Review: Secrets of the Luxor

Secrets of the Luxor

Developer: Mojave

Release Date: March 1997
Platform:

Walkthrough

By Darcy Danielson

Okay, I’ll admit it, I’m torn. Well, maybe turned into twins. The good
twin says that Secrets of the Luxor is why I got into adventure gaming
to begin with–fresh and beautiful, extremely well-designed, someone put some
serious time, money and love into this puppy. Now, the evil twin says … but
why are the puzzles so incredibly mind-boggling?

Now that I’ve gotten that
out of the way and finished the game so I might tell you about it (you’re welcome),
I’d have to say the good twin wins, as this was the most satisfying game I’ve
played in quite a while. Now I’ll admit that at first, I was horrified to discover
an incredibly lengthy (71 pages) book to slog through to get clues to solve a
few things at the beginning portion of the game, but happily, I discovered, I
could toss that away and immerse myself in gameplay (for the most part–I do want
to qualify that some–there’s one last surprise you need it for near the end).

Secrets’
storyline is simple. Through a complicated series of unfortunate circumstances,
you are trapped in an untouched tomb deep inside the Luxor pyramid and need to
solve the mystery of the pyramid while working your way back out. (Stop me if
you’ve heard this one …) Redundant storylines notwithstanding (and I’d
defy any shooter fan to differentiate the plots of Quake and Postal
for me), this is definitely a game worth playing, if you can lay your hands
on it. Storyline, however, does not get in the way of the gameplay, which is the
real star of the show here, so I give the plot a B.

The game overall
is haunting, mesmerizing. What can you say about a game endorsed by the Miller
brothers of Myst fame? The introduction really has a cinematic air (which
I love), similar to LucasArts’ The Dig, or Mechadeus’ Daedalus Encounter.

The
environment is particularly well-designed, richly detailed in every respect and
very immersive. Based on the “Egypt as an ancient space civilization”
premise, the graphics nicely mix ancient archeological artifacts with lots of
high-tech equipment. There is also a brightness control, which is a nice touch–just
don’t turn it up all the way or you’ll lose some of the eerie ambiance. This game
gets a perfect score on this point: thoroughly, flawlessly rendered art. I
give the graphics an A+.

Now the puzzles. In some instances, I suspect
that the game designers themselves don’t even know the solutions to some of these.
This is definitely one of the more challenging games to get through that I’ve
seen, but in this case, the payoff is definitely worth it–and satisfying (in
other words, an excellent endgame sequence, not just a screen that basically say
“thank you for playing”). The puzzles are impressively spread throughout
the game; intricately incorporated into the artwork/design. There are no old-fashioned
adventure/puzzle game puzzles as you know them here–no magic squares, etc.–you
have to actually remember what you see and figure out how it works into the equation
later. The game makers have thoughtfully given you a Polaroid camera to get you
through this, handy as heck (take it from someone that uses one of these a lot),
and it works just as well as the real thing. Also, all the inventory gets used,
even the toothbrush. The fiendish puzzles get an A.

Let’s talk about
the sound and music. This is one of the few games I wouldn’t mind owning the soundtrack
of. The music is absolutely superb and mirrors the writing of some of my modern
favorites–portions of the music in the first, Ancient Egypt section sound very
Rick Wakeman-esque with that big Yes-like organ sound, while a number of areas
in the final, third area, Osiris’ Castle, particularly in the Toy room, sound
completely like Danny Elfman, really giving the game the feel of a motion picture.
Who is the guy that wrote this stuff? I give the music and sound an A.

Okay,
here are points to the game I saw as flaws/drawbacks: there is a drawback in the
interface design in that when you move your cursor to inventory at the bottom
of the screen, the screen goes black and sound is cut off, which I found distracting.
Also, there’s a bug in the Mac version: during the disk switch, you have to switch
to the finder, change disks, then go back to the game to use the second disk,
and I don’t even want to tell you how many minutes I spent trying to figure that
out.

And to be fair, here are the perks: you can die like crazy, but
don’t bother saving as the game takes you back to the point just before death,
so there’s no distracting redundant saving to worry about, and dying becomes fun.
There are a couple of fun Easter eggs, such as a man holding a gun you can see
in the Constellation room only by wearing the VR goggles, and a great sequence
showing the game designers in a secret room under the bridge in the Power Link
room. Finally, it packs a lot of punch into a small package and manages to accomplish
in two disks what took Timescape five to get done.

My best analogy
of the care taken in the production of this game is in the words of the lepidopteran
scientist (okay, okay … the guy that studies moths) from the film Silence
of the Lambs
… “Somebody grew this guy, fed him honey and nightshade,
kept him warm. Somebody loved him.” Overall score is A+.

System
Requirements:

Mac
68K
or PowerPC
256 colors or higher
System 7 or later
5 MB of RAM available

2x CD ROM Drive

Windows
Win 3.1 or 95

486 or better
2x CD ROM Drive
8 MB RAM
8-bit sound card or higher

SVGA 256 colors or higher

admin