185 lines
11 KiB
Plaintext
185 lines
11 KiB
Plaintext
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KEEF THE THIEF
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Many "serious" CRPGs have been released over the years, but this is the first
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time a parody of the genre has appeared. The parody doesn't always work, but the
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game itself is a real charm to play; it's thoroughly conceived, and offers some
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truly innovative aspects. (This review is based on the Amiga version; IBM-PC
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version notes follow.)
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You're a young thief. Everyone in town has grown thoroughly impatient with you,
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so the town council has decided to exile you (from which town is not made clear)
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and send you on your quest. You have notes regarding the history of your region
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(part of the game manual), and these give you some idea of what your goals and
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troubles will be. You also have a map of Same Mercon (the town outside of which
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you begin the game), and something called the "Tel Profi," a prophecy that
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includes hints on the various regions of each game world.
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As in any CRPG, your character consists of a number of status scales and
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attributes. You have status points for strength, speed, constitution, wisdom,
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luck, charisma, health, hit, nutrition, sobriety, sleep, gold, magic, and
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experience. Each one of these many attributes significantly affects one or more
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of your abilities.
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Your abilities consist of disarming, stealing, unlocking, and picking locks;
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your weapon strength, speed, and range are all calculated, as well as your armor
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speed and strength. Your experience points determine which of the 25 levels
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you'll play at; in turn, the level you achieve determines the maximum number
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that each of your status scales can reach.
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The sheer number of status and attribute characteristics proves that the game
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possesses some real depth. Although, ultimately, there aren't that many places
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to go or other characters to interact with, KEEF's designers clearly traded off
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quantity for quality. In some games, role-playing amounts to nothing more than
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repeated instances of tactical party combat, with various combinations of armor
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and weaponry. However, in KEEF, you have broader options: You may get drunk (not
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a good idea), ask various non-playing characters (NPCs) about different aspects
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of their lives (for clues), buy things from other characters, sell things to
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them, break or pick locks, and remove traps.
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The magic system is simple to use and effective. You have to purchase the right
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magic books in order to learn the basic spells; the books give hints regarding
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substances to purchase at the reagents shop, and combinations of substances that
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create spells (each mixed spell lasts for only one casting). As you progress in
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the game and break into other areas, new opportunities for magic present
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themselves. Initially, you can only manage a few spells in one "order" of magic.
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Combat is one of the real pleasures in KEEF THE THIEF. Sure, it's nice to chat
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and thieve and all that, but in the end, most CRPG fans judge a game according
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to the effectiveness of its combat system. This is one place where KEEF really
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excels. When you first enter into a battle encounter, you might have the option
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of running away, depending on your status. Barring that possibility, your main
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window has become a narrow slit (you're wearing a helmet), so you have to peer
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carefully to find your opponents. The view window is supplemented by both a
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dynamic map (which, like radar, reveals locations of opponents and hiding
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places), and a direction indicator. All three windows are nicely positioned
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within the view-window area, leaving room in the text window for a list of all
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the opponents you're battling. As you defeat opponents, their names are ghosted
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in the text window.
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It's the "radar" and direction indicator that make combat so much fun; you can
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position yourself for best attack, run and hide behind trees, anticipate
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distance and direction of approach, and know when you're surrounded or cornered.
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Combat thus requires both the real-time dynamics of an arcade game (the monsters
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won't stop coming if you hesitate), and the ability to develop good, effective
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defensive tactics (partly dependent on choice of weapons and armor). You _can_
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pause for a moment during combat to use new weapons and armor, but otherwise,
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you have to be on your toes to survive.
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KEEF's overall interface is simple but very manageable. All options are listed
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between the text window and the main "view" window, ghosted if they're not
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available in the current situation. Options can change, as well, depending on
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context. For instance, when you find a map after leaving a town, the map option
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appears; upon entering a town, it disappears.
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Game control is entirely mouse-driven (though alternative keyboard control is
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provided), and you can either click on the main window or on the "movement
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sword" to move Keef around. The game comes on two copyable disks; it runs in
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512K of RAM, and includes complete instructions for installation on a hard
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drive. The graphics are nicely colored and sharp, but amateurish at best (and in
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a few places, entirely illegible). They're mostly cute, though, and refreshingly
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unpretentious. The colors are outrageous and part of the fun (I didn't know my
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Amiga could do "salmon"). You may save your position in the game, but only one
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save per disk is allowed (no disk swapping is necessary on single- or
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dual-floppy systems). The context-sensitive soundtrack is thoroughly enjoyable:
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rollicking rock 'n' roll from beginning to end. Echoes of Beach Boys, disco,
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hard rock, and heavy metal all contribute to the musical style of the tunes. It
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ain't They Might Be Giants, but it's surprisingly close! There are no other
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sound effects.
