Wednesday, August 12, 2026

The Odyssey: Won! (with Summary and Rating)

In the end, it wasn't much of an "odyssey."
       
The Odyssey
United States
Independently developed and published as shareware
Released 1993 for the Macintosh
Date Started: 20 July 2026
Date Ended: 3 August 2026
Total Hours: 25
Difficulty:  Hard (4.0/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
    
Summary:
   
The Odyssey looks like an Ultima clone with its iconographic interface and keyword-based NPC dialogue, but it plays like a Dungeon Master clone with its numerous mechanical puzzles and difficult combats. The combination creates a fairly unique shareware game. The game uses ancient Greek themes to tell the story of a lone guard who must defeat the chaos master besieging the city of Athenia. The total physical space through which the player must venture is far smaller than most titles of even the early 1980s, but because every room is a deathtrap that must be approached cautiously and repeatedly, it takes far longer than you would expect. There are few normal RPG battles here; almost every encounter requires some combination of skill, magical items, terrain exploits, and luck. Overcoming its challenges is usually satisfying, though a few areas are annoying or unfair. I would recommend it for players interested in something different and challenging, but not those looking for a traditional RPG experience.
        
***
    
The Odyssey is the sort of game that you'd only get from a lone author. No established game developer, working with profit in mind, would make a game so challenging. This reality has both good and bad outcomes. On the positive side, there is a hard edge that lasts from beginning to end. The player has to exploit inventory and mechanics (all the things I talked about last time) in the most optimal ways to make the most incremental advances. Overcoming each obstacle is personally satisfying. On the negative side, the game could have used some serious playtesting and feedback. "Are you sure you want to make the player click on this many wall tiles?" I would have asked.
      
The full crypt map. I did not map the other levels.
              
When I wrapped up last time, I still had about five rooms of the crypt and the entirety of the caverns to go. I'm not going to cover it blow-by-blow, but here are some highlights:
   
  • One crypt room had an interior room with a ton of treasure, including two Scepters of Lordly Might (raising me to Level 7), two Scepters of Friendship, and a magic helmet that cast a permanent "Light" spell. That last item was perhaps the best inventory item in the game. I always love it when the developer decides that he's tortured the player enough with a particular logistical issue and eventually rewards him with an "out." Examples from other games include "Create Food" spells, fast-travel devices (earned ones, not those available at the outset), key rings, and Bags of Holding.
     
Some nice treasures behind this unkillable enemy.
         
  • However, there was also an unkillable sphinx in this room, and a big part of this section was figuring out how to lure the sphinx out of the room and to a place where I could dodge around him and run back to what he was guarding. He was fast enough that I couldn't do it through normal movement. A Potion of Athletics was the answer—but I had to go back through the area where I left him several times, and ensuring that I didn't walk into his melee range was a problem for much of the rest of the game. He eventually disappeared, I think because I lured him into the lava maze, where he either died or got stuck.
  • The northeast room had spider webs spelling out DOOM. Nearby, a sphinx asked: "What do the spiders weave?" This was the easiest riddle in the game.
  • The final area of the crypt was a large "outdoor" room with a river running through it. Wild boars spawned in the trees, and a triton threw deadly spears from the river. While figuring out how to deal with them, I had to find two invisible wall switches to activate a bridge over the river. 
       
The triton cannot see me in this wooded square.
           
From this point through the rest of the game, escaping each area required me to find one or more hidden switches or secret doors in the wall tiles, sometimes even in the force field tiles. I watched someone else do it on video after I'd won. He seemed to be able to tell the differences visually. I never could. I just clicked on each tile with the eyeball until it told me something different about that tile.
       
Damn it, I actually see it now. There's a tiny white dot in the middle of the special wall tile. I never noticed it in the live game.
          
A key that I found somewhere toward the endgame opened the fourth crypt in the four-crypt room. There, I found a letter from Julia to her friend Cleo, talking about how much she loved Antiphos (not the current King Antiphos—an older, now dead, Antiphos). The ghost of Antiphos was at first glad to hear it and then cursed me with a pathos that you rarely see in CRPGs.
      
Ah, fool! You have not helped me! Ah, I will never escape my despair! Ah, what I have lost! Gods take pity on me, and cut off my wretched existence! Let me be blind to the horrible pain! [Looking at the statue.] Ah, her serene smile! It mocks me! Ah, her stone eyes! Where is the real woman?
       
Fortunately, the spirit of Julia showed up to escort him to the afterlife. Antiphos left me his armor (at 50 pounds, a mixed blessing), and Julia left a key to the caverns. 
   
