story if done correctly. Perhaps part of the problem, other than the likely scenario of ideas not working out, is tied to the fundamental issues of the text-adventure format. While the pamphlet expands on the lore of Bodgers and the background of Eric Knight, it remains a piece of the story that should have had more prominence in-game. In the past, these supplementary texts were solutions made towards memory constraints whereas here it is done for nostalgia. (In fairness, it does add little details that are mentioned in-game.) The other issue with telling a story about identity as a text-adventure is that the character must be written either as a genus or a simpleton while the player has too much control on his or her believability. While far simpler in their gameplay, the “Choice of…” games and even walking-sims handle this aspect far better because players have set parameters on how malleable are their identity. None of these problems are reasons not to tell stories as text-adventures or even limitations on its core gameplay to tell stories. They are restraints on the traditional format that could benefit from modern ideas like branching dialogue/choice paths or puzzles based around learning about characters in more detail, which would require a lot more work than the amount that had to be made to make this game. However, Thaumistry is ultimately a passion project from a creator who wanted to bring back something deemed unmarketable to fans who wanted something new to cherish, so this is one case where the “Keep it simple, stupid” approach was probably the smarter decision to make. [h1]Bewitched, Bodgered and Bewildered Am I[/h1] Unless the core gameplay turns you away or reading is too much of a hassle—first of all, why are you still here if you don’t enjoy to suffer?—Thaumistry is as great of a place to start while also continuing the possibility for future tales. The only other negative I would consider is its base-price, which I normally would not factor as that is a matter you can sort out between you and your conscience like communion. While there is some breadth to the journey, it’s difficult to justify its cost of anything more than a paperback novel when there are hundreds of text-based games far cheaper. It’s also difficult not to enjoy this game unless there is no curiosity in you. For as many wrong steps you can make along its journey, there are no regrets other than a few more smiles you can contrive from casting spells on people or summoning another llama at a moment’s notice for a spit take.
This was my first experience with a text-based adventure game, and I must say that it was a very enjoyable one. A game like this is clearly not for everyone, but I thoroughly enjoyed all the reading and puzzle solving. The game features a great hint system that reveals things in several parts, so you are able to get a little help when stuck without having the full solution handed to you. If you are a fan of puzzle games and don't mind a lot of reading and imagining the scenes in your head rather than having them presented to you graphically then this might be a game for you too. Most commands can be abbreviated like X for examine and L for look and so on, which really cuts down on the typing. There is also a great Help section, which I recommend checking out, if you are new to this type of game and feel a little lost as to what you can do. Most puzzles are pretty straight forward once you consider the information you have available and if you are thorough in examining everything and talking to everyone. I only encountered two, where I felt like it was more a matter of trial and error to solve the puzzle and not really based on logic. All in all a really well done and very polished puzzle game.
Extremely fun, in an anachronistic sort of way. A well-crafted throwback to the (very) old days of computer gaming. Just the right level of difficulty, making it a fun, funny adventure. Give it a try!
Ich vermute ja, wer auf dieses Spiel stößt, dem braucht man nicht erklären, was Textadventures sind, oder Infocom. Aber, zur Sicherheit... Das Spiel besteht aus Textausgaben und des Spielers Eingaben, beides in Englisch. Es gibt keinerlei Sound, und als eine der wenigen vorsichtigen Modernisierungen gibt es als einzige Grafik eine Auto-Map (deren Aufruf natürlich freiwillig ist). Erzählt wird eine Geschichte mit einem glücklosen Erfinder als Hauptfigur, der herausfindet, dass es neben der Welt, die er kennt, und in der er gerade zu scheitern droht, eine andere gibt, in der... aber lassen wir das. Als Spieler sagt man dem Erfinder, was er zu tun hat, mit wem er reden oder wo er hingehen soll. Die durch Texteingabe gewonnene Freiheit kann einem keine andere Methode bieten. Wer unter die Fußmatte sehen will, steht bei den meisten Spielen vor einem unlösbaren Problem. Hier kann er es ausprobieren - ob er dort etwas Interessantes findet, ist natürlich eine andere Frage. Das Spiel hatte aber auf vieles, was ich ausprobiert habe, eine gute Antwort parat. Und es gibt einem ein zusätzliches Mittel in die Hand (das ich hier nicht spoilern will), mit dem man herumprobieren und auch andete Charaktere "erforschen" kann. Insgesamt ein interessantes, sehr humorvolles Spiel. Im Schwierigkeitsgrad wohl eher im unteren Infocom-Bereich angesiedelt, aber das ist vielleicht auch besser so. Und wer trotzdem mal nicht weiterkommt, hat ein mehrstufiges Hilfesystem zur Verfügung. Ach ja: Infocom waren die Meister der Textadventures in den Achtzigern. Bob Bates, der Autor von Thaumistry, war Autor bei Infocom (wenn auch nicht einer der bekanntesten).
Playing "Thaumistry: In Charm's Way" was refreshing. It brought back the text adventrure game playing of my youth. It's an interesting experience to play a text adventure these days. It makes you realize how much we've lost by adding in all the graphics and voice acting. It's also a bit frightening when you look at the text and realize you actually have to pay attention to what you're reading because the graphics and voices aren't there to remind you of things. Anyway, as to the game, itself, it's very well done and interesting. It's not something I expected, but the interface is really well done and looks great, too. The fonts (and even the signs we look at) are all well done and clear. Having an option to turn on wide-screen support was really nice, too. I only got stuck enough to use a hint once, and it's nice to have that available. It took me 11.6 hours to finish the game. Since I bought it on sale for about $4.50, it was well worth the cost. I'll have to look around for similar games. My thanks to the author for making this.
Who needs graphics? :) Fantastic text-based adventure. It was so well written, clever and funny. I want more of these high quality games!! You can set the color scheme of the screen any way you like. The game has an in-game hint system to give you anywhere from a gentle nudge to an outright solution if a player needs it to get back on track. Play time and quality of the story made this game well worth the price. Basically, you get what you type into the game. I was running around casting spells on everyone I met and just messing around with everything the game put in front of me and was rewarded with a lot of little funny bits throughout my playthough. Just one little example, if you read the whiteboard repeatedly you will get quite the large collection of math and science jokes. Things like that go beyond just getting through the story and make the experience so much richer and engaging. I just loved playing this game.
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