THE SINGULAR, AND HISTORICALLY INACCURATE, MISADVENTURES OF NOBEARD: WOULD-BE SCOURGE OF THE CARIBBEAN demo / Colm McCarthy (1996)
review by Jonathan
Blask
H.L. Menckens Verdict: There comes a time when every man feels the urge to spit on
his hands, hoist the black flag, and start slitting throats
. And
play a fuckin' rad IF game- aw yeah!
Colm McCarthys Verdict: IF? I hate when people
call it interactive fiction! Just call them text adventures,
already. Bitch.
My Verdict: This is a fun demo that Id like to see finished one day.
Game Information
Game Type: TADS
The
Review...
Okay, I
admit that I have a certain fascination with authors who wrote several text games before I
discovered the current IF scene (right near the end of 96), especially the
ones that already left r*if by the time I came around. I mean, the authors that
are still around today are cool, sure, but they're only obstacles that must be crushed in
my pursuit of world domination. Anyways, the filenames of these historic games mock me
from every game directory at gmd. Their index descriptions fill my head with
visions of a wondrous time, the beginning of the Golden Age that we live in now. They say
to me, you can try, but you'll never understand or imagine what it was like, little
boy. You silly little dweeb.
Alas, theres also a darker side to these old
games. Why did their authors leave IF behind them? Did they really
grow that weary with us, the IF community? Is the real world really that
intrusive (goddamn)? Will I someday say FUCK YOU, TEXT GAMES and go
off and live in the woods some day? I cant say for certain, but through
analysis of such authors, I can try to understand this chaotic spiral into madness and
hopefully prevent it from happening to anyone ever again, whether it be by peaceful
persuasion or threat of nuclear war.
So it was with a
curious mind that I downloaded nobeard.gam one day. Some
observations- The writing, although not outstanding, is effective and fits the
genre quite nicely. Im not quite sure how to rate the difficulty of the
puzzles. This is a game that I couldnt beat when I first played it but
then returned to it a year or so later and beat it quite easily (after first e-mailing Mr.
McCarthy just to make sure it could be done). Id liken the difficulty to
Kent Tessmans Spur and Id guess that the two games have a
similar audience, as both take place in particularly adventurous (or, at least,
romanticised) times of history. .
The scoring system
is entertaining, giving you information about different pirates as your score
increases. This was used earlier in Neil deMauses Lost New York
(in which it gave you rankings of mayors from New York), but its still used to good
effect here.
All in all, I
thought it was a fun little game. I dont know why but I really like these
action-adventure genre games. I wish there were more games like
this. You cannot go wrong with pirates. Still, there's just one remaining
question
Will
this game ever get finished?
Well, I swore that
I would find him, as Jim Ellison would say, and I swore that I would track him
down. In a dirty darkened alleyway (in Bristol, of course), I said, Whatever
you do, Colm McCarthy, dont turn around. With my Sabre of Dood propped against
his throat, he hastily admitted me that hes considered finishing Nobeard
one day, and I, for one, would like to see that happen. Whether or not he does,
though, a demo can still be quite enjoyable (as the fake Textfire games and Pick
Up The Phone Booth And Die II show), and I'd suggest that people try it out.
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