The first enemy in the caverns was an unkillable minotaur. I had to trip a pressure plate to open a lava square in the middle of the room, then lead the minotaur into the lava. 
      
What is that key made of?
           
In a network of caverns, I found Xallas, whose disappearance from Athenia I learned about early in the game. She said Nok Hurthtu had been trying to get her to betray the city somehow, and that she was slowly turning into a monster like the other denizens of the area. These other denizens included a triton, a minotaur, and a medusa—all of whom had apparently once been humans. They weren't too far gone to talk.
     
"Thank you, Medusa." -- No other RPG protagonist before or since.
         
To free her, I had to find out her nickname from her parents. Even then, she wanted me to try to get her companions to return to the surface with her. The triton and medusa protested they were too far gone. The minotaur, who actually was too far gone, decided that Xallas was betraying Nok Hurthtu and that he needed to attack her. Since he was unkillable, I had to enlist the medusa's help. This took a couple of reloads, as the minotaur kept getting to Xallas (which ended the game immediately) before I could bring the medusa to protect her. Eventually, the minotaur was killed, and Xallas followed me to the surface via a convenient ladder that went directly to town (through a door that only opened from this side). That made returning to town from this part of the dungeon much easier.
 
What would that song even be? "Step up, everyone, and place your bets / Hear about how Theocritus ignored his debts . . ."
         
Xallas's parents were of course delighted to see her. Her father gave me a Scepter of Lordly Might and an old scroll that the Seer translated for me: "What is order but the perfect arrangement of disparate elements into a preconceived pattern? Thus the key to the destruction of Chaos lies in the 'ideal.'" Something about that last word in quotes seemed like a clue.
       
I still don't know whether this game is supposed to be taking place in actual ancient Greece.
       
Back in the dungeon, a large cavern network required me to find multiple hidden switches. While searching, I found a Bow of Apollo and two sets of Arrows of Apollo, a powerful missile weapon that I never used. Even better was a cache of treasure that included magic armor, a magic two-handed sword, and winged sandals that increased my movement speed and let me move across shallow water. That would have been awesome except the creatures in the rest of the game were balanced for a character who had all of these items.
    
The cache also had a Horned Amulet. Nearby, I encountered an unkillable Beast Master, in charge of three lions, who told me that the Horned Amulet was the only thing that Nok Hurthtu feared. Unfortunately, he wouldn't give me the key I needed to move onward unless I gave the amulet to him. I tried literally everything to kill him but nothing would even damage him. Eventually, I made a backup of the save file and gave him the amulet. Annoyingly, he didn't stop trying to kill me even after I had acceded to his request. Like the early sphinx, I had to keep leading him to remote places and ditch him.
      
I wonder if one of the lions is named Ruh.
        
A puzzle that followed was the most maddening one in the game. A sign indicated that I should throw a spear onto a hidden pressure plate in a square beyond the sign. I didn't have a spear at this point, so I had to trudge back up to the crypts to find one. When I returned, every time I threw the spear, it hit the sign on the way to the pressure plate and was destroyed. After this happened about 15 times in a row and I couldn't find any other solution, I looked at the one video series on YouTube, created seven years ago by Alex Diener. It basically showed that I had to just keep trying until I got a luckier roll and the spear survived. It happened on maybe my twenty-third try.
     
These are the moments I live for.
       
Eventually, I found my way to an enormous cavern with chaos spreading from the center like the void squares in Ultima VI. Nok Hurthtu, sitting in the center, looked like . . . I don't know . . . a funnel cloud? He hurled explosions at me that were too fast to dodge, even with a Potion of Athletics. Potions of Invisibility fooled him, though, and I ended up having to return to the surface to buy several of them. In the far corner of the room, a "cannonader" fired arrows at me even if I was invisible. Numerous force field barriers were strewn around the room, and the entire northern wall was blocked by force fields.
   
It took me hours to get through this room. I had to make my way to the cannonader while invisible, healing myself when I got hit with one of his arrows, and then kill him and get behind a barrier before one of Hurthtu's missiles reached me. Then I had to figure out what to do next. I was used to searching wall tiles for hidden switches at this point, but it took a while to occur to me that I might need to search all of the force field tiles, too. One of them showed a "strange energy disturbance," and I was able to open it to get to the room to the north of this area.
    
Any tile can have a secret, I guess.
        
