93 lines
5.7 KiB
Plaintext
93 lines
5.7 KiB
Plaintext
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SWORD OF SODAN
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Blood. Lots of blood. The package screams it in scarlet letters. This game
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promises to be bloody. Red blood: It will drip, pool, shine, stain, slicken
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sidewalks, and splatter on walls. It is easily the first game with this
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intention, spelled out on the back of the package in dripping letters, so let
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the fainthearted be warned. Much of this review is about blood.
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But before we get to the gore, let's talk about the excuse...er, scenario and
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game play. SWORD OF SODAN borrows from the heroic fantasy legends and fiction
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made popular by Robert E. Howard's CONAN, THE BARBARIAN. You are one of the two
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surviving children of King Pallas. This is a nice touch, as you may choose to
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play either the daughter or the son. Pallas's kingdom is long lost to the evil
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wizard Zoras. Guess what your mission is? Got it? Good. You must storm the
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castle, kill Zoras, and reclaim your heritage. I know it's hard to come up with
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a unique or even fresh idea for a scenario today, but I can't help thinking that
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better games would result.
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As Shardan (heroine) or Brodan (hero), you must march through the outer
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reaches, the city gate, the streets, the zombie graveyard (every city's gotta
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have one!), the Foyer, an underground passage, and finally, Zoras's Tower. Along
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the way you'll be attacked by guards, soldiers, dwarfs, giants, bugs (_big_
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bugs), zombies, spike traps, pit traps, and the like. You are armed only with
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your sword, and that is not enough. However, along the way you'll collect your
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victims' potions. These potions will mean the difference between success and
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failure.
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The screen displays your character, who stands almost half the height of the
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screen, making for a striking impression (please excuse the pun...I have a note
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from my doctor). Your health -- the number of hits you can take before dying --
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is represented by a tapestry on the left side of the screen. Across the top of
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the screen are your lives remaining, your current hit strength, and your score.
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Your enemies have a miniature health tapestry that floats beneath them, but it's
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very hard to read, especially when you're facing several at a time.
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Again, as you vanquish your foes, they may drop one of four types of potions.
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These potions make you stronger, give you more stamina, empower your sword with
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special attacks, and more! Much is not told to you in the documentation, but
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must be discovered through experimentation. This may be fun for some, but can
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lead to several tedious deaths and one anti-drug message. A hint here: The
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manual suggests mixing potions for new effects, but doesn't hint at dosage. One
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particularly useful effect is achieved with a full strength of one specific
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potion.
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As you might expect, you use the controller's directional pad to move through
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the horizontally scrolling landscape. Forward and backward movements are simply
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left and right, and crouch is down. Turning and jumping are more convoluted than
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I care for in an action game. There's a difference between jumping up and
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jumping forward, neither of which uses the up direction of the directional pad.
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And turning around is a sequence requiring either the jump or attack button,
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plus a pad press in the direction opposite your facing. Even if that sounds
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simple, and I don't think it does, it's way too much when you're fighting four
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dwarves and being flanked by a bunch of city guards.
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Swordplay is pretty simple: Swing your sword by pressing the "C" button; press
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up for an overhead swing, forward for a thrust, and down for a crouching blow.
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There is nothing so elegant as a parry, or a feint: This is hack and slash.
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With that in mind, I'd love to recommend this game for delivering what it
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promises: blood. But I can't. The graphic representation of the spilling of
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blood during swordplay is poorly and unrealistically animated. There is no
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difference between the representation of a character who is in perfect condition
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and one who is a swordstroke from death (which at least would've provided an
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arguable justification for the aesthetic of graphic violence). When the killing
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blow comes, the victims are simply flashed to the ground, where their ribcage is
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depicted by what appears to be a shiny string of red tennis balls. While there
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are variations on this theme (the beheading of giants, for example), most are
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singularly disappointing.
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The characters look good in still photos on the box, but when animated they
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continue to resemble still figures. Each character has perhaps five or six
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positions on the screen, all of which render them as stiffly animated paper
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dolls. Given the level of animation we've seen recently in MICKEY MOUSE IN THE
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CASTLE OF ILLUSION and STRIDER, this is very disappointing.
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Games that graphically represent physical damage in combat stir up controversy:
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Razorsoft's TECHNOCOP also makes much marketing noise about its graphic mayhem.
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With the higher resolution and animation tools available to programmers today,
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and the trend toward representing violence in popular entertainment, I expect
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that this is only the opening shot in what promises to provoke an ongoing
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debate. However, apart from informing potential buyers, I wouldn't cite explicit
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gore as a reason to avoid this product. It is simply a poorly implemented game.
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The controls are ill-conceived: Older games, such as GOLDEN AXE, control similar
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or more complex functions in an easier, more natural way. The graphics, while
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detailed and colorful, are stiffly and unimaginatively animated. Combined, these
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elements make gameplay difficult and unrewarding. With the number of truly
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excellent Genesis games available today, it should be easy to avoid SWORD OF
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SODAN.
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SWORD OF SODAN is published and distributed by Electronic Arts.
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