لم تُترجم هذه المراجعة بعد — نعرض النص الأصلي (English).
The fascination with exploring the unknown has always been a powerful drug. This early '90s DOS adventure knew it and built its entire logic on it — not on story, but on the feeling that you're in something you don't understand, and you have to figure it out.

It's a text adventure that takes place in some mysterious building or thing — you piece together the specific context from a few text fragments and your own imagination. You play by typing commands. Go here, take that, try this. A simple system that worked back in the '80s and still works in Fascination — no graphics, no fancy interface. Just text, your imagination, and pressing keys.
The mechanics are classic — you collect items, solve puzzles, search for a way forward. The game sometimes traps you and you don't know what to do next. You fall somewhere you can't return from. That's not a bug, it's a feature. The '90s. The game assumes you have a notebook and you're writing down notes, or you have enough patience to try a hundred times. In today's easy times, it plays frustratingly, but back then this was normal — games didn't give you a compass with breadcrumbs and instructions, you had to remember yourself where each room was and what happened there.
Fascination was played mainly to feel trapped, in a cage with no obvious exit. Graphics would have ruined it — text forces you to think more. The sounds from the DOS speaker are more of a rarity than a benefit. The game believes that the interpretation in your head will be better than anything someone could draw for you.
Today? If you want to experience how proper adventures were played without hand-holding, then yes. Emulator plus files, a struggle with syntax, and swaying in uncertainty. It's not fun in the direct sense — it's more of a mental exercise. For those interested in what gaming looked like without tutorials and over which text-adventures still loom like a ghost from forty years ago.