Leather Goddesses of Phobos 2 - Activision RRP œ38.99 (Graphic adventure for PC only) Reviewed by The Grue! The year is 1956. It's election year in the USA and the Leather Goddesses of Phobos are, for the second time, planning to invade the Earth and turn it into their private pleasure world. One of Earth's most renowned scientists, Prof. Sandler, suspects something is up and the Leather Goddesses are well aware of the existence of a tenth planet in the solar system, called Planet X. The beings of Planet X are peaceful and technologically advanced, perfect pawns for the Leather Goddesses' gameplan. In LGOP2 you can choose to be one of three main characters in the story, Lydia, Zeke or Barth, the space alien, although the Zeke and Lydia games are identical. If you choose to play Zeke or Lydia, you find yourself on the way to check out the meteor that crashed earlier that evening in the foothills. Upon locating the crash site you discover a spacecraft of some description. Deciding to find its owner you head off back into Atom City. Once back in town, and with a bit of exploring, you find that the alien has been almost everywhere. The local sheriff even had him locked up in his cell but the slippery fugitive escaped. Only when you visit Prof. Sandler's house and question Jimmy do you find out that it was injured, hungry and for some odd reason wanted the clothes iron. Jimmy also tells you what will heal and feed the creature so off you go to collect the goodies. Along the way you find that the research base is under threat of closure and that General Wedgefellow has been duped by the Leather Goddesses, thinking this will save his beloved base from closure. Only by helping Barth return to Planet X will you be able to travel on to Planet Phobos and thus thwart the evil (but sexy) Leather Goddesses. After all, you couldn't let them invade the Earth and take all the men to restock their private harems, could you? Playing the game as Barth is the easiest of the three characters and you will have to find the eight objects that will enable you to repair your craft. Once this has been done and you meet up with Zeke and Lydia, then all three games are exactly the same, so Infocom's claim of three games in one is not really true. In reality one could say there are only one and a half games for you to play. Movement around the game is simple; by moving your cursor around the screen it will change into an arrow illustrating the directions you can travel in, then just click and you will be moved in that particular direction. You can talk to other people in LGOP2 by simply clicking on them. This will bring up a close-up of the person and some text. Your cursor will then change into a mouth, indicating the need to click again. After the text disappears, some icon buttons usually appear on screen. The uses of these icon buttons are quite obvious. One showing clasping hands means to greet someone. If you see an icon with the image of another person or an object on it, that means you can ask the person you're engaged in conversation with to tell you about the object or other person. An icon with a pair of lips shouldn't need explaining, especially in a game written by Steve Meretzky. On occasions, other icons will appear. These are left for you to figure out what they are for but, as I said before, the game is written by Steve Meretzky and, if they are pressed, often bring up one of a number of digitized animated screens. This leaves the player in no doubt about the playing mode of the game! Objects are picked up by clicking on them. Your mouse pointer will then change into the object you have just picked up. You can then either put it in your inventory or click it on another object to use the two together - simple. Once an item has been picked up it can't be dropped again unless you need to in order to solve a puzzle and if you wish to wear or read an object it must be in your inventory first. LGOP2 is, according to the manual, a really, really large game. Well, it might look that way once you've installed the 17 disks on your hard drive and realised that it has used at least 15 meg of it. I'm sorry to say that the game is mostly taken up with the graphics/animation (some digitized) and the music and speech. All of the interaction between the characters is shown on screen and I found it enhanced the personality of each character nicely. The music was nice but I found it obtrusive as it tended to drown out the speech a little too much for my taste but you can turn it off, as you can with the speech. The graphics were nicely drawn and when in close-up the detail was excellent. With the game comes a small interface for people who haven't got a sound card that supports digitized speech. It plugs into the printer port, enabling you to plug it into your stereo. This is a nice bonus for people because this interface will work for most games that support similar devices like the Corvox speech thing or Audiobyte. The main problem with LGOP2 is that it is far too easy. There are not many locations or objects or puzzles. What puzzles we do have can be solved rapidly. For instance, I installed it, solved all three characters, typed up the solution to each of them, wrote this review and painted the kitchen in four evenings. Not much for your money (about 40 quid). Having said that, I did enjoy the game. It had humour, a reasonable storyline, good graphics etc and, being the only Infocom game I hadn't got, I would have bought it regardless but others might want to be more cautious. It's a pity Infocom are no longer with us as this, being written a few years back, shows us that they had the basics of a nice system that could have been developed. Even on this showing, they could have taught Sierra a thing or two about how to write a graphic adventure that runs so quickly you'd be hard pressed to play a text game as fast. At the very end of the game we are told to look out for the final thrilling chapter of the Leather Goddesses - does this mean they planned to write a LGOP3? Rating: Graphics 8, Sound 9, Value for money 4, Enjoyment 8, Smuttiness 10