136 lines
7.2 KiB
Plaintext
136 lines
7.2 KiB
Plaintext
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ARTHUR
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ARTHUR is one of Infocom's latest (and perhaps final) additions to
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the text-oriented adventure game market. As one of the best Infocom
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products ever, it distinctly declares the genre by no means dead:
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Text-oriented games can be just as exciting as those featuring
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graphics interfaces.
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Its story obviously relies on careful research of the Arthurian
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legends, but this isn't just a retelling of old tales. Engaging his
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own impressive story-telling powers, author Bob Bates writes an
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adventure that for the first time may be as rich and complex as any
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you'll find in a good novel. Although graphics are available (if you
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want them), you won't need them to envision the world ARTHUR
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creates. (I turned them off in order to display the on-screen map at
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all times.)
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The originality of this adventure doesn't stop with a good story,
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however. The way you move from place to place makes the game as
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excitingly different as SUSPENDED seemed when first released. In
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brief, you have to visit Merlin to learn to become a shape-shifter
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-- a being who's capable of transforming itself into a variety of
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types. (Self-transformation, a fascinating element in most
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mythologies, is utilized quite effectively in ARTHUR.) Once you
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master this skill, your relationship to your world is no longer
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restricted by the usual north, south, east, west, up, and down; as
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the standard adventurer-protagonist, you can fly, swim, crawl, and
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move in ways previously unimaginable.
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This gives the game a twist in more than just movement: You now
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have to decide whether your current being is the most effective for
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the task at hand. In some shapes, you can get into places that would
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otherwise be inaccessible. Occasionally, you'll need to carry items
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that a different being couldn't handle. (Yes, the game is realistic
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enough to insure that you're not, say, a mouse loaded down with a
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lantern, sword, and bag of gold.) Your ability to communicate with
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other beings also depends on your current shape. (Note: I'm using
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the words "being" and "shape" because I don't want to give away the
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kinds of beings or shapes you may become). All of this makes for a
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far richer gaming environment than most; the shape-shifting aspect
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imparts a truly magical feel.
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But what really makes ARTHUR a great game is Bob Bates's talent.
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Like his predecessors in the genre, Bates writes with a creativity
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and elegance that far surpasses the prose (and even plot twists) of
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other companies' best products. His eloquent text adds a dimension
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that no amount of whiz-bang technology or flashy graphics will ever
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reproduce. And although ARTHUR might easily have fallen into the (by
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now, banal) category of Sword & Sorcery, your encounters with its
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Arthurian characters are rarely repetitions of the comic-book
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cliches common to so many other "fantasy" games.
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On to the gameplay. The parser is as sophisticated as ZORK ZERO's,
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but includes some capabilities found in JOURNEY (the first Infocom
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game whose text interface even a parser-hater can live with). There
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are separate Graphics, Mapping, Text, and Inventory windows. You may
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display Mapping or Graphics, but not both simultaneously; switching
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isn't difficult. A function key brings up room description without
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wasting a turn. You can use a mouse for movement on either a compass
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rose or the map display. The parser itself is quite dynamic,
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responding much more amusingly than earlier parsers; every now and
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then, it interjects editorial comments about actions you're
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considering. You'll find it very easy to think of the parser as
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Merlin's voice in the background, almost a character itself.
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Finally, you don't merely explore areas, solve puzzles, and pick up
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items; as in an RPG, you gain experience, wisdom, and chivalry
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points -- all of which contribute to your final success in the
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game. The quality and development of your character is at stake
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here, as well as your involvement in the Arthurian world.
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But long-time Infocom fans, take heart! You'd think with all this
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variety, the actual size of the game would be reduced accordingly
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(as JOURNEY seemed to be); this just isn't so. The data file for the
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game is only about 20K smaller than ZORK ZERO's, and I can assure
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you that ARTHUR is one of the most extensive games ever to come out
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of Infocom. At the same time, the difficulty level has been adjusted
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almost perfectly: You're not spending _all_ of your time fixating on
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those three horrendous puzzles, or simply reading a story and
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breezing through each area without challenge.
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The initial stages of the game are relatively easier, and they
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reward small successes with lots of great text, which helps you get
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into the game. Once there, you'll run into a series of increasingly
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difficult situations (and they _are_ situations, not just puzzles)
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whose solutions require the best of your imagination. Although I've
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not yet reached the ending, from what I've seen, i would surprise me
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if it were anything short of spectacular.
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On-screen hints are cleverly designed not to reveal topic heads
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until you've reached certain points in the game; even so, I
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recommend erasing the hints from your play disk as soon as
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possible. You can turn the hints off for each session (without
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losing them from the disk), but I assure you that unless you have
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the patience of Buddha, you'll relent at some point and take a peek
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-- something I always regret doing. Figuring things out yourself is
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what these games are all about, and using hints tends to diminish
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the excitement of gameplay. These provisos notwithstanding, the
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hints are well done, and also offer some great historical and
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bibliographical background that you should read.
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There are weaknesses in ARTHUR, as in every game. I think the
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graphics are marginal at best (especially compared to the mental
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visions inspired by the text), although they sometimes offer a clue
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you might not deduce as easily without them. Which brings up an
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important point: Graphics are really supplemental, rather than
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integrated, elements of the game; you can play ARTHUR completely
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without the graphics. I'd have preferred a few instances, at least,
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in which the solution required information not available from the
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text alone (and I'm a real fan of the pure text adventure). I also
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wish the beginning of the game had provided a bit more of a
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challenge, although I realize this could discourage novices.
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I played ARTHUR on an Amiga 500 with 1MB of RAM (although 1MB isn't
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required); the disks are not copy-protected. On this machine, at
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least, the graphics are small: They take up only about 25% of the
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screen. They're not bad, as far as they go, but they're not nearly
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as spectacular SHOGUN's. In fact, as computer art, they're
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comparatively amateurish.
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However, these are all relatively minor flaws. If you're a text
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adventure fan, you'll be very happy to find ARTHUR on your local
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dealer's shelf. Even if you've given up on text adventures (or never
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played them), I think you'll still be delighted by the experience
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this game has to offer. Let's only hope that recent changes at
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Infocom/Mediagenic don't preclude the possibility of future games as
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excellent as this one!
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ARTHUR is published by Infocom and distributed by Mediagenic.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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