117 lines
6.9 KiB
Plaintext
117 lines
6.9 KiB
Plaintext
|
||
STRYX
|
||
|
||
STRYX is a classic arcade-style shoot-'em-up. As in virtually all games of this
|
||
genre, your main objective is to wipe out as many animated objects as possible,
|
||
while avoiding their attempts to do the same to you: You know exactly what
|
||
you're getting into when you play this type of game.
|
||
|
||
However, STRYX is special because of the sheer quality of its graphics design
|
||
and animation. Although certainly less sophisticated than SHADOW OF THE BEAST,
|
||
the detail in the background screens and animated action makes this game a joy
|
||
to behold. Even more importantly, the designers of STRYX have achieved a
|
||
precision in joystick control second to none; this gives the game a really solid
|
||
feel, and makes it extremely enjoyable to play. Range of difficulty is just
|
||
right, too, and there are enough levels and rooms to keep you busy for a long
|
||
time. (This review is based on the Amiga version; Atari ST version notes
|
||
follow.)
|
||
|
||
The premise of STRYX will be familiar if you've watched "The Terminator" or its
|
||
ilk: The world has been taken over by machines, and you're one of the few
|
||
half-human beings left who might be able to save mankind from complete
|
||
annihilation. It may seem superfluous in an arcade game, but the background
|
||
scenario lets you more easily imagine yourself in the situation presented.
|
||
|
||
The STRYX world consists of four dome cities, all linked to a large central
|
||
dome. Each dome city consists of two sections: an upper part that includes
|
||
several levels of platforms, ladders, and stairways; and a lower part called
|
||
"the Hive," a mining complex in which you can replenish weapons, vehicles, and
|
||
mining craft. You move between cities via Travel Tubes, which you zip through on
|
||
your Speeder Bike at an incredibly rapid rate. Your main objective is to fight
|
||
your way through all the dome cities until you reach the central dome, where you
|
||
must deal with a series of color-coded terminals in order to deactivate the
|
||
cyborg complex and thereby complete your mission.
|
||
|
||
At all levels, you're pitted against a seemingly endless variety of destructive
|
||
robots, each of which is beautifully conceived and animated. Machines vary not
|
||
only in appearance, but in function and degree of challenge. Some are more
|
||
humanoid and move quickly, but they're easy to destroy. Others are creature-like
|
||
and organic-looking; they don't shoot at you, but they cause damage when you
|
||
come into contact with them. Still others are heavy-duty machines with lots of
|
||
firepower; movement and fire occur within programmed sequences, so they're easy
|
||
to outrun, but their fire is risky to encounter. All humanoid and robotic
|
||
objects make a point of pursuing you when you're close enough to be identified,
|
||
so running away saves you for only so long.
|
||
|
||
Your own onscreen character is a real programming marvel, unlike anything I've
|
||
seen outside of STRIDER. A function key designates whether your character walks
|
||
or runs; when running, great leaps cover long distances. You can also spin and
|
||
twirl as you leap: One of the greatest pleasures in the game is to take flying,
|
||
spinning leaps over your opponents, turn around, and fire at them from behind.
|
||
The fluidity, precision, and rapidity of your movement is your one saving grace
|
||
in this contest, and should therefore be used to best advantage.
|
||
|
||
There is also a series of small puzzles to solve. You find and pick up various
|
||
weaponry along the way, including guns and bombs. The latter can be armed and
|
||
set to detonate after a short interlude; placing and timing a bomb to damage
|
||
your moving opponents is tricky (and really satisfying when you succeed). You
|
||
must also find various door passes in order to move from one section of the game
|
||
to another. And there are, of course, the usual end-of-level nasties, still
|
||
scaled realistically in proportion to your character, but clearly a special kind
|
||
of challenge to overcome. All items are stored in your backpack with the tap of
|
||
a function key, and can be retrieved at any time for selective use.
|
||
|
||
Traveling around on either the Speed Bike or the Mining Craft is zippy fun.
|
||
However, you still must fire at opponents along the way, and you need to control
|
||
your rate of progress so that you don't suddenly find yourself within a swarm of
|
||
trouble.
|
||
|
||
Graphics and sound are of top-notch quality, something we Amiga owners take for
|
||
granted (and other computer owners constantly plead for). There's a wonderfully
|
||
animated opening sequence: You approach the entire complex in your hovercraft at
|
||
lightning speed, pause for clearance, exit your craft, and sign in at the entry
|
||
terminal -- a real treat in itself. When you die, there's a brief animated scene
|
||
that's devilishly amusing (and, unlike the death scene in SHADOW OF THE BEAST,
|
||
can be cut short with a tap of the fire button).
|
||
|
||
STRYX is a game in the less expensive Psyclapse series, a wonderful bargain. It
|
||
comes on two copy-protected diskettes, runs in 512K of RAM on all Amiga models,
|
||
is not hard-disk installable, and requires a joystick plugged into port 2. There
|
||
have been reports of trouble while loading the game with external hard or floppy
|
||
drives turned on, so power up your system with all external peripherals disabled
|
||
to ensure glitch-free play. The game comes with Psygnosis' usual virus warning
|
||
and guarantee. (You may exchange the disk at no charge should it ever become
|
||
defective.)
|
||
|
||
If you're in the market for a simple, snazzy blast, look no further than STRYX:
|
||
Psygnosis comes through again!
|
||
|
||
ATARI ST VERSION NOTES
|
||
|
||
The Atari ST version of STRYX is as wonderful-looking and as realistically
|
||
animated as the Amiga version. Unfortunately, I came to a different conclusion
|
||
about the game as a whole. The STRYX package includes two copy-protected disks
|
||
and an instruction manual, and you'll need 512K and a color monitor in order to
|
||
play it.
|
||
|
||
Graphically, the ST version is bright and colorful. Details are large and can
|
||
be identified easily. The many metallic/humanlike/organic assassins are amazing
|
||
little creatures, as is Stryx himself, and all of them move smoothly and
|
||
realistically. The problem is that Stryx is animated with _too_ much realism:
|
||
He's like a human who's been miniaturized, painted in cartoon colors, stuck on a
|
||
two-dimensional computer screen, and given an internal engine that operates in
|
||
slo-mo. His leaps take forever; when he's shot, he flies great distances through
|
||
the air, lies on the ground for a long moment, and then stands up. All the
|
||
while, the assassins are bearing down on him, so that when he stands up, they
|
||
can shoot him again.
|
||
|
||
Since STRYX is an arcade game, it seems to me that something less from the
|
||
animation department and something more from the firepower and fairness
|
||
departments would have made this a game that's more evenly balanced. Still, it
|
||
does look great, and I suppose with an amount of patience you could force Stryx
|
||
to deal with his opponents. Thus, the game deserves a playtest.
|
||
|
||
STRYX is published and distributed by Psygnosis, Ltd.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|