164 lines
10 KiB
Plaintext
164 lines
10 KiB
Plaintext
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THE IMMORTAL
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Touted by Electronic Arts as an "Arcade Adventure," THE IMMORTAL is one of a
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number of recent games (BATTLEMASTER, CADAVER, TREASURE TRAP, and THE FINAL
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BATTLE come to mind) that have revived the two-thirds overhead perspective as a
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viable form of presentation. I think the genre designation is apt, though
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long-time adventure fans may turn up their noses at the adventuring elements in
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this style of game. (This review is based on the Amiga version.)
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There's plenty to do in the way of puzzle-solving, item accumulation and
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manipulation, and exploration in THE IMMORTAL, and (unlike adventures with
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arcade sequences tacked on as an afterthought) the arcade elements of the game
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function integrally and consistently within the gameworld presented. Even
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Cinemaware's best arcade adventures tend to introduce arcade aspects like songs
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in the midst of a Rodgers and Hammerstein musical. THE IMMORTAL goes one step
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beyond and really puts you right there with all the other creatures in the game,
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without letup.
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After a longer-than-usual but easy-on-the-drive disk-load, the game opens with
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a contemplative moment and a greeting from your old teacher, Mordamir. His
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ghostly manifestation appears from the flames of the flickering candle resting
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upon the round, stone table in the first room. It seems he's not dead after all,
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merely trapped in an apparently bottomless cavern. Your task is to attempt a
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rescue by making your way through eight levels of the labyrinth beneath the city
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of Erinoch. At bottom is the dragon's lair, where you will join forces with
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Mordamir against the dragon.
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Mordamir has left a trail of items and clues leading to his whereabouts, some
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contained in "The Codex of the Serpent," which provides important information on
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each level of the labyrinth. Others are discovered by conversations with the
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denizens of the labyrinth, or by exploration. Previous attempts to free Mordamir
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have led to the entrapment of some of his allies, whom you may encounter along
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the way. There are also numerous dangerous creatures inhabiting each level,
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goblins in the upper levels, trolls, flying lizards, and spiders below (for
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starters). With the right spells and potions, some potentially threatening
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creatures can be turned into allies; others must be exterminated in order to get
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past them.
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The graphics in THE IMMORTAL are simply stunning. I'm not talking "numbers of
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colors onscreen," or "speed," or any of the usual mumbo-jumbo incanted to
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impress the unwary. I'm referring to the beautiful detailing and lifelike
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animation of everything that moves (animate or inanimate) in each room. The
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flames flicker, snap, and crackle realistically; the goblins _look_ like goblins
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in fine detail, with faces straight out of French medieval mythology; the wizard
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(your character) is drawn and animated in loving detail, and expires in true
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wizardly fashion. All the creatures, in fact, are so well done that it takes
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little stretch of the imagination to make them real. Doors, traps, rays of
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light, etc., are likewise so carefully drawn and animated that they simply
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_feel_ solid and tangible when your wizard comes into contact with them. I don't
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know how it was done, but even the tiles on the floors of the rooms look as if
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you could touch the screen and almost feel their texture and edges. This level
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of detailing is maintained throughout the game, and is one of the most
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outstanding design features in THE IMMORTAL.
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The sound is also nicely done, though not as impressive as the graphics. One
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tune plays continuously while you're on a level, and though it's accompanied
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during battles by the realistic sounds of weapons clanking together, it becomes
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grating after a while. (All the tunes do seem appropriate to the sections of the
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game in which they're played, however.) I'd have appreciated more in the way of
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sound effects, and more variety in the background music. At least you can turn
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the sound off, but the ability to retain sound effects while eliminating music
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would've been nice.
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The game control and interface are simplicity and ingenuity incarnate. Almost
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everything is done via joystick (this game has obviously been designed from the
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ground up for eventual console conversion), and the handling of item and
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inventory screens is glitch-free. A spacebar accesses the inventory area, and
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the joystick then moves from item to item; pressing fire will access and use an
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item in the appropriate way.
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When decisions or searches have to be made, a screen comes up asking for a
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yes/no response to a situation presented. When exploration leads to an area
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where an item is located, the same type of screen appears, asking whether you
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want to conduct a search.
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There's little in the way of excess inventory in THE IMMORTAL: If an item is
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available (and doesn't cause harm upon accessing it), it's likely to be useful
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further on in the quest. Just the right number of objects is present in each
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level, so that the player's wizard is neither running around empty-handed, nor
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burdened with an unrealistically high number of items.
