179 lines
11 KiB
Plaintext
179 lines
11 KiB
Plaintext
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MANHUNTER: NEW YORK
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MANHUNTER: NEW YORK is a one-of-a-kind game. Designed for Sierra On-Line by
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Dave, Barry, and Dee Dee Murry (of the ANCIENT ART OF WAR series), it's an
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amalgam of diverse game elements: part detective story, part tale of a lone
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rebel bucking the odds, part arcade game. Add a post-holocaust setting and a
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science fiction villain, and you have an idea of the range of concepts that
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MANHUNTER covers. Clever and action-packed, MANHUNTER's not for the squeamish,
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but it is an excellent game for everyone else. This review is based on the IBM
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version; Atari ST version notes follow.
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It's 2004 A.D. and New York City (and, presumably, the rest of the world) has
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been invaded by the Orbs. The Orbs are large, eyeball-shaped carnivores capable
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of flying, thinking, and communicating. Having established the tyrannical Orb
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Alliance, their will is carried out by robots and Manhunters. Manhunters are
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humans conscripted by the Orbs to investigate human transgressions against the
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Alliance. Most Manhunters are vicious, cruel madmen whose loyalties to humankind
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obviously run thin. You, however, are not that kind of a Manhunter. There's an
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underground effort to defeat the Orbs, and you're presented with the opportunity
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to join the resistance and subvert the Alliance from within.
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As a Manhunter, you're given a new investigative assignment daily by the Orbs.
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With the aid of an M.A.D. (Manhunter Assignment Device), you track the movements
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of suspects around the time of their crimes; after a short while, though, the
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trail goes cold. The tracking device doesn't give you the identity of the human;
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you've got to deduce that from clues they've left behind. The M.A.D. also lets
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you travel to locations that the humans have visited, and y can access the
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Alliance's database to obtain specific information on the suspects once you've
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determined their identities. In addition, an automatic "note-taking" circuit
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preserves certain written information for your later reference.
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According to the game package, MANHUNTER allows you to "choose allegiance
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between good or evil as the story progresses." This really isn't so. There is
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only one scenario: The game very obviously wants you to be subversive. If, in
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fact, you wanted to side with the Orbs, there wouldn't be much point to playing
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the game; they've already got quite a stranglehold on the population.
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A few people who've seen or played MANHUNTER have expressed some concern over
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the graphic violence. I find this reaction unfounded. If you're upset by the
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sight of computer-generated blood, or by cartoonish corpses, then I can
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understand an aversion to some of the scenes in MANHUNTER. But your onscreen
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alter ego never kilbr[hone...as opposed to your average computer role-playing
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game, in which you might easily murder hundreds of creatures without a thought.
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The gore in this game comes in two forms: as violence against you, and in the
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depictions of violence recently committed (e.g., corpses in various states of
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decay). Every mistake you make results in your dying some sort of unattractive
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death. And there are a handful of corpses that are not at all pleasant. But the
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deaths you die are usually so exaggerated as to be comical, and the
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corpses...well, the corpses do make a point. Death is so common in computer
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games as to have virtually no impact; in most games, when a character dies, it
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vanishes neatly. Well, death just isn't like that. And if the deaths in
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MANHUNTER are supposed to drive your character to react against the Orbs, they
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must have some impact...and these corpses certainly do. None of them will cause
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you to run screaming, however.
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As the story progresses, more and more of New York City becomes accessible to
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you through the "travel" command. Many famous landmarks are duplicated
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(including an extensive recreation of Central Park), most in a state of
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disrepair reminiscent of "Escape from New York" or other future visions of the
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City.
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Unlike most other graphic adventures, the emphasis here is not on collecting
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items and determining their uses. Though there are such puzzles, the focus is on
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collecting less tangible clues -- fragments of names, veiled messages, symbols
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-- and deducing their meaning. At times, especially early in the game, you seem
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to run out of options very quickly. If that happens, it simply means you either
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haven't tracked everybody you ought to, haven't visited all the locations
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available, or haven't deduced a name for which all the clues have been given. In
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this way, it's very easy to tell when you've explored all you can for the time
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being, and you can concentrate on assimilating the information you've gathered.
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Although the bulk of the game is spent tracking humans and exploring their
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pathways, the game is dotted with arcade sequences. Most Sierra games have at
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least a few of these; MANHUNTER's are plentiful and exceptionally clever. The
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save-and-restore functions are very handy; you can save your position halfway
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through an arcade sequence so that you never have to replay what you've already
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conquered. Thus, an action sequence that might take days to perfect in an arcade
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can be solved within minutes with the frequent use of the save command. When a
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botched game results in your character's demise, the Murrys (in Manhunter garb)
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pop on-screen to offer a hint or a bit of understated sarcasm.
