Long after the passing of the Second Shadow, when dragons ruled the twilight sky and the stars were bright and numerous, came the Age of the Great Guilds. Blacksmiths. Shepherds. Clerics. Each dedicated to the absolute control of secret knowledge. Another such Guild was the Weavers. Over the centuries, their craft transcended the limits of physical cloth, until they wove the very fabric of reality itself. Now, a strange power has swept the Weavers into oblivion, leaving behind one Weaver boy to unravel the mystery. Help young Bobbin rescue his Guild...and you just might save the universe from an unspeakable catastrophe.
Released on
Genres
Reviews View More
It's really cool to see the LucasArts formula, which I'm mostly familiar with through a Monkey Island context, being applied in a much more serious, storytelling-oriented context. LOOM still has plenty of jokes, but it's also trying to be a more straightforward fantasy story. It's way too short to really pull it off effectively, but it's still fun to see the attempt.
By far the coolest thing about this game is the mode of interaction. It eschews the classic point-and-click "inventory and verb" system for a set of spells that are cast by playing musical notes. Although in a sense this boils down to just a broad set of verbs, it opens the possibility of gaining more verbs throughout the run by being granted them or even deducing them, which feels brilliant. Definitely a game I wish had spawned a bit more of an evolutionary branch, or even just a direct sequel.
By far the coolest thing about this game is the mode of interaction. It eschews the classic point-and-click "inventory and verb" system for a set of spells that are cast by playing musical notes. Although in a sense this boils down to just a broad set of verbs, it opens the possibility of gaining more verbs throughout the run by being granted them or even deducing them, which feels brilliant. Definitely a game I wish had spawned a bit more of an evolutionary branch, or even just a direct sequel.