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	Title: (Adventure) Moonmist
	Source: Zzap!64, #22
	Date: February 1987
	Transcription by Steve Derby
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*Infocom/Activision, £24.95 diskette only*

A new Infocom release always gets top-billing in this column,
even if something as momentous as *Silicon Dreams* comes out in the
same month (see later). *Moonmist* carries on the Infocom tradition of
who-dunnit mysteries that include such gems as *The Witness*
and *Suspect*. Is the ol' Infocom magic still there?

<img class="float-right-narrow" src="/public/img/articles/zzap64-moonmist-review/sizzler.png" alt="Sizzler badge">

Yes, fellow Magicians, 'tis still there. And in this case, the Wiz is
better qualified than most to judge, for not only has he dallied
awhile with many an adventure, but his Cavern is also located in
Cornwall, where the action of *Moonmist* takes place. There was
therefore a special interest for the Bearded One in reviewing this
game -- and he was not disappointed.

*Moonmist* is set in Tresyllian Castle, which could be based on St
Michaels Mount near Penzance were it not for the fact that
Infocom state quite clearly that the nearest conurbation is Frobzance.
I don't actually know Frobzance myself, but reckon it can't be far
from St. Belboz.

You have been summoned from Yankee-land by your friend Tamara --
a typical stereotyped American soap-opera beauty who after
college got a job as secretary to Lord Jack Tresyllian. Within seconds
of her arrival they were engaged to be married, but since
then things have been somewhat spoiled by the appearance of the
White Lady, a ghost who bears a distressing resemblance to Jack's
former girlfriend.

Once you find out that Jack's ex-lover disappeared without
trace (presumed drowned down a well) you immediately suspect the
obvious. Your task is to find out what's really going on and set
young Tammy's mind at rest.

*Moonmist*, despite its title, has nothing whatsoever to do with
Cornish mysticism, Lyonnesse, King Arthur, or anything like that.
Nor is it in line with Infocom's other fantasy titles like
*Wishbringer*, *Zork*, or *Sorcerer*. Instead it presents itself as a clear-cut
who-dunnit and reminded me particularly of *Suspect*.

The main feature of both these games is the interaction with the
other characters. In fact, chatting to them, following them about, listening
to them, eating with them, and even flirting with them is
essential to success. The sort of character interaction we're talking
about here is way more advanced than what we see in English
games, with the possible exception of the much-bugged *Sherlock* from
Melbourne House.

On the other hand, *Moonmist* isn't as clever as *Suspect* in the way
it handles its characters. First, there aren't as many -- about seven
significant ones with fewer supporting roles than in the earlier
title. Secondly, they don't have as much to say. They all seem very
fond of statements like 'I have no secrets -- anyone can see what I
am' or 'It's really not my place to say' etc. This contrasts strongly
with *Suspect* where some of the characters are most verbose.

Finally, there doesn't seem to be quite the same range of possible
conversation as there was in *Suspect*. However, I didn't have the
game booklet with the copy I received from ZZAP!, so I may
have missed out here -- but for the most part the only really useful
interaction was the 'Tell Me About...' structure, whereas in
*Suspect* you can get along fine with things like 'Who Is...' and
'Where Is...' as well.

On the other hand, the map of the game in *Moonmist* is a satisfying
blend of detail and size. There aren't more than about 40 locations
(though I haven't visited them all yet) but each one is beautifully
described. It's nice to come back to a game in the real world for once --
after a while the Wiz gets a bit tired of the *Zork*s and Middle
Earths, and yearns for a good ol' fashioned sitting room, complete
with fireplace and comfy chair. You can certainly get that here,
and if you want you can spend the whole game in your bedroom (advisable
to begin with, by the way).

The nice thing about this game is that the combination of interaction
and map size/detail means that you can really do some adventuring --
by which I mean wandering about and exploring -- without
constantly having to wrestle with tricky puzzles. Like *Suspect*, the
puzzles in *Moonmist* are better solved by questioning and keeping
your eyes and ears open -- rather than, as in many English adventures,
endlessly typing variants of 'Put plastic card into slot in red
door' and getting 'I don't understand' for your pains.

Of course, 'I don't understand' is one thing you will never get
from an Infocom game. At the worst, it will tell you which word
it can't understand, and usually it will explain why it couldn't accept
your input -- for example, if there are too many nouns in it. You
might think this is very clever, but in fact it's easy to do and the reason
UK companies don't bother is that for the most party they are criminally
lazy when it comes to programming adventures.

And that's why *Silicon Dreams* comes second this month, and
*Moonmist* comes first. Pricey it may be, but it deserves to join the other
Infocom titles in your collection. And whatever UK companies may
say about the importance of graphics, provided you can read I
wager tha you'll never -- after finishing an Infocom game -- say
'But it would be so much better with pictures'. If you do, then the Wiz
recons you've as much imagination as a half-digested
plate of porridge and shouldn't be adventuring anyway.

<p class="larger" style="font-weight: bold;">Atmosphere 92%<br>
Interaction 91%<br>
Lasting Interest 92%<br>
Value For Money 90%<br>
Overall 91%</p>
