159 lines
9.8 KiB
Plaintext
159 lines
9.8 KiB
Plaintext
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CODENAME: ICEMAN
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After successfully combining adventure and fantasy role-playing genres in
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HERO'S QUEST, Sierra has tapped yet another popular genre -- the vehicle
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simulator -- for its latest adventure. Your task in CODENAME: ICEMAN is to pilot
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a submarine through enemy waters while on a covert rescue mission.
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Unfortunately, because of lapses in logic and a restrictive game design,
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CODENAME: ICEMAN ends up dead in the water. (This review is based on the IBM-PC
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version; Amiga version notes follow.)
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You play the role of Johnny Westland, a handsome, multi-talented submarine
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officer -- the U.S. Navy's answer to James Bond. You begin the game on vacation
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in Tahiti, but you're soon called back to Washington by the top brass. An
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international crisis has broken out: The American ambassador in Tunisia has been
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kidnapped by terrorists. To make matters worse, increasing international
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tensions have led to a Russian blockade of the Bering Straits. It's up to you to
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navigate the new high-tech nuclear submarine (the "U.S.S. Black Hawk") from
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Pearl Harbor to Tunisia, and from there, lead a covert operation to free the
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ambassador.
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Getting to Tunisia, though, is pretty tricky. To begin with, you have to make
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it through the Bering Straits and past the Soviet blockade. To do this, you'll
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have to use your silent running technology which allows you to evade detection
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by the enemy. You'll also have to use your torpedoes and Harpoon missiles: This
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cold war turns hot.
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There are also more mundane matters to deal with, such as learning how to pilot
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the "Black Hawk," maintaining the sub, and dodging icebergs. And once you reach
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Tunisia, things don't get any easier: You still have to figure out a way to
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spring the ambassador from the heavily-guarded compound where he is being held.
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That's a tough job for any hero.
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Unfortunately, it's a job that the game itself makes tougher. ICEMAN is a very
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hard game to play. It's hard not just because the puzzles are tough: It's hard
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because the game is set up in such a way as to frustrate even veteran
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adventurers. The game suffers from a limited vocabulary and an extremely linear
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structure that often make it more of a trial than a challenge.
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One of the main games you play in ICEMAN is "guess the parser," which is not my
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favorite pastime. Other gamers and I have had a great deal of trouble doing
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things that ought to have been simple, such as ordering someone a drink, looking
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on top of a refrigerator, and taking a butter dish. The game only accepts one
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particular phrasing of the command for each of these actions. These problems are
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compounded because you sometimes have to use technical submarine terms in the
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commands. One especially frustrating sequence involves using the word "ping" as
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a verb, something that would not occur to most players. To make matters worse,
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there are several more natural alternatives to this command that do _not_ work,
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and "ping" is not listed as a possible verb in the manual.
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Along with the parser problems are oddities in the plot and the graphics. The
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submarine is supposed to be only 25 feet wide, but many of the rooms in the sub
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are much wider. There is also a subplot in which the CIA sends coded messages to
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the submarine even though no one on board is supposed to be able to decode them.
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Inconsistencies like this spoil the realism of the game.
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The other main source of frustration is the game design. ICEMAN has been set up
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so that you _must_ do certain things at certain times, or else you cannot
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continue the game. In some circumstances this makes sense, but in ICEMAN there
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are too times when you have to get the timing just right, and when the timing
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has nothing to do with logic. If you happen to buy a newspaper at the wrong
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time, you'll probably miss a major subplot. If you don't say the right thing to
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the submarine captain at exactly the right time, you'll miss out on some
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important information. (And that's your only chance; even though you can talk to
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the captain later, he won't answer.)
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If you don't respond exactly the way the designer wants you to while piloting
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the sub, you're booted out of the game for being too slow...even though you're
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supposed to be in total command of the sub. At one point, if you don't make a
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quick change in costume, you lose the game, which is odd since the costume
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change has no real effect on the rest of the plot. This strict linear structure,
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combined with the lack of good motivation for many of the puzzles, will leave
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many adventure gamers more annoyed than entertained.
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Simulator fans will probably feel the same way. Unlike most simulators, there's
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little freedom to maneuver in ICEMAN. You have actual control of the sub for
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only a few very constrained sequences: One involves getting by a destroyer;
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another, dodging an enemy sub; a third, precision navigation; and the fourth is
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an arcade sequence in which you dodge icebergs. Except for a few training runs
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at the beginning, that's it. You cannot explore the seas, or search for new
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enemy targets. The sub simulator is best thought of as being another puzzle in
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the adventure game: It doesn't stand on its own. Those who are thinking of
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buying ICEMAN with the idea that they will be purchasing a product like 688
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ATTACK SUB with an adventure game added on, should be forewarned.
