Home of the Underdogs
About News FAQs Contact HOTU GoogleGroup Music Manuals
Category Applications Action Adventure Education Interactive Fiction Puzzle Role Playing Games Simulation Special Sport Strategy War




Support the EFF
Welcome How you can help
Browse Games
Welcome Random Pick
Welcome By Company
  Welcome By Theme  
Welcome By Alphabet
Welcome By Year
Welcome Title Search
Welcome Company Search
Welcome Designer Search
Recommended
Welcome Freeware Titles
Welcome Community Group
Welcome Twitter
Welcome Facebook
Welcome File Format Guide
Welcome Help: Non PC Games
Welcome Help: Win Games
Welcome Help: DOS Games
Welcome Recommended Links
Site History Site History
Legacy Legacy
Link to Us Link to Us
Credits Thanks & Credits
Abandonware Ring

Abandoned Places

Creative Commons License


Game #5197
All Things Devours   Collection: IF Competition Favorites
Interactive Fiction   Conventional

Rating: 8.42 (7 votes)

All Things Devours box cover

All Things Devours screenshot
All Thing Devours is a superb trial-and-error science fiction game that ranks among one of the most ingenious text adventures ever made. The [The puzzle framework] is mostly based on the idea of time-travelling; sure, there are enough text adventures using this concept (beginning with the classic Sorcerer by Infocom), but scarcely any implementing it as consistent and consequent. And I use the term "framework" on purpose: the whole game is built around and determined by constructing a sequence of actions leading to success. (There are multiple paths to victory, by the way.) While doing that, the player has to account for a number of time-travel side effects and paradoxes, some of which he can use to his benefit, while others are to avoid. It was a real thrill.

In fact, it was so much of a thrill that another feature some IF-purists might consider to be a drawback almost escaped my attention: in order to reach the winning ending, you'd need a few restarts -- a rather typical case of "learning from dying". Well, personally, I don't have anything against such a game device, but since modern IF-standards (whoever wrote 'em ;) generally don't countenance it I've had to mention it here.

Initially, I also was going to nag at the fact that the protagonist hadn't got a single chance to succeed in such a situation unless she was a clairvoyant, because a few strategic choices in the early stages of the game had to be made based on information she only would acquire later. However, a couple additional test playthroughs convinced me I had been wrong about it; there actually exists a way to victory that doesn't require the gift of foresight -- our PC merely has to be blessed with such abilities as ultra-fast acting and decision-making, an extraordinary analytical mind capable of calculating several moves ahead, and a memory as precise as that of a computer, all that combined with nerves of steel, as well as a thorough knowledge of the research complex. Of course, this all strains things a bit; still, there's nothing supernatural about the talents listed above. [In] my opinion, the very existence of such a "non-contradicting" way to victory represents another proof for the vast amount of thought and efforts that have flown into All Things Devours.

To sum up, this is a great game constructed around a very well thought-out and carefully implemented puzzle skeleton; the combination with the very original use of time-travelling effects makes it unique and therefore an absolute must to play."

Reviewed by: Underdogs

Designer: Toby Ord
Developer: Freeware
Publisher: Freeware
Year: 2004
Software Copyright: Toby Ord
Theme: Science Fiction
Multiplayer:  
None that we know of
System Requirements:  
Where to get it:
Related Links: Official site
Links:    
If you like this game, try: Rematch, Recruit, The, Glowgrass

© 1998 - 2015 Home of the Underdogs
Portions are copyrighted by their respective owners. All rights reserved. Please read our privacy policy.