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Since this is my first review for JA+, I thought that it was important
to establish my perspective of what makes a good graphic adventure. Simply put,
the interface, graphics, sound, acting and puzzles may be important elements in
any review of a game, but the story's the thing. The promotional
material available for Zero Critical promised to deliver a story that encompasses
three integrated plot elements: sci-fi, mystery and a love story. These are three
elements of storytelling that interest me, so I dove right in. As special agent
Chatt Rhuller of the Interplanetary Transportation Commission (ITC), you are assigned
to undertake your first case: a homicide. A classified experiment called the Satin
Project is being conducted at a top-secret research lab on a small planet called
Rheom 1, and upon arriving at the facility you learn that something has gone wrong.
In fact, there are very unusual and mysterious happenings that suggest that all
events are not as they may seem. What about the voices? The headaches? The madness?
As you question the scientists, you will uncover the secrets and mysteries that
lie beneath a seemingly innocent operation and begin to unravel a psychological
sci-fi thriller with ever-expanding implications, even aliens. Perhaps unexpectedly,
you will discover that love plays a key role in the story. For me, this
was a different twist in the development of a graphic adventure story, and it
was quite welcome. I'm not aware of too many games, particularly those based in
a sci-fi environment, where mysteries and events evolve around the lives of "star-crossed
lovers." Now I'm not going to suggest that this story rivals Romeo and
Juliet or Tristan and Isolde, but ... well ... you need to judge that
for yourself. Maybe you have already sensed that I enjoyed the story, because
I did. This story could qualify as the basis for a good motion picture, but, as
presented in this game, it reminded me more of the olden days of radio. Some of
you may remember when radio was more than just music. You had to create images
of the characters, actors and the story in your mind, and in some ways I had a
similar experience with Zero Critical, even though I was looking at graphic
images, for reasons that I will explain in another section of the review. The
only disappointment was that the game is too short. Although the game can easily
hold your attention and keep you moving eagerly forward, it can be completed by
the average adventure gamer in a few hours. The story receives an A+. Zero
Critical uses the point-and-click approach to move around, find and use inventory
objects, examine items and hold conversations. There is no voice acting in this
game, so you have to use a dialogue box with pre-programmed questions and responses
to progress in the game when talking to other characters. During this process,
there are minimal expressions on the faces of the characters that you are talking
to, so you must depend on the phrasing and tone of the questions and answers to
allow your imagination to conjure up such images as feelings, motivations and
personality (just like you had to do listening to the radio). Also, when you are
looking at a dialogue box or examining an item, you will need to ignore the point-and-click
indicators that show up in the boxes even though they really relate to the scenery
behind the boxes. This can be a distraction. The inventory bar remains in view
at the bottom of the gameplay screen and is easy to use for gathering or applying
items and for examining items in inventory. The interface gets a B-. Since
Istvan Pely is a graphic artist, you would expect that the graphic presentation
would be quite good, and you won't be disappointed. The graphics utilize colors
and accents to create the moods that are appropriate for the environment that
surrounds the story. As such, Mr. Pely makes extensive use of shades of gray and
muted colors to establish an atmosphere and backgrounds that fit with what you
would expect at an outer space location. The characters are beautifully modeled
in 3D with colors normally appearing only as accents, such as orange hair. Look
for the unexpected, however, when the use of color changes to more vibrant tones
in scenes near the end of the game. The graphics get an A+. The digital
ambient soundtrack that flows seamlessly through the game is very pleasing and
stimulates moods that are complementary to the story, while setting the appropriate
tone and feeling for what is taking place at any given time. In addition, there
are incidental sound effects that occur at times in the story, and these add a
curiosity factor that should attract your attention and cause you to ask yourself,
"what's that sound effect all about?" The sound receives a B. The
gameplay takes place over a four-day period, and it is quite linear in that you
are required to complete specific tasks and puzzles before you can move on to
the next day. Even so, the puzzles are intuitive and woven into the story's progression
in a manner that is always logical. It is possible to solve puzzles from a subsequent
day before you have completed the day that you are presently in, which might be
a little confusing at first, but once you realize that this can happen you should
be comfortable with staying the course. The puzzles get a B. In the
end, my experience was an enjoyable one. I especially appreciated the story and
the graphics, and I felt drawn in by the development of the characters' personalities
and motives, particularly since I felt compelled to enhance the game images with
my own mental thoughts and visualizations, and I liked that "strain on my
brain." Even though it is a relatively short game and some of the technology
is "old" when compared to today's releases, it is a very good graphic
adventure that is available for about 50 percent of the usual price for games
being released now. Although not heavily promoted by the publisher, nonetheless
they seem to believe that it a worthy adventure game. So do I, and I would recommend
that you give it a try. My final grade for Zero Critical: A- System
Requirements: IBM and 100% Compatibles:
Windows 95 Pentium 75 MHz 16 MB RAM SVGA display (256 color) 4X
CD-ROM drive 50 MB of free hard drive space 16-Bit sound card Macintosh:
68040/Power PC System 7 or later 16 MB RAM 4X CD-ROM drive 50
MB of free hard drive space
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