@~Two reviews of Westwood's Hand of Fate, one by Roy Sims, the @~other by me. The Hand of Fate - Westwood Studios. Published by Virgin Interactive - œ39.99 (IBM PC) 1. Review by Roy Sims The Hand of Fate is the follow up to The Legend of Kyrandia and is the second release in Westwood's "Fables & Fiends" series of graphic adventures. Parts of Kyrandia are vanishing and the mystics are stumped as to the cause. After long deliberation, the Hand comes up with a plan that requires someone to locate and retrieve a magical anchor stone from end of the world. Zanthia gets out voted and is selected to complete the task. This brief summary of the plot is displayed as part of the intro to the game. It's quite short, but there's the addition of speech (in the form of a narrator) throughout. It's not quite as good as the intro to the first game (or Lands of Lore - The Throne of Chaos) but it's still quite impressive. (It's a shame that the plot is so lame). If you've played the first game, you will feel right at home with this one. The simple point and click interface has been retained which may or may not be a good thing. It's easy to use, but you might miss the smart pointer found in games like Day of the Tentacle (Lucasarts) where the cursor changes mode when it passes over an object or item the player can look at or examine. However, on the other hand (excuse the pun) that makes the game a little too easy to solve. In this game (as in its predecessor), you have to hunt around for spell ingredients (berries, mushrooms etc) and having the cursor give away their position would make it too easy. The graphics are up to the usual high Westwood standards, but the animation is a bit poor. Zanthia walks around the locations in a very jerky manner and this detracts slightly from the otherwise overall excellent mood set by the graphics in general. The scenery and the supporting cast are nice, bright and colourful as always. The game is very laid back at the start and it allows even the most inexperienced of adventurers to make progress quite quickly. The whole thing feels quite easy in the early stages, in the same way as Legend of Kyrandia did. Whether it proves to be a worthy challenge for the seasoned pros is another matter entirely. The music is quite nice, but it hasn't come up with any tunes yet that are quite as catchy as those found in the first game. The Hand of Fate does nothing new. It uses the same control system as The Legend of Kyrandia, but at least the graphics and music are up to the same high standards. It might just be me, but I think the days of the graphic adventure are numbered (in the same way as the days of the eternal Dungeon Master clones are). The vast majority of them are very linear and unimaginative in design. I would guess that a CD-ROM version will appear in due course with tons of digitised speech added. I would also guess that Westwood are planning a third outing to Kyrandia in the future to wrap up the series as a trilogy. Before that though expect to see a sequel to Lands of Lore, (as well as the CD-ROM version of the original, featuring Patrick Stewart's voice amongst others) and Command and Conquer, which uses an advanced version of the Dune II wargame interface. ------------------------------------------------------------------ 2. Review by Sue The land of Kyrandia is disappearing, tree by tree, rock by rock, island by island. The Mystics are ... mystified. Despite searching all the books and parchments in their libraries, they can't find any reason for the strange happenings, or any way of stopping it. But someone, or rather something, has an idea - Marko's new valet, a giant hand. He (it?) uses a pointer to indicate the solution; someone must get an anchor stone from the middle of the world. But who will go? The Hand moves its pointer to indicate Zanthia, the youngest of the Kyrandian Mystics. Ah well, she thinks, it will be an easy trip; just cast a spell. But when she and her companion Faun arrive at her cottage, she is horrified to find that all her equipment has been smashed or stolen, including her cauldron and spellbook, without which she cannot perform even the simplest magic. Who has performed such a mindless act and why? Will Zanthia still be able to complete her quest and save Kyrandia? Play on and find out! This is the second in Westwood's Fiends and Fables series, the first being The Legend of Kyrandia which I haven't played. It isn't essential to be familiar with the original game but, during play, I felt it might have made some of the references to other people a bit clearer. From reading other reviews of Legend of Kyrandia, I knew the name Malcolm, but who was Brynn who was mentioned part way into the game? In many ways, I don't usually identify with characters I play in graphic adventures compared to text adventures. Seeing them on the screen is one reason; it feels as though the game is being played in the third person, rather than 'being' them. This feeling was stronger than usual with Zanthia because she seemed to know so much more about what was going on than I did. I knew that Zanthia had been a minor character in the first game, so it was interesting to see that Westwood had decided to promote her to the role of heroine. I'm not bothered by the fact that 99% of the time