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On the plus side, ICEMAN features the usual excellent Sierra EGA graphics and
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animation. The game supports a wide variety of sound cards, and requires 512K of
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memory to run. The game box comes with both 5-1/4" and 3-1/2" disks included.
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Manual-based copy protection is used; the disks are not copy-protected.
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In addition to the less than logical puzzles described above, there are also
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many that are nicely done. Many puzzles have multiple solutions, so missing
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something (which is very easy to do) is not always fatal. The sub simulator is
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fun to play with, although you're not given much opportunity to do so.
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Still, ICEMAN is more trouble than it's worth. Hard-core Sierra fans will want
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to play ICEMAN; real diehards might even consider the logic lapses and
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guess-the-parser problems a challenge. To me, though, ICEMAN failed in its basic
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purpose. Games are supposed to be relaxing, but ICEMAN is the only adventure
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game that has literally given me a headache. I'd recommend waiting for the next
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Sierra adventure to come along; you'll save some money on aspirin.
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AMIGA VERSION NOTES
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This has to be one of the toughest Sierra games ever, in ways I don't always
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find pleasant. While THE COLONEL'S BEQUEST takes a great step in the direction
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of providing the player with a relatively non-directive (yet organized) gaming
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environment to explore, CODENAME: ICEMAN does just the opposite, and refuses to
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let the player do anything except what must be done next. There are fans of both
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kinds of adventure design, and clearly the success of CODENAME: ICEMAN proves
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there's an audience for linearity. The rules (included in the manual) for
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resuscitating someone who has stopped breathing can easily be taken as a
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metaphor for the way the whole game is structured: Take the correct Step B after
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performing Step A, or instantaneous death may occur.
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Once that reality is acknowledged by the player, though, the game is another
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fascinating variant on the genre Sierra has managed to corner for the past few
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years. The Amiga version looks great and plays without a hitch, though
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floppy-based players will find the disk swaps a bit excessive. As is the case
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with everything Sierra has released this year for the Amiga, hard disk
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installation is simple and, I'd say, a real prerequisite for enjoying the game
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uninterrupted.
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The game comes on five copyable disks, and will play on A1000s, A500s, and
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A2000s. Copy protection involves following the rules for cardiopulmonary
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resuscitation included in the manual (in order to get past one point in the
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game), and using the included brown-purple code messages in the manual (in
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conjunction with the code book discovered in the gameworld during play). In both
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cases, copy protection is nicely integrated into the design of the game itself.
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The graphics are "new-standard," meaning they're as good as those in any of the
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recent Sierra releases for the Amiga (since SPACE QUEST III). I'm a big fan of
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the graphics for CONQUESTS OF CAMELOT in particular, and those in CODENAME:
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ICEMAN seem somewhat less attractive by comparison, but they get the job done.
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Animation sometimes seems slower in CODENAME: ICEMAN than in other Sierra games,
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however. Certain points in the design may require some patience. Otherwise, the
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game looks, sounds and plays identically to its IBM incarnation.
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Though I've made a point of not reading _any_ of the hints that have been
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posted in The Gamers' Forum for CODENAME: ICEMAN on a regular basis since the
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game's release, I didn't always run into the same kinds of problems others have
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mentioned. I think a certain familiarity with naval terms and situations
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garnered from playing such games as RED STORM RISING helped. I would suggest
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some experience with other tactical sub simulations as an optional prerequisite
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to playing CODENAME: ICEMAN. It not only helps fill in the background, but gives
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the player more of a sense of the nature of the situation present in the game.
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While the sub simulation is nothing like those in full simulation designs, it is
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close enough to function well as a component in the process of the story.
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All in all, CODENAME: ICEMAN will give you what you're looking for if you want
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a tough, gritty, spy-style naval adventure story, and can take the moments of
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teeth-gnashing frustration. Sierra has done well with this conversion, as with
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its others, and Amiga fans of this type of game will be more than pleased with
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the spate of recent releases for their machine.
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CODENAME: ICEMAN is published and distributed by Sierra On-Line.
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*****DOWNLOADED FROM P-80 SYSTEMS (304)744-2253
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