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- CAPTIVE REVIEW
- ~~~~~~~~~~~~~~~~
-
- CAPTIVE, by Mindscape International, is a first-person perspective RPG
- game set in the distant future. Apparently, you have been accused for a
- crime that you didn't commit, and have been sentenced to 250 suspended
- animation. But halfway through, you are woken up by the main computer
- to find yourself in a small cell. By the looks of things, there is a
- full scale battle going on outside, and the computer woke you up to
- save you from dying (fat lot of good that will do).
-
- Anyway, in the corner of your cell you find a small leather briefcase.
- Upon opening said briefcase, you find it to be a small remote control
- unit for a group of four androids somewhere in another galaxy. You
- decide that you can use these androids to escape.
-
- At the beginning of the game, you find yourself to be in the SWAN
- mothership in the centre of the galaxy. You select your first planet
- BUTRE and set a course for it. On the way there, you initialize your
- four droids. This is where you plug in their individual ROM circuits,
- and give them their names. Here's an original idea for you: the
- computer decides the droid's stats simply by what name you gave that
- particular droid (and of course, some good names appeared in the cheat
- lists of some magazines).
-
- By now, you should have arrived at your planet. You then point to the
- landing pad on the planet and launch your landing craft. You land on
- the planet's surface, and the game is on!
-
- DUNGEON MASTER fanatics (or generally anyone who has played a first-
- person perspective game) will be familiar with this one. You get little
- boxes with icons, signalling different actions. You get your control
- cluster (forward, backward, turn, side-step, etc.), and your hand
- contents. Along the top of the screen are five monitors. The first four
- are readouts from any Optical devices that the droids may buy from a
- shop in the level, whereas the fifth one is a display for the remote
- camera unit (also available from the shop).
-
- The four droids start off very weak and basic, with basic armour, no
- experience, and no weapons (well, fists actually). You land outside the
- base (hopefully as near to the main airlock as possible) with a
- prehistoric setting. There is water (very acidic!), long grass, and
- dinosaurs! Luckily the dinosaurs are pretty weak during the first few
- stages of the game, and a couple of well-aimed punches will send them
- packing (well, actually they will kill them).
-
- When you finally find the airlock, you have to find the correct four-
- button sequence to open the door. Once open, you step inside...and into
- the first level.
-
- Inside the level is as gloomy as any Dungeon Master coridoor, with
- boring walls, boring floor, and boring ceiling. On the first level, the
- coridoor ends abrubtly and there is apparently no way top pass (some
- geezer wrote into a magazine complaining that he had spend 25 quid on a
- game that starts you off at a cul-de-sac!) If you were to look
- carefully at the wall at the end, you may notice small rollers on the
- bottom. Right-click on the forward icon and you push it forwards.
-
- You are then confronted by your first set of nasties. A vicious
- combination of punches sorts them out. Once you kill a group of
- enemies, you get a bag of gold which can be used later in a shop (yes,
- they do have shops in prison as well!). You also get experience points
- which you can use to allocate to various armour and weapon skills.
-
- Walking around the level, you find pretty shutters in the wall. These
- open up to reveal more gold bags, bouncy balls (can be thrown at
- enemies or bounced around walls), codes, or a zlot! (!) Zlots are
- 'temporary' weapons which have a set power or ammo level. Once used up,
- they disappear. Zlot-shutters also open up walls close by, letting out
- another monster.
-
- Pressing the right mouse button takes you to the droid's various
- inventories, where you can place items you have collected, see what
- armour you have got on, view your stats, etc. You can select what
- weapon to use simply by placing it in the droid's hand. Each weapon has
- only one function (either hit or fire), and can be used from either
- left or right hand (contrasting to Dungeon Master). This makes a total
- of eight weapons useable at a time! Unfortunately, if the people at the
- back have striking weapons, they tend to hit the people in front and
- not the enemy (ouch!)
-
- Throughout the level is a combination of twisting coridoors, blue doors
- and push-button doors which you can trap monsters in to cause quite a
- lot of damage. You eventually come to a room with lots of pulsating
- electricity generators. The destruction of these is half of your task
- on each level. The other half is to find the planet probe from a
- computer. And to get the planet probe you have to find the mad
- professor who holds the code. And to get the code you have to kill the
- mad professor (you will see what I mean by 'mad' when you hit him!)
-
- Once the probe is collected, you buy explosives from the nearest shop,
- throw the explosives at the generators, and RUN LIKE F***! If you are
- lucky, you will reach the main airlock in time. From there, you have to
- type in the correct sequence again to escape back outside. Then, all
- you do is find your lander ship, get in, and blast off! There, level 1
- done, only 64499 more....WHAT? Yes, Apparently there are 65500 levels
- in Captive. Don't ask.
-
- A few levels afterwards you will have had quite a lot of experience.
