Number:119
Year:1988
Publisher:MicroDeal
Developer:John Conley & James Oxley
Genre:FPS/Adventure
Difficulty:2/5
Time:1 hour 20 minutes
From the team that would bring you Day of the Viper and the publisher of Fright Night comes another weird early FPS title. This one has a very legitimate claim to the adventure label, unlike Delta Man. So much so that if this weren't connected to Day of the Viper I probably wouldn't play it. I would be willing to bet that neither TAG nor Renga in Blue will be covering this one ever.
The way outside |
A door, what does it contain? Something good, hopefully |
Rounding out the interface, we have 8 boxes for items, the buttons above the plotter button control inventory, with the question marks telling you what an item in front of you is. Above the save/load buttons we have an energy bar, which drains on the use of all functions and acts as health. In combat, it drains considerably more if you don't have shields up. Arrows move, and basically everything else is self-explanatory. It works, I don't have any complaints about that, but its slow and feels awkward to use.
Combat, these things only show up if you open the door, you can tell if one's inside by the color of the square above the arrow button |
Combat is a boring affair. There are doors in this game, and some contain these Cylon-looking fellows. As soon as you see one turn on your shield and then start firing your laser. There are seemingly no tactics, just exchange fire with the enemy until someone is dead. How much the enemy will take before it dies varies, but you can tell based on what they look like, and you can't just ignore the harder ones since they may have a valuable item behind them. Given the manual's hyping of the robot's abilities, I'm quite disappointed in how weak the player really is.
Some static object one has to use an item on to advance |
Only five more numbers to go! |
The end |
Weapons:
I feel like just exchanging fire like a generic strategy game is one of the saddest combats I've ever seen. 0/10
Enemies:
Its kind of cool slowly figuring out the graphical differences between stronger enemies and weaker ones. 1/10
Non-Enemies:
None.
Levels:
It was shocking to discover that the game isn't randomized entirely, and that the level is pre-set to some extent. 0/10
Player Agency:
It works, but so much feels awkward and slow. 2/10
Interactivity:
I can't really think of what else to describe this game as besides an adventure game, but the amount of interaction you get here is pathetic. 1/10
Atmosphere:
None.
Graphics:
Very simple stuff. Everything looks as it should but nothing is terribly impressive. 1/10
Story:
The manual's story doesn't really have much effect on the gameplay, and doesn't entirely fit with what happens in-gameplay. 0/10
Sound/Music:
Really basic sound effects, which was quite annoying to see in an Amiga game. 1/10
That's 6.
Feels like a harsher statement against the game than it should be. Its not as horrible as that implies, it just doesn't feel like anything more than a demo. The sort of thing that shouldn't have escaped into the wild. Which is a funny thing to say about a game that was published and presumably put on store shelves, but I remain hopeful for Day of the Viper.
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