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Inside Mac Games Volume 6 #3
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IMG 54 Vol 6-3.iso
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IMG Volume 6, Issue 3
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TEXT_142.txt
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1998-06-12
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230 lines
  
 
 
 
 
 
by Bill Jahnel
Broderbund/Presto Studios/Red Orb Entertainmant, $39. Rquirements
80MHz PowerPC or better, 16 MB RAM, System 7.5 or later, 4x CD-ROM.
Contact Broderbund at http://www.legacyoftime.com.
Journeyman Project 3: The Legacy of Time is a winner. Much like the
Third Installment of the Legend of Kyrandia, Journeyman 3 deals with the
concept of the redemption of villains from earlier titles. We finally now
understand more fully why Elliot Sinclair, the father of time travel, went
crazy and tried to assassinate the Cyrollan alien ambassador in the first
title, and Agent 3, Michelle Visard, shows the possibility of becoming a
"good girl" (and who knows, maybe love interest?) for hero Gage Blackwell.
However, none of this would be even remotely interesting without a rock-
solid plot line and puzzles that integrate beautifully with the title. Jour-
neyman 3 is quite frankly one of the best titles to come out of the gate for
the Mac in a long time.
Our story begins with the apparent shutting town of our beloved Temporal
Security Agency. Of course, the timing for such a move could never be
worse, for just as Gage is left in charge to oversee the shutdown process, an
unknown alien race comes in and threatens to effectively wipe the walls
with the human and Cyrollan Alliance. Just in time for this crisis, Agent 3
conveniently creates a temporal disturbance to leak information to our
hero. She has discovered something so serious in the past that if she is
willing to turn herself in to the TSA in order to show what has happened.
This opening sequence, where we as Agent 5 visit three destroyed "fabled"
civilizations (Atlantis, El Dorado, and Shangri-La) actually is a trainer for
the interface cleverly posing as part of the game. Once back from these
baby steps into the past, we are launched into a much more complex plot
that forces us to use a new prototype "Chameleon Suit" to revisit each of
these doomed cities the day before their destruction; there, we must rescue
from them the three components of an alien artifact that may hold they key
to Earth’s salvation.
The Legacy of Time succeeds beautifully in making players feel immersed in
an environment. Part of this comes from a Quicktime-VR type of tech-
nology that allows the player to spin around, up, and down to examine their
surroundings. The game is not as technically advanced in 3-D modeling as
Under a Killing Moon; for example, you are not able to look under tables or
chairs, or move through the environment to handle objects as if they had a
three dimensional presence in the environment. You step to a location, can
spin through a sphere of looking at things, then make a step to the next
hotspot. What delivers this technology, however, is the fine and beautiful
detail of the surroundings. Each environment has not only been beautifully
rendered but it has a real sense of continuity; Atlantis does look and feel
like its theoretical Minoan cultural roots, El Dorado feels very Meso-
American, Shangri-La has the flavor of a Himalayan monastery.
 
