The
Guild of Thieves
CPC version,
Amstrad Action, issue 29 (February 1988), p.60 - reviewed by The Pilgrim
Rainbird seem to be rather slow in bringing out Amstrad versions of adventures
these days. Guild of Thieves first saw the light of day back in June 1987
and it's only become available for CPC owners in the last few weeks. Was
it worth the wait?
Well,
it all depends whether you fancy a game with an excellent parser, superb
graphics, challenging puzzles, and inventive locations. You do? Then make
no mistake, this is the game you should be splashing out on.
The
Pawn made quite an impact on Amstrad adventuring. Although we've been
treated to Level 9 titles without exception, Infocom (see elsewhere in
this issue) have had a rather shakey presence on the Amstrad market. The
Pawn was an all-British, impressive state-of-the-art game, from a company
who never gave the impression of supporting the Amstrad machines anything
less than 100%. Now we've got their second title, and their support becomes
all the more valuable because of it.
First,
Guild improves on the Pawn in every category. The plot is simpler (collect
treasure) and less quirky, making it more appealing to those of us who
found the Pawn a mite too weird for our tastes. The graphics are, believe
it or not, even better. They've translated excellently from the 16-bit
versions and some of the locations are positively mouthwatering.
In
addition, the parser is improved (though with one or two quirks - see
later) and although there are less human characters to encounter the puzzles
themselves are, to my mind, more satisfying. There's a perfect blend between
the simple, the subtle, and one or two perfect swines that take a lot
of lateral thinking to solve.
Finally,
the game runs on both a 6128 and a 464 with DkTronics memory expansion,
so it's open to more of us than some of the more recent (and harder to
find) Infocom titles.
Entry
to the Guild
Membership of the Guild of Thieves requires that successful applicants
complete a gruelling test of their kleptological skills. Simple stuff,
really - confronted by an item of value, you don't even have to know that
the word "kleptology" doesn't exist to thrust it into your pack
and transport it to the nearest night-safe, thereby increasing your score.
You
start the game in a boat with a member of the Guild and from the moment
you reach the shore you must go all out to ensure that not a single treasure
remains unbanked. The landscape is terrific - a large country house to
explore, a temple with a network of underground caves, a fairground, and
a windmill, all concealing loot of every possible description.
Every
time you bank a treasure, your score will go up. Regular saves are necessary
as you dice with death, either at the hands of other characters or of
Mother Nature. She's definitely red in tooth, claw, and coal in this game,
so don't mess with the spider or dally on the glowing coals unless you
know what you're doing. And there's also the possibility that when you
bank an item your score doesn't go up, which means you've probably just
banked an object you're going to need badly later on to solve another
puzzle. Oops.
Parsing
is almost faultless. You can address other characters (though they aren't
all that communicative) and perform miracles with containers. Relative
positioning is also included, which means you can look under a bed, on
a bed, or even behind a bed. This isn't implemented on most other games
and the Pilg finds it adds a lot to the feeling of "being there"
while you're playing.
There's
also a GO TO command, which allows you to GO TO a named location. You
have to use this with care, however, because you can die if the route
chosen by the program leads you via a fatal hazard (of which there are
several in the game). The Pilg has just finished playing a 16-bit version
of Magnetic Scrolls' latest game, Jinxter, in which the GO TO command
has been withdrawn, possibly for this very reason. It is however extremely
useful in certain circumstances - going from one room to another in the
mansion, for example.
Great
game, great graphics, what more can you want? Except possibly to receive
an Amstrad copy of Jinxter a little quicker than the long wait we endured
for Guild.
| Atmosphere
89 |
Challenge
84 |
| Interaction
90 |
Overall
89 |
|