I have to play male characters in adventures - most of the time it's academic WHAT sex a character is - and remembering Infocom's abortive attempt at a female hero in Plundered Hearts, I was hoping that Zanthia wasn't going to be the sort of woman who was forever twisting her ankle and having to be rescued by men. Far from it - in fact she will punch out anyone or anything that annoys her and seems to have no fear, dealing with swamp monsters and alligators being all part of her day's work. As she says at one point, she likes to live dangerously. Her main concession to being a woman is the fact that she likes to change outfits at regular intervals. All her quick changes are done magically with a wave of her hand. Fortunately, Zanthia will soon find her cauldron and her spellbook which the thief had stolen. Most of the pages are missing from her book but at least it's a start, and on her travels, more pages will turn up. In order to cast a spell, she needs to add certain specified ingredients to her cauldron to make a potion which must be bottled up into flasks for use. Many of the ingredients are easy to find and, if natural, may be replenished eg plants will regrow. If she should make a mistake in a potion, the cauldron has a handy 'flush' option which will empty it ready for another attempt. While she is travelling, Zanthia can call Faun and find out what is happening at home. Things deteriorate rapidly as the game progresses, giving a sense of urgency as she makes her way towards her goal. The game is completely mouse-controlled and the screen display shows the current location in a large window with a panel containing Zanthia's spellbook and cauldron plus the contents of her knapsack which are arranged as a series of shelves which can be revolved using a wheel at the side. Objects are selected using the mouse and taken from the main window into her inventory (or the cauldron) or vice versa to use them with other items or characters eg to give an item to someone. The graphics are excellent, brightly coloured and nicely animated. There's a lot of variety in them too, as Zanthia moves from area to area across Kyrandia - the verdant woods around her home, the drier areas of Morningmist and the lava pools and pumice beaches of Volcania. A journey by ship turns into an exercise in skill and imagination by the artists as the craft is drawn by two giant fish who chase after huge worms which are dangled in front of them, much as in the traditional donkey with a carrot on a stick. Much use is also made of effects of light and dark, as Zanthia moves into and out of shadow and sunlight and, on Volcania, into and out of misty regions created by the hot air vents which belch forth plumes of steam. The lava pools in this area will turn her (currently) red outfit into a glowing yellow and orange should she stray too close to them. Closer still, the poor woman will be reduced to a smouldering pile of ash! Since there are quite a few ways to die (none unfair or unexpected, thankfully), it is fortunate that the save game facility is virtually instantaneous to use. I could see no limit to the number of saves allowed either. The narrow arrow-shape cursor, which is used to manipulate objects, changes into a more chunky 'this way' arrow when moved to the edge of the screen or to doorways etc, showing available exits. Scene changes are performed smoothly, not breaking the flow of the game. The sound effects are also good. There is speech for the introduction and no doubt the forthcoming CD-ROM version will have speech rather than on-screen text. The music is atmospheric without being strident even at the more exciting points of the game; I let it play throughout which is very unusual for me. There is a strong but well-balanced sense of humour running through the game, sometimes in actions performed by Zanthia or other characters, at other times from spot animations such as the tidal waves, small boats and unidentified monsters which occasionally are spotted in Zanthia's cauldron. It is worth doing things wrongly just to see the humorous responses, both in terms of the text and graphics, even in the case of her death. I thoroughly enjoyed Hand of Fate from start to finish; there's quite a sense of urgency in the last few moves. My main moans would include not really being to examine objects unless the program deems it necessary, some messages being given out of order or at inappropriate moments (such as Zanthia in the outer room of the jail saying 'Zanthia, mystic felon' when the mouse is clicked on her before she had actually been imprisoned) and the illogical and inhuman reach the woman has! Objects can be the other side, say, of a lethal lava pool but click the mouse on them and they are picked up without problems whereas crossing such a pool would mean instant death. However, these are minor points and don't detract from the game which is very well designed and programmed. It ran a tad slowly on my 386SX-16 but not enough to cause any problems. All in all an excellent game, not too hard but not a doddle though there are clues provided, both in comments spontaneously made by Zanthia when she enters certain locations and others that can be called up when you click the mouse button on her and effectively listen to her thoughts. - o -