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Score Scale:
10 - Awesome
9 - Excellent
8 - Very Good
7 - Good
6 - Above Average
5 - Average
4 - Below Average
3 - Unsatisfactory
2 - Poor
1 - Very Poor
0 - Disaster





Published by Dreamcatcher Interactive
Reviewed by No-guano on 10/13/00

Article Discussion Forum

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.



PROS: Cool Graphics, Great Plot, Interesting Toys, Challenging Puzzles, Cool Graphics

CONS: Little Soundtrack, Poor Maze in Sewer, Somewhat Rapid CD Changes

Total Rating - 8.5
Gameplay - 9.0
Enjoyment - 9.0
Graphics - 10.0
Sound/Music - 6.0
Multiplayer - n/a

Required System Specs: Windows 95/98 Pentium 100 MHZ (166 recommended) 32 MB RAM (64 Recommended) 100 Mb Free Hard Disk Space 8x CD-ROM Drive SVGA Monitor (16-bit color at 640 x 480) Mouse

Side Note: CDS are labeled dual format - Windows 95/98 and Macintosh

ESRB: Everyone





















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