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Fortunately, bodily necessities aren't much of an issue during play, either,
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though certain drinkable or edible items affect your strength, and sleep is
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always an opportunity for renewal. Although desperate searches for food and
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water may be realistic in some ways, they can prove unentertainingly boring and
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repetitious in others. In THE IMMORTAL, only enough of this sort of thing is
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present to maintain the believability of the gameworld.
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The game's own management of the characters it runs in the labyrinths is
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something else worth commenting on. As I write, I've left my wizard standing
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over a goblin he just killed. I know there's another one around the corner, busy
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hacking away at an ally. Whoops! He's done. I see him rush over to the wall. He
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carefully inches up on me from behind the wall, and when in full view, rushes
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toward me in battle! Oh, no! I forgot to prepare a fireball! Oh well....
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This happens regularly in the game. While there are some instances in which
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creatures seem to stand or sit obliviously until you get near them, others seem
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fully intent on their own animated purposes. Again, this independence of
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directed action provides you with a feeling that the world you've entered has a
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life of its own. In the above example, if I'd gone over to save my ally from the
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goblin, I'd have found him bloodied but amenable to a little conversation; or,
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alternatively, if I'd attacked the goblin with a fireball and missed, there's a
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chance I might've hit and killed my own ally. I don't know how much programming
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work this degree of character AI requires (particularly when it's all animated
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in real time), but I'll bet it's quite a lot.
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I like this game! Any negatives? Unfortunately, yes. In lieu of a save-game
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file, the program gives you a special 13-digit code to write down when you've
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successfully finished a level. Entering this code after startup lets you begin
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at the next level of the game. All well and good; this technique has worked
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before on cartridge games. However, the glitch here is that, for some reason,
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the number parser doesn't always take in every digit or letter typed. This makes
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accessing a "saved position" needlessly difficult, since sometimes you have to
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go through the whole ritual a couple of times before it takes. (Or, alternately,
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you have to type slowly and carefully, checking each digit as it's typed.)
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Because, especially when starting a level, your wizard will go poof! more often
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than not, this becomes a really intrusive problem until you've begun to master a
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level.
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Then, too, given the two-thirds overhead view, movement is a little complex. To
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make your wizard walk straight across a room, you have to keep the joystick on a
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diagonal. (Make sure you have a joystick that handles diagonals easily.) This
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can be especially frustrating when trying to move along a wall next to a door
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you've just walked through: More often than not, you'll find yourself
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unintentionally exiting the room you've just entered.
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In combat scenes, fortunately, your own attacks and defenses all require only
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forward-and-back or side-to-side joystick movements, translated into the
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diagonals onscreen. However, it's sometimes difficult to determine whether your
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opponent is slashing you from the right or left, thus making it harder for you
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to figure out the right defensive move to make. I guess these are just some of
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the tradeoffs of this style of game presentation -- consider it a challenge to
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your abilities to spatialize in the abstract.
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Finally, the text portions of the game are unavoidable, even though clicks on
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the fire-button pushes them past more quickly than their default scroll rate.
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This can become slightly annoying when playing the same level a number of times,
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as once you've read a message, you don't necessarily want to have to read it
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again the next time around.
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THE IMMORTAL comes on two copyable disks; it needs a minimum of 1Mb of RAM to
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run. It is _not_ hard-drive installable, and only runs off of DF0: However, once
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loaded, it is almost fully RAM-resident, with further disk accesses occurring
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only to load new levels. The manual states that there is no support for
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accelerated Amigas, which I take to mean the A3000 as well as the A2500. The
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game runs on stock A1000s, A500s, and A2000s, however. It's controlled almost
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entirely with a joystick, though the keyboard is used for inventory and
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copy-protection purposes. Copy-protection consists of two consecutive manual
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look-up routines, initiated after entering the code to begin at any level other
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than the first (and/or after completing the first level). A picture has to be
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found, after which a letter from a particular line has to be typed in: a minor
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intrusion, and certainly more harmless than some copy-protection schemes we've
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seen.
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Despite its shortcomings, THE IMMORTAL is sufficiently beautiful and original
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to earn a high recommendation. It helps point the way for a new kind of arcade
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adventure that brings a fundamentally different style of play to the classic
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dungeon crawl.
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THE IMMORTAL is published and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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