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Discworld Noir
Review by Jen
I am a pretty true-blue adventure gamer. I was sitting around
feeling sorry for myself because of the current dearth of new
games, and it came to my notice that Discworld Noir had
been released in Europe but would not enjoy U.S. distribution,
so I bit the bullet and ordered it from the U.K. Imagine my excitement
when it actually arrived here a couple of weeks later! I quickly
ripped off the wrapper and loaded it up. First off, there were
three installation choices, small, medium, and large, with medium
being the default. Since I got me this nice big 20 GB hard
drive when my old one died not long ago, I went ahead and did
the large install, which basically caused the whole game (close
to 1.3 GB) to run from my hard drive. I figured I was in
the gravy now and rubbed my palms together with glee.
DWN starts off quite promisingyou play as Lewton,
"the Discworld's first, and maybe last, private investigator."
After a kind of a prologue that involves you dying but somehow
still being around to tell your story, a bossy woman named Carlotta
is in your office hiring you to locate her lover, Mundy, and then
she leaves, conveniently forgetting to pay you. You decide to
take the case anyway, perhaps swayed by Carlotta's high, perfectly
spherical boobs, but more likely by the sorry state of your finances,
"private investigator" being a fairly novel concept
on the Discworld. You uncover conspiracy within conspiracy on
top of other conspiracy, like peeling the layers of an onion,
all in four acts. There are bits and pieces of famous noir films
liberally sprinkled throughout the game, but with kind of a distinct
Discworld spin. The game's plot is very highly developed, especially
for a computer game, with lots of magic and murderand I
would say it's at least as good as Jane Jensen's stories for the
Gabriel Knight games. It manages never to lose track of
itself, even through numerous convolutions, and most, if not all,
of the loose ends get tied up by the end of the game.
Graphics are pretty spotty. Some of the cutscenes are fantastic,
especially since this is one of those ugly 3D-type games with
polygons, but I feel like the designers skimped on the rest of
them. Throughout most of the game, you get a background scene
with characters superimposed on it, bobbing as if listening to
a private little tune, moving their lips and waving their arms,
but all the while no onscreen action is taking place. Everything
is also too dark for my taste. There is a gamma correction option
that adjusts the brightness, and I turned it all the way up, and
the game was still too dark. I guess they weren't kidding when
they said "noir." I really liked the way the characters
were drawn, and I liked the way the whole look of the game, down
to the characters and camera angles, all fit well within the film
noir theme, but I mostly felt like I was listening to the radio
because outside of the cutscenes the graphics did not add much,
what with staring at the same background with the same characters
wiggling and waggling in the same spots for a really long time,
sometimes up to five minutes.
Gameplay is kind of spotty, too. I really liked the hotspot cursor
that would light up an onscreen description of whatever you were
supposed to interact with, and I really, really liked the fact
that there was no dying. (Well, Lewton sort of dies, but it's
part of the story.) The game is largely mouse-controlled, with
a couple of function keys to bring up options and inventory and
the ever-so-valuable "escape" key to skip scenes or
conversation. And there is a whole lot of conversation (more about
this a little further down) and very little in the way of puzzles,
actual or integrated, and what puzzles there were were pretty
obtuse. DWN was just crawling with bugs, tooat first, every
time I tried to change locations, I inexplicably would get booted
back to my Windows 98 desktop. Then I learned that if I got rid
of all TSRs except for Explorer and Systray, there weren't any
more crashes, but the game would stutter, sometimes for a couple
of minutes straight. About halfway through, I got so fed up with
how hard it was to actually enjoy the damned thing that I gave
up and followed a walkthrough just to see how it ended. Back to
the topic of conversations: better than 90% of the game involves
talking to everyone about everything, much like in the Broken
Sword games, and then 90% of what you hear is just dumb jokes.
Actually, the jokes were pretty funny and cute at first, but the
humor wore thin after the first few scenes. Now, I do realize
that classic old-style adventure games rely heavily on conversing,
but there was simply too much in this game, especially since there
was nothing to watch except the bobbing heads and waving arms
of Lewton and whomever he was talking to while listening to what
they were saying. Okay, I'm done ranting now, but the bugginess
and tiresomeness and the soreness of my escape-key pinkie sorely
tried my patience.
Sound effects, music, and voice acting were all first-rate, or
they would have been had it not been for the broken-record-skipping
(or for you whippersnappers, that would be rap music) effect that
just got worse the further I got into the game. In particular,
I would have really enjoyed the musiceach scene had a different,
appropriate tune to go with it. The voice acting was kind of silly
at times, much to my delightLewton is played by an Englishman
trying to sound American, and some of the pronunciations had me
cracking uphe always said "Clark" for "clerk,"
"I have some more quest-eons," and "trall"
for "troll"in fact, I thought "trall"
was some kind of unique Discworld beast for the first half of
the game, until I saw it in writing on the screen. And then on
top of that, except for the exaggerated foreign accents of a couple
of the characters, all the rest of the voices were undisguised
British. Anyway, that is not a criticism, it was just amusing.
I really hate to be very critical of one of the few true adventure
games that will be released this year, but DWN was a big
disappointment to me, largely because it was such a pain in the
ass just to get it to run. DWN fairly reeks of atmosphere
and would have been a much better game had it not been for the
bugs (and before you ask, my computer, while middle-of-the-road
in these PIII days, far exceeds the stated requirements in every
respect). 
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The Verdict
The Lowdown
Developer: Perfect Entertainment
Publisher: GT Interactive
Release Date: July 1999
Available for: 
Four Fat Chicks Links
Player
Feedback
Screenshots


System Requirements
P166 or greater IBM compatible computer
32 MB of RAM
8X CD-ROM drive
Windows 95/98
Where to Find It

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