DARK SEED - Cyberdreams - RRP œ34.95
(Amiga) - œ39.99 (PC)
(Icon-driven graphic
adventure)
Reviewed on the PC by Neil
Shipman
I first
appreciated the macabre artwork of H. R. Giger when I saw
the
movie Alien way back in the late seventies. This was followed
by a
pictorial interview in an early issue of Omni magazine from
which
it was possible to take a rather more leisurely look at the
artist's
esoteric style. Now comes the chance to view some of his
work
from another perspective by way of the game Dark Seed.
Mike
Dawson (coincidentally one of the adventure's creators) has
earned
enough from his years as Chairman of a large agency to
take
time out and do what he has always wanted to do - write. So
that he
can concentrate he looks for, and finds, a secluded old
house.
But all is obviously not well when, in the introductory
sequence,
you see the gruesome sight of an alien embryo being
implanted
into his brain!
When
the game begins you (playing the part of Mike) have no
knowledge
of this and wonder why you wake up from your first
sleep
with a splitting headache. You take something for it and
decide
upon a bit of exploration before you settle down to put
pen to
paper.
You
don't get far before the front doorbell rings and you are
presented
with a package bearing a doll. Briefly, and to the
accompaniment
of wonderfully atmospheric music (which plays
throughout
the adventure as do other sound effects and speech),
this
takes on an alien appearance. Wandering round the house
reveals
a number of interesting things. What, for example, is the
significance
of the mirror in the living room and why did the
previous
owner appear to have drunk the cellar dry?
Out of
doors you can travel as far afield as a cemetery in one
direction
and wonder at all the graves and the Tuttle mausoleum.
The
local town with its police station, food store and library
can be
found in the opposite direction. These locations will give
you
some ideas as well as pose further problems.
So far
all the action will have taken place in the Normal World
which
is displayed in high resolution 16 colour VGA graphics. It
is not
until the next day that you are able to view the Dark
World
with its equally hi-res, more monochromatic renderings of
Giger's
vivid imagery. The contrast between the two distinct
worlds
is striking.
All
movement takes place in the graphics window which occupies
the top
two-thirds of the screen. This is bordered in the Normal
World
by heavy Victorian drapes and in the Dark World by
Giger-esque
necks and mouths. The bottom third is reserved for
the
somewhat stark text output in response to your actions and
other
happenings.
Moving
the cursor (which can be controlled by mouse, joystick or
keyboard)
to the top of the screen shows your inventory and this
always
contains a disk icon for accessing the game's controls.
The
cursor is intelligent and will change its display when you
cycle
through a number of options with the right mouse button.
The
interface is intuitive and you will quickly have Mike moving
around,
examining and manipulating things.
The
adventure takes place against the clock but there is usually
plenty
of time to get everything done. Time can be advanced
quickly
by pressing the 'T' key and you will almost certainly
want to
make use of this feature over the game's three days'
duration.
While
much of the gameplay is fairly open it is still essential
to
carry out certain tasks on certain days else you will be in
for a
particularly gruesome ending without knowing why. It is
useful
to save your position before going to bed each night just
in case
there is something that you could go back and do on that
day
which would allow you to make progress on the next. The
adventure
is far too linear in this respect.
A lot
of the animation like Mike's climbing, drinking and so on
is very
fluid and this has been achieved by using videotape of
live
actors. Regrettably, though, the central character needs to
approach
some things from just the right direction otherwise he
will
spin round on the spot like a whirling dervish or, in
extreme
circumstances, take a walk across the other side of a
room
and return to his original position! Cyberdreams must
address
this problem before their next release.
System
requirements on the PC are 14Mb free on your hard disk and
VGA
graphics running on a 12MHz 286 at the very least. The game
is also
memory hungry and needs 640K RAM with 596K free for AdLib
or
Sound Blaster modes or 583K free for PC speaker mode which
doesn't
support music. Consequently you may have to eliminate all
memory
resident programs. The easiest way of doing so temporarily
is to
create a special floppy boot disk with changes made to the
AUTOEXEC.BAT
and CONFIG.SYS files. For this you are referred to
your
DOS Manual although fortunately there is excellent customer
support
from Cyberdreams.
Even
so, it took ages to install and, when playing, to load in
new
screens on my 20MHz 386SX. I would put this down to the fact
that
there are some 650 separate files and these can get placed
in any
clear space on the hard disk during the installation
process.
Picking up what is needed to make up a fresh picture can
leave
you staring at a blank screen for some time. The secret
would
seem to be to play from a newly-compressed or defragmented
hard
disk but I must admit to not having tried this. Cyberdreams
tell me
this delay is something they have gone some way to
improving
in the Amiga version.
But
even with its faults, Dark Seed is well worth taking a look
at if
only to see some of Giger's work. The artist himself was
consulted
during the game's creation and he made many useful
suggestions.
His brilliant synthesis between flesh and machine,
producing
his well known, unique, biomechanical style, is
wondrously
disturbing. The mere thought of it is enough to send
shivers
down your spine long after you've finished playing the
adventure.