157 lines
8.5 KiB
Plaintext
157 lines
8.5 KiB
Plaintext
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ELVIRA: MISTRESS OF THE DARK
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CRPG design is generally pretty conservative these days: The focus
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tends to be more on the structure of the game than on splashy sound
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and graphics. For some reason, game flash has been reserved
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primarily for first-person games, in the style of DUNGEON MASTER.
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ELVIRA: MISTRESS OF THE DARK falls into this category, and like
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DUNGEON MASTER, manages to retain the positive elements of both
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styles. Though it doesn't hold up to DM in terms of game complexity
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and depth, it certainly exceeds it both visually and aurally. (This
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review is based on the Amiga version.)
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ELVIRA begins with a little set-piece intro, during which the
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player is invariably cast into a dungeon cell, only to meet up with
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the Vamp Horror Queen Herself. She proceeds to give instructions,
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after mildly insulting your prowess (your initial status in this
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game is, basically, "dweeb"), and sets up the situation. Armed with
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the gift of a very small knife and thoughts of helping a beautiful
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woman (well, at least she's no fairy princess), you head out the
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door and into the courtyard of the castle.
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This is where the game's freshness first becomes apparent. Too many
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CRPGs are stuck in the dungeon-town-wilderness model for us to
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become excited about that anymore. In contrast, ELVIRA stays in one
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castle, with a courtyard, a garden, an 18th-century-style shrubbery
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maze, ramparts, a moat, and an awesome basement. The layout of the
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territory is consistent, coherent, and small enough to keep in mind
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throughout the course of play.
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Graphics and sound are immediately impressive as well: No other
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CRPG I've seen has managed to pack such detailed, professionally
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drawn sights into a CRPG game. The graphics provide a rather large,
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full-screen view of the environs, and this goes a long ways toward
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drawing you into ELVIRA. At certain points there are even close-up
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perspectives, which help vary the way the game looks. The soundtrack
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is context-relevant, and carefully composed. Sound effects include
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appropriate shrieks, grunts, and groans, and a few rather
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bloodcurdling screams. Despite the light tone, this ain't no
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picnic.
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This impressiveness may be a drawback for some people; ELVIRA is,
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despite its initial light-heartedness, a pretty violent game, and
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the player character in particular suffers all kinds of grueling
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demises, all of which are lovingly depicted. Fans of horror books
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and movies won't be put off, but if you're buying this for a younger
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player, be forewarned.
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Gameplay involves extensive exploration of the area, and makes use
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of an effective icon-based system. There is little in the way of
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conversation, and what there is can be handled easily with the click
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of a mouse button. Nothing in the way of alliances is possible,
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though certain NPCs in the game will offer important advice at
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crucial junctures.
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Most of your time and attention will be devoted, then, to
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variations on hack-and-slash. ELVIRA makes no bones about this being
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the central mode of the game, and it's implemented here more
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effectively than in most CRPGs. Encounters with other characters are
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real-time and semi-arcade-style (first-person perspective),
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involving the simulation of various dynamic weapons skills. You
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start off with just a knife, but a little looting procures other
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things, like ranged weapons, heavy swords, etc. Each of these can
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have its own skill ratings, which improve with use. It's possible to
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practice archery skills without having to fight, but all other
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skills require some risk. Again, success with your weapons will
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produce pretty strong positive feedback, both graphically and
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sonically. (My favorite is the death of the vampiress.)
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There's a maze and a dungeon to cope with, as well. They're worth
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mapping out, as important items are to be found in them, and it's
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all too easy to miss a crucial part of the territory. (You can go
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back in later if you've forgotten something, but depending on how
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long it takes you, you might find the item gone.) They're both
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well-populated with pretty strong creatures, which makes it clear
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that other less-defended parts of the game must be dealt with first
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(such as the ramparts and garden).
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There _are_ clearly defined goals in the game, fortunately. The
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manual spells them out in the context of a short but nicely
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conceived story. It seems that Elvira's managed to attract a bunch
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of rather unsavory (and undead) guests, and needs you to rid her
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castle of them. Her grandmama Emelda has been responsible for the
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problem, having set up the possibility of future resurrection in a
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deal with the undead. In the process of cleaning out the undead from
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the castle, six keys must be found to open the chest that contains
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the "Scroll of Spiritual Mastery," which controls Emelda's
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resurrection. Enough mother-daughter rivalry and tension is built
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into the plot to give the story an original twist. As a result,
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aggression towards female NPCs in the game is presented from a
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female, rather than male, viewpoint; the reasons for killing the
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cook, the vampiress, etc., spring from Elvira's needs rather than
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your own.
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As in most CRPGs, there is of course a spellcrafting and
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spellcasting system. Initially, it's not possible to make your own
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spells, though you're supplied with a few of them. Gathering up the
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right components and bringing them to Elvira in the kitchen is
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necessary in order to get the spellmaking side of the game going
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(and the kitchen must be "cleansed" of interference first as
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well...eek!). The recipes for various spells are included in a
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booklet separate from the manual, readable only with an appropriate
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strip of red acetate. This is an oddity, which makes more sense
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after reading the warning about not trying these things in reality.
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I guess the game designers were afraid of lawsuits stemming from
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children mixing and swallowing one of the spell concoctions
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presented in the game. The red acetate thus serves as a (very) small
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preventative, a software attempt at a "child-proof lid."
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Spells are all consumables, and thus play no role in the overall
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development of the character's strengths. At a certain point, spells
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and ingredients will be exhausted, so conservation of both for
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appropriate use is important. This is a small weakness in the game:
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There's no way of really knowing exactly what spell is needed
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where, yet there's little opportunity for practicing hits and
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misses.
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So, too, the weapons, shields, and armor are all destructible, yet
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for the most part there's no way of knowing when any of them will
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give out. (Well, I guess the stats can be indicative of the
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"strength" left in various items, at least indirectly.) You can
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carry an almost endless inventory of stuff, but over time, it begins
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to tire your character; there's nothing worse than finally figuring
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out a particular puzzle in the game, only to find you can't make the
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next step because you're too exhausted.
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Fortunately, ELVIRA makes it relatively easy to save where you
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are. The game-save process is transparent, and a number of files can
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be saved to one disk (many European Amiga games only allow one save
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per disk, for copy protection reasons I assume). Saving, making a
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move, and then restoring from a save is one way of testing out
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spells, weapons, and armor, though a bit tedious.
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ELVIRA:MISTRESS OF THE DARK comes on five copyable floppies. Copy
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protection consists of the spell manual, without which much of game
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is not survivable. It runs only on Amiga 1000s, 500s, and 2000s, and
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requires 1Mb of RAM to play. The interface is controlled entirely
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via mouse. Hard disk installation is simple, and highly
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recommended. Swapping five floppies in and out of even three floppy
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drives can become burdensome, though the files are carefully
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arranged on disk so that swaps occur only at unobtrusive moments.
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File loading from floppies is pretty amazing (considering the high
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quality of the sound and graphics being loaded), but hard disk play
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will make the pauses for loading less of an intrusion in the game.
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I really like ELVIRA. The game is fresh, tough but pretty logical,
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and has enough variety in the gameplay to make it worth recommending
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even to seasoned CRPGers. The story, characterizations, and
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locations are all very thoroughly conceived, and carefully
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executed. If you're looking for an intriguing introduction to the
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world of CRPG gaming, you won't go wrong with ELVIRA -- even though
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she might give you a hard time to begin with.
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ELVIRA: MISTRESS OF THE DARK is published and distributed by
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Accolade.
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