Loom - Lucasfilm Games / US Gold - RRP œ29.99 (Graphic adventure) Reviewed by Neil Shipman It was long after the passing of the Second Shadow, when dragons ruled the twilight sky and the stars were bright and numerous, that humankind began to thirst again for dominion over nature. Their weapon was industry, and they wielded it with confidence. One by one the mysteries of light and darkness fell before the engines of progress. Whole nations came to believe that nothing lay beyond the power of their own arrogance. Competition was fierce in those productive days. Skilled labour became a valuable commodity, and so the tradespeople of the land banded themselves together to promote their common interests and to protect their secrets. These professional societies swelled in power as their membership grew. A few, such as the Blacksmiths and the Clerics, acquired vast territories with private armies to defend them. Thus began the Age of the Great Guilds. The Weavers were not so ambitious as the other Guilds but, by inbreeding, they purified their talents to produce fabrics of extraordinary beauty. Gradually, they found ways to work patterns of influence such as healing or good fortune into the cloth they wove. In time they learned to wield the very stuff of light and music and spun new patterns directly in the fabric of reality. Some men, in ignorance, called this witchcraft and, to avoid persecution, the Weavers retired to practise their art alone on the island of Loom... When her baby is stillborn Lady Cygna seeks an audience with the Elders. She asserts that the Weavers' seed is barren and their numbers failing because of strict adherence to the rules of the Guild. The Pattern has become the master of their destiny, but the Elders see its fulfilment as their only purpose. She pleads with them to use the power in the great loom to end the suffering and bring life and health. However, they fear to tamper with the Pattern as its subtleties have passed beyond understanding. "Who are the weavers now, and who are the woven?" exclaims Cygna. For her blasphemy Cygna is sent back to her tent. But later, when the Sanctuary of the loom is deserted, she returns and weaves a grey thread into the rainbow colours of the Pattern. This results in a child being born out of the loom itself. For defying the Elders, though, she is made to surrender the child to kindly Dame Hetchel before being turned into swan, condemned to wander the skies in solitude, forbidden to set foot on the island of Loom ever again. Hetchel names the child Bobbin. He is to be raised outside the ways of the Guild until his coming of age at 17 when his fate will be decided by a High Council. Because he is unschooled the other children think him a halfwit and he spends his days friendless, exploring his island home. Every year on his birthday, Hetchel takes him to a point on the island where he sees a white swan flying by, but he is not told the meaning of this. Bobbin's birth had thrown the Pattern into chaos and it was disintegrating. No one knew how to stop it. The Elders prayed he would be unable to fulfil his destiny and would never leave the island nor learn the ways of spellweaving. But Hetchel teaches him how to weave threads - notes - into a draft and shows him her distaff which is used to spin music and light into threads of influence. On his 17th birthday Bobbin goes alone to see the swan. Reaching the top of the cliff before sunrise, he sits down and waits - and quickly falls asleep... This tale is told in a superbly produced 30 minute audio drama. Just pop the tape in your hi-fi, sit back and close your eyes. This is a novel approach to scene-setting which has the effect of transporting the listener to the magical fantasy world of Loom. The adventure begins when you, Bobbin Threadbare, are summoned by a messenger nymph from your clifftop vigil to the Sanctuary. There you find the Elders in heated discussion and see the loom itself. Events outside your control result in the population being transformed into swans and you are the only person left on the island. But it is here that you acquire a distaff and are able to learn the four threads of the draft of Opening. You soon learn the notes which make up other drafts and, before long, you will be able to leave the island in your search for the flock of swans. Simply drawn graphics in bold, bright colours vividly depict your progress throughout the adventure from the blue of Loom to the translucent green of Crystalgard, home of the Glassmakers, and the fiery reds and yellows of the Blacksmiths' Forge. The graphics appear in the animation window which takes up the top two-thirds of the screen and gives a "camera's-eye view" of your location. Blue-eyed Bobbin, clad in a grey cloak and carrying the distaff, is moved by the usual "point and click" method. He is a sensible size in relation to his surroundings and appears smaller when far away. He moves smoothly although sometimes very slowly, especially when there is a lot of background animation taking place. This can be turned off to (slightly) speed up play but is well worth seeing at least once. The display has a film-like quality which I felt was different from, and superior to, the other Lucasfilm games. The distaff is displayed beneath the animation window and a musical staff appears directly under it showing, when you begin, the first three notes of the C major