201 lines
10 KiB
Plaintext
201 lines
10 KiB
Plaintext
|
||
|
||
|
||
DARK SIDE
|
||
|
||
One of a series of games in Cinemaware's Spotlight line, DARK SIDE
|
||
combines the dynamism of an arcade game with the exploratory
|
||
features of an adventure. It showcases a system called "Freescape,"
|
||
a landscape design program that uses filled polygonal vector
|
||
graphics. You're going to see more of this design in the future,
|
||
because it permits the rapid updating of three-dimensional areas. In
|
||
DARK SIDE, you move into and out of the screen, as well as in the
|
||
eight cardinal directions of conventional action games. As a
|
||
result, for the first time outside the realm of flight or driving
|
||
simulation, you're playing in a truly three-dimensional gaming
|
||
world. (This review is based on the Amiga version; IBM-PC and Atari
|
||
ST version notes follow.)
|
||
|
||
You're a lone soul in a high-tech spacesuit who's been sent to
|
||
prevent the destruction of the planet Evath. The local criminal
|
||
element has set up Energy Collecting Devices (ECDs) in a network on
|
||
Evath's moon, Mitral. These ECDs collect solar power in a cell on
|
||
top, and then transmit that power through lines to the Zephyr One.
|
||
The Zephyr One, when fully energized, will destroy Evath in a simple
|
||
blast. Your job is to disable the ECD network so that Zephyr One
|
||
will never reach full charge.
|
||
|
||
Your spacesuit controls are sophisticated yet simple. They're
|
||
arranged in an area below your face mask, much the way a flight
|
||
simulator's controls would be. Using the mouse to move around, you
|
||
point and click on the onscreen control pad. You can also increase
|
||
and decrease the distance each step requires, and change the number
|
||
of degrees radius when turning right or left. There is a jet pack
|
||
that can be turned on and off. When on, you can fly at any altitude
|
||
within the game world; you can look up or down, tilt right or left,
|
||
and crouch. In all, you have tremendous yet precise control over the
|
||
variety of movements possible in the game; you really feel like
|
||
you're in that spacesuit, learning to mobilize it for the tasks at
|
||
hand.
|
||
|
||
Other control options include toggling between music and sound
|
||
effects, and loading, saving, or aborting a game. Situated around
|
||
the view window are: a compass; an attitude indicator (useful for
|
||
when you're looking up or down); a listing of X, Y, and altitude
|
||
coordinates; a step percentage and angle degree indicator; a message
|
||
window; a shield and fuel reserve meter; a power pack on-off
|
||
reminder; a window monitoring ECD efficiency (which starts out at
|
||
100 percent and subtracts one percent each time you destroy a solar
|
||
cell); and a vertical bar indicating the amount of charge collected
|
||
for the Zephyr One. Despite the seemingly overwhelming variety of
|
||
controls and indicators, the screen is simply and efficiently
|
||
designed; it takes only a short while to master the controls and
|
||
become familiar with the instruments.
|
||
|
||
It's what's outside the window that's really exciting, though! You
|
||
gaze through your faceplate into a surreal world of brilliantly
|
||
colored polygonal buildings, trees, tanks, ECDs, and other objects.
|
||
|
||
Some of these are fully animated: The tanks slide horizontally
|
||
across the screen, firing at you along the way. When you shoot at
|
||
the buildings' doors, they slide open, or entrances appear
|
||
elsewhere. The ECDs are sometimes surrounded by protection devices,
|
||
which can be manipulated with the proper techniques. Some trees take
|
||
off when you fire at them. Flying attackers dash at you from above,
|
||
inflicting heavy damage.
|
||
|
||
Other objects are there to be explored: You enter buildings to
|
||
refuel, to restore your shields, to find telepod crystals, or to
|
||
teleport rapidly from area to area. You crawl under platforms to
|
||
find special entryways into tunnels that link the different
|
||
regions. You avoid channels of water and platform edges, perch on
|
||
strange architectural structures, and discover sphinxes and energy
|
||
barriers (and other indescribably weird objects), most of which
|
||
perform some sort of function. For instance, if you find the hammer
|
||
on the wall in your first supply station, try taking a pot shot at
|
||
it and watch what happens...fun!
|
||
|
||
The main process of the game involves a combination of exploration
|
||
and careful use of firepower to manipulate things. You have 14
|
||
different sectors (not including the tunnels beneath them) to
|
||
explore, each of which is fundamentally different from the others.
|
||
You discover that some places are your supply depots, while others
|
||
are at the center of the ECD network. You shoot out the solar cells
|
||
wherever you find them; sometimes they regenerate, so you have to
|
||
figure out how to keep them from doing so. Some sectors contain
|
||
telepods, from where you can transport into otherwise inaccessible
|
||
areas (if you've collected the right objects).
|
||
|
||
At first, the game seems short and incomprehensible. Until you've
|
||
gained enough control and knowledge of the relationship between
|
||
sectors to reduce the ECD percentage flowing to Zephyr One, the game
|
||
ends all too soon: Ol' Zephyr's charged up and blasting before you
|
||
can say boo. After a while, though, with a little mapping, a little
|
||
better understanding of what's going on, and an increasing ability
|
||
to zap ECDs quickly and efficiently, you'll find yourself playing at
|
||
a more leisurely pace. That's when the game really becomes richly
|
||
satisfying. Because you've learned enough to take hold of your
|
||
primary task, you now have time to explore the more abstruse aspects
|
||
of certain sectors: You can marvel at (and revel in) the ease with
|
||
which you manipulate your suit; you'll have a chance to take the
|
||
offensive, instead of rushing breathlessly to the nearest refueling
|
||
station.
