160 lines
9.6 KiB
Plaintext
160 lines
9.6 KiB
Plaintext
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INFESTATION
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Up until now, Psygnosis has concentrated mainly on bit-mapped, sprite-based
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designs that are essentially arcade-oriented, featuring wonderfully drawn images
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and fully developed soundtracks. INFESTATION is a departure into the realm of
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3-D filled-polygon vector graphics. It succeeds admirably both as an adventure
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game and as a visual/aural feast. (This review is based on the Amiga version;
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Atari ST version notes follow.)
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The premise of INFESTATION is much like the premise of the film "Aliens":
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You're sent on a mission to deal with the invasion of a remote scientific colony
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(Alpha II on Xelos) by aliens who have planted eggs throughout the colony and
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destroyed all local human life. Your main goal is to get into the colony's
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underground complex and destroy all the incubating eggs with cyanide gas.
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The game is played from within your spacesuit, whose helmet contains a full
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array of indicators in a Heads-Up Display (HUD). The suit's instrumentation
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resembles that of a good flight simulator, and includes a number of different
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full-HUDs for navigation, systems status, inventory, life support check,
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atmosphere analysis, and simplified avionics. (There's even a scratch-pad mode
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so that you can type notes while playing the game).
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Unlike DARK SIDE, whose design basics INFESTATION most closely resembles, most
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of the actual controls are relegated to function keys rather than onscreen
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buttons. You control movement and fire of your shoulder-mounted pulse laser gun
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with a joystick, but all other activities involve the keyboard. This control
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combination takes a little time to learn, but once you're familiar with the
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various keyboard commands, you'll have little trouble controlling the suit's
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features.
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An interesting array of systems is available in your suit for access during
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exploration. Your suit's power runs off of batteries that require periodic
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replacement (an indicator tells you when their charge is waning), much like the
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fuel system in flight simulators.
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There is a gauge that displays oxygen remaining in your suit's supply, which
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also needs replenishment. Of course, in most of the indoor game spaces, you
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don't need your suit's oxygen; learning when to turn your separate air supply on
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and off is crucial to your success in the game. Sometimes the air is breathable
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but slightly poisoned, so you can operate without suit oxygen for a short while,
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but you need to turn it back on when you have trouble breathing.
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The suit's helmet can be opened and closed, another important aspect of the
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design: When indoors, swinging open the helmet makes outside air available and
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improves your peripheral view. To conserve batteries and oxygen, you can also
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power down your suit systems if they're not needed (when you're pausing to think
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about what you're looking at, for example). All systems that require use of the
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HUD can be run only with the helmet closed, which adds another twist to the
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process of control. The best exploration policy is usually to move into new
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spaces with your suit powered up, helmet closed, HUD systems available; after
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checking atmosphere, location, systems status, outside temperature, etc., you
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can power down and open the helmet, circumstances permitting.
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Air quality is a problem inside the complex, due to the presence of the aliens
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and their eggs, but in certain locations there are also problems with radiation
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levels (also indicated by your suit's instrumentation). Prolonged exposure --
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with the helmet either on or off -- can lead to trouble.
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Finally, at the beginning of the game, you were equipped with a Manned
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Maneuvering Unit (MMU), which makes it possible to fly quickly from point to
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point on the surface of the moon. This is also helpful when trying to escape the
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menacing population of hostile ants and droids before you figure out how to get
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below the surface.
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A wonderful animation sequence depicting your arrival on the surface of Xelos
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initiates gameplay. Your first task is to find access to the underground
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scientific complex. While this is primarily an introductory portion of the game,
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it is well worth enjoying. There are numerous filled-polygon objects
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above-surface: radio antennae, the hostiles mentioned earlier, computer access
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boxes, and transport devices. There are two suns that rise and set over the
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horizon of the planet; surface terrain includes mountain ranges and passes, and
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a landing strip. If you head in the right direction, you encounter a supply ship
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that approaches the airstrip and land, thus providing you with an extra
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equipment and supplies. It's possible to fly alongside the supply ship with the
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MMU; you can even crash into it if you're not careful!
