I never could figure out what this game was. Based on the initial interface it looked like a Shadowgate style game where you interacted with the world through a window using commands. But the next series of screens acted more like a world-exploring RPG with a party of characters and turn-based battles. Honestly, every time I popped it in, I rarely got much farther than the first few screens. It just looked like more than I cared to unpack in a casual gaming session. Despite its awesome Mayan theming and Mexico setting, it failed to have a really strong hook that pulled me in for more. That means it is a perfect candidate for the Learning Curve, although in this instance it might be more of an “interest curve” as in, how long will it take for this game to pull me into its world and keep me playing until the end. Over the next five hours we’ll get the answer to that question.
Hour 1
As previously stated, this game is an amalgam of other game types. At its core it is very much like Shadowgate or Uninvited. You interact with the world through a window using commands such as “put,” “use,” and “look.” Tombs and Treasure (T&T henceforth) even gives you a few commands you use only once or maybe never… Notwithstanding, the main game is conducted just like that. However, the window interactions are separated by RPG-esque exploration as you take your team through the Mexican jungle searching out various locations for more interactions. There is literally nothing you can do during these sequences except roam the world, but it does break things up a bit and creates some nice atmosphere, so I think it’s a nice bonus.
I spent the first hour wandering about the world map to get a general sense of what I was going to be dealing with. I discovered 3 pyramids, a bunch of wall sections, two lakes (which turn out to be “wells” in this game), a sprawling ancient ball court, and a LOT of jungle. All in all this game probably has 3 times as many “empty” or useless screens as it does meaningful ones. That’s just fine when you are trying to create a sense of scale, but it leaves me wanting more of the screens to have something to do in them. Not a big deal, just means there is a big world out there with lots to find tucked away here and there.
Most of the places I ventured into featured monsters far too strong for me to fight, all of which resulted in my death. The good news, however, is that death isn’t a big deal in this game. You pretty much continue from where you left off with no penalty. Even better, the combat is extremely basic (just use the “fight” command to swing your sword) and you can always run away. Furthermore, leaving any building or fight instantly recovers all of your health. From that it’s pretty obvious the combat in this game is more there to serve the story than to provide challenge. I’m not upset about that in the slightest.
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Hour 2
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All in all, a solid second hour. By this time I was definitely hooked into the game and it’s world, and very excited to find out what discoveries lay in wait during the next hour of adventure!
Hour 3
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With nothing else to do in the Warrior’s Tomb, I decided to explore the other “too tough to beat” part of the game: the Ball Court. Having defeated the monster in the Warrior’s Tomb I was now strong enough to defeat the monster in the Ball Court as well. This opened the area up for exploration. It also introduced me to the first element of the game’s major, major downfall. You see, in the Ball Court there is a room you can uncover wherein you find the most powerful item in the game, a jewel that significantly weakens demons. If you remove this jewel from its stand, the door you came through slams behind you forever. You cannot die, there is no monster to kill you. All you can do is stand in the room, look at things, and have the game taunt you with too-late hints like “you should have opened another exit before taking the jewel. Better hit reset.”
That wouldn’t be so bad if hitting reset didn’t mean entering both of your characters’ names and the ridiculously long password just to start over wherever you last obtained your password (passwords can be obtained at any time by looking at the Ixmol Jewel you pick up at the start of the game). So unless you are in the habit of writing down 32 character passwords before every single action in the game, this means you are going to be doing a LOT of data entry just to trial-and-error your way through some of the game’s more menacing puzzles. This is a fun killer. A big one. After three unsuccessful attempts to obtain the powerful green jewel from the room, each one followed by several minutes of password entry, I decided Hour 3 was over.