|
||
|
||
The Amiga version of DARK SIDE is designed to run with 512K of
|
||
RAM, so there should be little in the way of hardware compatibility
|
||
problems. The game is controlled almost entirely with the mouse;
|
||
there are a few options that require the keyboard, but it's possible
|
||
to play successfully without using them.
|
||
|
||
DARK SIDE comes on one disk, and uses key-disk copy protection,
|
||
which means the disk can be copied, but the original must be
|
||
inserted in order to start the game.
|
||
|
||
It's a small point, but this version has a wonderful musical
|
||
soundtrack that you can turn on in place of the sound effects. The
|
||
musical composition lasts for about ten minutes, then starts over
|
||
again. It's both serene and evocative: It reminds me of some of the
|
||
more popular German electronic rock of the early '80s, except in
|
||
this case, there's a beautiful koto part played over the moody
|
||
electronic orchestration.
|
||
|
||
DARK SIDE is a successful introduction to the world of Freescape
|
||
design, and it's a great game, too. A lot of play is packed into a
|
||
little space. Although it may not seem as territorially extensive as
|
||
the more conventional adventure designs, or as filled with flying
|
||
targets as the more conventional action game designs, DARK SIDE does
|
||
a near-perfect job of balancing action and adventure elements. I'd
|
||
say it defines a whole new genre of game -- along with a few others
|
||
like it, such as DRILLER, SPACE STATION OBLIVION, TOTAL ECLIPSE, and
|
||
SLEEPING GODS LIE.
|
||
|
||
IBM-PC VERSION NOTES
|
||
|
||
DARK SIDE is almost as much fun on the IBM as it is on the Amiga.
|
||
My only reservation concerns having to control the game either with
|
||
the keyboard entirely, or with the keyboard combined with a
|
||
joystick. I found it simpler just to stick to the keyboard;
|
||
otherwise, at some crucial moment, you find yourself having to let
|
||
go of the joystick to access a command -- at which point, something
|
||
invariably goes wrong (you fall, you stop moving and get shot at,
|
||
etc.).
|
||
|
||
The keyboard interface is fine, but requires a little more effort
|
||
than the Amiga mouse-control interface to master. Flight simulator
|
||
aficionados should have no problem with this, though.
|
||
|
||
The IBM-PC version is very up-to-date in terms of hardware support
|
||
and copy protection. The game comes with both 3-1/2" and 5-1/4"
|
||
disks, neither of which is copy-protected. EGA, CGA, Hercules
|
||
Monochrome (256K), and Tandy 16-Color (384K) are all supported.
|
||
|
||
There is no sound board support, and the marvelous music soundtrack
|
||
is missing, but the sound effects themselves are just fine.
|
||
|
||
Scrolling is slow on the more primitive XT clones, but still quite
|
||
playable, even in monochrome Hercules mode. Naturally, with a fast
|
||
'386 machine and EGA graphics, the screen moves much more smoothly.
|
||
I didn't like the color schemes in this version quite as much;
|
||
comparatively speaking, they're a bit too gaudy for my tastes. But
|
||
the graphics are just as sharp and smooth here as they are on the
|
||
Amiga, and in all other respects, the two versions are identical.
|
||
|
||
ATARI ST VERSION NOTES
|
||
|
||
DARK SIDE is essentially a sequel to SPACE STATION OBLIVION (from
|
||
Epyx). The Atari ST version can be considered identical to the Amiga
|
||
version, including the soundtrack.
|
||
|
||
DARK SIDE is controlled with the mouse (which worked best), the
|
||
keyboard (second best), or a joystick. The program disk is
|
||
copy-protected, and you'll need a blank, formatted disk for game
|
||
saves. The instruction manual explains gameplay and controls for all
|
||
versions.
|
||
|
||
Graphics on the ST look even better in DARK SIDE than they did in
|
||
OBLIVION; if they aren't really better, and it just seems so,
|
||
well...so what? The 3-D structures move smoothly and swiftly with no
|
||
flicker or breakup, and the game plays easily once you have your
|
||
wits (which DARK SIDE will misplace shortly after the game starts,
|
||
while you gape through the viewport at the fabulous scenery).
|
||
|
||
In SPACE STATION OBLIVION, your goal (which DARK SIDE assumes
|
||
you've reached) was to prevent the destruction of the Ketars' home
|
||
planet Evath, and its first moon, Mitral, to which the Ketarian
|
||
criminal element had been banished. According to the background
|
||
story in the DARK SIDE manual, it is now 200 years later, and the
|
||
criminals have taken refuge on Tricuspid, Evath's second moon.
|
||
|
||
What I mean to say is that you can play DARK SIDE without having
|
||
played OBLIVION. What I also mean to say is that you might want to
|
||
play OBLIVION, too. While DARK SIDE seems like an improvement (not
|
||
that OBLIVION needed any), both games are excellent, and the
|
||
Freescape graphics are marvelous.
|
||
|
||
DARK SIDE is published by Spotlight Software and distributed by
|
||
Cinemaware.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|
||
|
||
|