Username:
Password:
Forum
OpenID
Remember

DesktopRSSTwitterFacebook

Feasibility Experiment

More...

Overview
Technical Help
Comments
Screenshots
Docs
Downloads

Share

Write review
Add Comparisons
Add Video
Add Links
Add Files

Similar Games

luster01.png

Random Games

buggy08.png
rocknroll04.png

RSS Twitter Facebook
Channel 8 Software
1983
Genre:
Adventure
Theme:
Misc. Fantasy / Text-based
Language:
English
Licence:
Commercial
System:
ZX Spectrum
Views:
10428

Rating [?]

Mr Creosote:
3/6
Overall:
3/6
Please log in to rate this game!

Screenshots

feasibility01.png feasibility07.png
More...

Review(s) Please log in to review this game!

Local Reviews

Mr Creosote (2013-10-05) [hide]

Avatar Brian Howarth was a force to be reckoned with in the early days of the text adventure genre. Thanks to his deal with Adventure International's king of adventures, Scott Adams, his Mysterious Adventures were everywhere. The series covered a broad range of themes, from fantasy in the style of the first genre classics to murder mysteries, science fiction and horror pieces.

Though gameplay-wise, all of these games interestingly enough boiled down to the same repeated activity: collecting treasure items. The (usually extremely brief) initial setting was quickly forgotten between fairly blandly described, generic locations and whether you collected golden statues or items from greek mythology did not really create the spirit it was probably supposed to.

Feasibility Experiment stands out in this respect. Its secret formula: It does not even try to tell a coherent story. Instead, the game mixes motifs of various genres into a surreal setting. Disembodied voices, represented by weird, colourful geometric shapes, are whispering to the player about an unspecified impending doom… which only he can avert by – surprise, surprise, collecting various treasure items hidden in all corners of the game world. As incoherent as a world in which you have an ice vault and an ancient stone circle next to a village which is next to an arena which is close to a castle which is close to a chasm with a dragon's cave might be. Oh, and talking of dragons, there are ferocious enemies taken from ancient Roman times (gladiators, lions) as well as fantasy genre clichés (the dragon) who disappear into thin air when attacked with the right weapon!

This is where Howarth could always score: Balancing the tasks of discovering hidden objects and locations, avoiding dangers and enemies, managing inventory as well as exploring mazes and dark caves while preventing things from becoming all too linear. This is done by interweaving the tasks, i.e. creating dependencies between activities. So you'll be running around the locations quite a bit (requiring you to cross the unavoidable maze a number of times); don't count on each place to only be visited once.

One thing, though, remains problematic, and that is the location textual descriptions being replaced with static illustrations. Not only are these images sometimes hardly recognisable (i.e. they do not really replace a textual description) and always painfully slow-loading, but it's actually not possible to play the game without turning them off simply because they take up the same space otherwise used to list the visible objects.

Of course, these are problems coming from the Scott Adams engine rather than this specific game. Which should simply illustrate that this is a game for traditionalists. A good one at that, but it does make no attempt to escape even a single of these traditions. You know what you'll get.

Contemporary Reviews [hide]

Galleries

Similar Games

Videos

Unfortunately, this game entry is lacking gameplay videos. Please consider submitting one!

Related Links

Unfortunately, this game entry is lacking related links. Please consider submitting some!

Comments (0) [Post comment]

Partners: Abandoned PlacesAbandonware RingFree Games BlogGlenn's GuidesThe House of Games
Just Games RetroMacintosh GardenA Force For GoodRobot Ring