Zzap
1st September 1988Mindfighter
Abstract Concepts are a new label, although one of the names associated with them - Fergus McNeill - has been hanging around the adventure circuit for some years. His better known games include The Boggit and Bored Of The Rings - two adventures which I, personlly, thought was not very good: however, Fergus has at last finished work on his adventure writing utility, SWAN (System Without A Name) and it is with this and a story by Anna Popkess that Mindfighter has been created.
You are Robin, a young lad who has the uncanny capability of transporting his mind through time. While watched over by friends, he thinks himself to post-holocaust Southampton. As well as discovering horrors that should only haunt his darkest dreams, Robin stumbles across a fascist plot to control what is left of humankind. His time in the future is limited to 24 hours - is this sufficient to divert a terrible fate for the human race?
Robin begins his task atop a mound of shattered concrete slabs from which his surroundings - also seen by those watching from his own time - look most uninviting.
Down we go. Buildings, roads and people are wrecked and incur a feeling of depression on Robin - his moods can actually change from sad to happy depending on his experiences and successes or failures. A group of men are seen beating a dot to death and a man guilty of theft is dragged to the town square to have his hand cruelly amputated - both events depress.
Nourishment is a necessary requirement and must be found to maintain health - beware, however, as water and food may be toxic. The air in places may also be contaminated, therefore protection of some kind is a must. People are present to be interacted with, although communication is limited.
Things I did discover included Daryl's need for the snowstorm; and a good examination of the rubble at the ruined Civic Centre reveals a way down; similarly, the dead dog is useful for dealing with wild foxes.
The main drawback with Mindfighter is one of confusion. Knowing that the syndicate needs thwarting gives little indication of how to actually go about the task. One may spend hours wandering the desolate landscape with no hint of what to do. There is no help routine and locations are illogical connected; however, the digitised graphics are suitably moody and, although monochromatic, are interesting. The parser is inadequate and game logic can get confused.
Looking very professional but playing a little like a Quilled game of old, Mindfighter will do well if only because of the lack of choice adventure players have at present.