
Published by Dreamcatcher Interactive
Reviewed by No-guano
on 10/13/00
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First
Impressions:
An
amusing vintage consisting of a delightful mélange of peppery spices,
rough-cut cedar, and harvest fresh drupes from the southern mountains....
Wait... sorry... wrong review!
The cover of Traitor's Gate depicts the main character making a
dramatic entry into an upper level window by means of a high-speed
zip line. This instantly reminded me of Ian Fleming's 007 stories.
And indeed further examination of the packaging confirms this analogy.
The goal is to infiltrate the Tower of London, replace the Crown
Jewels with replicas fitted with tracking paraphernalia, and exit
without being discovered, all in an attempt to conceal the U.S.
government's ineptitude at maintaining secret documents as secrets!
An intriguing concept that seems to be a Thief / 7th Guest hybrid
which goes one step further by allowing 1200 unique endings and
100 different challenging puzzles. Sounds good to me! By and large,
these impressions were met!
The game loaded quickly and easily, with the only minor inconvenience
being that through either the game's or my system's ineptitude,
an older version of Quicktime was not detected and replaced with
the newer version on the disc. However, I was pleased that when
starting the game, I was greeted by a series of menus that allowed
me to choose screen size and then guided me through proper setup
of contrast and brightness to give the best effect for the game.
Graphics:
Have
I mentioned that the graphics are cool? Well, allow me to change
that; they are really cool! The entire environment
is allegedly an exact reproduction of the Tower of London, complete
with wall and floor treatments, security systems, and museum exhibits.
Now, I'm no Philistine (having been to London myself, but not
quite making it into the Tower), but I must honestly say, that
after playing this, I feel as though I've been there! Heavy detail
and lush backgrounds fill this game. I shudder to think what my
poor computer would have done without my 32 Mb video card.
The game is generally first person, but on some occasions a limited
third-person view is employed. Those occasions being when an action
is begun which doesn't require constant input to continue, like
using a screwdriver, or climbing a ladder, or capture / death,
which I saw a number of times (this reminds me; save often).
Sound/Music:
The
soundtrack is rather sparse, consisting mainly of foley sound
effects (opening doors, walking, etc.). Occasionally the obligatory
spy theme is inserted when something of import is impending, such
as capture, death, or a minor success. The opening credit music
is in a very James Bond vein, while the closing credits are more
of a Hitchcock style.
I think the subdued use of sound track is both a blessing and
a curse. While it does make you more aware when a sound occurs,
increasing the tension (like the real world), the lack of an omnipresent
soundtrack is almost eerie and unnatural. We listen to the radio
in our cars and play mp3s while we surf the web, but it does add
to the ambiance of the game in a backwards sort of way.
Gameplay:
Did
I say the graphics were cool?
After all the happy introductory rigmarole, I arrived in the briefing
animation where the scenario and plan is laid out. I was impressed
with the level of detail and the smoothness of the animation,
even though the soundtrack didn't quite match the characters'
mouths very closely. This peccadillo was forgiven as I continued
to drool over the animation.
Finally, I landed first person in a janitorial closet in the Tower
- and left to my own wits! After some exploring of the controls,
I learned that a mouse is all that's needed for successful manipulation
of the game. The game is basically point and click and drag, with
an arrow appearing in directions that are available for exploration
and crossbars for panning. If an object is suited for closer examination,
an arrow appears there as well. Basically, the interaction is
simple and intuitive, so try to click on everything!
The tool menus are slightly more complex. There are three different
tool areas along the bottom of the screen; the left-side menu
consists of objects you find through your exploration, the right-side
is filled with tools which have been provided for you, and the
center console is for your PDA, which allows you to take digital
pictures of your environment, e-mail them back to HQ for analysis,
access the instructions for using any of the tools in your right-side
area, or to access maps of the Tower. The PDA houses all pertinent
info for success of the mission, so study this first!
After learning the tools of your trade, everything else is gravy,
except for the sewer, which I'll detail in a moment.
Enjoyment:
Did
I mention that the graphics are cool?
This game is very challenging and engaging. Once started, I found
it difficult to stop. After I did pause, I was surprised that
three hours had quietly passed. I wasn't so much surprised that
I had already played that long, but more that I failed to notice
my family moving about the house around me! I was thoroughly enthralled
with the plot.
Additionally, contrary to my earlier inferences that this game
would be a 7th Guest / Thief hybrid, I was pleased to find it
to be more of a MacGyver / Thief hybrid. Many of the puzzles use
common items to solve puzzles in fascinating ways, and some of
the puzzles can be solved in a number of manners! There really
isn't one right answer, but perhaps one more right than another.
I'll let you know when I find that one.
Now on to my only true complaint, and it concerns the sewers mainly,
and this is where I longed for a bit more 7th Guest influence.
The general movement above ground is task driven, meaning that
you click in the direction of one of your arrows, you go there,
and generally there is something with which you can interact.
Even if there isn't something to interact with, you can at least
enjoy a sublime or picturesque view. This is not true in the sewers.
Each click in a given direction raises your torch (a flashlight),
and moves you seven steps in that direction. Then you stop. Even
if there is nothing of interest or interactivity available, you
stop. Until you click again. Then seven steps and stop. This wouldn't
be so tedious if the sewers weren't so visually monotonous, but
the maze-like environment drags the brain down into the mire.
7th Guest on the other hand (which also has a maze), allows continuous
movement until a choice must be made; whether to turn or if there
is an object with which you may interact. Admittedly, the methodology
used by Traitor's Gate does closer approximate a real life sojourn
through the tunnels where one would attempt to escape detection,
however we play these games in order to escape real life, true?
Another small complaint, the really cool graphics seem to consume
a lot of space on the four CDS. Subsequently, fifteen minutes
into the game, I had to insert a different disc. A slightly annoying
trifle in the light of the graphics, but still worth mentioning.
Overall, this game has a fantastic plot reminiscent of the Flint
and 007 movies, couched in incredible graphics. I can hardly find
words to recommend this game strongly enough. And did I mention
that the graphics are cool?
Multiplayer:
None
Seen or Tested. I don't see how that would work even if it were
available.
Overall
Impression:
I
think I summed it up under Enjoyment
Marketing
Efforts Towards Women:
As
there is no clear third person perspective in the game, I can
honestly say I was not aware of any sexual underpinnings. There
aren't reflections of character, and when tools are employed during
gameplay, they sort of hover in space without the use of hands.
The plot of the game moves it along without any thought of the
gender of the character. Even the character's code name Raven,
is gender neutral.
One does need to be aware that many of the puzzles require a passing
familiarity with military equipment (even fictional), and some
mechanical and electrical knowledge (tools, circuitry, and acetylene
torches). Being a MacGyver fan doesn't hurt. But the driving force
of the game relies on conquering puzzles and escaping detection
to fulfill your goals as set in the introduction.
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