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In addition to those qualities, two other features regularly make Sokal’s games stand out from the pack. First is an emphasis on atmosphere and mood. This is one of the trickiest elements to pull off in any game, and Sokal’s games have it in spades. Remember the eerie funeral procession that begins Syberia?
In short, in a genre where gamers can get weary of trudging over the same Egyptian temples and Mayan ruins, Sokal games consistently takes us to places we’ve never been before.
The first thing I can say is that the game has my favorite main menu screen since Faust. You appear to be looking into a dark, empty crate. As you’re mulling over your choices on the bottom of the screen (the traditional set of New, Load, Options, etc.) you are startled by the head of a black leopard which lunges at you from the inky blackness. The cat is truly stunning, with fur you feel you could reach out and touch, emerald eyes blazing and intimidating teeth flashing.
The game takes place in four different environments. The beta preview included a partial build of one of these four environments. Graphics: The cut scenes are predictably gorgeous, suggesting a steamy sub-Saharan jungle. The in-game graphics are prerendered and absolutely beautiful. The environments I saw were in and around the harem, and the colors and detail were exotic and intriguing. As in the Syberia games, the game is presented in third-person, and the various screens have nice little touches of animation.
As the heroine begins exploring the large harem complex she’s found herself in, I was reminded of the opening scenes of The Longest Journey, as the game does a good job of conveying the games architectural environments.
Interface: The game uses pre-rendered backgrounds in a third-person environment. All character movement and game interaction is done with the mouse. It’s very much the familiar point-and-click interface used in the Syberia games. The mouse pointer is context-sensitive, indicating the ability to go in for a close-up, take an object, interact with an object, talk to a character, etc.
Sound: The rich, vibrant score is complemented by a nice set of sound effects, with particularly nice ambient bird calls. Story: Remember, we didn’t see a large portion of the story or a large portion of the total game world. But the initial setup is compelling. The nameless heroine finds herself a prisoner in the harem of some exotic, forgotten central African kingdom called Maurania. We have reason to believe the girl is a princess, but she certainly doesn’t know that yet, as she is afflicted with the standard Computer Game Amnesia.
Another odd thing about the game’s setting is that it doesn’t feel African at all, particularly not sub-Saharan African. It feels Indian or Persian, and as we met the parade of very Caucasian characters (one with a deeply puzzling Russian accent) we wondered where all the real Africans were.
There’s also a brutal bit of illogical gameplay when the heroine puts on the Favorite’s dress. Though the plot now depends on her being mistaken for the Favorite herself, as she walks around the harem the characters continue to speak to her as if she were the heroine! Oops.
Also, there’s a real-time 3D action minigame in which the player will take control of the leopard while the heroine is dreaming. This element was not functional in the preview build I saw, but it sounds like fun. Conclusion: I’m cautiously optimistic about Paradise, despite the flaws evident in the preview build. The graphics and sound are luscious and the setting is intriguing. There are problems with the dialog and puzzle design, but considering Sokal’s track record I want to believe that these elements will be more polished in the completed game. |