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Review
Atlantis
Evolution

Review by Randy Sluganski

October 22, 2004 |
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Many moons ago when most
of you were but a twinkle in your adventure gamer parents eyes,
there was a company from France named Cryo that
had a reputation for developing
strikingly beautiful adventure games - such as Dragon
Lore and
Lost Eden - that
often lacked substance, at the expense of eye candy.
Well, to steal a line
from the little girl in Poltergeist,
they’re baaack.
Cryo was dissolved in bankruptcy a few years ago, but much of their
talent has been rehired and reformed into a new European development
team under the auspices of Dreamcatcher so I guess I in a way it
would be fair to call the new team Cryo-Lite.
Atlantis Evolution is the first in what is too be a new series of games based on the
fabled city
made famous by Donovan and some guy named Plato. Now there had been
a previous series games based on the Atlantean mythology (Atlantis,
Beyond Atlantis, etc.) and, no surprise, we have reviews of them
on this very site, but it would be unfair to compare a game that
is supposed to be a departure from the series to what has gone before.
The year is 1904 and Curtis Hewitt, a 25-year old photo-journalist
from New York City, is on his way home after an assignment in Patagonia
(for those who are geographically challenged, Patagonia is in Chile).
Trapped in a vortex that plunges him into the heart of the New Atlantis,
he is first an unwelcome stranger and then a god in a land ruled
by archaic faith and governed by high technology. His main mission
is not only to return home, but to also liberate the people of New
Atlantis who live under the domination of a family of ruthless gods.
Curtis is a rugged, lightly
bearded individual who will have young girls swooning and the more
mature gamers wishing they were twenty
years younger. But his voice acting is often over-the-top and is
at times too fluffy and does not at all fit my idea of what a turn-of-the-century
New Yorker should sound like. He has no hint of accent and his vocabulary
is too modern. One thing he does possess though is that New York
hard-edged, sarcastic attitude and while I personally found it to
be a little off-putting, most others will probably not have a problem
with it (especially those from New York). The goddesses we encounter
late in the game are appropriately whiny, but they also sound too
much like Valley Girls. In fact, much of the voice-acting is simply
melodramatic when it need not be. The drama should arise from the
story, not from vocal intonations. Of course, a lot of this could
have been overcome if the dialogue was not so lame. I’m not
asking for Shakespeare here, but neither do I want to listen to what
sounds like a Flash Gordon serial.
The Atlantis Evolution
development team promised Pixar-Disney-like graphics and they’ve
delivered big-time. The graphics are eye-dropping gorgeous and
finally adventure games will understand why aficionados
of games like Doom 3 go gaga over graphics. Early animations of Hewitt’s steamer
sinking and, late in the game, some holographic images are the best
I’ve ever seen in any adventure game.
That’s the good
news, the bad news is that free flowing sequences are interrupted
by 2D mini-game arcade sequences that are so vastly
different from what we have been seeing that they are actually jolting
in appearance. These mini-games include variations of Choplifter,
Pong, Frogger, Hanoi Towers and others. No, I’m not kidding.
The rationale behind including these mini-games is that they are
always in the context of a machine that must be reprogrammed or defeated
if the hero is to progress. They are not difficult to beat, nor
will you need pinpoint reflexes, but they make not one whit of sense
and the only reason I can even conceive that they were included (and
I’m just speculating) is their inclusion would make it easier
to sell the game to a console publisher. If I were to tell you that
inserting such mini-games into an otherwise gorgeous game is the
worst decision I’ve ever seen in an adventure game, well, I
wouldn’t be exaggerating.
The machiavellian plot that is eventually unraveled is worthy of
Terry Dowling forays into the adventure genre, but until we reach
the eventual plot twists and denouement which comprise the last quarter
of the game, we have to trudge along with a hackneyed, seen-this-a-thousand-times-before
script and lame dialogue. While the last few hours of gameplay are
absorbing, they only serve to make you yearn for what could have
been had the same momentum been sustained for the entire game.
For almost seven years
now I’ve had the luxury of imposing
my point-of-view on those crazy enough to hang on my every word and
one thing I’ve made clear over the years is that I hate mazes.
Hate ‘em. Now I realize that hate is a pretty strong word,
but I would rather be locked in a room strapped to a chair and forced
to listen to William Hung perform Streisand’s greatest hits
before I would face another maze in an adventure game. Of course
there is a reason I bring this up and it is a huge jungle maze – not
so cleverly disguised as a search for the source of a stream – that
had me inventing new swear words for the New Atlantean vocabulary.
If that’s not bad enough, then consider this, not only do you
have to work your way through this maze, but you have to also look
for hotspots to collect inventory items that you don’t even
know you need until after you have left the maze. Which means of
course, that you then have to re-enter the maze to find these items.
And it is for this reason that I too will, from this day on, be calling
them American Fries.
Almost, but not quite, as bad as the jungle maze is a sequence in
which you must run through a different set of woods and, while trying
to stay one step ahead of the evil guards, search for obscure hiding
places in tree trunks and nooks in cavern walls. What suspense there
could have been is negated by not only the quickness by which the
guards often appear, but even worse, you never hear them coming.
Unfortunately, this occurs earlier in the game and not only does
it blow chunks, but it may also discolor the more timid gamers perspective
and discourage them from playing past this point.
The music and ambient
sounds are by the same (awarding winning) composer who worked on
the previous Atlantis games. The soundtrack
is noticeable, but not intrusive and knows the exact moment to cue
the appropriate mood music or sound effects. Probably the highest
praise I can pay is that it did not get on my nerves when I spent
endless hours in the jungle maze (which I’m sure you’ve
hoping I don’t mention again).
Many
of AE’s puzzles are triggered either through dialogue
options, stealth sections or the mini-games, but there are also the
requisite inventory-based puzzles. While I would not consider any
of the puzzles unfair in nature, neither would I consider any of
them to be too difficult for the average gamer. There is one puzzle
near the end of the game that I absolutely loved – though it
does cheat somewhat as there is no hotspot indicated to give you
an initial idea as how to proceed – but I don’t feel
like typing ‘spoiler alert’ so if you’re stuck
at the end of the game, feel free to drop me a line.
So what we’re left with is a game that has major highs – the
plot, the graphics, the soundtrack - and major lows – the arcade
sequences, twisty jungle mazes, lame dialogue and timed events.
By my reckonings that
balances out to an average game, but the AE development team shows
great potential and I get the same feeling
from them that I do from Frogwares, that they have a classic adventure
game in them waiting to come out under the right guidance (crack
that whip Lorraine!). I present as evidence the day and night differences
between Frogwares Sherlock
Holmes: Mystery of the Mummy and Sherlock
Holmes & The
Case of the Silver Earring and look
forward to the future.
Final Grade: C+
(find out more about our
grading system)
System Requirements:
- OS: Windows® 98/ME/2000/XP
- CPU: 850 MHz Pentium® III or Equivalent (1 GHz or Higher Recommended)
- RAM: 64 MB (128 MB Recommended)
- CD-ROM: 24x CD-ROM Drive (32x CD-ROM Drive Recommended)
- Video Card: 32 MB DirectX® 8.0 Compatible 3D Video Card (or
Higher)
- Sound Card: DirectSound Compatible
- Hard Drive Space: 4.0 GB Hard Disk Space
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