159 lines
9.7 KiB
Plaintext
159 lines
9.7 KiB
Plaintext
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POLICE QUEST II
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Don't ask me what happened to Lytton. Lytton -- a nice little town gone bad.
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Seems like only a year ago I was just a cop on the beat with a nose for trouble,
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and Lytton was a big nothing: a safe little burgh where the worst news you heard
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was the weather. Now I'm a detective, and Lytton's got big city problems, its
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own airport, a bigger jail, murders, hijackings, kidnappings, corpses
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everywhere. I'll tell you, sometimes I wonder if we shouldn't just pack it in
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and let the wolves out there eat each other up alive.
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Sorry. The pressure gets to you. Days like this, I'm a coiled spring, with my
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nerves frayed and ready to snap. My name is Bonds...Sonny Bonds. Detective
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working homicide, LPD. I'm a cop. This is my partner, Keith. He's a cop, too.
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(Cue the dramatic music.)
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POLICE QUEST II...in color! Subtitled "The Vengeance," PQ2 reprises some of the
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same characters and elements of PQ1 ("In Pursuit of the Death Angel"). The
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player once again steps into the gumshoes of Sonny Bonds who, in the first game,
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advanced from uniformed officer to plainclothes detective for the narcotics
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division. Now Sonny's in Homicide, and we're going to guide him through two days
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of hell. (This review is based on the IBM-PC version.)
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The Death Angel, Jessie Bains, is a notorious drug kingpin whom you presumably
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put away for good in PQ1. Naturally, a small technicality has sent Bains back to
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Lytton for a retrial. That's where PQ2 picks up the story. Bains escapes and
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decides to exact retribution on his original captors. This involves some rather
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ruthless and unattractive behavior -- lots of bloodshed and gunplay. Parental
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discretion may be advised. Then again, there's less violence in PQ2 than in a
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single session of just about any video game cartridge. But it _is_ more
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graphically depicted.
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This time your adventure takes you to a number of exotic locales, not just
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among the sleaze joints and back rooms of Lytton. You'll go underground,
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underwater, over land and sea before you're done. And the story is presented in
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such detail and color that you might find yourself lingering over the smallest
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touches or repeatedly running a select bit of amusing animation. PQ2 is evidence
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that graphic adventures are gradually getting better and better.
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Differences between PQ1 and PQ2 abound and, nearly without exception, are
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improvements. First and most crucial to players of PQ1, the ghastly driving
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sequences have been nearly eliminated. They no longer require any physical
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dexterity at all; you merely type your destination and away you go. Since you're
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not a beat cop any more, you don't have to drive around aimlessly looking for
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speeders. And note that you do not have to have played PQ1 to enjoy PQ2 to its
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fullest; the game stands completely on its own.
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I'm reluctant to share much plot detail. As this is a detective story, you're
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supposed to discover things on your own, and the plot complications are intended
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to carry some impact. I found this game to be one giant puzzle; I was always
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unsure of where to go next and what to try. And you're closely monitored by the
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Captain. This means that you can't simply get in the car and drive somewhere
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without having a good reason. After a brief period of meandering, the Captain
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will have you brought back to the station and he'll chew you out. Do it twice
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and your game ends. Even if you're driving to the right location and forget to
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notify dispatch at the correct time, you'll be dragged back and bawled out. Most
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mistakes that don't get you scolded will get you killed or otherwise render your
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current game useless. You'll do a lot of restoring. Make it easier on yourself;
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do a lot of saving along the way.
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Because the game gives you less leeway to explore, it's tougher to determine
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where you're capable of going. The map isn't much help, it only mentions a few
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specific locations you can travel to. But once you get out of the station house
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(no easy task!), the clues start piling up pretty quickly, giving you a better
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idea of what you need to do.
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The puzzles range from maddening to elementary (including some that are
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_deceptively_ elementary). As with other Sierra games, you can finish without a
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perfect score -- and most people will not be able to achieve a perfect score. In
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PQ2 a total of 300 points is possible, but you can complete the game before
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earning even 250. Many of the puzzles are solvable in several ways, each netting
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you a different point total. Many times I would explore the scene of a crime and
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collect whatever evidence I could; still, I had a sneaking suspicion there was
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more I could have done. There were also encounters that no doubt could have been
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more fruitful in terms of points and information. There were several mildly
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unfair puzzles, which may make you feel like you've wasted some time, but
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nothing as horrendous as the legendary unicorn's bridle from KING'S QUEST IV or
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the Babel Fish from Infocom's THE HITCHHIKER'S GUIDE TO THE GALAXY. And when
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your game ends through death or other misadventure, Jim Walls (retired police
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officer and author of the PQ games) pipes up with a clue about what you did
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wrong.
