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{{Header Nav|game=Loom|num=3}}
{{Header Nav|game=Loom}}
{{Game
{{Game
|completion=3
|image=Loom Boxart.jpg
|title=Loom
|title=Loom
|image=Loom Boxart.jpg
|developer=[[Lucasfilm Games]]
|developer={{co|Lucasfilm Games}}{{co|Realtime Associates|tg16}}
|publisher=[[Lucasfilm Games]]
|publisher=[[Lucasfilm Games]]
|distributor=[[Steam]]
|year=1990
|systems={{syslist|msdos|amiga|atarist|mac|fmt|win}}
|title1=Loom
|developer1=[[Realtime Associates]]
|publisher1=[[Lucasfilm Games]]
|year1=1992
|systems1={{syslist|tgcd}}
|designer=Brian Moriarty
|designer=Brian Moriarty
|released={{sys|dos}}{{rd|1990||Floppy disk}}
{{sys|fmt}}{{rd|1991}}
{{sys|dos}}{{rd|1992||"Talkie" CD-ROM}}
|genre=[[Adventure]]
|genre=[[Adventure]]
|systems=[[MS-DOS]], [[Mac OS]], [[Commodore Amiga]], [[Atari ST]], [[FM Towns]], [[TurboGrafx-CD]], [[Windows]]
|modes=[[Single player]]
|pcgamingwiki=Loom
|pcgamingwiki=Loom
}}
}}
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The backstory of Loom is revealed in an audio cassette included in the game package that shows the nature of the Loom world, its division to the Guilds, and the strange creation of a baby, out from the magical Loom of the Guild of Weavers.
The backstory of Loom is revealed in an audio cassette included in the game package that shows the nature of the Loom world, its division to the Guilds, and the strange creation of a baby, out from the magical Loom of the Guild of Weavers.


{{Continue Nav}}
In Loom, you play the role of that boy, 15 years later, called Bobbin Threadbare. His aim is to find rest of his Guild who have been "Transcended" into swans in order to evade the coming of the Third Shadow, or Chaos. The game was noted for its minimalistic approach: it was relatively easy, its duration was short, had a limited interface, no inventory or item puzzles, and most interaction was done with the usage of musical spells (instead of commands).
In Loom, you play the role of that boy, 15 years later, called Bobbin Threadbare. His aim is to find rest of his Guild who have been "Transcended" into swans in order to evade the coming of the Third Shadow, or Chaos. The game was noted for its minimalistic approach: it was relatively easy, its duration was short, had a limited interface, no inventory or item puzzles, and most interaction was done with the usage of musical spells (instead of commands).


The game was planned to be followed by two sequels which were never produced.
The game was planned to be followed by two sequels which were never produced.
{{ToC}}
{{ToC}}


[[Category:Lucasfilm Games]]
[[Category:Lucasfilm Games]]
[[Category:Realtime Associates]]
[[Category:Realtime Associates]]
[[Category:MS-DOS]]
[[Category:Mac OS]]
[[Category:Commodore Amiga]]
[[Category:Atari ST]]
[[Category:FM Towns]]
[[Category:TurboGrafx-CD]]
[[Category:Windows]]
[[Category:Steam]]
[[Category:Adventure]]
[[Category:Adventure]]
[[Category:Single player]]
[[Category:Single player]]
[[Category:1990]]
[[Category:ScummVM]]
[[Category:ScummVM]]

Latest revision as of 20:10, 9 November 2021

Box artwork for Loom.
Box artwork for Loom.
Loom
Developer(s)Lucasfilm Games
Publisher(s)Lucasfilm Games
Year released1990
System(s)DOS, Commodore Amiga, Atari ST, Mac OS, FM Towns, Windows
Designer(s)Brian Moriarty
Genre(s)Adventure
ModesSingle player
Loom
Developer(s)Realtime Associates
Publisher(s)Lucasfilm Games
Year released1992
System(s)TurboGrafx-CD
LinksLoom at PCGamingWikiLoom ChannelSearchSearch

Loom was Lucasfilm Games' first, and so far, only purely fantasy adventure game, written by Brian Moriarty.

The backstory of Loom is revealed in an audio cassette included in the game package that shows the nature of the Loom world, its division to the Guilds, and the strange creation of a baby, out from the magical Loom of the Guild of Weavers.

In Loom, you play the role of that boy, 15 years later, called Bobbin Threadbare. His aim is to find rest of his Guild who have been "Transcended" into swans in order to evade the coming of the Third Shadow, or Chaos. The game was noted for its minimalistic approach: it was relatively easy, its duration was short, had a limited interface, no inventory or item puzzles, and most interaction was done with the usage of musical spells (instead of commands).

The game was planned to be followed by two sequels which were never produced.

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