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The ending is downright exciting. Your last task involves one of those arcade
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sequences, a frustrating, edge-of-your-seat bombing mission complicated by the
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close pursuit of the Alliance's Head Manhunter. If you accomplish your mission,
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an amusing -- and surprising -- sequence of events unfolds, that leads straight
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into the announcement of a sequel.
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MANHUNTER's interface is very unusual: no vocabulary, no parser. All the
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functions you need to control the game can be found in menus. Except for a few
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names, no typing is required at all. Because the interface bears no resemblance
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to any you've seen before, it takes a little practice to get used to.
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Along with your game disks, MANHUNTER comes with a "Manhunter's Field Guide," a
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quick reference card, and a wonderful map of New York City that's amazingly
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accurate. The map calls out many locations that become important in the game, as
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well as quite a few red-herring locations you'll never see. Included with the
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map are depictions of several mazes you'll encounter -- none especially
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difficult -- and one of the maps even does double duty (though no indication of
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its second application is given).
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The graphics are excellent, the best of any Sierra graphic adventure so far.
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MANHUNTER is one of the last Sierra games to use the "AGI" graphics: medium
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resolution used to its greatest advantage. There are closeups, first-person
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views, aerial shots, long pans...altogether a very cinematic game. The music,
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too, is effectively atmospheric.
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To play MANHUNTER on an IBM, you'll need 256K and an IBM, IBM compatible, or
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Tandy computer. A joystick is optional. The game includes both disk formats:
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five 5-1/4" disks and two 3-1/2" disks. Neither version has disk-based
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protection (contrary to the outdated MS-DOS reference card enclosed with the
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game), but the game requires that you enter a word from the manual before you
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can begin.
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Since the game isn't disk-protected, it can be installed easily on a hard drive
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using the included installation program (or you can simply copy all the files to
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the subdirectory of your choice). Similarly, you can back up the master floppies
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and play from your backups using regular DOS copy commands.
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The program supports many graphics routines: VGA, MCGA, EGA, CGA, Tandy, and
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PCjr modes are all included. Obviously, the game is far more enjoyable in any of
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the 16-color modes than in CGA. And given the exceptional graphics of all the
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Sierra games, and the low price of EGA, I certainly recommend the small
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investment in an EGA, which can be used with a regular RGB monitor.
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Alternatively, some CGAs will produce a 16-color image with a composite monitor
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(TV set); check your CGA manual for the details. A Hercules version of the game
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is being released, but was not available at the time this review was written.
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As mentioned above, very little typing is required. Most commands are entered
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via function keys as explained in the quick reference card, which details the
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keystrokes for all versions of MANHUNTER yet to come. Note that this reference
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card is separate from the outdated MS-DOS reference card that is also included.
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The save/restore functions are quick and easy. Up to twelve saved games may be
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placed on a single disk or in any given subdirectory; additional saves may be
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stored in different subdirectories. The ESC key lets you use a pull-down menu
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system for most functions if you forget the assigned function key; the TAB key
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displays your inventory.
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I consider MANHUNTER to be the finest graphic adventure of the year. With
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puzzles that run the gamut from simple to agonizing, a generous variety of
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arcade diversions, and delightful, gritty graphics, MANHUNTER has it all. Not
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that there aren't a few faults: At least one of the puzzles (in the form of a
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painting that supposedly "communicates" a code number) seems grossly unfair, and
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the Central Park sequence was a bit too long and repetitive. But overall,
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MANHUNTER is a compelling and highly unusual game. With MANHUNTER, Sierra
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continues to break new ground in computer gaming. I look forward to -- and
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expect a great deal from -- the sequel.
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ATARI ST VERSION NOTES
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The Atari ST version of MANHUNTER: NEW YORK is, simply put, one excellent piece
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of work. It's lurid, exciting, violent, cinematic, and as much a pleasure to
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stare at as it is to play.
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Although the package notes that MANHUNTER will work on either monochrome or
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color monitors, I confess that I didn't even think of viewing it in black and
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white: The Edgar Allan Poe colors give the game an atmosphere that can't
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possibly be matched by monochrome.
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Either the keyboard, a joystick, or the mouse can be used to control gameplay.
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Most facets of play are covered when using the mouse; typing is minimal, usually
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a "Return" or the name of a suspect. Function keys bring up a help screen,
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toggle sound, invoke Travel, and save and restore game positions. Up to 12 games
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can be saved (you'll have to format save disks from the desktop), and you
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needn't use the usual "filename.ext" method of entry: You can save a position
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with whatever words will serve as an exact reminder.
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Both Sierra and the Murrys understand film devices, and they use them in
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MANHUNTER to create a great overall effect; sometimes melodramatic, sometimes
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outrageous, but always worthy of admiration. All I can recommend to ST users is
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immediate purchase.
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MANHUNTER: NEW YORK is published and distributed by Sierra On-Line, Inc.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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