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Gord@k
Review by Orb
Play Mysty for Me
This game, produced by H+a, was obviously meant to ride in the
wake of the first-person graphic adventure success created by
the release of Myst. It did, however, appear to die a quick
death, slipping into obscurity right after release. It does have
some merit, although there are many design weaknesses that limit
the gamer's full enjoyment of these, which fully explains its
lack of longevity in the big book of adventure games recorded
somewhere in that big gamers' sky. It is not unpleasant to play,
and it is a good lesson on what to include and what to leave out
when creating a graphic adventure title.
The game begins with a mission briefing that bears a similarity
to Journeyman Project 2: Buried in Time. This is the only
area of the game where there is the slightest voice acting, and
this bit definitely has the "talking in a tomato soup can"
syndrome. You are the fourth and final agent sent out to halt
an unleashed computer virus named Gord@k, which has begun to spread
out on its own, creating its own world that you must journey into
to vanquish it. This is actually a clever premise and allows some
fun surreal graphics and landscapes.
The game itself uses Quicktime VR technology, which I have always
enjoyed, as I like the idea of the 360-degree panning to explore
the environment and look for hotspots. This give the landscape,
which is stylishly designed, an interesting immersiveness. You
start by finding yourself in a garden, with trees cut into spirals
and circles. The design is reminiscent of Chaos or The
Castle, or the early silent film The Cabinet of Dr. Caligari
mixed with Dr. Seuss, which was one of my favorite things
about the game. The gameplay itself is great, the design is weird,
my kind of stuff.
The music is lilting and pleasurable, and despite looping, it
does not get redundant or tiring. There were points when the music
cut out a bit, but this was a minor complaint. The sound effects
are extremely well-done, and there are no points to the game where
the player notices the omission of a sound that should be naturally
present, which is always something I am piqued about when left
out. In fact, this game has a feature that I have not seen elsewhere,
which I was actually delighted by and found myself laughing out
loud over. When moving along, down a path clicked on, the game
makes the player run hard, with heavy footfalls, and heavy panting
as though it's a bit of a strain for the armchair commando you
are. You get the feeling there's someone back there whipping you
to go faster, and there's the sensation that the designer isn't
interested in making a meal out of getting to the next locale
like so many other games, but with the sound effects making it
humorous, which I found very pleasurable. So I jogged through
the whole game panting like a madman.
There is actually a nice mix of puzzles heremost are inventory-based,
and there are three straight puzzles that are well-designed, difficult
but not unsolvable. Inventory is nicely organized. Items are listed
by name; when an item is scrolled to and selected, it appears
in the lower left of the screen. To use it, you simply click on
a hot spot, and if you are correct, you are rewarded with a small
animation of it working. No clicking and dragging, and I thought
this was a much cleaner, smoother way to accomplish interaction
with inventory items. One problem is that there are key inventory
items collected right at the beginning that are a necessity, and
there are no hotspots for them. You must hold down the spacebar
and click to get them, and this is not covered in the game booklet
but only in the fine print in the documentation on the disk. This
could easily be missed by the novice, making the game a quick
dead end for the newbie. The three straight puzzles actually give
the player the puzzle objective and directions in the lower right
corner of the interface, which I thought was a nice touch.
There is a maze. My son, the shooter and strategy fan, had come
in to watch a bit and cheer Mom on. When I hit the maze, he tried
to run out of the room. Apparently, there are no types of gamers
fond of mazes. The maze, however, is one of the best I've experienced.
It is small enough that you can just wander around in it and not
get lost, it's easy to get back out, plus there are two hot spots
where using an inventory magnifier gives you a map, a great design
feature.
There are, unfortunately, a large number of serious design flaws.
There is only one saved game slot. Want to keep an extra saved
game? Sure! Just start the game over from the beginning, buddy.
What were they thinking? This is particularly putrid at the very
end, where you are given the very first timed puzzle of the whole
game, inexplicably, and instructions you have no time to read,
and it is designed so that if you fail the game and Gord@k wins,
it dumps your saved game and you have to start over from the beginning.
Almost an unbelievably bad design choice, just about the worst
I've ever seen. The only good thing about it at all is that the
save feature is extremely easy to use, and it does not push you
out of the environment to save. Because this feature is built
this way, it seems the game would be much more frustrating to
a beginner, someone who would not know what to look for and do,
who would have to reexplore or retrace steps.
It also dumped out on me after the lengthy mission briefing,
so I had to sit through that again after allocating more memory.
There are tokens to be used at the beginning, and if you use them
incorrectly, the game unbelievably dead ends and you have to start
over. (Luckily, if this does occur, it's near the beginning of
the game.) Volume control in the game wouldn't work properly and
had to be run manually. Also, a zooming interface was buggyit
would zoom in and not unzoom, which made it useless. I got a script
error at one point that made the game quit and erase my saved
game. I tried it twice to check and both times had the same response,
but it only occurred when the spacebar was held and the mouse
clicked on that particular spot, so if that was not done, the
game ran fine. But where were the beta testers? This was a big
and easy bug to find! Also, any time you restart, you must sit
through the whole soup can mission briefing again.
The overall pleasure in the game was brought down considerably
just because of the overwhelming design flaws. One wonders if
the designers ever played a graphic adventure title themselves
because there are so many glaring omissions in the interface,
etc. I can recommend playing this only because it's a very inexpensive
diversion, and if you're experienced enough, you can work around
the design flaws and still get quite a bit of enjoyment from it. 
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The Verdict
The Lowdown
Developer: H+a
Publisher: H+a
Release Date: 1996
Available for:

Four Fat Chicks Links
Walkthrough
Player
Feedback
Screenshots


System Requirements
Mac:
System 7.5
Minimum Quadra, Power PC preferred
16 MB RAM
256 colors (thousands preferred)
2X ROM drive
PC:
Win 3.1, DOS 5.0
Pentium
16 MB RAM
256 colors (thousands preferred)
2X ROM drive
8-bit SoundBlaster or compatible sound card
Where to Find It

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