145 lines
9.4 KiB
Plaintext
145 lines
9.4 KiB
Plaintext
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EYE OF THE BEHOLDER
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Since its release for the Atari ST in 1987, the game DUNGEON MASTER has earned
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quite a reputation for itself. Some call it the best dungeon game ever created;
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others call it the best computer game ever released, period. Everyone who has
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played DUNGEON MASTER raves about the realism of its graphics and the smoothness
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of its user interface. DUNGEON MASTER is little more than a legend to IBM users,
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however, because the company that made DUNGEON MASTER still has not gotten
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around to releasing the game for MS-DOS systems. It doesn't look like IBM users
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will be playing DUNGEON MASTER any time soon, but in the meantime, the new
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ADVANCED DUNGEONS & DRAGONS game, EYE OF THE BEHOLDER, will do nicely. EYE
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borrows heavily from DUNGEON MASTER to produce one of the most compelling
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dungeon exploration games available. (This review is based on the IBM-PC
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version.)
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The story of EYE is simple. Strange things have been happening in the city of
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Waterdeep, and the city's rulers suspect that something in the city's sewers is
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at the...er, bottom of it. The city hires a party of foolhardy young adventurers
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to explore the sewers and find the source of the trouble. In their explorations,
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the party finds treasure, solves puzzles, and kills scores of monsters before
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confronting the Ultimate Bad Guy at the bottom of the sewers. So far this sounds
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like a hundred other fantasy role-playing games. What makes EYE different is its
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interface, which more than any other game gives you the feeling that you are
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there.
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Much of EYE'S interface is taken directly from DUNGEON MASTER. Key DUNGEON
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MASTER concepts have been incorporated into other MS-DOS games recently, such as
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DRAKKHEN, ULTIMA VI, and WIZARDRY: BANE OF THE COSMIC FORGE, but EYE is the
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first MS-DOS game to incorporate all the features that made DUNGEON MASTER so
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successful. Like DUNGEON MASTER, EYE uses a first-person perspective. You see
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what your characters see. Earlier AD&D games and the BARD'S TALE series have
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used this approach before, but EYE's 256-color VGA graphics are superior to
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those found in other first-person perspective games. The dungeon is
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appropriately dark and murky; you can practically feel the slime on the walls.
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One nice touch is that the dungeon graphics change every few levels. There are
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slimy sewer levels, traditional gray stone dungeon levels, levels with strangely
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carved walls, and so on. The graphics for the last level are an especially nice
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surprise. (Let's just say the Ultimate Bad Guy has a good interior decorator.)
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The animated monster graphics are almost all superb; my personal favorites are
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the mantis warriors and the skeletons. There are separate views of each
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monster's front, back, and sides. One of the most exciting (and difficult) parts
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of EYE is sneaking up behind a monster and ambushing it. There's a wide
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selection of monsters in the game, ranging from pesky little kobolds to
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poisonous giant spiders to the beholder of the title.
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The most important feature of the EYE interface, though, is the way that
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objects are treated. Items in the game work as closely as possible to the way
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real objects in the real world act. Thus in EYE you can use a knife as a
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hand-held weapon, or you can throw it and watch as it sails down the dungeon
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corridor. You can also use a knife to trigger a pressure-sensitive floor plate,
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or drop it on the floor to mark your way. In a pinch you can use ordinary items
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such as rocks or bottles as missile weapons -- I dealt one monster its death
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blow by throwing an extra set of armor at it.
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Of course, there's a lot to do besides ogling the graphics and throwing knives
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down hallways. The main activities in EYE are mapping, puzzle solving, and
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combat. There's plenty of each. Mapping is a must, as there are 12 levels and
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all sorts of spinners, teleports, pit traps, illusionary walls, one-way doors,
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and other such obstacles to confuse the explorer. Mapping is made harder by two
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features: First, EYE is a real-time game, so while you're busy filling in your
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graph paper, a few hellhounds might pop out from around the corner and begin
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toasting your party. Second, characters in EYE consume food with time, and when
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a character's food runs out, the hit points begin to fall. The food problem
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disappears as soon as your cleric learns the Create Food spell, but for the
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first few levels, food management is a major challenge. If you loiter around
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making maps, you may starve to death.
