(A breath of parser in between Spring Thing clicketies.
This game did some new stuff with the score system that impressed people in the late nineties but is completely irrelevant now. Without that sense of newness, it’s just a dime-a-dozen adventure.
Wearing the Claw - Details (ifdb.org))
This game was a lot better when I played it ten years ago. Or is it I who have come to expect better?
Wearing the Claw is a very traditional fantasy adventure. It’s played completely straight. No tongue in cheek, no subtle (or blatant) irony.
I really like traditional fantasy played straight. A lot.
After “The Testing”, you are chosen as the worthy young man to find the Pendant of MacGuffin, ahem, Elinor, to lift the curse beset upon your village by an evil wizard. You are to gain entry to the Fortress where it is held and bring it back. No objections from me here. More than half the fantasy stories and games I know start off like this.
But then the game falls short on many points.
Apart from a longish text dump-introduction and a similarly long epilogue, the actual story is hurried. There’s not enough attention to tempo to let the player sink into the story or the character. Everything seems to happen one thing after another at the same just-a-bit-too-fast pace.
The view of the magical island across the sea raised expectations that weren’t fulfilled. After a literally linear path (one east-west dusty road) I had hoped for the map to open up and become more complex upon entering the fortress. Instead I found one north-south path.
The first puzzle sets a good theme. It’s about deception, and one hopes that this will be explored more fully in the rest of the game. The other puzzles do indeed repeat the theme, but they do not widen or deepen it. They’re similar variations on the theme without becoming more difficult or complicated. As such, they also do not become more rewarding, rather the opposite.
The story itself has the same problem. If only it had broadened in scope to weigh some of the personal or moral implications of deception… Perhaps by adding alternative ways to overcome the obstacles…
Maybe your character could also have become a more three-dimensional person then.
But these are "if"s and "maybe"s that cannot be changed.
The game as it is still has its good qualities. It’s competently written. It has a ton of optional responses to unnecessary actions. You can greatly add to the fun in this game by trying many things that are outside of the main quest.
There is a magical gadget that changes the way you view the world, so there’s some fun in re-exploring there.
All in all, this is a fine, uncomplicated adventure. It’s just that it seems to promise so much more…