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Traitors Gate
Review by Orb
Pass me a ciggie, Miss Moneypenny
Traitors Gate is a rarity in adventure gaming. It's not
set in Egypt, Atlantis, or an old house. There are no spaceships
or aliens. No murder mystery to solve. So what's left? How about
a good old-fashioned thriller set in the Tower of London? Honestly,
what this game reminds me of is the old American TV show from
the sixties starring Robert Wagner, It Takes a Thief. And
just like the series, it is urbane and fun, never taking itself
too seriously. (Come to think of it, I loved that show. How come
they don't show that on the TV Land channel?)
That show followed on the heels of the enormously popular spy
movie craze, of which the head honcho, James Bond, has managed
to stay hugely popular for over 35 years, and Traitors Gate
is an adroit homage to that brand of entertainment. It is
a game of the sneak and recover variety, popularized by the likes
of Eidos's Thief series, and despite that game being more
of a action title, one could arguably say we could have another
subgenre on the horizon.
The game is Daydream Software's followup effort to its popular
Safecracker title. The design and look of the game, while
sticking in the strictest of fashions to the actuality of the
Tower of London, is extremely similar to Safecracker, but
this is where the similarity ends. Traitors Gate is expansive
and ambitious, nonlinear, with almost no straight puzzles, although
there are still some safes and codes to find and get into (and
you just know what safe company the Tower of London is
using these days, now don't you, class?)
The story is that a Major DG Anderson, head of the European desk
for ORPHIA (sorry, I never got straight what the acronym stood
for) has defected, taking with him files containing detailed blueprints
of the location of a number of priceless treasures, the most famous
of which are the British Crown Jewels. The Pentagon has launched
a covert operation (rather than risking an international incident)
code-named "Traitors Gate" to capture the jewels for
safekeeping and replace them with traceable copies. You are a
top operative for a secret department within the Pentagon who
has been given this unlikely task. There are a lot of historical
facts regarding the Tower of London smoothly woven into the game,
available but not demanding attention.
The player explores and picks up items, with the occasional guard
to stumble upon and deal with. Your character can be killed in
a couple of places or stupidly caught by the guards and thrown
face-down in quite a few more. In other words, save often.
As far as the graphics go, I feel like I've now been to the Tower
of London and don't need to fork over the dough for a plane flight
to the British Isles to gaze on it, 'cause I've already seen it.
That pretty much explains the detail of graphic translation between
the reality of the Tower and Traitors Gate. This is definitely
more than you'd get to see on the guided tour. It has been faithfully
recreated from photographs of the site, and the attention to historical
detail really puts the player inside this oft-referred-to historical
locale. The player is treated to 360-degree views anywhere he/she
lands in the game, which really forwards the immersiveness. The
game itself is played first person, with very nicely done third-person
cut scenes.
The puzzles are pure inventory style, using at times inventory
items in conjunction with information from the game environment
itself. These puzzles are not always ... well ... simple. In some
instances you either need to Get Smart (okay, I admit it, that
was a pun aimed at fans of the sixties spy-spoof sitcom, for those
of you paying attention) or get a walkthrough. It is also played
in real time, which means a lot of trekking around and no clicking
on a map and going poof to a previously visited location.
In other words, learn to love the Tower of London, 'cause you're
gonna get to know it, up close and personal. There is also a 12-hour
time limit, which is, believe it or not, plenty of time. There
is a small and well-designed maze in the sewer underneath the
Tower, and this can be easily mastered to move between gaming
locations. My advice is in using this is to save your game, map
it, then reload the previously saved game like I did so you don't
lose any of those 12 hours.
The interface is reminiscent of the Journeyman Project series,
with lots to carry around and manipulate and a well-designed and
clean-looking repository for it. There are many inventory items;
however, the game does not allow you to discard any, which does
clutter up an already bottom-heavy inventory. There is much equipment
to manhandle and get familiar with: a camera, which the player
can freely use to take pictures that can then be sent off for
analysis and helpful game advice in return, a decoder, notebook
compass, map, video and audio recordersbasically a gadget
nut's dream.
Sounds are appropriate, where placed. The player is moving as
the character Raven for the most part on the sly, so you certainly
have no brass band following you around. The soundtrack fires
up only in certain locations, which actually heightens the dramatic
effect, as you don't know if it's occurring because there's a
guard around the corner ready to jump you or what. The brassy,
full orchestral music from opening credits and straight on through
the game does well to evoke the feel of good, old fashioned spy-movie
music. Otherwise, the player is left with minimal yet appropriate
ambient sounds, including his own footfalls, a small point of
accuracy I always look for (she sniffed).
I found the game fussy about extensions on an iMac 333 MHz, but
it ran smoothly (albeit with lags before cutscenes) with its own
set of extensions rustled up, and it also ran well on a 6400/200
Power PC. My review copy didn't come with any game docs (she said
in a whiny, nasal tone), causing quite a bit of reviewer hair
pulling. (And since my hair's so long, this got to be quite ...
festive.) Also, you should know that to play this you're going
to be shopping at Disk-Swappers-R-Us because there's a lot of
it.
Traitors Gate is nicely designed, having all the best
elements of adventure gaming, detailed prerendered scenes, stunning
and accurate looking cut scenes, a well-developed storyline, and
puzzles that are thought through when devised so that they carry
the story forward rather than bringing it to a grinding halt. 
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The Verdict
The Lowdown
Developer: Daydream
Software
Publisher: Dreamcatcher
Release Date: March 2000 (North America)
Available for:

Four Fat Chicks Links
Player
Feedback
Screenshots



System Requirements
PC:
Pentium 100 MHz
100 MB free hard drive space
32 MB RAM
8X CD ROM drive
SVGA video card
Thousands of colors
Mac:
133 MHz Power PC
32 MB RAM
100 MB free hard drive space
Thousands of colors

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