93 lines
5.7 KiB
Plaintext
93 lines
5.7 KiB
Plaintext
![]() |
|
|||
|
SWORD OF SODAN
|
|||
|
|
|||
|
Blood. Lots of blood. The package screams it in scarlet letters. This game
|
|||
|
promises to be bloody. Red blood: It will drip, pool, shine, stain, slicken
|
|||
|
sidewalks, and splatter on walls. It is easily the first game with this
|
|||
|
intention, spelled out on the back of the package in dripping letters, so let
|
|||
|
the fainthearted be warned. Much of this review is about blood.
|
|||
|
|
|||
|
But before we get to the gore, let's talk about the excuse...er, scenario and
|
|||
|
game play. SWORD OF SODAN borrows from the heroic fantasy legends and fiction
|
|||
|
made popular by Robert E. Howard's CONAN, THE BARBARIAN. You are one of the two
|
|||
|
surviving children of King Pallas. This is a nice touch, as you may choose to
|
|||
|
play either the daughter or the son. Pallas's kingdom is long lost to the evil
|
|||
|
wizard Zoras. Guess what your mission is? Got it? Good. You must storm the
|
|||
|
castle, kill Zoras, and reclaim your heritage. I know it's hard to come up with
|
|||
|
a unique or even fresh idea for a scenario today, but I can't help thinking that
|
|||
|
better games would result.
|
|||
|
|
|||
|
As Shardan (heroine) or Brodan (hero), you must march through the outer
|
|||
|
reaches, the city gate, the streets, the zombie graveyard (every city's gotta
|
|||
|
have one!), the Foyer, an underground passage, and finally, Zoras's Tower. Along
|
|||
|
the way you'll be attacked by guards, soldiers, dwarfs, giants, bugs (_big_
|
|||
|
bugs), zombies, spike traps, pit traps, and the like. You are armed only with
|
|||
|
your sword, and that is not enough. However, along the way you'll collect your
|
|||
|
victims' potions. These potions will mean the difference between success and
|
|||
|
failure.
|
|||
|
|
|||
|
The screen displays your character, who stands almost half the height of the
|
|||
|
screen, making for a striking impression (please excuse the pun...I have a note
|
|||
|
from my doctor). Your health -- the number of hits you can take before dying --
|
|||
|
is represented by a tapestry on the left side of the screen. Across the top of
|
|||
|
the screen are your lives remaining, your current hit strength, and your score.
|
|||
|
Your enemies have a miniature health tapestry that floats beneath them, but it's
|
|||
|
very hard to read, especially when you're facing several at a time.
|
|||
|
|
|||
|
Again, as you vanquish your foes, they may drop one of four types of potions.
|
|||
|
These potions make you stronger, give you more stamina, empower your sword with
|
|||
|
special attacks, and more! Much is not told to you in the documentation, but
|
|||
|
must be discovered through experimentation. This may be fun for some, but can
|
|||
|
lead to several tedious deaths and one anti-drug message. A hint here: The
|
|||
|
manual suggests mixing potions for new effects, but doesn't hint at dosage. One
|
|||
|
particularly useful effect is achieved with a full strength of one specific
|
|||
|
potion.
|
|||
|
|
|||
|
As you might expect, you use the controller's directional pad to move through
|
|||
|
the horizontally scrolling landscape. Forward and backward movements are simply
|
|||
|
left and right, and crouch is down. Turning and jumping are more convoluted than
|
|||
|
I care for in an action game. There's a difference between jumping up and
|
|||
|
jumping forward, neither of which uses the up direction of the directional pad.
|
|||
|
And turning around is a sequence requiring either the jump or attack button,
|
|||
|
plus a pad press in the direction opposite your facing. Even if that sounds
|
|||
|
simple, and I don't think it does, it's way too much when you're fighting four
|
|||
|
dwarves and being flanked by a bunch of city guards.
|
|||
|
|
|||
|
Swordplay is pretty simple: Swing your sword by pressing the "C" button; press
|
|||
|
up for an overhead swing, forward for a thrust, and down for a crouching blow.
|
|||
|
There is nothing so elegant as a parry, or a feint: This is hack and slash.
|
|||
|
|
|||
|
With that in mind, I'd love to recommend this game for delivering what it
|
|||
|
promises: blood. But I can't. The graphic representation of the spilling of
|
|||
|
blood during swordplay is poorly and unrealistically animated. There is no
|
|||
|
difference between the representation of a character who is in perfect condition
|
|||
|
and one who is a swordstroke from death (which at least would've provided an
|
|||
|
arguable justification for the aesthetic of graphic violence). When the killing
|
|||
|
blow comes, the victims are simply flashed to the ground, where their ribcage is
|
|||
|
depicted by what appears to be a shiny string of red tennis balls. While there
|
|||
|
are variations on this theme (the beheading of giants, for example), most are
|
|||
|
singularly disappointing.
|
|||
|
|
|||
|
The characters look good in still photos on the box, but when animated they
|
|||
|
continue to resemble still figures. Each character has perhaps five or six
|
|||
|
positions on the screen, all of which render them as stiffly animated paper
|
|||
|
dolls. Given the level of animation we've seen recently in MICKEY MOUSE IN THE
|
|||
|
CASTLE OF ILLUSION and STRIDER, this is very disappointing.
|
|||
|
|
|||
|
Games that graphically represent physical damage in combat stir up controversy:
|
|||
|
Razorsoft's TECHNOCOP also makes much marketing noise about its graphic mayhem.
|
|||
|
With the higher resolution and animation tools available to programmers today,
|
|||
|
and the trend toward representing violence in popular entertainment, I expect
|
|||
|
that this is only the opening shot in what promises to provoke an ongoing
|
|||
|
debate. However, apart from informing potential buyers, I wouldn't cite explicit
|
|||
|
gore as a reason to avoid this product. It is simply a poorly implemented game.
|
|||
|
The controls are ill-conceived: Older games, such as GOLDEN AXE, control similar
|
|||
|
or more complex functions in an easier, more natural way. The graphics, while
|
|||
|
detailed and colorful, are stiffly and unimaginatively animated. Combined, these
|
|||
|
elements make gameplay difficult and unrewarding. With the number of truly
|
|||
|
excellent Genesis games available today, it should be easy to avoid SWORD OF
|
|||
|
SODAN.
|
|||
|
|
|||
|
SWORD OF SODAN is published and distributed by Electronic Arts.
|
|||
|
|
|||
|
|