- Skill points can be 'brought' using experience points. There are two
- main categories of skill; weapons and robotics. Your robotics skill
- determines what level of armour your droid can wear (Human armour is
- the most basic, Tindron is the next, then Coppator, Bronzite, Ironide,
- Chromize, Silovsh, Rosteeld, Stenforcer, and Titaniux. You get to wear
- Titaniux by about level 50!)
-
- The weapons category is split into the nine different types of weapon.
- First of all, the four droids start with skill 1 in Brawling (punch-
- ups). Once this is increased to 9 out of 24, you can start allocating
- to the next skill, Swords, then Handguns, then Rifles, Automatics,
- Lasers, Cannons, Sprayguns. There are three different weapons in each
- weapon category (making 23 different weapons altogether). Each weapon
- has a power rating, from BASIC to mark 8. So, someone with Sword skill
- 12 can use all weapons up to power 4 or the second sword weapon.
-
- Different shops sell different gear at different prices. Each shop
- generally offers these services: repair whole droid, repair body parts,
- buy item off droid, or sell item to droid. You can buy weapons, armour,
- ammunition, batteries, explosives, cameras, mines, balls (!), Optics,
- and Dev-scapes.
-
- Instead of your usual food and water levels in DM, you get a power
- level instead. This shows how much electricity you have in you. Once
- this reaches 0, you have got one run-down droid on your hands. The
- place to get electricity from, believe it or not, is from power sockets
- on the wall. Shove your finger in a power socket, and you can recharge
- yourself! You can also fill up batteries from here to store power. You
- can also partly recharge batteries from fire on later levels. Stuffing
- anything else up a power socket (ahem! by way of armour, money, etc.)
- will promptly burn it up!
-
- Cameras are handy (should you have enough power), for you can put them
- on the floor, and control them remotely - sending them up ahead to see
- what's there before charging around a corner.
-
- Mines can be planted on the floor, waiting for some unsuspecting enemy
- (or droid who forgot they put it there!) to step on one.
-
- Optics and Dev-scapes are small chips which the droids can plug into
- their head sockets. There are eight of each type. Optics are solely for
- informative purposes, while Dev-scapes modify the droid(s) in some way.
- For example, the first Optic is called the AG-SCAN, and shows how much
- damage you are inflicting on the opponent. The next one is the ROOT-
- FINDER, and points to the way out (useful!). The third one is the
- MAPPER and draws out a map as you walk along, which you can then move
- around to see where you haven't been. The best of the lot is the RADAR
- which shows where close-range enemies are. The next one is less useful,
- the MAGNA SCAN. It points to the direction you are facing (handy if you
- stand on a 'spinner'). The sixth one is the BODY-SCAN and shows quickly
- which parts of your droids are injured. The penultimate one is the
- VISION CORRECTOR, and reveals false walls when you are looking at them.
- The final one is the VISOR, and is useful during blackouts (where,
- because of the roof, the droids cannot relay their camera-view
- proporly, and everything ends up blank).
-
- The Dev-scapes are as follows: ANTI-GRAV allows you to walk on the roof
- (allows you to either walk over mines and pits, or fall back up pits!)
- The next one is a SHIELD, and reduces how much damage the droids
- receive. Then, the FIRE-SHIELD, which filters out most of the damage
- caused by fire. Then, GREASER, which speeds up the droid's movements.
- The POWER-SAPPER is the least useful of the lot, as it reduces the
- droid's energy to 0!. Then the FIXER, which repairs a body part up to
- 10% (allowing it to still be used until you find a shop to repair it).
- Then, the RECHARGER, which slowly regenerates your power level.
- Finally, the DEFLECTOR bounces back enemy's bullets (handy in a no-win
- situation!)
-
- Optics and Dev-scapes can be turned on and off by using a small control
- panel at the bottom-right of the screen. Whenverer they are on, they
- drain away the droid's energy (although most of the time te amount is
- of no real matter). Optics are always on full charge, but Dev-scapes
- can slowly run out; they need to be repaired.
-
- Here are a few tables, just for the sake of it.