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In addition to twisty hallways, there are fiendish puzzles. Mostly these
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consist of finding ways to open doors. Much time is spent pushing buttons,
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pulling levers, picking locks, wandering through teleportals, and searching for
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keys while trying to find the stairs to the next level. Some of the puzzles are
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quite clever; others are impossible; still others are mere busy work to fill up
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the dungeon. Some clues are provided in the form of inscrutable inscriptions on
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walls, but the many of the inscriptions are more confusing than the puzzles.
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There is usually more than one way past any obstacle, and many of the puzzles
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may be skipped entirely. Whether this is a good thing is a matter of individual
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taste. I liked the fact that I didn't have to explore all the nooks and crannies
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to win, but other players have been disappointed to find out that the effort
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they put into solving puzzles was wasted.
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As with any dungeon game, there is also lots of combat. This is EYE's main weak
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point. As mentioned earlier, EYE uses a real-time system. There's nothing
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inherently wrong with that, but EYE's real-time combat system has some problems.
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One is that there is no speed control for combat. Players who are klutzy, or who
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just want to take things slow, are out of luck. Worst of all, there is no aiming
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in combat. You simply click on the weapon icon, and the computer decides which
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monster you hit, if any. Needless to say, this eliminates most of the tactical
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decision-making at the heart of other CRPGs ("Should we gang up on the troll, or
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take out the orcs first?"). With the exception of the tougher magic-using
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monsters, combat in EYE is simply a matter of clicking on the weapons icons
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until the monster dies.
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There are also some design flaws in the combat system. You click on the weapon
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icon to fight, but the weapon icon is located next to the icon that swaps a
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character's party position. In the heat of battle, you're likely to miss the
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weapon icon and hit the swap icon, temporarily freezing up that character.
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Control of the mouse is also erratic, at least on slower systems. On my 12MHz
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machine, the mouse cursor disappears during the animation of magic explosions
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(which are very well done). Needless to say, combat is difficult when the cursor
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keeps vanishing! On my PS/2, the mouse would lock if you tried to use both the
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keyboard and the mouse to enter commands (though no other users have reported
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this problem). Lastly, a party can move around the dungeon even though all of
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its members are dead, paralyzed, or unconscious!
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EYE is supposedly based on the ADVANCED DUNGEONS & DRAGONS role-playing system.
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As you might expect, a real-time game like EYE ends up making major changes in
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AD&D's round-based rules: There are no rounds in EYE. Instead, a character is
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barred from attacking with a weapon for a period of time after using it. This
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delay time is less if the character is more dexterous, has drunk a speed potion,
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etc. There are other changes to AD&D rules in EYE, as well. Lightning bolts no
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longer reflect off walls, for example. Clerics must hold a holy symbol in their
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hands to cast spells. This means they can't wear a shield and use magic at the
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same time, which in turn means that at lower levels, clerics are not very
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effective offensively. The game does support all the various races and classes,
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though. One nice touch is that only certain races can read certain inscriptions.
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It even supports all the different alignment, even though a character's
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alignment has no apparent effect on game play.
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EYE OF THE BEHOLDER requires either a hard drive or two floppy drives, and 60K
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of RAM. It comes on five low-density 5-1/4" diskettes; 3-1/2" diskettes are
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available separately. The game supports CGA, EGA, VGA, and Tandy 16-color
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graphics modes. The EGA graphics are a bit ugly, but acceptable; CGA graphics
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are, as always, terrible. The game supports the AdLib and Soundblaster sound
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boards. I don't have either, but other players have told me that the
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Soundblaster effects are fabulous. The copy protection in EYE consists of a
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simple manual lookup that's required every so often when you descend a
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staircase.
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EYE OF THE BEHOLDER is an excellent dungeon-crawl game in the tradition of that
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old text classic, ROGUE (EYE even features those ROGUE favorites, rust monsters
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and xorns!). But although it has beautiful graphics and a terrific interface,
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EYE is just a dungeon crawl. If you want a game with a detailed combat system
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(like WIZARDRY: BANE OF THE COSMIC FORGE), or a strong story (like LORD OF THE
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RINGS), or a vividly imagined game world (like ULTIMA VI), EYE will seem a bit
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thin. EYE captures only that small sliver of the role-playing experience that
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deals with exploring dark dungeons. It does that very well, however. If your
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heart beats faster at the thought of trying to unlock a door while lost in a
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maze with monsters on your trail, then EYE is the game for you.
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EYE OF THE BEHOLDER is published by Strategic Simulations, Inc. and distributed
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by Electronic Arts.
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