TIME: ALL THINGS COME TO AN END by Andy Phillips (1996) A TADS text adventure on 1076(PC) / 1013(Amiga) Review by Bev Truter This is another long, rambling and very complicated adventure with a time-travel theme. TIME is strictly a narrow, linear game, pushing you relentlessly forwards from one small set of locations to the next without any choice on your part. If you solve all the puzzles in one section, you are automatically swooshed along to the next, and there is no way of returning to previous areas of the game which you have completed. In some ways this geographical set-up is similar to "Crime to the 9th Power", or Level 9's "The Lords of Time", where your only means of progress through the game is to solve a set of puzzles which in turn opens up some more scenery with more problems to solve. This kind of narrowness can be appealing in a way, as progress through the game world is very neat and orderly, but the restriction to only one small chunk of scenery until you've solved all the puzzles there can also drive you bonkers with boredom and repetition. The puzzles in TIME are many and varied, and only those in the initial 3-location area could be described as easy to solve - all the rest are difficult, more difficult, or impossibly difficult. Many puzzles seemed to have almost illogical solutions, where even after completing them you are left wondering "Huh??". There is no opportunity to think ahead and plan what to do as in many instances you will first have to die, then restore a saved game and try to figure out how to avoid dying again. This method of problem-solving was succinctly described by someone else as the "play-die-swear-restore" method. Very apt! A brief description of the prologue will explain some of the story in TIME, but the plot details unfold very gradually as you wend your way through the many locations, and for the first few areas you will have only the haziest idea of what you are trying to accomplish as an ultimate goal. The sub-goals in each area are crystal clear - survive and escape and move along to the next area in the game. Anyhow, here's the prologue: "Due to the circumstances and lack of development in your project so far, your contract will be terminated, effective immediately". That's what he said. Some stupid corporate moron sitting in his office, wearing a daft suit and DigiCorp Technologies tie. Years of work, dozens of failed experiments, all the effort, simply to be phased out by a bunch of stupid company directors. As you stand alone in your laboratory, thinking about what might have been, you feel desolate. If only the blasted machinery would work. You begin the game in your laboratory, standing next to the translocation machine which you failed to get working properly. After opening the panel on the front you discover a power source (removable) that needs to be powered. A violent storm is raging overhead, and if you remember how Dr. Frankenstein brought his monster to life it should be plain sailing getting some oomph into your dead power source. After getting your time machine in working order, you can use it to transport yourself about 75 years into the future, to the inside of a large garbage bin in a dingy alley. From your hiding place in the bin you overhear the tail end of a threatening conversation, which ends abruptly with the sound of someone being shot. Climbing out of the bin you discover a dying man, and his last words to you are to go to his apartment and find something vital there; then he pleads with you to carry on his mission - to thwart a powerful organization bent on abusing the powers of time-travel with dire consequences for the future of the world. Your arch-enemy throughout the game is a sinister female figure, with extraordinary powers and a decidedly murderous personality. TIME is the sort of game which you'll either be determined to solve (have you got a spare 6 months?), or give up after the first 10 locations. I persevered to 54/200 points with copious hints from a downloaded hint file; but from this point onwards the difficulty factor looks like heavily outweighing the entertainment factor. Problem is, it's just not *fun* to be stuck in the same small set of locations, playing the same moves over and over and over again, in the hope of discovering something new. Oh yes, and there's the added difficulty of having a time limit in several scenes, which means you have to charge around at a furious pace to get everything done before being killed / arrested / exploded / strangled. Another problem is deciding which items to take with you, and which to leave behind. Since you can never return to "completed" sections of the game, you are unable to retrieve any items you dropped along the way; and some useless-looking items found in the early stages of TIME are essential in later areas. Many objects can be used more than once, so finding something to stuff all your bits and pieces into becomes a necessity as the game progresses. Although TIME is well-written, generating loads of atmosphere, tension and suspense, it's just not my cup of tea. I rather like the time-travel genre, and the plot is both intricate and interesting; but ultimately wrestling with all those maddeningly difficult problems was just too, too much. . But if you've got plenty of patience, time and determination you may find TIME a rewarding game to play. - o -