- The Adventure Games — Doctor Who

In a way, that ephemerality feels appropriate. Like a forgotten planet or a deleted timeline, Doctor Who: The Adventure Games now exists only in the memory of those who played it. It is a flawed, charming, and deeply earnest artefact—a reminder of a time when the BBC saw gaming not as a cash grab, but as another room in the TARDIS, open for exploration.

If you can find a way to play them, temper your expectations. You won’t find Uncharted or The Last of Us . What you will find is a warm, wobbly love letter to the Eleventh Doctor era, complete with all its heart, wit, and occasional jank. It’s the closest you’ll ever get to stepping into the TARDIS and pulling the lever yourself. Allons-y—but save often. Doctor Who - The Adventure Games

The puzzles are largely logical for a younger audience—aligning satellite dishes, matching symbols—and the stealth sections are often frustrating. The Daleks in City of the Daleks , for example, are laughably myopic, and being caught means restarting a lengthy checkpoint. The combat (or lack thereof) is pure Doctor Who : you don’t fight, you run, hide, or outthink. That’s faithful to the show, but the execution is often clunky. What elevates The Adventure Games above most licensed tie-ins is its canonical status. Moffat confirmed that these events happened to the Eleventh Doctor and Amy Pond. The voice work is not soundalike—it’s Matt Smith and Karen Gillan, recording original dialogue. The music is by the show’s composer, Murray Gold. The cutscenes are animated with a stylised, cel-shaded look that captures the actors’ likenesses surprisingly well. In a way, that ephemerality feels appropriate