scale. Certain actions on Bobbin's part (like examining objects) cause a series of four notes to be played, making up a draft. These are identified on the musical staff and the relevant sections of the distaff glow in response. A Book of Patterns is provided with the game, detailing the effects of many of the drafts created by the Weavers - but not the notes required to spin them (which may be different in each new game). As the adventure unfolds, Bobbin will learn over a dozen drafts and, as he gains in experience, additional notes become available for him to use. Objects are easily found by moving the cursor over them, bringing up a square icon in the bottom right-hand corner of the screen. The object or character is further identified by name when Bobbin is standing close to it. Clicking on the icon then enables him to examine or use it or to initiate a conversation. He can also spin a draft on it by clicking on the right notes on the distaff (or by typing them in on the keyboard). A successful draft is accompanied by a musical arpeggio, and twinkling stars surround the object as it is magically transformed. Bobbin can only carry the distaff and Book of Patterns with him so there is no need for an inventory. Similarly, as things are only affected by weaving drafts on them and there is no "object manipulation" in the game, then there is no verb or "action" list. Conversational text is sometimes shown within the animation window, when it appears with a picture of the character speaking, and sometimes beneath it. As in all the other Lucasfilm games the storyline is enhanced by "cut scenes", animated sequences which provide clues and information. These can be bypassed by pressing the ESC key, so you don't have to watch them every time you play. Throughout the adventure Bobbin's exploits are accompanied by music, much of which is transcribed from the ballet music of Tchaikovsky. I found that this added greatly to the atmosphere of the story and kept it on all the time. However, if you don't like it, it can easily be turned off as, indeed, can the sound effects. The game music is, incidentally, supplied on the flip side of the audio drama cassette. One minor criticism of Loom is that everything, including the music, comes to a full stop when the disk is accessed to load a new scene. For quite a few seconds you are left staring at a blank screen and this, unfortunately, does have the effect of breaking up the flow of the story. It would not have been so bad if the current graphic remained for you to look at while new ones were being loaded, but I expect this has not been done because of memory constraints. The adventure comes on 3 double-sided disks and can be played using 1 or 2 D/S drives or a hard disk. I have 2 D/S drives and this meant that very little disk swapping was necessary. If you have a single-sided drive then you'll have to send off the 3 disks to US Gold in Birmingham to exchange them for 6 S/S ones before you can begin. Not only could this be very annoying for overseas buyers but I would imagine also that the amount of disk swapping needed when playing with S/S disks might become rather tiresome. The game can be played in either Standard, Practice or Expert mode. In Standard mode the distaff glows when you hear or spin a draft and the musical staff beneath helps you to identify the notes. In Practice mode the letters of the notes are also displayed in a small box. Expert mode dispenses with the musical staff and effectively means playing by ear. If you use this you'll be rewarded with an extra animated scene in Bishop Mandible's Cathedral towards the end of the story. Loom is a simple adventure with an extremely linear style in which it is difficult not to make rapid progress (even in Expert mode). Indeed, my main criticism of it would be that it is far too easy and even novice adventurers should complete it in a couple of days. All the puzzles are solved by spinning drafts on objects or characters, but there is no penalty for spinning the wrong one. If you don't know which one to use - which is fairly unlikely considering the number of clues you'll pick up on the way - then you can just keep trying until you find the correct one. It is nothing like a traditional adventure with lots of places to explore and brain-teasing problems to make you think. It makes very few demands on the player as the story unfolds and this will be a great disappointment to many. I felt as if I was turning the pages of a glossy, fantasy storybook rather than playing an adventure. The author, Brian Moriarty, is my favourite adventure writer having been responsible for the Infocom classics Wishbringer, Trinity and Beyond Zork. I was interested, therefore, to see how his creative talents would transfer to the graphic medium. Whilst I still far prefer his text adventures, I think it is fair to say that with Loom his imagination is undimmed and he has woven a beautiful, albeit extremely simple, fantasy reminiscent of a children's fairy tale. Indeed, Loom has a child-like innocence about it that some may feel borders on the "cutesy". The implementation by Lucasfilm gives it a magical glow and the whole package is an audio-visual delight - but, unfortunately, one which is unlikely to appeal to seasoned adventurers. (You don't need to pay anything like the RRP of œ29.99 for Loom. Many mail-order firms have it on offer at around œ16.99!)