124 lines
7.7 KiB
Plaintext
124 lines
7.7 KiB
Plaintext
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IT CAME FROM THE DESERT
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This is one of the best programs Cinemaware has ever released; they've come
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closer to creating an interactive movie than ever before, and managed to
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successfully integrate three different genres of computer gaming in one package.
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If it were only a movie, IT CAME FROM THE DESERT would be a pleasure to watch;
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the fact that it's a game is all the more thrilling. (This review is based on
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the Amiga version.)
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I don't make the movie comparison lightly: ICFTD models itself quite
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successfully on the genre of the '50s sci-fi "B" movie. The cast of characters
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in the game even exceeds that of the typical film in this genre, and the
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eventual appearance of monstrosities (results of excessive radiation) is as
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exciting and suspenseful as you could wish. The atmosphere, plot,
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characterization, dialogue, and situation fulfill every expectation for those of
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us who grew up watching these movies as cherished late-night TV treats.
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The characters you'll meet include the young scientist (that's you, starring in
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the lead role) on the prowl for information about the desert town's recent
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sightings of the odd: the older scientist and mentor, who leads the younger into
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trouble; the town reporter, with his hands in some unsavory business you might
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not want to learn too much about; the young woman at the radio station, with
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whom you might fall in love if you can save the town; and the geezer from olden
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days, whose folksy wisdom is combined with acute observation of the unusual.
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There are many, many more characters; listing all of them would require most of
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the space of this review!
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Your range of interactions with the characters varies, depending on your
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situation and the character. One of the first things you'll notice is that the
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game is rich in "branchings." In other words, each moment in the game provides a
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number of choices; depending on your decisions, the development of the story,
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the timing of events, and the possibility of achieving certain goals change
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significantly. It's possible, for instance, to play ICFTD mainly for its arcade
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sequences: You can move rather rapidly from one arcade-style challenge to the
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next, with little in between. However, it's also possible to play so that
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dialogue, character interaction, and exploration are the primary focus of your
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game; it all depends on the choices you make. This kind of flexibility is what
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makes the game so dynamic, and so unique in its design. Its non-linear structure
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is immediately apparent and instantly intriguing.
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ICFTD takes place in real time, as well; you have to plan to do certain things
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by certain points in each day, and you have to communicate the reality of the
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threat to the town's mayor by a certain date in order to insure success in the
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final showdown. (You do this by collecting various types of evidence of the
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ants' presence). In certain locations, you can make calls to a number of places
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and characters, and arrange meetings elsewhere in the town at various points
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during the day. Getting to those meetings on time involves calculating how long
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it will take to go from place to place. On the overhead map, you can figure out
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your Estimated Time of Arrival for each location. You also have to sleep, or
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you'll suffer the effects of excessive fatigue; and when you sleep, you may
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dream.
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You ultimately must also master ICFTD's seven different arcade games; each
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offers a nice challenge, but none is infuriatingly difficult. I found myself
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playing chicken, dealing with giant ants, escaping the hospital (the best arcade
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sequence), flying the plane (the most fun sequence), winning knife-fights,
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extinguishing fires, and invading the nest, all with great aplomb after some
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effort and analysis of each situation. None of the arcade games would compete
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well on their own with, say, a typical Psygnosis release, but each works well,
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and serves its purpose.
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Along with the adventure and arcade aspects of ICFTD comes a full-blown
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strategic game, which is initiated in the final showdown between the town and
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the ants. As in many war and strategy games, you're given a number of resources
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to allocate (here for the defense of the town against the ants), and you may
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also choose to participate in one of the many battles you'll have to set up;
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that battle then becomes an arcade game within the strategic game. Again, the
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strategy is no REACH FOR THE STARS, but works quite well as a sub-game within
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the larger context.
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It goes without saying that the graphics and sound are both stunning; the music
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is designed to be context-sensitive, so each of the pieces reflects the nature
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of the surrounding situation. The music playing at KBUG radio (country and
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western) is also heard at the saloon, for instance. Moody sci-fi movie-style
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music plays while you're in the Overhead Map portion of the game; jazzy "West
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Side Story" music plays during the knife-fights. The sound effects are
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startlingly vivid and effective, as well. You'll be hearing the sound these ants
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make in your _own_ dreams for days after playing the game!
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There is comparatively little complex animation in ICFTD, but each of the
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drawings is animated quite effectively, and the ants in particular are amazingly
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smooth, considering their size on-screen. More important (to me) is that the
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drawings are obviously the work of truly professional artists who can get
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proportions, facial detail, and animation of facial expressions _right_. Each
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"shot" is thoroughly conceived and executed, and there are lots of nice details,
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including dark skies outside the window at night, winks from the hospital nurse,
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and carefully designed backgrounds in the outdoor scenes.
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This is clearly _not_ a "walk your little person from scene to scene" type of
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game; instead, you move by indicating where you want to go in the overhead map,
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and interact through a series of cleverly constructed dialog boxes. ICFTD has a
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very different feel from either the graphics or the text-oriented adventures
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we're so used to playing, and I think it works quite effectively.
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The game comes on three copyable disks, and can be installed easily on a hard
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drive. It will run on the A1000, A500, and A2000. You can play it from just one
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floppy drive, but it's recommended that you use a second drive if you can;
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although the disk swaps are nicely planned, they _do_ get old pretty quickly.
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With disks 2 and 3 in drives DF0: and DF1:, there's no swapping to worry about
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except when saving a game. Only one save can be placed on the save disk at a
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time, so if you want a bunch of saves, you'll have to use a whole box of
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floppies. ICFTD also requires one megabyte of RAM to play, and is controlled
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entirely with a joystick (though you click on the left button of the mouse to
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pause).
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Complaints? Well, you tend to end up in the hospital a lot, and the hospital
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escape game -- while one of the most detailed and extensive -- is so difficult
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that it often seems easier to just Accept Treatment and let come what may,
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rather than struggle to escape from the nurses, orderlies, and guards. (Hint:
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Keep an eye open for wheelchairs.) And, if you happen upon some ants while
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exploring certain parts of the game, you're going to have to hope for the best,
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since they just keep on coming and coming, no matter how successfully you might
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fend them off. But these are really minor quibbles; I think IT CAME FROM THE
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DESERT sets the standard for a whole new type of game. I am very much looking
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forward to the sequel (which you can order for $14.95 if you've bought the
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original program). All in all, this is one of the best games ever for the Amiga.
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IT CAME FROM THE DESERT is published by Cinemaware and distributed by
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Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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