The Library

Score: 5 Turns: 1

Zzap!64, #20
Read Time ~6 minute read
Dec 1986

Adventure

Leather Goddesses of Phobos

Infocom/Activision, ÂŖ24.95 disk only

LGOP packaging

A well-known magazine publisher recently appeared via holographic transmission in the White Wizard's cave to ask his opinion about Leather Goddesses of Phobos, the latest release from the almost Divine Infocom company of Hitch-Hikers, Sorcerer, and Zork fame.

What did I think, he timidly enquired, of this game? Had I actually discovered any ...RUDE... bits?? What had I done with the Female Gorilla? Finally, and most significantly, he asked whether I thought the game was any good.

That's significant because people don't often wonder whether Infocom games are any good or not. They just wonder whether to give them 95% or 96% and try to decide which superlative adjective to use -- 'Briliant' 'Astounding' or perhaps 'Scrotnig' if they read 2000AD. The fact is that there is rarely any doubt about an Infocom title, but in this case doubt emerged so the Wiz rushed out, bought a copy, and loaded it up. The privileged reader of this Zarjaz Mag will now hear the Wise One's opinion...

The game is Brilliant, Astounding, and Scrotnig.

Here's what it's all about. You -- and you can be male or female in this game, thank goodness, so for once the Wiz can address the whole population of the UK and not just the men, as is unfortunately the usual case with UK adventures -- have been captured by the Leather Goddesses of Phobos who invite you to take part in their scientific research program.

If you've ever seen pictures of those unfortunate monkeys in labs with horrible looking tubes coming out of their ears then you might get some idea of what the Leather Ones have got in store for you, except that the tubes come out of certain other places that we shall not mention and the game, mercifully, only hints at. Obviously, therefore, the aim of the game is to manfully (or womanfully) resist the temptation to join in the fun and escape, saving the rest of mankind in the process.

The game has you and your companion (a fellow escaped prisoner) zipping about the universe, by means of some very convenient black holes (which are just painted on the ground), collecting objects and trying not to get killed or otherwise inconvenienced.

The ease with which one can move from planet to planet in this fashion certainly makes for plenty of variety in the landscape but in fact the Wiz found this the weakest aspect of the game. I like adventures that stick to one geographical location and then go into it in great detail, thereby helping to generate a compulsive and vivid 'sense of being-there'. Not that the LGOP locations aren't vividly described -- I just found that being on Mars one moment and a billion light-years away on the next rather unsettling. I'm sure that one of the strengths of games like Colossal Cave and Price of Magik is their concentration on one overall geographical framework with many parts, rather than many frameworks with fewer locations in each one.

Of course, the parser on LGOP is up to Infocom standard with all the trimmings, including OOPS and complex input parsing. No-one has yet matched this parsing system -- I'm afraid it's still light-years ahead of our own attempts in the UK, with the possible exception of The Pawn. You won't have much trouble making yourself understood in this game, that's for sure.

I think what the Wizard found most impressive about Leather Goddesses was that the author has not allowed the temptation of being simply rude or risque to weaken the structure of the game itself. The puzzles are very bit as good as one would expect and there's enough logical gameplay here to keep you busy enough to justify the usual high Infocom price tag.

LGOP comic

Atmosphere 89%
Interactions 94%
Lasting Interest 93%
Value For Money 89%
Overall 91%


Zzap!64, Dec 1986 cover

This article appeared in
Zzap!64
Dec 1986


These historical, out-of-print articles and literary works have been GNUSTOed onto InvisiClues.org for academic and research purposes.

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