Future Wars - Delphine RRP œ24.95 Boxing Day 1989 There I was filling my face whilst half-watching something on the box from my favoured prone position when `her-inside-of-the- doors' suggested that I might like to stir myself and help her out by reviewing an adventure. There's no way I'm an adventurer. I get more than enough enough brain damage and high blood pressure at work without volunteering for more. But, she said, this one's different, a high technology animated adventure from France no less. I refused point blank. No way! Later that day I found Future Wars quite a revelation. Most of my previous experience had been with the original Adventure and games of that ilk. I honestly hadn't realised just how far things have progressed. I found that the game provoked extreme responses from me about almost every feature. First, I am amazed by the professionalism of it all. The program looks to be pretty well bug free and it runs like a dream - it really does begin to approach the cinematic experience intended by its creator Paul Cuisset. The blurb claims that it has taken 3 years to come to fruition and I don't doubt it. Paul can give up his day job now! But I do hate the copy protection. What a pain! You get these 12 bits of a picture on the screen along with a grid reference. You have to find the big picture in the manual and overlay a plastic sheet etched with a 5 by 4 grid and match the part-picture inside the grid reference with one of those on screen. Not quite as easy as it sounds because several bits of the screen look like this bit of the picture. And you have to do this twice! If you get it wrong either time (it happens) the program bombs out but not until the main game starts to load. Why bother? Some clever bugger will soon find a way to crack it and meanwhile you're upsetting the punters who paid good money for the original. I reckon Infocom had the right idea when they made the packaging so complex that everyone wanted the original just in case the piece of fluff or the microscopic space fleet in a plastic bag or the Don't Panic badge were absolutely essential for completion of the game! The animated graphics are stunning. A mediaeval space adventure (honest!) gives lots of scope for the accomplished computer artist which Eric Chahi evidently is. From the opening shot of a spacecraft landing in the style of `Close Encounters ...', our hero cleaning the windows of a glass fronted office block, then, later, changing clothes down by the lapping waters of the lake (*) or taking a trip on the train. All faultless. (*) Dear editor. Am I allowed to do that? I mean give things away like changing clothes and stuff? Well never mind. Anyone who doesn't like it will just have to forget they ever read it. There's no reason why that should stick in their memory (changing clothes down by the lake I mean). What about the game play though? You move the hero by clicking on the picture at a point you wish him to approach. Although it can be frustrating when you're in a hurry, it works very well. You play by selecting a word like OPERATE or USE from the Activation Menu then, if necessary, selecting an item such as PENDANT or LANCE from the Inventory, on a part of the picture such as HERO or DOOR selected with the mouse pointer. This works well enough as long as you don't confuse your right mouse button with your left (who would?) but there are some real oddities such as OPERATE TREE when you want to shake it! Some of the logic seems a bit iffy but perhaps that's because there are so few options to choose from (it could be because something was lost in the translation but I didn't find much wrong with the English). I was pretty impressed when I shook (you know, operated) this 6 foot diameter tree and a coin fell out of a garment which was sitting on a branch! Must remember that technique when I see the kids collecting conkers from the local skinny (only 2 foot diameter) horse chestnut. Some of the puzzles are real hard. How anyone can resolve them without help is beyond me. Look. Your boss tells you off because you tipped your bucket over on the cradle so what do you do? Well, you climb into the building, fill up your bucket and then balance it above the door, so he gets wet when he comes through (Oops! Hope I didn't give anything away again!). Obvious? Would anybody guess that in a million years? (Sue seems to have but she apparently has a special adventurer's brain extension). There's lots of puzzles like that and I don't think I'd have got very far at all without help. Other moans? Well, the game is a bit picky sometimes about where you position the hero to perform an action and it can take ages to find the right spot. Other parts are so closely timed that you have to perform a complex set of actions perfectly in order to achieve your objectives. Luckily you can save your position to disk so you can practise until you reach perfection. You sometimes need to examine or take objects which are so small that they are actually not shown on the screen. That's real bad for the nerves! There are large segments of the game which are under program control and you just have to sit back and read a load of text and watch a lot of new pictures come and go. It can get a bit tedious after you've read it all once. Other good bits? Well, there's some music which for some reason doesn't drive me potty. It seems to fade in and out at just the right times to actually add to the mood of the thing. Oh. The manual is pretty good and it actually gives you a fair bit of help on how to get out of the first location. Invaluable to the novice (probably). So that's Future Wars. My verdict? I think it's great, mainly because it's technically and graphically so clever and so well executed. I'm not sure those reasons would necessarily commend it to an adventurer so you'd better check it out for yourself. Alan