That room contained a Temple of Athena. Before I could speak to the goddess, a statue forced me to answer a riddle: "What is AIHTRTRBE?" The answer was BIRTH RATE. Fortunately, commenter half had given me a hint a long time ago that let me solve it. I still don't know what it has to do with . . . anything, really.
     
Or, what this town is going to have to increase after losing most of its men to the demon horde.
       
The Beast Master had followed me into the temple area, so I was delighted when I spoke to Athena and told her about the amulet, and she said she'd kill him for me. This still took some effort for two reasons; first, the game is bugged so that Athena following the character causes the game to crash. And when this game crashes, it crashes bad. It brings down the entire OS. I had to force-quit the emulator each time. Eventually, I had to save after every successful move.
   
Second, when it comes time to kill the Beast Master, no matter how far away he is when the character asks Athena to do the deed, the Beast Master rushes in, closes the distance, and kills the character before Athena can act. I had to maneuver her into the right hallway configuration so that he was blocked from reaching me.
     
The Beast Master has a worthy ending.
       
The Beast Master finally died, and I retrieved the amulet. It said I could equip it in either hand and that I would need a major power source to use it. I wasted a lot of time trying to figure out what could serve as the power source. Nok Hurthtu at least stopped throwing his fireballs as long as I held it. I couldn't figure out what to do for a while, but I tried talking to Nok and got a text input box. I figured this was the time to say IDEAL. This somehow caused a key to fly from his robe, cross the void, and land in my hand.
     
This was a little cheesy.
       
The key "unlocked" another of those hidden wall tiles in the southeast corner, near where I killed the cannonader, which somehow activated a "strange whorl of energy" in one of the force field squares. That force field apparently served as my power source. When I clicked on it, a fireball appeared and streaked to Nok Hurthtu, killing him in the resulting explosion. 
     
A ball of energy kills the bad guy.
        
The game immediately brought me to King Antiphos's throne room, where he dubbed me Hero of Athenia and then threw a feast. I was hoping I might get to marry Xallas or even the medusa, but I guess fame is my only reward.
     
That really limits sequel possibilities.
          
That one definitely felt good to win. Overall, I had the same feeling playing it as I did playing the original Dungeon Master: I didn't think it was a great RPG, but I still enjoyed the puzzles. I don't know whether Dungeon Master had any influence on author David Larkin (he didn't mention it during our brief correspondence), but it evokes some of the same themes in an iconographic interface.
    
Here's the GIMLET:
       
Category Assets Liabilities Score
1. Game World 

A fun backstory using themes from classical mythology.

PC's mission and place in the world are clear from the outset. 

Fairly small, not well fleshed-out. No sense of larger world.

No evolution of the world based on character progress. 

Storytelling a bit lazy. A magic evil-killing amulet introduced at the last minute? 

4
2. Character Creation and DevelopmentLeveling up brings some rewards.

No character creation except a name.

Leveling is based on finding scepters and not based on acquiring experience other ways. 

Character never seems to be more powerful. Enemies always wipe the floor with him. 

2
3. NPCs

Fair number of NPCs in town with personalities and sub-quests.

Keyword-based dialogue. 

No dialogue options; the game puts all words in PC's mouth.

Keyword dialogue rarely invoked; each NPC only responds to a couple of words.

Not much NPC interaction after opening chapter. 

4
4. Encounters and FoesPuzzles are the game's raison d'etre, and many of them are challenging and satisfying.

Many of the puzzles are also very frustrating.

Monsters tend to come in two varieties: those that are hard to kill, and those that cannot be killed. 

5
5. Magic and Combat  Combat is quite tactical, going beyond literal combat tactics and incorporating elements such as visibility, movement, terrain, and use of equipment.

Exhausting. Few straight-up battles. Almost every foe is a unique puzzle.  

No magic except items. 

4
6. Equipment

Head, body, two hands, and legs slots. Several upgrades throughout the game.

Nice, detailed item descriptions.

A number of usable items that are vital to survival. 

Traditional RPG equipment doesn't matter much for success in the game.

Items are all in fixed locations. 

5
7. EconomyStrong throughout the game. An extra Wand of Friendship or Potion of Invisibility always helps in a pinch. Can also sell excess items.

Only one store, with hard limits on the number of necessary items that you can buy per day.

Only ways to grind for cash deliver paltry cash. 

5
8. Quests

Clear, multi-stage main quest.

What seem like side quests all collapse into main quest.

No player choices. No roleplaying. 

3
9. Graphics, Sound, and Interface

Iconographic graphics are fine.

