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SummaryGreetings, stranger. What is your name?
The GoodLure of the Temptress is the first adventure game created by newcomer Revolution Software. An evil sorceress named Serena, along with a horde of her Skorl warriors, take over the quiet village of Turnvale after its villagers lose a battle against them. Three of the villagers, Wulf, Diermot, and Ratpouch, were all captured and put in separate dungeons where they are left to die. You control Diermot, who is depended upon by villagers to get rid of Serena.
Most of the characters that you meet throughout the game are always happy to help you gather the necessary shit to complete the mission. Among the characters in the game, one that you have to depend on is Goewin, the maiden that you have to rescue from the Skorl. She can provide you will a potion that you can use to defeat the dragon. The characters have different personalities. The Skorls themselves are rude as they are Diermot's enemy. (Rather than saying “Excuse me” whenever Diermot gets in their way, they instead say “Watch it, 'uman.) Ratpouch, the character that you must save from being tortured, is the village clown and makes a nuisance of himself and follows Diermot around like a little puppy dog.
There are so many places in the game, so I always went around in circles trying to find the place that I need to get to. But I found Ratpouch an advantage to this problem. You can actually tell people to do your bidding (if they feel like it), so if I wanted to go to a particular place and can't be bothered to diddly-daddly all over the place, I can always ask him to go there, and all I have to do is follow him.
The company created a new engine, known as Virtual Theatre. This is where every character in the game walks around, speaks to people, does something, and even order a beer at the local tavern. When two characters bump into each other, they politely excuse themselves, not so with the Skorls. When it comes to speaking with people, the games operates on a first come-first served basis. If you want to talk to a certain character but one or two people talked to them before you do, then you'll have to wait your turn, but if one person happens to be Ratpouch, you can just tell him where to go and he will comply. That's another use for him.
Although the graphics are not as detailed as Revolution's newer games, notably Beneath a Steel Sky, the scenery can be admired. Each building, interior and exterior, are well drawn. In just two places in the game, Lure's bizarre interface allows you to fight monsters by hitting them on the head and torso, as well as their legs. There is one fight where there is a marvelous background showing the afternoon sun setting over a barren land.
The puzzles in the game are quite easy to solve, and should take you no more than five minutes to complete. There are only two or three, and they range from escaping from the dungeon to making your way to the dragon. To solve some puzzles, some tasks need to be done at the same time.
The BadThere is no setup program so that you can play the game with Roland, Adlib, SoundBlaster, or internal speaker. Because of this, I was restricted to using Roland. With Roland, there is no music and the sound effects are really nothing at all. Both would be much better with SB.
The introduction acts like a silent movie, but in color. This means that a paragraph of text just appears before your eyes, and without any effects, such as fade-ins or fade-outs. I hate that. Obviously, Revolution didn't believe in effects until much later.
In the past, I found it really interesting to find out how your character dies in adventure games. Sadly for me, there is only one way that you can die: if a Skorl punches Diermot in the face.