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Introduction: So, you think they're not making any good traditional adventures anymore? You may change your mind after playing this game. After playing a certain monochromatic renamed/repackaged science fiction adventure game earlier this year, I have to admit I wasn't wildly optimistic about the chances of our adventure genre being revitalized by maverick independent shops. Well, I'm feeling a lot better now after playing Cracking the Conspiracy, the very independent new adventure from Dave and Brian, two wild and crazy Canadian brothers who call themselves The Pixel Shop.
The story begins, as these stories usually do, with your character getting a frantic message about secret government experiments deep beneath the Arizona desert. You show up at an abandoned mine, and your first challenge is to figure out how to get in. From the very first moments of this game, from the great-looking car you show up in, to the smart-assed specter who guards the mine, to the details of the desert surroundings, this game creates a sassy, fun and compelling atmosphere. Once you're in the mine, the story is off and running, and you don't want to slow down until you've completely finished cracking the, uh, conspiracy. This is a Macromedia Director-based game, and you may know that I'm a big fan of this format, which I feel is ideal for adventures. The graphics are crisp and eye-pleasing and create surroundings that are a pleasure to explore. This virtue cannot be overstated, because nothing frustrates me more when I'm playing a game and I'm staring stupidly at the screen, trying to resolve a muddy image or play hunt-the-pixel.
This is a lean and mean game. It's on one disk and it isn't long or full of expensive special effects. In fact, believe it or not, it PLAYS directly from the disk. When's the last time you played a game that did that? What CTC does have is a crackling story with a mystery that simply demands to be solved. The main thrust of your puzzle- and problem-solving involves finding passwords to a series of email messages that are either on the personal communicator your character is carrying or on various computers around the base. Each time you find a key to a new bit of information, it fleshes out the story more and leads you toward the next key.
The game is full of nice details that add pleasure to the experience. A particular favorite is the way your character grunts, "Got it," every time he picks something useful up. The score is quite excellent as well. I have two minor criticisms of the game. First, as in many games of this type, the surroundings you're exploring are suspiciously unpopulated. Perhaps it bothered me more in this game because otherwise the game felt so vividly real. I realize the small number of characters was probably a budget-driven issue. Second, on three separate occasions your "problem solving" involves the almost casual killing of someone. And I don't mean in self-defense, either. Three times! Now, this didn't offend me, but I imagine the will be gamers put off by this plot device.
PROS: Fun story, solid and saucy design, unobtrusive interface. CONS: Certain plot elements could offend some players. CONCLUSION: In our adventure-challenged times, just what the doctor ordered. Final Grade: A SYSTEM REQUIREMENTS:
This review is copyright Ray Ivey and Just Adventure and may not be republished elsewhere without the express written consent of the author. Republication of said review must also contain a link back to Just Adventure. |
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