-
- WEAPONS (Only Basic and Super costs are provided, not II to VII)
- -------
- -- COST --
- NAME BASIC SUPER CLIP TYPE CLIP COST AMMO SKILL
-
- Fists Brawling
- Knuckle-Duster 49 84 Brawling
- Battle Glove 99 169 Brawling
-
- War Blade 189 259 Swords
- Lyte Blade 399 469 Swords
- Fire Axe 459 599 Swords
-
- Pistol 999 1139 20mm 20 Handguns
- Colt 1199 1339 45mm 50 Handguns
- Magnum 1419 1559 50mm 300 Handguns
-
- Rifle 2140 2280 45mm 50 Rifles
- Shotgun 2159 2539 Cartridges 400 Rifles
- Hunter 2500 2780 50mm 300 Rifles
-
- Uzie 20mm Auto 500 39 Automatics
- Rapedo 45mm Auto 600 Automatics
- Booster 50mm Auto 800 Automatics
-
- Hand-Laser 8000 8350 Laser pack 1000 20 Lasers
- Lyte-zapper 8549 8899 Laser pack 1000 20 Lasers
- Ion-pulse 9025 9375 Sonic pack 1500 25 Lasers
-
- Mono cannon 10000 10700 Shells 1500 20 Cannons
- A51-Launcher 11002 11702 A51 rockets 1989 15 Cannons
- Twin cannon 12039 Shells 1500 20 Cannons
-
- Aerosol Poison gas 21 Sprayguns
- Acid Dispensor Acid gas Sprayguns
- Flame Thrower Flambos gas Sprayguns
-
-
- There, that's all of the weapons out of the way...next come the
- baddies! There are about 39 different types of monster, ranging from
- (these names are what I call them, because there is no real definition)
- Miners, Stumps, American Footballers, Red Indians, Freds (?), Evil
- Freds (??), Ships, Frogs, Robots, Fire Elementals, Flying Robots,
- Professors, Porters, Droids, Tabs, Dragons, Ninja-swirls, Dogs,
- Computers, Defence Flyers, Rock Piles, Globs, Laser-Gunners, Demons,
- Skele-Freds (???), Battle Droids, Pulsites, Invisos, Guardians, Water
- Dwellers, Dinosaurs, Pterodactyls, Stegalosauruses, Knights, Fire
- Serpents, Blue Globs, Faceless Freds (????), and Mini-Dinosaurs! For
- the people that already have got Captive, try to find out which
- monsters I am referring to!
-
- There are plenty of features to each level, such as coridoor, pushable
- walls, blue doors, push-button doors, punch-doors, naitan security
- doors, raising walls, airlocks, grates, 8-way and 16-way combination
- codes, fire, water, levers, shops, computers, ladders, pits, fake
- walls, lifts, and generators. Phew! You would have thought that each
- level would be completely different! Sadly, not true. Although there
- are three different types of wall and ceiling (four if you count the
- space station at the end of every ten levels), each level tends to be
- the same after a while, and the lasting appeal wears thin.
-
- If you like this kind of game, you will be hooked for days and days,
- because there is so much to do and try out. But, once you get to level
- thirty or so (I am on about 35), things tend to get the same, and
- because there are 65500 levels, you just give up and lose interest.
- After a few levels you start to get complex combination locks,
- consisting of either 8 or 16 buttons which have to be set correctly to
- open up a bit of wall elsewhere. The only way to find out the code (if
- you can't be bothered to guess) is to find the monster that is carrying
- the code. Sometimes he/it can be on the other side of the level (gets
- daunting running all of the way back to type the code in, and
- sometimes, only to find that it was a total waste of time!).
-
- Sometimes, impossible situations occur: Somewhere on the level, an
- enemy detects you, so he shoots (if possible) at the wall. If there was
- a raising wall there, it lifts up. A baddie which carries a vital code
- walks aimlessly underneath, the raising walls comes crashing down,
- kills the enemy, and crushes the code, making it impossible to find. On
- most levels, you manage to explore the whole level (just to give you an
- idea, for the levels 30 onwards, each floor is probably twice the size
- of your average Dungeon Master floor, and there are about four or five
- floors!) and find that there is nothing else to do, except for this one
- code which you can't find! So you have to run around the whole level
- looking for a code or a monster to kill, and get so frustrated when you
- can't find it! Eventually, you give up and play something else.
-
- The whole of Captive comes on one disk (!!), with an extra disk for
- those single-sided lamers. The disk access is the fastest I have ever
- seen (takes about two seconds to save out the whole level where it
- takes DM about 10 to 20.) and memory usage is very efficient. The
- graphics are superb, there is sampled sound to accompany most actions
- (and in stereo for the STE'ers), there is catering for two drives (and
- ten saved game positions) and extra memory - the whole game runs as if
- from a hard drive! There are keyboard short-cuts for movement,
- inventory access, etc. so if you had a friend that liked the game, you
- could have one person doing the moving, and one person doing the
- shooting (like I do).
-
- So, to finally sum up: Captive is a game of high quality. Everything is
- superb: gaphics, sound, playability. There is so much to each level by
- way of content, things to do, different weapons and armour to try out,
- a wide variety of baddies...the only let-downs are the ever-recurring
- levels, the impossible bits, and the "spending hours one one level
- trying to find what you have missed".
-
- I would rate this game very highly, between 80 and 90%. It is good for
- the first few months, but you eventually lose interest, and leave it on
- the shelf to collect dust and rot. Shame, that.
-
- Article: BLACK EAGLE 7/7/93
-