ZZAP! AMIGA

TRISTAM ISLAND

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You can’t deny that the command-based text adventure is back in fashion these days and one in particular that stands out from the crowd is Tristam Island by French interactiv­e fiction author Hugo Labrande.

The game begins with you having survived a plane crash and finding yourself standing on an immaculate beach completely alone and dwarfed by your ocean surroundin­gs. Realising that rescue is highly unlikely you quickly decide that in order to survive here, you’re going to have to explore your new surroundin­gs and get the lay of the land.

Split into three chapters, the aim of the first is to recuperate. Exploring the rocky and sandy coastline you must find a way to obtain and cook a meal to replenish your strength and then find a way to rest. Also, be sure to look out for the opportunit­y to make a new ‘winged’ friend who may be able to provide some assistance in the second chapter of the game.

Rested and your hunger satisfied, it’s now time to scale the cliffs that lead to the island’s plateau where you’ll quickly discover an abandoned village, radio tower and an ominous looking white mansion house. Here the game involves a lot of exploring and problem solving as you attempt to restore power to the village and gain access to the mysterious white mansion. You also start to learn more about the islands previous inhabitant­s and begin to piece together the story of what may have happened here.

The final part to the game begins once inside the mansion where you’ll discover a strange contraptio­n that blocks the way ahead. Working out how to operate the contraptio­n is the key to unlocking the mansion’s true secret and of hopefully finding a way off the island once and for all.

Tristam Island has a staggering number of locations to explore with well written descriptio­ns. It also has a rich parser and diverse puzzles which are logical and well thought out. Should you get stuck however you can refer to the ‘invisiclue­s’ hint sheet that comes with the game for some help.

Objects found in the game can all be used, but you don’t have to use everything in order to finish the game, unless you want that perfect score of course. Speaking of which, the maximum you can achieve is 150 points.

Thankfully there are no situations where you’ll find yourself at a dead end and Hugo has been very mindful of removing the harshness of the old 80s text adventures while at the same maintainin­g a decent enough challenge.

The game comes with digital feelies that include a blacked-out MI-5 document, Postcard and an ‘Invisiclue­s’ sheet. A boxed collector’s edition is set to follow and will include a physical item from the island.

Tristam Island is Hugo’s most ambitious to game to date and the passion for his creation shines through. He has done a fine job in capturing the essence and style of the classic Infocom adventures of old which you can clearly tell he is a fan of.

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