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I will take a moment here to complain briefly about the copy-protection scheme:
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Yup, it's another one of those newspapery, brownish-purple documents
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again...except this time, not only do you have to squint to the point of a
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migraine to find the proper information, you have to do so twice! At least this
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is required only at the start of the game. I'm _almost_ ready to give in and
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accept on-disk copy-protection. There has to be a better way, folks!
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Some players might consider the dungeons a negative aspect of the game. Yes,
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there are at least four multi-level dungeons (that I could find), and they all
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require mapping. They also require careful exploration for crucial items, which
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makes them essential to the success of your quest. Although you can enter the
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dungeons at any time, I recommend waiting until you've developed your character
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quite a bit; the inhabitants are incredibly cruel and powerful.
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Another thing that sometimes raised my hackles was the strong random factor
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when disarming booby traps. Often, I had to go back and forth between my saved
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game and the current situation until I finally succeeded.
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But these are relatively minor quibbles. KEEF THE THIEF is an excellent,
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completely enjoyable addition to the CRPG genre. Although smaller than most of
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the classic ULTIMA series or the newer SSI AD&D games, it nevertheless offers
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plenty of gameplay. KEEF is like no CRPG I've ever seen, yet it's easy to
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understand, and quick to get into.
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IBM-PC VERSION NOTES
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The IBM version of KEEF THE THIEF has some notable differences from the Amiga
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version, but they hardly detract from the game. They're mostly cosmetic in
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nature, and they don't truly affect gameplay. However, they will temporarily
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throw IBMers for a loop as they try to figure out why the game they're playing
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doesn't correspond very well to the manual's description.
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KEEF THE THIEF is available in both 5-1/4" and 3-1/2" disk formats, but you
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must look for the package label that lists your drive size on the spine of the
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box. Both sets aren't included in the package, but you can mail in the
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accompanying coupon (along with $7.50) to receive a second set of game disks in
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whichever format you request.
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That won't be necessary, though, if you have access to a machine that uses both
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drive sizes: The master disks are totally unprotected. There is off-disk copy
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protection, similar to the Amiga version's, but you need to find (count 'em)
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_three_ items from the black-on-burgundy code sheets bound into the manual.
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They're printed in long lists of small letters, so one trip to the copy
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protection is guaranteed to give you a lasting headache. An interesting note:
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Tandy users face an additional CP check toward the end of the game that requires
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them to insert _master_ disk #1.
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You'll also want to play from two drives or a hard disk, though a single floppy
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will do -- with a good bit of disk-flipping (unless it's high-density). The
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installation routine supports hard drives, 360K floppies, 720K minidisks, 1.2M
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HD floppies, and a single 1.4M HD minidisk.
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Make no mistake; installation takes a while...perhaps a long while. On a 25mhz
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386, KEEF THE THIEF required over 20 minutes to install itself on my hard drive.
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I hate to imagine how long you'd wait for an 8Mhz system to install the program
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onto floppies! No game has taken quite this long since SSI's POOL OF RADIANCE.
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What seems peculiar is that the game needs less than 1.4 megabytes of storage;
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since you're installing from three 360K disks, it's not as if the files have to
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be expanded enormously.
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There are five graphics modes supported: CGA (4-color), Tandy 16-color, EGA
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(16-color), MCGA, and VGA (which runs in the MCGA mode). The MCGA/VGA graphics
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are highly recommended, sporting roughly 32 colors (possibly a few more) in
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320x200 mode. The characters and drawings display the same "rough" appearance
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that's described in the Amiga review above.
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IBM KEEF also supports a variety of sound boards: the Ad-Lib Synthesizer, the
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Creative Music System (CMS), and the Roland MT-32. The Roland is the optimal
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choice, but any of these will add greatly to the game. The built-in IBM speaker
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is also supported, but the sound won't be particularly enjoyable. Rock
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soundtracks have never translated well to a single line of beeps and blips.
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One difference in play is the way the status indicators reflect your levels of
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gold, sleep, food, and health: Make sure to read about this on the reference
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card. Additionally, in the Amiga version (and the manual), the border
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surrounding the game flashes or turns color, depending on your condition or
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environment. In the IBM version, the border does the same thing...but the colors
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mean entirely different things than what the book describes. The IBM reference
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card doesn't explain these variations, so you'll have to figure out for yourself
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which colors mean what.
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The joystick is not supported as an input device, but the mouse may be used in
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lieu of the keyboard for nearly every command. I found the interface smooth and
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trouble-free. Most screen loads were handled quickly enough, even at lower CPU
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speeds.
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KEEF THE THIEF has the honor of being the first MS-DOS CRPG to support
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additional sound cards; it's also the first IBM CRPG to support MCGA/VGA modes
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for extra color. Since the game is jaunty, sophomoric, and breezy, the extra
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sound and graphic details inject even more personality than most. IBM users will
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probably be quite pleased with the game's performance.
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KEEF THE THIEF is published and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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