Hour 4
I set out in Hour 4 to just leave that stupid jewel alone and come back when I had a better idea of how to defeat the trap. So instead I headed back out in to the jungle to see if there were more areas I had missed in previous ventures. I explored everywhere for about 30 minutes and finally decided to seek out the wisdom of Kukulcan to see if that would point me in the right direction. Turns out there is a second floor in El Caracol that I was not aware of. Again, if you are stuck for what to do, try switching characters. Turns out Jose, the guide, is strong, strong enough to move the pedestal in El Caracol to reveal a hidden staircase. After discovering this, I was able to solve the riddle of the censer and locate the censer itself. Now I just have to figure out what to do with the censer itself. The Kukulcan clue about getting the iron key before turning the jaguar into a statue is neither helpful nor encouraging as I still no idea if there is any way to get that iron key since I don’t have the magnetic rod any more, and seeing as to how I had already stoned the jaguar…
Hour 5
I spent 45 minutes of Hour 5 desperately, and ultimately in futility, going about the time-honored tradition of traveling to every location and trying every command with every character with every object, just to see if I could accomplish anything. I could not. I did locate the hole that the iron key fits, but without the key this was a hollow discovery (slightly clever pun unintended, but pleasing). Time was growing short and frustration was mounting, so I did the only thing a person in the modern era can possibly do when faced with such an impasse: I spent my last 15 minutes searching the internet for a walkthrough that would explain what went wrong.
Remember that iron rod that I used to make a compass back in Hour 1 that seemed like a mistake by Hour 3? It was. Not only was it a mistake, it was a game-breaking mistake. You can never remove the rod from the compass, so once it is joined, the rod is lost to you for the rest of the game. Which means that if you did what I did, you can never get the iron key. Not that it would have mattered, because you see, I got the hint about "getting the key before thwarting the jaguar" AFTER I thwarted the jaguar, another game breaking mistake. Once the jaguar is reverted to statue form, it will never come alive again, meaning that unless you get the key first, you can never complete the game.
Turns out T&T suffers from at least 5 of these game-breaking mistakes from which there is no return, unless, as I said before, you are writing down 32 character passwords before every single move in the game.
This is no end of frustrating and discouraging. I completed my five hours with T&T utterly defeated and discouraged. What had started out as a really fun explorative adventure was ground into utter aggravation by game-breaking mistakes that are way too easy to make. It doesn’t seem like the game would allow this because it is constantly cautioning you against leaving a room too soon, or grabbing the wrong item. There are tons of places where the game helps you not screw it completely up, but there are at least 5 times where you can make the game unwinnable by doing something very, very simple. Maybe if the game had employed a SAVE system like Shadowgate does, these kinds of screw-ups wouldn’t be as galling, but with the massive password system, running into one of these honest mistakes is worthy of the controller throw.
This felt like the mantra for Hours 4 & 5 |
Final Appraisal:
Tombs and Treasure is an incredibly fun adventure/puzzle game with a unique take on a classic formula, however it features several game-breaking mistakes you can make that cause the game to be unwinnable. Furthermore, its cumbersome password feature makes trial-and-error puzzle solving tedious and frustrating. There is a lot of fun to be had with this game, but the drawbacks for playing it wrong threaten to drain all of the enjoyment right out of it. If you decide to take the game on, it can be a very rewarding play, just make sure you DO NOT join the rod and the bowl until you enter the maze, DO get the iron key before you freeze the jaguar, DO NOT grab the green jewel until you have two doorways open, and DO NOT take the handle from the Castillo machine. If you do the converse of any of those things, you are doomed. You have been warned.
Learning Curve:
It doesn’t take as long as I thought to get really invested in this game. It’s a lot of fun, it features a unique setting and theme, and there is a lot to explore. While the game can be obtuse in telling you exactly what you need to do next, there are plenty of clues and if you learn a few of the games essential mechanics: look at everything, switch characters often, beat enemies in the right order, and avoid the game-breaking mistakes, you will be having a lot of fun in no time. I would say it took me just over an hour to be fully committed to this game.
Will I Finish It?
I did. After Hour 5’s crushing revelations, I decided I would see the end of this game. So I started a new game and played all the way through avoiding the game-breaking mistakes. All in all it took me probably an hour and fifteen minutes to beat, knowing already how to complete 3/4 of the game before I started. As I assumed, it was a very satisfying experience. Again, this is a great game with a few very serious flaws.
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