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PQ2 has more plugs in it than a surge protector. Want the plot of any Sierra
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game? They're all on the computer. Want to contact the Sierra BBS or Customer
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Service? Just pick up your phone at the station (or at the airport, or...). Has
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it been too long since you finished LEISURE SUIT LARRY? You'll find Larry
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himself waiting for the Coarsegold bus, and he'll be glad to chat. But I'm not
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complaining; these little in-jokes are discreetly placed and amusingly
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incorporated.
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One element I really missed was a villain! Throughout most of the game, you're
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a step or two behind Jessie Bains, so you rarely catch a glimpse of hi (although
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he leaves plenty of carnage behind wherever he goes). Even in the climactic
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final encounter, Bains' appearance is painfully brief. I can understand that
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we're supposed to hate Bains because of his actions, but it's a fact that
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villains are at least as interesting as heroes, usually more so. Bonds is a
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perfectly upstanding, decent man, but like most protagonists, he's kind of
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bland. I would have liked more of a peek at Bains in "cut scenes" -- scenes that
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offer no interaction but serve to illustrate the plot -- or even in scenes of
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extended interaction.
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The graphics of PQ2 are simply wonderful. This is the third Sierra game to
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utilize a resolution (320x200) higher than many of the older Sierra graphic
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adventures. Everywhere you look there's detail, spot animation, something
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unexpected and charming. On the IBM, the game supports CGA, EGA, MCGA, VGA, and
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Tandy graphics.
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The great graphics of PQ2 come at the price of speed, however. The MS-DOS
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version, which will not even run on a PCjr, requires 8 MHz or greater for
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adequate gameplay. At 8 MHz, the game is just playable; driving sequences ca
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seem ridiculously long. If you're considering purchasing PQ2 for a machine that
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operates under 10 MHz, I would strongly suggest that you view the game (at
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whatever speed you'll be playing) in advance. Alternatively, be sure you can get
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your money back if you're not satisfied. At 8 MHz, this game will take you a
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_long_ time to complete.
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The music is adequate on the IBM's single speaker; however, I've heard parts of
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the soundtrack (penned by Mark Seibert) as presented via the Roland MT-32 sound
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card, and I can't imagine any computer game having a richer, more intriguing
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score. The Roland MT-32 is an expensive option, but it by far overshadows
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anything ever heard on any other computer system (aside from a
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professionally-equipped MIDI system). There are other sound boards supported by
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PQ2 in addition to the standard IBM speaker and the Roland: the Ad Lib Music
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Synthesizer and the IBM Music Feature. The Roland is the best and most
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expensive; the Ad Lib is far less impressive (and far less costly). I haven't
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heard the Music Feature, but it's less sophisticated than the Ad Lib.
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The vocabulary and parser were uneven, but still superior to earlier Sierra
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efforts. Often, what's accepted in one location or situation is not understood
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in another. I spent several long periods hunting for just the right words to
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use, particularly in situations where I was trying to get information from other
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characters.
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Overall, PQ2 succeeds in being entertaining as well as instructive. Like PQ1,
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much of your success lies in applying the tenets of investigative police work to
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the circumstances in the game. The manual spells out all these tenets for you,
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but you do have to dig to find the rules that apply to each situation. The
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bothersome arcade elements present in PQ1 have been removed, and the game is
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chock full of little details that make the setting more realistic. In fact, the
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storytelling is effective enough to produce true feelings of tension, relief,
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joy, and an occasional lump in the throat. That's a rare and enviable quality in
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a piece of computer entertainment.
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I stared long and hard at the tiny corpse on the monitor as I crushed out my
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cigar on the cold tile floor. I've seen this all before, I thought, but never
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quite this way. My eyes drifted down to the keyboard, across to the CPU, back to
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the monitor. "Somewhere," I said to myself, "somewhere in there, Bains is
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waiting for me. It may be tomorrow, it may be a week from now, but I'm going to
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catch up with him. And this time, I'll put him away for good."
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And so saying, I tapped a few words into the program, shut off the CPU, and
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watched the monitor blink out. I turned my back and shuffled slowly down the
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hall to where Keith was waiting for me, just out of sight....
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POLICE QUEST II is published and distributed by Sierra On-Line.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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