@~Just to show that Mum and I don't always agree (!), here are our @~two, very different reviews of ... Companions of Xanth - Legend RRP œ39.99 (Point and click graphic adventure for PC; CD-ROM version also available) 1. Review by Joan Dunn Xanth, a wonderful land full of magic and weird mythical creatures, each with a magical talent which is unique to them. Some are powerful, and others small and insignificant. All this will be destroyed if an evil demon has his way. After loading, you see the faces of two demons. They are planning a wager with each one placing a person on Xanth to compete for a prize. One is Dug and the other is Kim and the game revolves around the race between these two characters to get the prize. If Kim wins, then magic will no longer exist in Xanth ... so of course, you as Dug must win and save this beautiful land. You start sitting in front of your computer. You have been challenged by a friend to play a particular computer game. Through the game you are drawn into the land of Xanth but as you don't believe in magic you are initially a computer screen ... very limiting to your actions! Soon you are able to choose a companion to help you. You learn about Kim who is also searching for the prize. You are offered four companions, all with different powers. If you pick the wrong one "BANG" he's dead (or she) and I worked my way through three wrong ones before getting it right. Then I worked out all you had to do was look at the cover of the game box! Still, once that was sorted out it was all systems go. You travel through many regions and each one has a puzzle to solve. Starting in a village and then on through the regions of Earth, Air, Fire and Water. You need to pass through a wall of fire, conquer a dragon and visit a troll in his house. He has three wooden puzzles and you are allowed to choose one of them. I did the matchstick puzzle which was a doddle but still intend to go back and try the other two, blocks in a tray and pentominoes ... when I have the time. I wonder why the troll was wearing a lab. coat? You also need to come to grips with Com-Pewter, the most evil machine in all the land. Now Sue has written a review on Companions Of Xanth which appeared in Red Herring, but ... she had first read all the Xanth books and I gather she didn't think the game was as good. Mainly the characters were not as she imagined from the stories. I, however, not having read the books, came to the game with an open mind and I thought it was great. Your journey through Xanth is almost mapped out for you and the puzzles are interesting if rather easy. The graphics were only fair compared with other games, but I did like the puns and play on words. Even the maze is mapped ... a bit pointless really. The movement of characters was very jerky and slow and whatever happened to the merman? He came out of the lake to join Kim and the cat and unless I missed a chunk I never saw or heard of him again. Later you join up with Jenny and Sammy the cat. When you reach the castle gates Sammy will give you a useful hint to help you pass them. To get into the castle you need to manipulate five switches in the sewer. Here I struck lucky and got it right on the second try. I feel there must be a bit of information about these somewhere in the adventure, but if there is I missed it. Your first companion Nada is a useful source of information, so do not neglect to talk to her, she will help with hints. The end game was very good and exciting. Kim is just reaching for the prize and you only have seconds to act. The interface is good and highlighting an object on the screen will bring up special verbs connected with that item. I didn't use the on screen mapping but it's there for those who want it. I never lost interest in playing Xanth and couldn't wait to get back to the computer each day. So I thoroughly recommend it as an interesting and amusing adventure. ------------------------------------------------------------------ 2. Review by Sue Oh dear ... oh dear. Legend, who took over from Infocom as the kings of text adventures, have moved to graphical adventures. Okay, Legend's first games had a graphic window as well as text descriptions but these days it's almost impossible to find pure text adventures being sold commercially. However, with a bit of jiggling, you COULD play Spellcasting, TimeQuest, Gateway and Eric virtually as text-only, apart from the odd graphical interlude. Unfortunately, text adventures are old hat now, so we're told. Everything has to be point 'n' click, brightly coloured, with limited verbs and (often, even more limited) actions. Legend's first foray into the world of graphical adventures is a game built around Piers Anthony's Xanth novels, specifically Demon's Don't Dream, which comes packed with the game. I am a great fan of Xanth, a magical land populated by weird and wonderful creatures and inhabited by people who each has a unique magical talent. Some are useful, some showy. Some are insignificant, others are so marvellous that they raise their owner's status to magician level. The other main point about Xanth is its sense of humour which is built around puns and word-play. These may make you laugh or groan when you read the book or play the game; you certainly won't be indifferent to them. In Companions of Xanth, you play Dug, an ordinary lad, who is challenged by a friend to play a particular computer game. Through it, he is drawn into Xanth itself but, since he doesn't believe in magic, Dug initially appears in the game as a computer screen rather than a person, which limits his actions somewhat. Fairly soon, he'll discover that he isn't the only person playing the game - Kim, a young girl, who believes in magic, is there too, and both of them are after the same Prize. What the Prize is, and where it can be found, neither of them knows. So they set off in different directions, each intent on winning. Dug and Kim each has a companion, one of the Companions of the title. Dug's first decision is which of four he should choose to accompany him. All four are inhabitants of Xanth, not Mundanes as he and Kim are. There's Che Centaur, the demoness Metria, Jenny Elf and her cat Sammy, and Nada Naga. Each has his or her own special talent or ability and only one, Nada, will be a suitable companion for Dug. This can be easily discovered by either (1) picking the wrong one as he'll be killed in no time flat or (2) checking the game box cover! Dug and Nada's trip will lead them through various regions of Xanth, starting in Isthmus village where a censor ship, moored at a quay, is belching smoke which censors the villagers' speech. With help from a (male) fairy called Nuff (geddit?) this problem is easily solved and they can head off through regions of Earth, Air, Fire and Water to their ultimate goal. As the journey progresses, Dug will finally learn the true stakes of the game and how imperative it is for him to win. The interface is interesting in that the mouse cursor is intuitive, picking up objects on the screen and providing special verbs connected with them in addition to the standard TAKE, LOOK AT, PUT, OPEN, CLOSE, TALK TO and LOOK which are always available. There is always a default verb for any object. Many of the puzzles are easy or ludicrous, points are thrown at the player for doing the simplest things such as talking to people, picking up items and moving in a particular direction. If in doubt about how to solve a puzzle, talk to Nada - you'll be amazed how often she will solve a puzzle in the most unexpected way. This is one of the main problems with graphic adventures which rely on conversations between characters where a choice of responses is offered. One of them will frequently offer some unexpected twist to the tale which moves the game off in a direction you hadn't expected. Incidentally, most of the other options do nothing to add to the game; usually one is important, the others just so much padding. The game has on-screen mapping, which I largely ignored. You can switch between the graphic display and the map. The crazy thing is that there is a large maze in the game and this is also auto-mapped. To me, the point of a maze is to disorient the player; with auto-mapping, where's the challenge? Especially when objects of note, such as switches, are marked on the map, so you don't have to hunt for them. Whereas in some ways the game has stayed true to the spirit of the Xanth books, in other ways it is sadly lacking. Grundy Golem, who greets Dug when he loads the game, was a cantankerous and unattractive individual in the books. In the game he looks like a cross between Peter Pan and a pantomime principle boy. The Good Magician Humphrey also looks nothing like I'd imagined him from the novels. The graphics aren't as good as Simon the Sorcerer, the humour not as good as Day of the Tentacle or Monkey Island, the puzzles not as good as any of the current popular graphic adventures. Whichever way you look at it, Companions of Xanth just can't compare with similar games. And I haven't yet found a graphic adventure that gives me the realism and flexibility of a text game. The REALLY bad news is that Companions of Xanth has evidently sold better than any of Legend's previous adventures so we have seen the last of their text adventures. The next graphic adventure from Legend will be Superhero League of Hoboken, a comedy from Steve Meretzky combining adventure and RPG elements. This will be followed by a science fiction adventure based on Weis and Hickman's Deathgate novels. - o -