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Review
Of
Light and Darkness: The Prophecy
| Developer: |
Tribal Dreams |
| Publisher: |
Interplay |
| Genre: |
Adventure |
| Release
Date: |
1998 |
| Platform: |
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Review by Ugur Senner
March 11, 2004 |
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Inspired by the end of
the world prophecies that preceded the year 2000, Interplay’s
Of Light and Darkness: The Prophecy is a truly unique adventure
game. As the new millennium draws near, signs
of the Apocalypse are observed. The Mississippi river floods, Sudan
suffers from drought, the water temperatures rise in the Pacific
Ocean, and El Nino worsens daily. In the midst of all this chaos,
an exotic dancer Angel Gemini receives revelations. Angel starts
speaking of the end of the world, the coming destruction and she
starts spreading her message, soon gathering large numbers of followers.
One night however, she mysteriously disappears after killing her
own lover in front of her followers. It is now up to the players,
in the role of the Chosen One, to defeat Gar Hob - The Dark Lord
of the Seventh Millennium, save Angel Gemini and stop the oncoming
Apocalypse.
Of Light and Darkness takes place in a village between Heaven and Hell. A court hearing
delivers the players their mission. Before
the Clock of Judgment completes its countdown, the Chosen One must
redeem the apparitions in the village. The apparitions are real or
mythical sinners from the past, such as Ivan the Terrible, Marie
Antoinette, and Caligula. Apparitions have unique artifacts that
symbolize their sins. Each apparition also has a color that can be
recreated by using the colored orbs spread throughout the village.
To redeem an apparition, players must locate the artifacts in apocalyptic
rooms and take them to appropriate sin rooms such as the room of
lust, avarice, pride, or anger. Then the artifact must be used along
with the orbs that create the sinner’s color. If the sin room,
artifact and color combination is not correct, the orbs and the artifact
get sent back to their original locations. When all the apparitions
in a level are redeemed, the Chosen One is allowed to enter the next
level. Once all three levels are complete, the Chosen One must find
the way to the Dark Isle to stop Gar Hob and save humanity from the
Apocalypse.
While the process of redeeming
the sinners of the past might sound interesting, there are two
fundamental gameplay problems. First of
all, there is a time limit to each level. Every few minutes, the
Clock of Judgment flashes a color. This marks the arrival of artifacts
to an apocalyptic room. Apparitions soon follow the artifacts, giving
the players a limited amount of time to redeem the sinners. If the
Chosen One is in possession of an artifact when its apparition arrives,
the apparition starts chasing the player to demand the artifact.
The player may run away in a direction that’s not blocked or
send the apparition away by flashing him or her with white light,
but doing so means that the colored orbs will need to be relocated.
Portal stones found around the village can also be used to get away
temporarily. However, giving the artifact back is sometimes the only
option, and in that case the player eventually has to go back to
the apocalyptic room the artifact is found in to flash the apparition
with white light, which sends both the apparitions and the artifacts
in that room away. Then the player will either have to click on the
apocalyptic room’s color on the Clock of Judgment or wait for
the artifacts to come back on their own. Thus, especially when players
don’t know the right color, sin room and artifact combinations,
the levels get very repetitive and take a significant amount of time
to complete. The problem is worsened in the later levels when there
are more apparitions, sins, and colors to deal with and some of the
doors leading to the sin rooms are locked until they are touched
by a specific artifact. Furthermore, when the Clock of Judgment flashes
all of its colors before all the apparitions are redeemed, the player
has a few minutes to send an apparition away with white light or
the game is over. The repetitiveness and the time-based nature of
the game will undoubtedly repel many players.
The second problem is
that the game is not intuitive. The players are very obviously
expected to sit there and read everything in the
manual before they can enjoy Of Light and Darkness. In fact, the
game itself hardly provides any information about how everything
works and what the player is supposed to do. Without reading the
manual or a review, it would probably be impossible to understand
what is going on. Furthermore, the game itself also does not provide
players with enough hints about the sins the apparitions are guilty
of. The color associated with a sinner can be determined by visiting
a special room in the village, but the only source of information
about an apparition’s sin is the game’s manual. The players
must work with the histories in the manual to figure out what sin
an apparition might be guilty of. While it was enjoyable for me to
read the stories of historical or mythical figures and determine
which sin they committed, few players will probably find the idea
particularly appealing.
Having discussed its problems,
the game also has some very nice features. Exploring the village
as the Chosen One is a truly pleasurable
experience. The graphics are excellent for the game’s time,
and the animations are very well done. The rooms are very detailed;
setting a dark atmosphere that is proper in a game about the end
of the world with a welcome touch of humor. In the apocalyptic rooms
symbolizing the signs of the Apocalypse like pestilence, famine,
pollution, or extinction of species, voices discussing what brought
the destruction upon humanity can be heard, reminding players of
how badly we have been treating our world. The sin rooms have similar
voices hinting at what sin the room represents. All of this detail
adds up to an excellent game environment.
The background story is also very nicely told although some of it
is available only through the manual. The court hearing is made highly
entertaining and funny with the remarks apparitions make when they
are redeemed. But more importantly, at various points as the Chosen
One explores the village, players will see conversations between
Angel Gemini and Gar Hob. These conversations are masterfully executed
as Gar Hob tries to make Angel forget about her revelations and convince
her to join him. James Woods, Lolita Davidovich, Valeri Ross, and
William Utay deliver exceptional performances as the voice actors
of Gar Hob, Angel Gemini, the judge, and the bailiff. The voices
actors for the apparitions also nicely match the historical figures
they represent. The remarkably high quality of voice acting in Of
Light and Darkness is refreshing to say the least.
What Of Light and
Darkness: The Prophecy boils down to is a game
with a lot of misused potential. The gameplay is very repetitive
and tedious as players will have to work with the manual and take
notes about the sins apparitions are guilty of, the color they can
be redeemed by and what their artifacts are. Designers should have
thought of ways to make the game more intuitive and playable without
consulting the manual every ten seconds. The highly detailed environments
and the exceptional voice acting show that a lot of work went into
this game. It is a shame that the same amount of attention was not
paid to gameplay issues.
Final Grade: C+
System Requirements:
- Pentium-90 or equivalent
- 16 MB RAM
- 4X CD-ROM
- 1 MB
VRAM
-
100 MB hard drive space
- DirectX
v5.0
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