Ten Nights of Killing and Mayhem at F.J.B. II (DOS)

Ten Nights of Killing and Mayhem at F.J.B. II DOS Title screen

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Critic Score
100 point score based on reviews from various critics.
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User Score
5 point score based on user ratings.
Written by  :  Jeff Schiller (4)
Written on  :  Jan 13, 2002

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Summary

Aren't all teachers naturally demonic?

The Good

Being personally involved with this game will naturally bias my views (not to mention put my integrity at question), but I think the game is a hell of a good one. It flows extremely well for a turn-based game. To me, the creativity behind each one of the teacher's powers/abilities is a big plus and the interludes between each night are very fun. Skill and strategy play a big part in the game and getting to the tenth night can be a very challenging adventure.

P.S. This game was written well before the Columbine incident and does not seek to make light of any real-life tragedy.

The Bad

Obviously the technology of the game is a little old. The graphics somewhat crude. The controls a little clunky until you get used to them. Who knows maybe someone will one day someone will give it a face lift...

Warning: Without a good knowledge of the school layout, finding teachers can be tedious. Some web sites have a digitized map available for download.

Warning 2: No rule book or help screen. The game becomes much more playable with a knowledge of all the hotkeys (most of which are intuitive), but a description of each would have been nice.

The Bottom Line

Assemble your team of Elitist Students for the wildest ten nights of their lives. Your school is possessed by bizarre and twisted demonic creatures and it is up to you to rid the planet of their presence. And if you can tally up a little cash from their bounty rewards, all the more power to you!