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1994-02-25
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Path: menudo.uh.edu!usenet
From: brian.s.mogged@uwrf.edu (Brian S Mogged)
Newsgroups: comp.sys.amiga.reviews
Subject: REVIEW: Liberation CD-32
Followup-To: comp.sys.amiga.games
Date: 25 Feb 1994 21:41:53 GMT
Organization: The Amiga Online Review Column - ed. Daniel Barrett
Lines: 350
Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
Distribution: world
Message-ID: <2klrb1$nv4@menudo.uh.edu>
Reply-To: brian.s.mogged@uwrf.edu (Brian S Mogged)
NNTP-Posting-Host: karazm.math.uh.edu
Keywords: game, CD-ROM, CD32, action, adventure, commercial
PRODUCT NAME
Liberation CD-32, version "Ratt V2.00b : Wyvern V2.00"
BRIEF DESCRIPTION
A 3-dimensional adventure/action game for the CD-32, set in the dark
future.
AUTHOR/COMPANY INFORMATION
Name: Mindscape Internation LTD
Address: Priority House, Charles Avenue, Malting Park,
Burgess Hill,
West Sussex RH15 9PQ
UK
Telephone: 0444 246333
FAX: 0444 248996
LIST PRICE
I do not know, but I paid $49.95 (US).
SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
HARDWARE
Commodore CD-32
Mouse (optional)
SOFTWARE
None.
COPY PROTECTION
None.
MACHINE USED FOR TESTING
A CD-32 and a mouse.
INSTALLATION
No installation is necessary. Just put the disc into the CD-32
and go.
A HISTORY OF LIBERATION
The world of Liberation is set in the 29th century, where Earth is
dying. Earth is being destroyed by commercial exploitation from large mega
corporations. One mega corporation, Bio-Corp, developed a variety of high
technology items for its sister corporation, Securi-Corp. Securi-Corp
handles almost all law enforcement activities for the government. Since the
government is concerned with other affairs, these corporations are truly in
control of Earth. Your hero (the player that you control) has learned an
important fact: androids sold by Bio-Corp for police security go berserk
when they are exposed to magnetic interference. These berserk androids
usually cause a few deaths. The corporation is covering it up by placing
people into detention centers. The object of the game is to explore the
detention center, rescue these political prisoners, and find enough evidence
to bring the mega-corporation to justice. The hero cannot go into the
detention center himself, so he sends four robots into the detention center.
Liberation is a sequel to Tony Crowther's "Captive." Since I have
not played Captive, I cannot say how similar this game is to the original,
but I can say that it is completely playable without any knowledge of
Captive.
GAMEPLAY
In Liberation, the main display may be changed by the user. By
default, the top of the screen is your Device VDU (Video Display Unit). The
middle of the screen is the three-dimensional view, with the "droids panel"
on the sides. On the bottom is the text screen.
THE DEVICE VDU (VIDEO DISPLAY UNIT)
Each robot can have two active device which can be scanners, video
bug surveillance, game preferences, city mappers, and other items that I
have not seen yet. Most of these items have a display and a option panel
that can be selected and changed. Since there are eight robots, there can be
up to eight displays active. The default display plan displays four of these
panels.
THE DROIDS PANEL
The droids panel lets you instantly see the current status of your
droids, switch position of members in your party, let you select an
android's backpack, and allows you to split up the party. This area of the
screen can be turned off so you can have a larger 3-dimensional view.
THREE DIMENTIONAL VIEW AREA
This is the first-person, three-dimensional window where you see
everything that the currently selected robot sees. This landscape is very
lush with some of the best texture bitmaps that exist in any Amiga game.
People and objects represented by textured-filled polygons (which look good
too!). You can tilt the robot's head to look up, down, left, and right.
You have not played this game until you tilt your head upwards just in time
to see a police copter in the sky.
TEXT WINDOW
This window has all the text from the current session of the game.
I have played it for ten hours straight and it STILL stores everything that
was said.
TALKING AND MANIPULATING
In this three-dimensional environment, you can talk to people, pick
up objects, give objects, shoot people, and use objects. When the player
talks to a person in the game, the text of what that person says appears in
the text window. Sometimes the game says what is on placed on the screen,
sometimes not. But most of the time, it will bring up a response screen that
has a menu your possible responses. The conversation will continue until
you move away, shoot the person, or say "good bye", or the other person
decides to end the conversation.
Grabbing an item is just as simple as moving your cursor in the 3-D
view window or the current android window and holding down a button. The
player can now move the cursor with the item into any window to be dropped,
given to other people, or placed back into inventory.
SHOOTING A PERSON IN COLD BLOOD
To shoot, swing a object, or punch in the game, you press the joypad
button. Since you have four robots and you have four buttons, each button
controls one robot. Fire fights in this game go very fast, and the outcome
of the battle becomes almost painfully apparent in this game.
DOCUMENTATION
Documentation is a 64-page pamphlet approximately the same shape and
size as a booklet inside a normal CD. It gives a very brief description of
the world, and then describes how most of the functions work and how to use
the CD-32 joypad. The rest of the manual describes how to use the mouse and
confusingly describes the repair systems of the droid.
The game manual is very informative, but is very hard to read. Even
after reading the manual about five times, I could still learn something if
I took the time and read it a sixth time. The manual is too brief in most
parts. For example, it mentions only off-handedly that you cannot save
inside of buildings using the CD-32 built in non-volatile RAM. I still do
not understand the system for doing self-repair on the robots. But still,
the manual does not tell you important facts, like that the current mission
information is in the scroll text window when you start the game. So for
four days I really did not know where I should go until I (by mistake)
scrolled up the text window and saw the mission briefing.
LIKES
What pulls me to play this game every night for the rest of my life?
I love the demo. It is about six minutes long, very good, and gets
you in the mood for the game.
Both the mouse interface and the CD-32 controller interface are very
good. The CD-32 controller at first felt awkward, but after a few hours of
play, I felt as if I had played the game throughout my life.
The graphics are excellent. I haven't see this style of graphics on
the Amiga done with so much detail!! You really feel like you are there.
The outside graphics look very dark and gritty. The interior views look
very close to what I would expect to see inside a building. I loved the
picture of the dog on the wall.
The configurability of this game is incredible. You can move around
windows, turn on/off selected windows, turn on/off voice, sound and music,
and select levels of detail that you can turn on/off. This allows you to
have information on the screen that you consider important.
The scrollable text window holds previous conversations. It makes
remembering old information just a scroll of the window away.
The music is not annoying. I find the music very soothing and
enjoyable.
The sound and voice are pleasant. Gun shots ring out. Very clear
sound complements the music and the game. Voice (when present) is very
welcome and give some good atmosphere.
Very fast CD-ROM access gives this game a very smooth feel. The
waits when loading are very short, and loading is necessary only when going
inside or outside of a building.
VERY BIG. You won't run out of places to explore in this game! This
game is huge. I was just blown away on how big it is. What is eve