Compare LOOM prices across 50+ stores and find the best deal. Developed by LucasArts. Published by Disney Interactive Studios. Released on 7/8/2009. Available on PC. Genres: Adventure.

One of the strangest and most original point-and-click adventures ever made, LOOM ditches inventory and verb menus entirely for a music-based spell system that still has no real imitator.

My first reaction to LOOM was confusion, and I mean that as a compliment. You click around a beautifully painted fantasy world as Bobbin Threadbare, a young outcast from the Guild of Weavers, and for the first few minutes nothing happens the way you expect it to. There is no verb bar, no inventory, no dialogue tree. The whole interface is a wooden distaff and a scale of seven musical notes. That is it. Everything in the game, from opening a locked door to turning straw into gold, is accomplished by learning and playing four-note sequences called drafts. You observe an object to learn its draft, you note the sequence down (the game actively encourages paper and pencil), and you play it back, or reversed, to cause the opposite effect. Closing becomes Opening. Dye becomes Bleach. The mechanic is so stripped-back it barely feels like a "game" in the traditional sense, and that is precisely what makes it fascinating. The draft system has real elegance at its core. Some drafts are palindromes, which means they cannot be reversed, and the game is clever about which ones those are. As Bobbin gains experience, new notes unlock on the distaff in a light RPG-style progression, and the spells you can weave grow more complex. Three difficulty levels change how much the interface labels the notes for you: Practice mode shows you exactly which note is which, Standard removes the labels, and Expert strips the distaff markings entirely, forcing you to play by ear. It is a genuinely clever accessibility design that was uncommon for the era. The puzzle design itself is a different story. It is simple to the point of being thin. Most solutions are intuitive to the point of obvious, there are no deaths and no unwinnable states, and experienced players will finish the whole thing in one to two hours. That is not a typo. LOOM is very short, and the final confrontation with Chaos does very little to push the draft system to its limits. What keeps LOOM alive in people's memories after thirty-plus years is not the puzzles but the atmosphere. Brian Moriarty built a genuinely literary fantasy world here, the only one LucasArts ever constructed from scratch, and it carries the weight of something that deserved sequels. The soundtrack is drawn from Tchaikovsky's Swan Lake, which sounds like an odd choice until you hear how completely it fits the tone. The painted backgrounds have a quality reminiscent of classic Disney illustration, and the CD version sold on Steam includes full voice acting that holds up surprisingly well. The story visits the Guild of Shepherds, the Guild of Glassmakers, and the Guild of Blacksmiths before building to a dramatic, if abrupt, climax that clearly sets up a trilogy that was never made. That unresolved ending stings, but it also gives the game a haunted, incomplete quality that suits it. The honest warnings: LOOM is short enough to feel like a demo for a bigger experience that does not exist. If you want a meaty puzzle-fest with the wit of Monkey Island or the depth of Full Throttle, this is not the place. If you want something genuinely unlike everything else on your shelf, a calm, melancholy, music-driven adventure that you can finish in an afternoon and think about for years, LOOM earns its cult status. Alex, Scout Team

LOOM
Adventure

LOOM

Jul 8, 2009LucasArtsDisney Interactive Studios
GamerScout Says

One of the strangest and most original point-and-click adventures ever made, LOOM ditches inventory and verb menus entirely for a music-based spell system that still has no real imitator.

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About LOOM

My first reaction to LOOM was confusion, and I mean that as a compliment. You click around a beautifully painted fantasy world as Bobbin Threadbare, a young outcast from the Guild of Weavers, and for the first few minutes nothing happens the way you expect it to. There is no verb bar, no inventory, no dialogue tree. The whole interface is a wooden distaff and a scale of seven musical notes. That is it. Everything in the game, from opening a locked door to turning straw into gold, is accomplished by learning and playing four-note sequences called drafts. You observe an object to learn its draft, you note the sequence down (the game actively encourages paper and pencil), and you play it back, or reversed, to cause the opposite effect. Closing becomes Opening. Dye becomes Bleach. The mechanic is so stripped-back it barely feels like a "game" in the traditional sense, and that is precisely what makes it fascinating. The draft system has real elegance at its core. Some drafts are palindromes, which means they cannot be reversed, and the game is clever about which ones those are. As Bobbin gains experience, new notes unlock on the distaff in a light RPG-style progression, and the spells you can weave grow more complex. Three difficulty levels change how much the interface labels the notes for you: Practice mode shows you exactly which note is which, Standard removes the labels, and Expert strips the distaff markings entirely, forcing you to play by ear. It is a genuinely clever accessibility design that was uncommon for the era. The puzzle design itself is a different story. It is simple to the point of being thin. Most solutions are intuitive to the point of obvious, there are no deaths and no unwinnable states, and experienced players will finish the whole thing in one to two hours. That is not a typo. LOOM is very short, and the final confrontation with Chaos does very little to push the draft system to its limits. What keeps LOOM alive in people's memories after thirty-plus years is not the puzzles but the atmosphere. Brian Moriarty built a genuinely literary fantasy world here, the only one LucasArts ever constructed from scratch, and it carries the weight of something that deserved sequels. The soundtrack is drawn from Tchaikovsky's Swan Lake, which sounds like an odd choice until you hear how completely it fits the tone. The painted backgrounds have a quality reminiscent of classic Disney illustration, and the CD version sold on Steam includes full voice acting that holds up surprisingly well. The story visits the Guild of Shepherds, the Guild of Glassmakers, and the Guild of Blacksmiths before building to a dramatic, if abrupt, climax that clearly sets up a trilogy that was never made. That unresolved ending stings, but it also gives the game a haunted, incomplete quality that suits it. The honest warnings: LOOM is short enough to feel like a demo for a bigger experience that does not exist. If you want a meaty puzzle-fest with the wit of Monkey Island or the depth of Full Throttle, this is not the place. If you want something genuinely unlike everything else on your shelf, a calm, melancholy, music-driven adventure that you can finish in an afternoon and think about for years, LOOM earns its cult status. Alex, Scout Team

Tags

steamMusic-Based PuzzlesDraft SystemNo InventorySingle PlaythroughCult ClassicLinear NarrativeFantasy GuildsAtmosphericLucasArts Golden Age

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Reviews & Ratings

Steam
89%(699)

Game Info

Developer
LucasArts
Publisher
Disney Interactive Studios
Release Date
Jul 8, 2009

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