I wanted to love this game. Oh man, did I want to love this game. And there’s really a lot to love, too. It’s got a classic storyline: you’re a passenger on a luxury starship which has been attacked, and having just returned to consciousness after everyone else has evacuated, you must find your way to safety. There’s also a great feel to Evacuate, a combination of writing and implementation that evoked Infocom for me more than any game since Comp2000’s YAGWAD. Room and object descriptions are very nicely judged, and some of the puzzle clueing is just superb.
In the course of my two hours with the game, I had several moments where I would look more closely at an object, or really notice a particular word for the first time, and a crucial piece of information would click into place. That feeling is such a pleasure, on a par with those times where inspiration would hit in a flash, I would try my idea, and it would work. Evacuate provided me with both those experiences, and although there are a few spelling mistakes here and there, after my first hour with the game I was feeling buoyant, sure I would finally be able to give a game in this comp a score in the high 9s.
Then came the second hour. Early in the second hour, I discovered the starvation timer. The game kills you after 400 moves if the PC hasn’t eaten yet. I hate this. It’s pointless, unrealistic, and really adds no challenge. But if food is readily available, or if the time limit is generous enough, a starvation puzzle alone isn’t enough to kill the fun of a good game. In Evacuate, the time limit was much too short, and food isn’t available until after you’ve done a bunch of stuff, most notably navigate the maze.
Yes, the maze. As mazes were falling out of fashion in adventure games, the genre went through a period where games would still include a maze, but there would be some special gimmick that would make the maze solvable outside the normal, painstaking methods. This wasn’t a bad compromise, since it retained the nostalgia appeal of an adventure game maze, but allowed an escape from the tedium of drop-and-map maze navigation. After a while, though, even gimmicked mazes became a cliché, and they fell out of fashion too. Evacuate goes the opposite direction, adding a gimmick to its maze that actually makes the maze harder rather than easier. Yes, there’s a way around this gimmick, but even when you’ve found that, you’re still in a maze puzzle.
I didn’t enjoy this, and I especially didn’t enjoy it when there are several things to accomplish in the maze, none of which involved any food. I’d be very impressed if anyone got past the hunger timer without hints or restoring/restarting at least a half-dozen times. When I finally looked at the walkthrough, I was gobsmacked at how much of the game I still needed to get through before I could get anywhere near the food, and that brings up another problem, which isn’t really a problem with Evacuate itself but did affect my experience: for me, this just was not a two-hour game. Even without the incessant restores and restarts brought about by the hunger puzzle, there’s just too much here to squeeze into a two-hour space.
The really amazing thing is that even after Evacuate squarely hit three of my biggest comp game peeves (starvation timer, maze, too big for 2 hours), I still want to give it something around an 8. That’s a testament to how much is outstanding in this game, how many wonderful moments it offers up in exchange for its annoying characteristics. It’s so close to greatness.
Just add a few more custom responses for sensible actions (prying something with a screwdriver, using a scarf as a rope.) Just remove the hunger puzzle (it’s entirely non-essential anyway). Just, at the very least, tone down the maze to eliminate the constant randomizing elements. Just release it outside the bounds of a structure that dictates a limit on playing time. If these things happened, Evacuate could be a cracking good piece of IF. Right now, for all its wonderful qualities, it falls tantalizingly, achingly short of the mark.