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- Innocent Until Caught - Divide by Zero/Psygnosis RRP £37.99
- (Graphic adventure for PC and Amiga (1 meg required))
-
- Amiga version reviewed by Paul Vincent
-
- First we had Simon the Sorcerer on 9 disks, now here comes
- Innocent Until Caught on 10 disks. Where will it all end? The
- latest graphic adventure, Beneath a Steel Sky, comes on a
- hernia-inducing 15 disks, so thank goodness this upward trend is
- accompanied by the software houses' tardy acceptance that hard
- disk installation for Amiga games is just as essential as for
- their PC equivalents! But after Innocent Until Caught's marathon
- installation session, accompanied by several cups of coffee and
- packets of biscuits, is the game worth the wait? Let's have a
- look; we'll go through the Round Window ...
-
- In essence, IUC (as we'll call it for brevity's sake) is another
- animated graphic adventure, in the general style well-established
- by the likes of Zak McKraken via Monkey Island, through to Simon
- the Sorcerer. This time we're in Science Fiction territory. Our
- hero, Jack T. Ladd, is an intergalactic tea leaf with a taste for
- booze, women and large sums of money. Having been recently
- assessed by the Interstellar Revenue Decimation Service, he's
- particularly in need of the latter as his tax bill would probably
- write off the Third World Debt for the next few hundred years! The
- mission is clear, then: starting, penniless, in a spaceport on a
- gloomy planet in the back of beyond, Jack must raise enough money
- to pay off the revenue men, or face a rather terminal penalty.
-
- A few minutes into the game, the first couple of drawbacks start
- to become evident. First and foremost, the mouse pointer movement
- is incredibly jerky, and difficult to control. This can only be
- down to sloppy programming (none of the above mentioned games have
- any problem delivering silky-smooth mouse control), and seriously
- undermines the overall impression of gameplay - the mouse pointer
- is, after all, the player's main means of manipulation of the game
- world. The second serious problem is that some important objects
- are only a few pixels in size, and have no discernible "detect
- radius" around them, so that the pointer must be positioned very
- precisely in order to manipulate them. Combined with the drunken
- pointer control, this makes it almost impossible to even discover
- that some objects exist, let alone manipulate them. In two or
- three cases, even when a printed solution (courtesy of "The One"
- magazine) referred me to an object on a particular screen, it took
- as long as ten exasperated minutes for me to locate and pick up
- said object. I believe this renders the game impossible to
- complete by someone lacking such a hint sheet.
-
- And the irritating niggles continue ... The inventory box, into
- which objects' icons are placed, is non-scrolling. This causes it
- to become extremely cluttered unless the player is continually
- tidying up the contents, which doesn't exactly help you to forget
- that this is a computer game you're playing (as happened in, say,
- Monkey Island and Simon). Rather than using verbs, the player can
- set the pointer to operate in one of several modes - Scan, Look,
- Operate, Talk, Pick Up / Drop, Go To - and this works rather
- clumsily at times. For instance, the information panel only
- identifies the object under the pointer when in Scan mode. Hence,
- having found an object, you then have to switch to Pick Up mode,
- and blindly hope that pointer is still in the exact correct
- position to pick up the object. Steady hands are tested to the
- hilt here! Also, when in Scan mode, if the cursor is over, say,
- an object which can be operated, the Operate icon will be
- animated. Nice idea - it's a pity there are several frustrating
- exceptions. In one sequence, a door needed to be Operated in
- order to open it. However, in Scan mode, the Operate icon did not
- animate, so I wandered around baffled for quite some time, before
- trying to Operate the door, regardless, out of sheer frustration.
- Open Sesame!
-
- Talking to characters works quite nicely. The scene changes to a
- "head to head" depiction of yourself and the other party, with
- multiple choice word balloons moving the conversation along. When
- the other person's reply contains keywords about which you can
- discover more information, you can move the pointer over the
- keyword. This is then highlighted, and the pointer changes to a
- question mark. Click on this and Jack probes deeper. Good, eh?
- Yes, but the problem is, I discovered this by accident, plus a bit
- of trial and error, as this feature is not even mentioned in the
- manual. A great pity, as much of the plot can only be discovered
- using this technique. Didn't anyone beta-test the completed
- package, checking that the game was fathomable with "only" the
- manual for information? I suspect not.
-
- One plus point of the game is the subway system on the main
- planet. Once all stations have been visited, you can travel to any
- station instantly by clicking on the subway map. This is obviously
- a lesson set by the example of Simon the Sorcerer. Let's hope this
- feature becomes standard on games in this genre.
-
- Finally, I have to say that the humour - obviously intended as a
- major selling point - fell flat, for me at least. Most of this
- alleged humour consists of not-terribly-inventive abuse, and
- feebly sexist chat-up lines (happily, these fail to work, just as
- I hope they would in the real world!). Simon's sketches and
- one-liners had me convulsed, but IUC's jokes left me stony-faced.
- Sorry, guys.
-
- In the opening paragraph of this review, I posed the question of
- whether this huge pile of disks would prove worth the wait. Well,
- I have to say that in spite of the clunky control problems and the
- lack lustre jokes, the plot had a fair amount of depth and I did
- find myself wondering what would happen next. But ten disks? For
- comparison I ran through Sierra's old Space Quest game - the
- original version - and found that the older game packed more
- humour and just as many plot twists onto a single disk. No doubt
- the graphics are more splendid in IUC, and the soundtrack's fi is
- indeed hi-er, but where is the huge depth of gameplay promised by
- such a heap of disks?
-
- Recommended only for those who MUST play every graphic adventure
- released.
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