LURE OF THE TEMPTRESS - Virgin RRP œ30.99-œ35.99 (Graphic adventure for ST, PC and Amiga) A personal view of the ST version by Peter Hague Author of THE OBSCURE NATURALIST Lure of the Temptress is the sort of game you buy because the screen shots on the back of the box look cosy and not because you may be feeling particularly randy that day. Besides, sex and computer games just don't mix - we've all seen that horrible picture of the two ray-traced figures snogging - of course, it's the virtual saliva we've got to worry about, not to mention the virtual bad breath. Anyway, Lure is announced as 'virtual theatre' and this seems a reasonably apt description of it and leads us into some good, clean fun. There is great humour to be found in the text and this cushions what too often becomes a boredom of mindless wandering around asking the various characters for help and information. It's not that I dislike solving clues, it's just that the clues are not particularly logical in places and one simply has to go through a seemingly endless process of trial and error, time and time again, which is not very rewarding but as I say, at least there was a reasonably fresh supply of jokes to keep interest up for a while. Inevitably though, this adventure had become boring for me well before the potentially interesting bit of meeting the dragon, and by the time the gates to the caves had opened I felt a bit like Ratpouch - I could quite easily have stayed outside while Goewin went in and got on with it herself. However, the Caves actually held a minor puzzle and it was then that I realised how few of these there had been thus far. The token bit of fighting at this point was also a bit wearing - this seemed more of an annoyance than fun and simply a matter of dressing accurately in the right place for the correct number of the times - I found myself pining for the mobile swash-buckling of Dungeon Master. In fact, from here on in, the game became a bit of a drudgery and I must confess to resorting to someone's hints and tips near the end - not that they worked though! Games often seem to do themselves in by falling over their own technicalities. For instance, I played Lure on the ST and was annoyed by the amount of disk accessing I had to sit through - in fact, at the very beginning of the game I estimated that seven out of the first fifteen minutes of game play had been spent listening to the disk drive whirring! One of the unnecessary reasons for this is that every time you get walloped by a Skorl and have to start again, you have to swap disks, wait for the animation to be loaded and then wait a few seconds while it sorts itself out. Still, it all helps to focus the mind and after a while you soon realise you can't afford to slack. Being whacked by the torture of disk accessing soon becomes a far worse punishment than any Skorl can dish out - why can't I ever put these games onto my hard disk? PC owners can! Also, every single screen is loaded individually too, so every move from one location to another means a further concentration breaking wait. I suppose the good thing is that it only took a couple of days to play, but that's hardly value for money, is it? I paid the full price of nearly œ30.00 for this some time ago. On the plus side is the graphics. They are nothing short of excellent - with the exception of some screens that seem to have evaded the attention of the usual fine detail. I must also admit to enjoying playing the game for about a day or so before the endless trudging around finding often illogical means to solve obvious problems got me down. For instance: It was obvious that my character would have to turn into Selena via the Wizard's Potion, for which I would need an empty receptacle - but what logic stated I should give the gem to the barmaid in order to get the flask of strong beer? Also, the logic that told me I could only empty the flask by giving it to the Blacksmith was very weak? I could think of easier ways to help the player a bit here and make the adventure more logical and playable, but even in this fairly small and not very complex game it seems that these writers were being over coy - a good riddle is not made better by writing it in Latin. Still, they cheered us up with their witty lines but perhaps finally, and ironically, at the expense of the fun. The end of the game came more as a welcome relief than an anticlimax, but was probably both - after a second token mechanical struggle with a beast you enter a chamber to meet the gorgeous Selena to do the final business with the 'Magical Eye', however, the action here is all done for you and having been treated to some more animation ... that's it really. You can switch off and go to hospital to have the sound of disk drive whirring removed from your ears. You may not think so, but on the whole I enjoyed playing this game for most of the time I played it. Afterwards however, it feels like the proverbial Chinese meal - it seemed sufficient at the time, but I'm empty now. I must also criticise the copy protection - it has to be the most tedious system I have ever seen - who wants to get home from work or school and thumb through half a manual matching up characters? Surely the better way is: Page 16, Line 3, Word 3. Score: Graphics 9, Sound 5, Atmosphere 7, Gameplay 6 Overall impression 76% Tip for your sanity: Pay close attention to detail - when an object has been looked at another object, or part, is often revealed within.