130 lines
7.9 KiB
Plaintext
130 lines
7.9 KiB
Plaintext
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CHRONO QUEST II
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A sequel to Psygnosis's CHRONO QUEST, CHRONO QUEST II picks up the story where
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the original left off. A major disturbance in the temporal engines of Explora
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has caused them to overheat, catapulting you back to the beginnings of time. You
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must engage in a search for metals to fuel your time-traveling vehicle just
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enough to get back home.
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The premise is interesting, and there have been some significant updates to the
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quality of both graphics and sound in this sequel; also, much has been done to
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overcome the problems with disk swapping, copy protection, and game control that
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hampered enjoyment of CHRONO QUEST. On top of all this, some interesting new
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design experiments have been incorporated. Nevertheless, CHRONO QUEST II proves
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to have its own set of problems and frustrations. (This review is based on the
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Amiga version).
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You begin the game onboard an 18th-century-style ship, with Explora located on
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the deck near the main mast. There are 13 different time locations you can
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access throughout the game, and within each of these locations lie different
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challenges, opportunities for exploration, and encounters. Whenever you enter a
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new Era, you begin at the same location on your ship; where possible, you can
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move off the ship into the world of that Era, and search for metal and other
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useful items to help your progress.
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While movement through time is anything but linear, the game design is, I
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think, overly so. As in most adventure games, you have to complete certain
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puzzles at certain points in order to progress to new areas, or in order to
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succeed with the assigned tasks as you move from area to area within an Era. In
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such circumstances, a good adventure game will usually provide you with a number
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of options and clues. But in CHRONO QUEST II, you'll find that you have little
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in the way of either choices, or clues, to help you out. You just point and
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click, and point and click, until you happen upon the right combination. Cycling
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almost randomly through a series of combinations without any clear sense of
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which one might work just isn't my idea of fun. There _are_ a few ah-hah!
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experiences when you finally get things right, but on the whole, the puzzles
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seem excessively random.
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Perhaps to compensate for this linearity, game control is radically simplified.
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You are presented with about six icons at a time to click on, and your choices
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are usually limited to Use, Examine, Take, Drop, Advance, and Retreat (i.e.,
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move right or left into the next or previous screen). Most of the gameplay in
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CHRONO QUEST II involves heavy use of the Examine icon. Clicking on Examine
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presents you with a magnifying glass, which is used to click on small areas of
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the visual window. You can do a virtual pixel-by-pixel examination of each
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screen with the magnifier, and often must do so in order to find items. Once
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found, an item is easily taken. Once it's taken, you're left with the
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opportunity to engage in long hours of trying to figure out how to use an item,
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with the technique mentioned above. Object use is thus often unnecessarily
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challenging, even though game control is not.
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The one thing you know for sure is that any metal object will be effective as
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fuel for your time-traveling vehicle, and this becomes the main ongoing puzzle
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in the game: Your success and failure with CHRONO QUEST II is largely dependent
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on figuring out which metal objects to use when, in order to navigate properly
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through the sequence of 13 time periods. In other words, you may have to jump
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ahead to Era X in order to find a metal object that will have negative time
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effect and get you back to Era II, since nothing in Era I will have small enough
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effect to allow you to jump to Era II. This is again a _very_ hit-or-miss
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proposition, and becomes quite tedious until you've figured out the proper
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sequences (good to take notes here). At least you can use Examine when near
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Explora to determine how much time-travel a particular object will net you when
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placed in the fuel tank.
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The most potentially interesting new thing in CHRONO QUEST II involves the
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one-on-one encounters with significant figures in certain Eras. When you figure
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out the puzzle that lets you into the presence of, say, Aeolus or Circe (there
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is a background thread of pseudo-Greek mythology behind the earlier parts of the
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game), your icon panel switches to enable Talk, Listen, Give, Examine, and Use.
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You have to decide whether to talk first, listen first, or offer a gift before
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doing either; in some instances you have to offer a gift at an appropriate
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moment during the conversation.
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The little surprise is that conversation actually takes place! In other words,
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when you choose to talk from a scrollable menu of text messages, the onscreen
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character will respond not only in text but in digitized voice. Each character
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has a different voice, meant to be appropriate for the character.
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Here's where a potentially great idea falls flat on its face, due to lack of
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care with a few simple things. To begin with, CHRONO QUEST II is originally a
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French design, translated into English. I suspect much of the text response was
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translated in France, as it often doesn't qualify as English. When you try to
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Use an object inappropriately, for instance, you get an inexplicable text
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message saying, "But what did he says?" There's even some French left in the
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program; for instance, your pointer asks "Quoi?" and "Ou?" rather than "Which?"
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and "Where?" when you're trying to Use an object with it.
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Most importantly, though, the English digitized voices thrown into the
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translation of the game really seem an afterthought. When I ran into the
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digitized picture of beautiful Circe, the graphic led me to expect the voice of
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an at least relatively mature woman. What I heard instead was the voice of a
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cute, Cockney 14-year-old. And she wasn't even saying what the text message
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said. For instance, in digitized voice, one response was, "Swine! You deserve no
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more than the steak of a pig!" In text, it was, "Swine! You deserve no more than
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the _state_ of a pig!" (The latter is correct, as Circe turns you into a pig if
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you do wrong.) A bit disconcerting, to say the least!
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Problems like these wouldn't have been hard to rectify, yet for some reason
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weren't. This makes the overall design seem glitchier than it should, and
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destroys what little credibility the gameworld manages to provide. I almost want
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to play the French original, since I suspect these are problems that were
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introduced in the translation from French to English.
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CHRONO QUEST II comes on four full 880K disks, and features many beautifully
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drawn screens, as well as appropriate sound samples for different moments in the
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game. It contains neither disk- nor manual-based copy protection, and is easy to
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install on a hard disk. (I believe that, with a little effort and knowledge, you
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might even be able to substitute your own sound samples for those included, as
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all data files are easily accessible.) It is designed carefully to be playable
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with one floppy drive, but will make use of more if available.
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The game is controlled entirely with the mouse, and will run in any Amiga with
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512K (as usual, have at least 1MB of RAM or more if using a hard disk).
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Gamesaves are possible, though you have to exit the game and rename the save
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file if you want to keep more than one at a time.
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I've heard of problems in translating games from one computer version to
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another, but this is the first time I've ever run into problems with translation
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from one _language_ to another! CHRONO QUEST II is a potentially interesting
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design that, for some reason, didn't get Psygnosis's usual close care and
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attention. It's definitely a challenging adventure, but there are many minor
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annoyances you'll have to become accustomed to before you can begin enjoying the
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game.
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CHRONO QUEST II is published and distributed by Psygnosis, Ltd.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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