Unobjectionable sound effects. 

Keyboard movement mostly works. 

Would be nice if keyboard commands didn't require COMMAND key.

Nothing particularly outstanding about graphics or sound. Icons are of that "cutesy" Mac type that I don't like. 

3
10. Gameplay

Reasonable length.

Hard difficulty, but that's really the point of this game. 

Very linear.

Despite author's intentions, game does get a bit too difficult and annoying at times.    

Not much replayability. 

4
Other/Total

39
    
Overall, The Odyssey is a strong, well-made independent game that satisfies its intentions well. I would not recommend it for players looking for a traditional RPG experience.
   
The Odyssey does deserve to be a bit better-remembered than it is. Aside from a Macintosh Repository entry, that YouTube series, and a few discussions on Usenet, there isn't much available online. I wasn't able to find any contemporary reviews. David Larkin asked $25.00 for the game at the time; registration came with a (probably much-needed) cluebook, but in recent correspondence, Larkin said that he no longer accepts payment or offers the cluebook. I don't believe he worked on any other games.
        
****
   
   
For further reading:
   
  • Ultima IV, the game that most inspired this one graphically (and in some mechanics, like secret doors and NPC dialogue).
  • Dungeon Masterthe game that seems to have most inspired this one mechanically.  
 08/12/2026

33 comments:

  1. I've had this one on my backlog for a while, sounds like I should bump it up a little.

    I'm a little surprised command-key inputs warrant being an explicit negative; they were pretty common in games at the time and I don't recall it ever feeling inconvenient. Do you have some setup where it's bound to the similar-in-function control rather than the similar-in-location alt?

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    Replies
    1. No, it's bound to ALT. But if you have to have one hand on the mouse, it's hard to hit ALT and some of the other combinations at the same time. And it's just unnecessary. "T" isn't used for anything else in the game, so there's no reason it couldn't be used for (T)alk instead of COMMAND-T.

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  2. This was one of my favourite entries in a while. Really well-written, funny, and about a cool, well made game I've never heard of- peak crpg addict for me. Thanks!

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    Replies
    1. Yes, it was a great write-up — even more so for someone who had a nostalgic affection for the game. I went from trepidation (when you accidentally skipped the sewers and were finding the crypt too hard), to relief (once you leaned into the series of hard insta-death puzzles that could drive some people crazy), to satisfaction (in your evident enjoyment and in seeing a good game get its due).

      I thought the final score was very fair — perhaps even a little generous, though when a game puts you in a good mood to be generous, maybe it is earned.

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    2. Agreed! I love the really obscure titles.

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  3. This last episode felt like "The Return of the plotline". I lost track at some point.

    Some of the puzzles in this final part feel unfair indeed, including throwing the good damn spear until you don't miss - this feels like the "brute-force" / "save-scum" solution to the problem; maybe there is another solution that require inspecting every single wall a second time. :)

    Good read, good series, in any case.

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    Replies
    1. Jason Dyer has a principle that if something has a random chance of succeeding, some players are going to fail an absurd number of times and think there must be something else to it. For instance, if something succeeds one-quarter of the time, one in every eighteen players will have to do it ten times. Sounds like the spear was tuned much higher than that. At least it was close enough to the end that it didn't drive you to think every puzzle might work like that. And at least the RNG wasn't tuned to reset when you restore, which might've meant that you needed to get a new spear each time instead of restoring.

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    2. It certainly is possible that there was an alternate solution that both I and the YouTuber missed. Maybe a stronger spear, found elsewhere in the game.

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    3. My first thought was would the bow and arrow of Apollo be an option here? Or is it simply not one of the solutions?

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    4. If there's an alternate solution, that would fall into what Andrew Plotkin says--if you include a clever way to do something and a tedious way, players will choose the tedious way and curse you for it. (And my corollary, which is that they'll be right to curse you. Or at least the designer should be hinting the clever way, somewhere in the tedium.)

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    5. Hinting is a very difficult balancing act - give up too much and the clever way is no longer clever. Quite a few adventures suffer from that, some RPG as well. Better be a troll: tell the player about the clever option *after* they've finished the tedious way.

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  4. In one of the Quest for Glory postings, you mentioned the “adventure game/CRPG hybrid” falling by the wayside as more RPGs incorporate adventure game elements; do you think this game is an example of that?

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    Replies
    1. I have been wondering that as well.

      I am still a little surprised that I have never heard of this game before.