The use of the plot device of the chameleon suit triggers many of the puzzles
naturally throughout the plot. The concept is that in order to appear more
natural in your surroundings, you are able to capture the images of natives
and then appear as any of those natives in holographic shrouding. Thus
disguised, you may find yourself suddenly being involved in a family
concern, a palace intrigue, or on the path to Enlightenment. Part of the fun
is the discovery of the stories behind the characters you are impersonating
while you search through the environment, and attempting to discern which
guise will trigger the most useful response in your journey through each of
the three main environments.
Moving through the environment in Journeyman 3 is relatively simple,
although make sure to actually read the manual on the use of shortcuts. I
disregarded the zoom-like ability of holding down my mouse button when I
saw a double arrow for the longest time. I could have shaved about half an
hour off my playing time had I been paying attention. The save game is
graceful, allowing you to save at any moment and the saves retain a picture
of the environment where you saved. Another surprise was that the FMV
(full-motion video) actors really did blend into their environments pretty
well, and there were almost no hints of ghosting, auras, or other artifacts
of perspective problems that often happen when you blue screen in actors
into rendered environments.
The plot construction serves a useful purpose as well. Most of the plot is
typically linear as most titles of this type tend to have to be in order to
maintain a stronger story line. The construction of three separate time
zones whose quests mostly do not overlap conveniently allows the player
three environments to choose from and explore so the sense of being bound
or stuck in one place is somewhat lessened. However, to be perfectly
honest, it would be very hard to get stuck in this game. Arthur, your
artificial intelligence, has multilayered hints available for your use, and
with the exception of flat-out missing that there was an object to interact
with or pick up, it is unlikely you will ever be too terribly stuck for long
in Journeyman 3.
Another nice touch is that some of the quests do force you to hit the other
time zones to get objects; however, these objects are all in early parts of
the other time zones and as a result can be accessed pretty easily. What it
does mean is that you are forced to jump a little and get a taste of each time
zone relatively early in the game, again trying to make the player feel less
like cattle being driven to an inevitable conclusion.
Despite the ringing endorsement, and Journeyman 3 deserves all the praise
it gets, there are some things that deserve note as needing a little polish. I
mentioned above that flipping zones can give a person a feel as if they are
not trapped into one unalterable path, but truth be told, Journeyman 3 is a
story with only one ending. You either complete the game or you fail to
complete the game, but the conclusion is foregone. This is not necessarily a
bad thing. There are few opportunities in the game where anything you do
or say will make it impossible to finish a quest and have to start over.
There was only one salient time where there might have even been a poss-
ibility for screwing up your mission, but I avoided it, so I do not know if
the alternative answer would have caused a temporal boo-boo. There are
absolutely no places that I found that lead to the death of your character.
Again, none of these is bad in and of itself, but the sense of tension that the
story line could have played out differently or that your actions were less
scripted never really bears weight on the player’s actions.
 
More of critical importance is of some of the FMV actors. Here I really
mean the word critical not as the adjective form (as in "to be crucial") but
in the verb ("deserving some form of criticism.") Our hero has the right
hero face, in that he has "the chin" (for some reason I kept thinking he
reminded me a lot of Power Pete.) But he also lisps through a quarter of his
lines, for heaven’s sake. Your AI pal Arthur, who keeps a running dialogue
with you during the game, always seems to evoke strong reactions from
people. This strong reaction ranges from really liking him to feeling like
his interaction will make you have a forcible bowel movement. I did not
find him as unpleasant as some of my friends did, but even though the game
allows you to silence Arthur, his presence and clues in the game ARE
important and really are integral to the game’s functioning.
 
This in no way means that all of the FMV actors are bad, but almost all of
the "main characters" really seem to be passable actors at best. The more
convincing people tend to be some of the more minor roles you discover in
the past. The boatman and olive oil vendor in Atlantis, many of the monks
and the head of the monastery in Shangri-La, and most of the inhabitants of
El Dorado, especially the young boy and the Shaman, are noteworthy for
really seeming to be who they claim to be. The only real embarrassments
from the past were not rally the actors but the occasional odd bit of dialogue
scripted for them and one particularly hideous costume choice. For ex-
ample, if you have a friend of someone coming to a family farm, wouldn’t
you think it odd if they suddenly grilled you on what you grow on the
mountain (after all, it isn’t like they haven’t been here before and lived
here all of their lives?) Worse yet, the designers gave the captured
Egyptian boatman a dead mop for a hairpiece that has was about as his-
orically convincing as the ones worn by that great thespian William
Shatner.
Even these complaints above may seem off from someone who started this
article with calling Journeyman 3 "one of the best titles to come out of the
gate for the Mac in a long time." This doesn’t mean that everything else has
been so crappy this is the best only in a field of losers, but that the game
had so much going for it that its smaller flaws feel more grating by
comparison. Red Orb spent a tremendous amount of time on look and feel of
the environments, on creating plausible histories and myths for each of the
civilizations available. With this sort of investment, the small things tend
to grate because you feel like so much else was so good in the title that these
little things should have been taken care of.
Journeyman 3 will give you probably nine to fifteen hours of solid,
entertaining play. I can’t claim that most of the puzzles are particularly
complex, but they are so extremely APPROPRIATE in that they integrate
into the game’s story much better than most inventory / adventure games
manage. Journeyman 3 is a good title at $50, and a real steal at $35, a
price at which it may be found if you hunt hard enough. If you’ve been
missing old-style adventure games, Journeyman 3 is your ticket to past
glory by way of a really solid, classy interface and slick storyline.