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Heart of Darkness
Developer: Amazing Studios
Publisher: Interplay Release Date: September 1998
Platform: 
 By
Randy Sluganski |
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For
five years, the vaporware Heart of Darkness has been touted
first as an adventure game and lately as an (buzzword warning) action/adventure
game. The vapor has finally solidified, and HOD is now available
for the PC and the Playstation. Is Heart of Darkness an adventure
game? Quite simply, no. There are some adventure elements incorporated
into the framework of the game, but HOD is more about having
an adventure than it is solving an adventure. There have been numerous
inquiries as to whether the average adventure fan would find HOD
enjoyable. If you have played Out of This World or Flashback,
then you are already familiar with the play mechanics of HOD.
The difference this time is that HOD unfolds in a world
that is populated by the shadowy bogeymen and grotesque exaggerations
of a child's imagination. If you have not played these two classics,
then maybe this review can serve as your guide.
Andy
and his dog Whisky (why a kid would name his dog Whisky is beyond
me--maybe the dog's name explains Andy's vivid imagination) are kicking
back on a hillside catching some rays when a mysterious light descends
from the sky and Whisky is sucked into the vortex by the Forces of
Darkness. Andy alertly runs home, climbs into his treehouse and, being
the resourceful twelve-year-old, red-haired, all-American boy that
he is, climbs into his homemade teleporter and sets off to face his
deepest fears in a shadow kingdom replete with giant worms, winged
nightshades and soul-eating phantoms. That's it--the entire plot.
Now if this were truly an adventure game, then I would have given
the plot a grade of F. But seeing as how HOD is basically a
2D side-scrolling platform game with a few adventure elements thrown
in, then it already has more of a plotline than probably any side-scroller
ever released. Taking this into consideration, let's give the plot
a grade of C-.
Heart
of Darkness has without a doubt the most beautiful animation I
have ever seen in any video or PC game. The recreation of a small
town atmosphere in the opening sequence is like watching an animated
version of Steven Spielberg's Back to the Future. There are
over 2000 frames of animation used just for Andy, so his movements
are always fluid, whether he is swinging across a chasm or swimming
through piranha infested waters. The transition between the cinematics
and gameplay are seamless. More than once, was I staring at the screen
waiting for a cinematic sequence to end, not realizing that it was
over and I now had control of Andy. But it is the use of shadows in
HOD that elevate to the peak of graphic excellence. Shadows
have been calculated based on their surroundings. They distort accordingly
when cast upon rocky cavern walls or across barren landscapes. These
spectral figures are menacing and important figures in the game and
will often attack without warning. The game screens are hand-painted
and reminded me very much of the backgrounds from The Neverhood
and Skullmonkeys. The backgrounds in HOD are never
static though; you'll notice rippling water and swaying trees. There
are colorful images in HOD that truly live on in your mind's
eye long after you have quit playing for the evening. For all of the
above reasons, and what is a first for me, the graphics for Heart
of Darkness receive a grade of A+.
What
puzzles there are in Heart of Darkness are a treat to solve.
They are never inventory-based, nor are they twiddleware puzzles.
Instead, they are situational puzzles. A seemingly simple problem
becomes a sometimes complicated scenario arising from a singular situation.
You may, for instance, need to get to that stone to your right, but
it is not going to be as easy as just jumping on it. Rather, there
may be a ten-step or more procedure that you will to figure out just
to be able to reach that moss-covered stone that is so close yet so
far. Other problems are as elementary as figuring out how to lure
a shadowy adversary to the ray of sunlight that will burn him to a
crisp. Now having praised the puzzles, let me say that for all the
thought that is evident, there just is not enough of them. While the
first half of the game is thoughtful and well-paced, it seems that
the second half of the game pits you in one deadly situation after
another, barely ever letting you pause for a breath. What had been
an invigorating experience turned into a jumping, shooting, climbing
smorgasbord that becomes not only increasingly difficult, but also
stale and repetitive ... and deadly. For death lurks around every
ledge, and you will fall off of every ledge and die, many, many times.
Fortunately, you are always restored back at the spot of your demise
and you do have unlimited lives, but this does become increasingly
frustrating. The game is at its best when Andy has to rely on his
wits to escape a situation and not on his ray gun or Lifeforce beam.
It is almost as if the developers decided to forego the thoughtfulness
that is so evident in the first half of the game and concentrate more
on the action and platform (i.e., video game) element in the second
half. This category gets a grade of C for not following through
on the cerebral aspect of the game.
The
musical score for HOD was composed by Bruce Broughton (Silverado,
Miracle on 34th Street) and recorded by a full symphony orchestra.
The only time it is heard is during the cinematic sequences. There
is nothing memorable or even toe-tapping about the score. It does
not intrude on the game, but it also does not add anything to the
cinematics. The same can be said for the ambient sound effects. They
are most in effect during the gameplay and, as there is no music during
gameplay, the sound effects really stand out. Sometimes like a sore
thumb. There are scenes where you are scaling the sides of rocky cliffs
and you can hear monkeys chattering and birds cawing. But these sound
effects seem totally inappropriate and out of place. It is like someone
taped all of the sounds at a zoo and then transposed it to the game
without regard for what actually appears in the scene. The music
and the sound effects receive a grade of C.
The controls
for HOD are very simple to master. On the computer, the arrow keys are
used to move, crawl, etc. Control, Alt and Shift function as the run, jump and
use your weapon keys. On the Playstation, it is a simple matter of pressing left,
right, etc. for movement and using your X button for other features. The simplicity
of the controls make gameplay intuitive. You never feel like you are not in total
control of Andy's movements. The controls for HOD receive a grade of
A. Heart of Darkness is for children, teenagers and those who,
like myself, are young at heart. Unfortunately, it turns into too much of an arcade
game after the first CD and becomes increasingly frustrating for those who do
not have sharply honed joystick skills. The game options menu does offer degrees
of difficulty to compensate for the problems nonaction gamers might encounter.
A fair word of warning, if you must play this game and do not have money to burn,
then do as I did and rent the Playstation version for a few days. I completed
Heart of Darkness over a period of two days; probably a total playing time
of seven or eight hours. Maybe I'm being too harsh on HOD. After
all, it is just a platform game that is supposed to be fun, but for years a lot
was promised by the developers. Taking into account the mediocre music, the scarcity
of puzzles and the short playing time, balanced against the drop dead graphics
and the fun factor, Heart of Darkness receives a final grade of C. Final
Grade: C
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