      Delete
  5. AlphabeticalAnonymousAugust 12, 2026 at 11:06 AM

    > No established game developer, working with
    > profit in mind, would make a game so challenging.

    Does that observation hold up when considering a game like Return of Werdna? Or is that one just the exception that proves the rule?

    Also: I repeatedly get the error message: "Your message failed to publish, try again later" when trying to post a comment. Does this happen to anyone else?

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    Replies
    1. No absolute statement ever completely holds up. Werdna famously flopped, though, so I think it would be one of the reasons that, by 1993, my statement generally holds true.

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    2. Chet, while I'm sure your general tendency holds true, I'll point to the tvtropes page Nintendo Hard for counterexamples. It doesn't list a whole lot of 80s/90s _RPGs_, but the game The Immortal (that you reviewed) is famous for being ridiculously difficult.

      https://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard

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    3. I did mean my comment to apply to RPGs specifically and computer (rather than console) games in general. But, sure, there's a counterargument to be made with the entire soulslike genre, too.

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    4. Games have been getting easier over time. I'm continually surprised by youngsters complaining about games from the 80s and 90s being impossible without exploiting save states - often games that I didn't find difficult at all in the 80s and 90s. And the 90s games are definitely easier than the 80s games. Personally, for any game made after (roughly) 2010, I have to increase the difficulty setting, or else it's so boring as to be unplayable. Which is probably why every game has a difficulty setting now.

      I think you can draw a straight line of causation here. Developers started play-testing their games, and figured out that if they reduced the difficulty, they could sell to more people. Video games (especially RPGs) were a small niche decades ago, but they're completely mainsteam now. A lot of that new audience isn't looking for a challenge.

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    5. I think that overlooks the extent to which games of earlier times often had about 20 minutes of content padded out to justify a $50 sale price by virtue of difficulty.

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    6. I always say Normal is the new Easy (exceptions exist of course, Gothic remake is making me sweat on default). And sure, this means the bar has been lowered so most players don't feel like they are cheating by lowering the difficulty to easy, but that HAS made the games more accessible to a larger part of the population. And in turn it makes me feel more bad*ss for finishing a game on Hard.

      What I do appreciate in many of the newer generation games is that upping the difficulty level isn't always just a case of "enemy damage multiplied by 2" anymore. Enemies use better tactics, react quicker and some of the "easy" features get disabled, so you do actually have a bigger challenge.

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    7. Some of the change in difficulty feels like it's also due to having (on balance) more content in a modern game. A classic game achieves 30 hours of gameplay by asking you to play a two hour game 15 times to get it right. A modern game asks you to play a 30 hour game through once. I'm sure there's plenty of discussions about how much failure and frustration young people should experience to train them for later life but as a grown up it feels good that I can choose an experience that fits my current level of botheration.

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    8. It was a shock to my much younger son's system some years ago when we used his Wii to play a bunch of the older games and also installed an Atari 2600 emulator on our computers... No endless lives anymore kid!

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    9. I think classic vs. modern difficulty is a little more complicated than that.

      I absolutely agree that the modern game audience is much larger and with that comes a large portion of that audience that isn't interested in overcoming challenges as part of their gaming experience. Lots of AAA and Nintendo cater to that, and there's even niche "cozy" genres as well. And that's fine, people should spend their leisure time doing what they enjoy!

      But the modern gaming landscape is much, much bigger than that, and there's plenty of difficulty to be found if you look past the most popular titles. The key difference is the nature of that difficulty.

      Classic difficulty heavily relied on things like limited checkpoint systems that require you to replay content over and over. The individual portions weren't all necessarily difficult by themselves, instead it was about putting in the time, mostly replaying early sections to get to later sections, until you could play a lengthy sequence with minimal mistakes. A modern game is more likely to have generous checkpoint systems and the difficulty comes from the individual sections being challenging.

      Likewise classic puzzles are often just obtuse and require guessing and luck. Harder in a sense, but different from many modern gaming puzzles that do a better job of finding that sweet spot between obvious and incoherent. Or a game might offer challenges where even if you provide near optimal play, you still lose due to the RNG.

      All of the above are forms of grinding (to me), and the difficulty is overcoming my boredom, which I'm not really interested in.

      There's no real game design magic to making a game harder. Anyone can game jam out something that's near impossible. Just demand more precision or lengthier sequences. Make your puzzles absurdly obtuse. Require lengthy periods of repetitive activity to advance that most players will find boring.

      If that's what you like and you don't find it boring, that's great. But I think modern games do a better job of providing difficulty that doesn't lean on those approaches, and that's appealing to a lot of people.

