The Hound of Shadow - Electronic Arts RRP œ24.95 (Text/graphic adventure) Reviewed by Paul Brunyee This is the first in a suggested line of role-playing games developed with the Timeline system which allows characters created and developed in one scenario to be transported into other scenarios in a similar manner to how characters in table-top role-playing games may be moved from adventure to adventure. The Hound of Shadow is an adventure inspired by the Cthulhu Mythos created by H.P.Lovecraft in the 1920s. These Cthulhu Mythos are based upon an understanding that forces of evil, currently expelled from the earth, are constantly seeking passage back to this world in order to rule and dominate by terrible and foul means. Great Cthulhu, to quote his full title, is one of the deities collectively known as the Ancient Ones or Great Old Ones who features at the centre of this macabre fiction. Mention is also made within the Mythos of several fabled and revered books, the most notable of which is the Necronomicon, a "..shunned and terrible book .. which contains shuddersome and frightening hints of the Great Old Ones..", written by the mad Arab, Abdul Alhazred. Lovecraft created many terms of reference of this genre which feature within the adventure quite prominently. The adventure is based in the 1920s, following the Great War, when interest in the occult and spiritualism was rife. The Hound Of Shadow is described as a powerful and evil force summoned by its evil-minded followers which you must endeavour to defeat. Creating a character. The first thing to do before starting the adventure is to either create your own character or use one of the three already defined. To create your own character you must go through a lengthy dialogue answering various questions and allocating a quantity from a fund to several attributes. For example, the initial questions to answer are : i) Male or Female ii) Title, (Mr, Miss, Dr, Professor, Lady etc.) iii) Nationality, (British or American) Points (i) and (iii) above are accompanied by high quality sepia pictures; in the first instance of a man and woman wearing period clothes, and in the second by two flags resting at angles to each other. This trend for high quality graphics continues throughout the adventure to accompany choice location descriptions. The adventure then produces a textual summary of a character it has built for you, with values seemingly chosen at random. For example, you might read: "You are a healthy, active, enthusiastic person conversant in several languages, of fair intelligence and well educated." You have the option of using these values or choosing from another set generated for you. The next step is to choose a profession from a list including Aristocrat, Freelance Reporter, Gentleman Adventurer (men only!), Novelist, Private Eye, Psychic Investigator, Scholar, Sleuth and Socialite. These professions are described in the game manual together with related attributes. For example, the Freelance Reporter would be able to research topics thoroughly and perhaps be able to bluff or persuade people where appropriate. The Private Eye would be a good judge of character and be highly observant. And so on. After choosing a profession, you specify the skills of your character by allocating quantities from a fund to each of the following areas: Physical, Social, Investigative, Academic, Logical, Creative and Spiritual. For example, the Physical skill includes areas such as brawling, climbing, driving, shooting and swimming while the Investigative skill includes areas of listening ability, psychology and perception to name but a few. This fund is allocated by the program, apparently taking into account various decisions you have made up to this point. This section is completed with the mouse by moving the pointer along a rheostat below the icons and choosing the desired level or quantity of the fund to be allocated to each particular skill. When all of the fund is allocated you will be prompted to save this character and start the adventure proper. The adventure. The adventure starts with a brief introduction explaining that you have met a long-time friend who invites you to a seance. As the last arrivals at the seance, you barely have enough time to take in the surroundings or examine the other people around the table when the Adept Karmi enters and proceeds to enter a trance, or so he would have you believe. After a none-too-convincing show, the Adept suddenly arches his back and screams aloud. He raises a finger at a young man by your side and shrieks "The Hound Of Shadow is upon you" before collapsing onto the table...... By this time, the method of interaction with the adventure will be getting more and more familiar. To question a person, you simply type exactly what you want to say, for example "I'm looking for John Smith, is he here?". Although, in a lot of cases, I found it hard to extract useful responses from people to this type of direct questioning. The initial stages of the adventure involve researching the mysterious happenings which you and your companion have found yourselves in. This will call for visits to the British Museum's Reading Room to find relevant references in various texts which may explain certain events. Other people will have to be approached and quizzed. The plot builds as you become immersed in the events until you too are subject to the evil forces and awake one night covered in blood. A tiny incision was made in a vein - but by whom? The more typical adventure commands are available, together with being able to 'GO TO location' and 'WAIT UNTIL a certain time'. Indeed, as in real life, peoples' movements and actions are to a certain extent governed by the time. You will have to meet people at certain times and in certain places to progress; you are even able to catch trains using the timetable included in the game manual which also acts as the game protection. By entering something similar to 'WHAT DO I KNOW ?', you can request that the adventure summarises all the salient points about your investigations so far. The Hound Of Shadow is a large and very verbose adventure which will undoubtably hold a player's attention for a considerable time. Compared with some other traditional adventures, the gameplay does not come to a shuddering halt because a particular puzzle hasn't been solved - in the Hound Of Shadow, you are able to approach puzzles at a more collected pace. If you miss a hint to perform an action, your companion may well suggest the action to take - just as might happen in real life. With the atmospheric text and high quality spot graphics, the Hound Of Shadow has perhaps been rightly described as a standard by which future ST RPGs must be judged. A tall order maybe, but either way, it's gripping stuff!