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The above-ground portion of the game is the most arcade-like. You have the HUD
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equivalent of the horizontal radar available in most air combat flight
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simulators, which provides short-range indications of the direction and
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proximity of all above-surface objects. You can use your pulse rifle to fend off
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a seemingly endless stream of attack droids and ants; unfortunately, it's of
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little value in achieving your main goals. This part of the game serves mainly
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as an initial red herring and puzzle: Once you figure out how to access the
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entry computer, log on, and transport yourself underground, you'll realize that
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most of what you can do on the surface has little bearing on your eventual
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success. It's best to restart the game, quickly gain entry to the complex, and
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save, as soon as you know how. I guess the designers figured some people would
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enjoy the surface arcade sequence as a game in and of itself, which I did...but
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only for a little bit.
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Most of the rest of the game is spent exploring the extensive underground
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complex, which by far outshines the polygonal worlds of DARK SIDE or TOTAL
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ECLIPSE. Not only are the polygons amazingly smooth, fast, and detailed, but the
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variety of enclosed spaces gives the complex a real you-are-there feel. You can
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see from one room into another, look around corners, remove ventilation tunnel
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grates, and open and close various kinds of nicely animated (and soundtracked)
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doors -- all of which makes the environment seem much less abstract.
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An extensive variety of objects lets you manipulate and/or destroy; you can
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familiarize yourself with them by accessing a highly recommended 3-D rotating
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object database before starting the game (a la STARGLIDER II). Lights can be
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turned on and off, invisible alarm systems can be triggered by your passing,
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elevators are available to shift you from level to level in the complex, and
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indoor shuttles move you quickly from point to point (in a straight line only).
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You can discover various computer terminals that provide a map display of the
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layout of the complex, and indicate where more eggs are located.
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All in all, INFESTATION offers an unusually rich gameplay environment. It's
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obviously competitive with any good adventure game in terms of available space,
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complexity of puzzles, and manipulability of objects. No parser to worry about,
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either.
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INFESTATION comes on one copy-protected disk, which you may leave
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write-protected. You can save the game to a separate disk at any point; any
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number of saves at different locations can be collected and retrieved. The
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program requires a joystick and 512K of RAM; it runs on the A1000, A500, and
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A2000, and is not hard-disk installable.
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Some have criticized INFESTATION for its lack of originality. However, while
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none of the game _elements_ is a startling innovation, the game _design_
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improves all elements drastically, and combines them into a thoroughly enjoyable
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and exciting experience. The polygonal design is much advanced, the suit's
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system feels more authentic than DARK SIDE's, and the adventure reminds me of
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one of my favorites (PLANETFALL), without being overly derivative. The sound
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effects (among other things) are so realistic that they contribute greatly to
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the experience of the game: I found myself quite literally short of breath as I
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heard my suit's oxygen-delivery system running out of air. I hope Psygnosis
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plans future releases of games in this style, because I consider it an
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enormously successful departure from their usual efforts.
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ATARI ST VERSION NOTES
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The Atari ST version of INFESTATION looks and plays much the same as the Amiga
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version described above. The 3-D world of the underground complex is a marvelous
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piece of work that moves smoothly and swiftly, with no flicker or breakup. Other
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than the above-ground arcade sequence (which was annoying, at best), and faulty
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save-game and format-disk options, INFESTATION is an excellent game, even if the
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usual slimy and disgusting Psygnosis graphics are not in evidence.
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Saving and loading games, and formatting a disk, occurs at the Start menu.
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Unfortunately, there is no way to reach this menu from within the game: No
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keystroke is indicated in the Quick Key guide, nor did any key work during play.
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In fact, the only way I could ever get to this menu (other than shortly after
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booting) was, for example, to remove the helmet so my head would explode, -- not
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an opportune moment, I'm sure you'll agree, to save a position. The format
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option worked in a most outrageous way; that is, it formatted a disk, and it
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also froze the machine.
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Apart from these faults, INFESTATION plays well. The joystick controls general
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movement and the firing of the pulse rifle. All else -- HUDs, use of items,
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doors, MMU, everything -- is controlled via function keys, cursor keys, and the
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keypad. The INFESTATION package comes with one 720K disk that's copy-protected,
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and an instruction manual.
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INFESTATION is published and distributed by Psygnosis, Ltd.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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