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Agon: The Lost Sword of Toledo review

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  • Being reminded of Evil Dead
  • Helps induce naptime
  • Who needs puzzles?


  • Endless dialogue trees
  • Bad acting
  • Almost no game present

To call Agon a point-and-click game is to grossly overstate the amount of clicking. For a very long time, the game involves nothing more than exhausting dialogue trees of the characters you meet. Although the puzzles you%26rsquo;ll eventually reach are decent enough, the swamp of extremely middle-class dialogue you have to trudge through makes it feel more like a book than a game.

Worse still, the dialogue sounds like it%26rsquo;s delivered slowly by the over-keen members of a theater group for simpletons, and you don%26rsquo;t get a whiff of a puzzle until you%26rsquo;ve listened to in excess of an hour of this eye-glazing chat. If it%26rsquo;s designed to make you care for the characters, it%26rsquo;s a terrible mistake - we spent long minutes actively willing them to explode.

Agon makes a vague stab at aping Myst, by confining your exploration to a series of jump points. However, where Myst lets you know with intuitive visual clues where you might be expected to go, Agon leaves you to scour a 360%26deg; panorama for something - anything - that changes your cursor.

Sometimes it seems deliberately mocking. To whittle the branches of a dialogue tree to one option feels like the main achievement in Agon. And for that option to be the tree-exploding question, %26ldquo;Can I ask some more questions?%26rdquo; - well, to continue the arboreal metaphor, that famous scene in Evil Dead springs to mind, because that%26rsquo;s what playing Agon is like: getting fingered by a tree.

Mar 14, 2008

More Info

DescriptionA stylized new adventure game that's more text than game unfortunately.
US censor rating
UK censor rating3+
Release date: (US), 22 February 2008 (UK)
Available platforms:PC
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