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Twilight Zone

Published: 1988
Genre: Adventure

Graphics: 3/5
Sound: 1/5
Interface: 3/5
Addictivity: 2/5

Download: Download is not available

Review by: marhasan

"There is a fifth dimension beyond that which is known to man. It is a dimension as vast as space and as timeless as infinity. It is the middle ground between light and shadow, between science and superstition, and it lies between the pit of man's fears and the summit of his knowledge. This is the dimension of imagination. It is an area which we call the Twilight Zone."
Originally created and aired in the 1960's, "Twilight Zone" is, without a doubt, one of the shows that has stood the test of time. Even now, some forty years later, the old episodes look as good as ever. The popularity of the show has brought not only re-runs of the 1960's show and remakes in the mid-eighties and in 2002 (these newest episodes are still in production, btw), but a lot of commercial merchandise connected with the show. This game is one example for it.
Devised as an interactive fiction game, "Twilight Zone" portrays a young man who has, without realizing it stepped in to the "fifth dimension". Of course, the protagonist does not realize (at first) that something has changed.

The game itself is actually a collection of short, and seemingly independent stories that need to be completed. Told, if you will :). The only link between the stories is the main character - he will travel from the completion of one story to the beginning of another. Saving a child from a raging fire, winning a F1 race, escaping a mad head-hunter are a few of these stories. Unfortunately, the game gives very little hints (if any) on what to do next (i.e. which story to play first, and what is the object of the game), and the main story does not unravel itself as one would expect.
Most of the puzzles that appear in the game are not particularly difficult. Some of them, on the other hand, have no sense. All of them boil down to the things that were seen before - combine inventory items to gain new ones, give items to certain NPC, use items with the environment etc. One rather nasty detail when it comes to item collecting, are useless items, or "red herrings". There are virtually tons of them. Why is this a problem? Because your inventory space is limited. That's way getting yourself killed a couple of times and frequent saving and loading are necessary.
One thing I didn't like about the game is the fact that you can easily get stuck in it because you haven't done something at a certain point in the game, and you have no way of going back to that point. Which is yet another reason for frequent saving?
The storytelling and the descriptions of the locations that you visit are really detailed. The parser is poorly done - sometimes there is just one way to say something, so, otherwise easy puzzles turn into "guess the word" game. Also, the game lacks a score meter, so you'll never know how far you've gone.
The game is a text adventure, but there are some graphical elements and occasional beeps in it. The graphic is optional - you can play the game as a pure text adventure. As for the sound, the only one you'll hear during the game is the famous tune.
One, rather big, technical problem is the inability to slow down the game (I've tried running it through Abandon Loader, and no dice. I don't know what the situation is with Mo'Slo, DosBox and VDMSound). It may sound strange to say that this is a problem with an IF game, but it is - you can easily miss out on some very important information.
"Twilight Zone", although interesting, doesn't offer the feel which would have been expected from it (and which the original show has), so fans of the show might find the game a bit disappointing. After all, it was based on the eighties show, not the original one. Would things have been any different if it had been the other way around? I'd like to think so.
P.S. If you want to know more about the "Twilight Zone" show, I suggest you pay a visit to this site

No screenshot available

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