126 lines
8.1 KiB
Plaintext
126 lines
8.1 KiB
Plaintext
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LOOM
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Adventure games usually rely on a few well-established themes: the fantasy game
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with magic and dragons; the space game with blasters and aliens; the detective
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story with corpses and footprints. Instead of creating a whole new universe,
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most computer games try to remind you of your favorite stories from movies or
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novels; for example, the plots of the KING'S QUEST series are based on
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well-known fairy tales. The game that creates a truly new world is therefore a
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rarity.
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As it happens, LOOM -- the latest adventure from Lucasfilm Games -- is a
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fantasy game complete with magic and dragons. Yet author Brian Moriarty (who
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also created WISHBRINGER, TRINITY, and BEYOND ZORK) has avoided the usual
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cliches and devised a fantasy world that ranks in originality and depth with
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that of ZORK. LOOM is an extraordinarily entertaining, if brief, adventure.
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(This review is based on the IBM-PC version.)
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LOOM takes place in a world dominated by the Guilds, organizations of craftsmen
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devoted to increasing their power and preserving their secrets. At first, the
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Weavers' guild was small and unimportant, but when the Weavers realized they
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could weave magic spells (as well as cloth), the guild's power and influence
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grew. However, the Weavers' mastery of magic made them feared as well as
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powerful, and eventually the Weavers withdrew to lead a secluded life on a small
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island. They devoted their time to the study of magic and to breeding ever-more
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skilled Weavers. But the Weavers' isolation had its price: Ultimately, the
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Weavers became barren, and no new children were born to them. One day, a Weaver,
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frustrated by the failure of the Elders of the Guild to solve this problem,
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altered the fabric of reality to allow a new Weaver child to be born. The Elders
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predicted that this child would cause a great calamity, and they therefore
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isolated the child from the rest of the Guild and refused to teach him magic.
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In LOOM, you play the role of this child, named Bobbin Threadbare. When Bobbin
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reaches the age of 17, his nurse begins to teach him magic. This triggers a
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chain of events culminating in the sudden, mysterious disappearance of the
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entire Guild. Bobbin finds himself alone on the island, with only a distaff
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(used to cast spells) and one spell to help him. He sets off to find out what
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happened to the Guild, but as his journey progresses, he becomes caught up in a
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complex web of events. Bobbin discovers that, paradoxically, he must help cause
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the world's Third Age of Darkness, and help save the world from it, as well.
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As Bobbin, you travel through the lands of the various Guilds: the Glassmakers'
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city (made entirely of green glass); the peaceful fields of the Shepherds; and
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the strange, anvil-shaped city of the Blacksmiths. Along the way, you learn more
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and more spells, beginning with the fairly dull (like Dyeing). As you earn more
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experience, you're able to cast more powerful spells, such as Invisibility, and
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Terror. Spells consist of a series of four musical notes. You learn spells by
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hearing them, then cast them by repeating the musical pattern with your distaff:
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You click on different sections -- the bottom of the distaff produces a low C
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note, the next section up produces a D, etc.
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The game has three different difficulty levels. In practice mode, when you hear
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a new pattern, the segments of the distaff that correspond to the notes glow
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briefly, and the tune is recorded in a box below your distaff. In standard mode,
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the notes glow on the distaff, but are not recorded. In expert mode, you only
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hear the notes; the distaff does not glow. Because the game is short, I
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recommend playing it in expert mode to get the most out of it. Although it seems
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difficult at first, all but the truly tone-deaf will get the hang of playing "by
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ear" fairly quickly. (As I can attest, no musical training is needed to succeed
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in expert mode.) Expert mode also rewards players with an animated scene that's
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not included in the easier modes.
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Casting spells is particularly important, because that's how you solve puzzles
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and win the game. Indeed, the player can only do three things in LOOM: Move
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Bobbin around the screen, cast spells, and click on objects. Except through
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magic, you can't pick up objects (other than the distaff) or manipulate them. In
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the press release for LOOM, Brian Moriarty explains why the interface is so
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simple: "So many actions in most fantasy games are mundane. A lot of time is
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spent managing inventories.... What fantasy gamers really enjoy is Power. They
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want to stride fearlessly across vast, exotic landscapes, casting magic on
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things to see what happens." LOOM reflects this philosophy. For example, by
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casting a spell, you can dye any woolen item in the game green if you like,
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whether this helps win the game or not. With a little experimentation, you can
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also figure out how to change a spell so that its effect is different.
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LOOM offers another distinctive design feature: It is almost perfectly linear,
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meaning that you must solve one puzzle before you can move on to the next. Most
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linear games are either boring or frustrating, but LOOM is an exception: Many of
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the puzzles are easy, so you don't spend much time anguishing over their
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solution. Even more importantly, LOOM's plot is terrific. Unlike the usual "find
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the sacred orb and kill the evil wizard" plot of many fantasy games, LOOM is
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based on a much richer, less stereotypical plot line: The story is not a simple
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tale of heroism ending with "...and they lived happily ever after." Bobbin makes
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mistakes in LOOM -- sometimes disastrous ones that lead to violence. The ending
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is, at best, a qualified victory for the forces of good. There is genuine drama
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in the game, something that can be said for few other adventure games.
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LOOM offers not only an excellent story, but fine graphics, as well. The
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backgrounds by fantasy artist Mark Ferrari are splendid, and throughout the game
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dithering extends the palette beyond EGA's usual 16 colors. The animation is
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also very well done: There's none of the stiffness that characterized early
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Lucasfilm adventures. The music is quite good, too -- as well it should be,
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since it consists of excerpts from Tchaikovsky! (My only complaint about the
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sound is that the high notes are painfully piercing.)
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LOOM requires 512K of RAM and supports EGA, CGA, and Tandy graphics modes. The
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game can be played from the keyboard, the mouse, or a joystick; I found that the
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mouse worked best. Either 3-1/2" or 5-1/4" disks are available separately. The
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program supports AdLib and CMS sound cards; it also supports the Roland MT-32
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and LAPC-1 Sound Module, but the music does not come with the game. Roland
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owners can mail a coupon to Lucasfilm to obtain the music disk, or they can
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download the LOOMRO.ZIP file from Library 7 of the Game Publishers Forum on
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CompuServe (GO GAMPUB).
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There is no on-disk copy protection; instead, the player must enter information
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from the manual using a red acetate overlay. In addition to the usual game
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instructions, LOOM comes with two other forms of documentation: a 30-minute
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audio drama on cassette that provides the background to the plot, and the BOOK
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OF PATTERNS. The latter serves mainly as a place in which to record the spells
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you learn, but it's also filled with occasionally hilarious details regarding
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the Guilds' dealings. (In fact, it reminded me of the documentation for the old
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Infocom text adventures -- high praise, indeed).
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My sole criticism of LOOM is that it's too short. An experienced gamer will be
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able to finish it in one evening. This is deliberate: LOOM was designed as an
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introductory level game. But is an evening of entertainment worth $40? In this
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case, yes, because the quality of the entertainment is so far above average.
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Still, after completing the game, I was left craving more. If I read the endgam
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hints correctly, a sequel is in the works. Here's hoping that the follow-up is
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every bit as enchanting as LOOM -- and a little more difficult, as well!
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LOOM is published by Lucasfilm Games and distributed by Electronic Arts.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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