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    10. My problem with difficulties in modern games is less that the default difficulty is easier and more that they don't seem to want to cater to people who want higher difficulties, as if even the hardest difficulty needs to be easy enough for people to casually complete and feel good about it.

      As an example it's not particularly modern anymore, I'll admit, but my stand-out experience with this was Prey (2017). Other than having seen the intro sequence and also looked at the list of achievements on steam I was completely blind to the game. I put the difficulty on the highest setting, enabled all three option extra difficulty settings and also chose to pursue the achievement for beating the game without using any of the game's upgrade items - those items are the game's main form of progression as you go from a regular person to an augmented superhuman over the course of the game.

      By all rights I should have had a miserable time of it, but instead it was fun, that difficulty was just right. It's absurd - the absolute highest difficulty the game had to offer, for a first, blind playthrough of a game in a genre that isn't something I usually play, with significant extra difficulty from an optional challenge being adhered to - and that boiled down to 'just right'? There was no way for me to get a more challenge experience beyond, I don't know, literally tying an arm behind my back? Meanwhile there're games from the 90s I regularly play with difficulties that amount to very easy/easy/normal/hard/very hard that I still don't dare set to very hard. I'm fine with there being harder difficulties I can never really challenge, but modern game design makes me feel I'm in a minority to feel that way.

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    11. I think Odyssey comes across as more difficult if you think of it as an RPG. If you think of it as an adventure/puzzle game - spending an hour to solve a room, with a small number of rooms, seems like average adventure difficulty to me - though maybe the difficulty is raised a bit by the timing parts. To me it sounds like the game could be completed much faster on a second run.

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    12. In adventure games, you typically don't randomly die every time you move to a new room (except maybe in early Sierra ones). I tend to play a lot more adventures these days than RPGs (partly because they're shorter, and partly because I'm also far better at the former than the latter) and I know I'd absolutely hate Odyssey.

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    13. Back in the day, the games were "hard" due to obtuse puzzle design or lack of playtesting. These days, the games that are designed to be hard are very hard, particularly if you set difficulty to hard.

      Delete
  6. A masterfully played game, mortal! I salute you.

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  7. I wonder how the author balanced the difficulty so that the fights are solvable, but just barely. It is quite hard.

    Also, I can't quite find the link, but I've dug out an old Usenet post, and it seemed to me that the author studied in Canada at the time for some reason.

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  8. I'm glad my remembered riddle answer from 30 years ago helped avoid some hours of frustration. The YouTuber got through it fine, though he just went on an anagram site, which solved it. I'm not sure I even realised it was an anagram puzzle at the time. Perhaps knowing that, and with your skill at crosswords, you'd have got it. It is really a bad riddle though, and I'm sure it would have been removed with more testing. As well as the answer not connecting to the plot, I assume the term wasn't used until the last few centuries, making it feel very out of place.

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  9. One thing that you didn't mention in your GIMLET (though did mention in a previous entry) is the quality of the writing. Given the graphics, the strange Greek melange of the setting, and that it is mainly focused on combat puzzles, and the 1993 publication date, I feel like the writing has no business being so good. It lends a weight to the game (e.g. that Medusa interaction) which would otherwise be much less substantial. It is probably a big part of why I remember the game fondly.

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    Replies
    1. That's a fair point. I was probably thinking of it a bit when I scored the Game World, and of course the items descriptions helped with Equipment.

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3. Please avoid profanity and vulgar language. I don't want my blog flagged by too many filters. I will delete comments containing profanity on a case-by-case basis.

4. I appreciate if you use ROT13 for explicit spoilers for the current game and upcoming games. Please at least mention "ROT13" in the comment so we don't get a lot of replies saying "what is that gibberish?"

5. Comments on my blog are not a place for slurs against any race, sex, sexual orientation, nationality, religion, or mental or physical disability. I will delete these on a case-by-case basis depending on my interpretation of what constitutes a "slur."

6. Do not attempt to doxx me or any other commenter.

7. If your comment points out a typo or mistake, I will gratefully fix it, but I won't post the comment.

Blogger has a way of "eating" comments, so I highly recommend that you copy your words to the clipboard before submitting, just in case.

I read all comments, no matter how old the entry. So do many of my subscribers. Reader comments on "old" games continue to supplement our understanding of them. As such, all comment threads on this blog are live and active unless I specifically turn them off. There is no such thing as "necro-posting" on this blog, and thus no need to use that term.