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This novel story line comes from an idea by Sandra Sharkey and Pete Gerrard, and with Pete Austin's design and the Level 9 adventure system, combines to make a very original adventure which is enjoyable to play. It is all the more of a disappointment to learn that Scapeghost is the end of the line. Think again, Level 9! When you are rich from the best pickings of the arcade world, please find time in your schedule to throw the occasional crumb to those loyal adventure fans who helped you make it.
Bei mir hat Scapeghost jedenfalls einen Ehrenplatz ganz nahe bei der „Freundin“; hoffen wir, daß die nächsten Veröffentlichungen von Level 9 (sollen irgendwo zwischen Sierra- und Cinemaware-Games angesiedelt sein) ebenso gut werden!
If you are used to object oriented adventures you'll find Scapeghost quite a challenge. Lateral thinking is definitely required to complete the game and the satisfaction of working out some of the puzzles is equivalent to that gained from the solving of entire games with more conventional plots.
Despite the occasional glitch, I rank Scapeghost as Level 9's most enjoyable adventure. Their most enjoyable adventure of all time, in fact, because sadly Level 9 have announced that this is to be their final adventure.
I think text-only adventures are old hat, so it came as a nice surprise to play one that was a little different. I'd also forgotten how intricate text adventures could be. The graphics associated with this game are of a high quality and the command parser allows some fairly complex commands. It is probably here that the game is let down a little. While it allows you to direct actions to take place after a certain number of moves, it doesn't enable you to have the same action carried out when a particular event occurs.