Shadowcaster - Electronic Arts RRP œ44.99 (RPG for PC and CD-ROM) Reviewed by MerC This game should prove to be thoroughly enjoyable, as it is virtually seamless, lightning fast and not broken. The graphics are excellent, within the usual limitations of pixellated drawings, and though play is distinctly hack & slay there is enough variety for the game not to pall too easily. Unfortunately, it is also remarkably short, at around 20 levels, none of which is particularly extensive. Hence I am sorry to say that at full price it is not good value for money. I had it bundled with hardware, so I did not fork out, and I'm not sure I would have done. It only took a day or two to complete. The CD ROM version is said to have digitised speech, a few more levels and other additions. You begin as a human character - no choice of race, class, profession etc. and no stats, so dedicated RPGers are not going to go for this one in a big way. You can, however, choose your level of difficulty from Wimp, through Mortal to Hero. At the very start you are put to the test, as approaching rapidly is a crested purple beast, described deflatingly by one player as a chicken. Anyway, it kept killing him until he learnt how to kick it to death. Some chicken, JW ! Throughout the game you have to find green obelisks with red pyramidal tips. Sometimes the tips are hidden elsewhere. When complete and touched, the obelisks grant you the permanent ability to change (morph) into another type of creature, each with its unique properties and weaknesses. Without giving away too much, the Maorin is strong, but can't abide water, whereas the Caun is weak but heals rapidly. Weapons are perfunctory compared to those in other games, though I particularly like the shuriken, as it returns to your hand after being thrown. The game engine has been well thought out, and the display conveys the limited information clearly. You only need to keep an eye on a couple of stats bars. You can change the size of your playing area, and even on megascreen you can scroll at a pace fast enough for Nigel Mansell, using any combination of mouse, cursor keys or numeric keypad. The automap feature is excellent, though the dungeons are not particularly big. Combat is perhaps a little too easy at Mortal level. Four games can be saved to disc, which might seem to be limiting, except that the brevity of the game should make this sufficient. Puzzles are limited to "let's pull this chain and see what happens" or "how many more hits do I have to take before resting and finishing off this lot" or "what do I do with this hourglass and this niche to stop the obelisk zipping around". Creatures other than you do not appear to recover, though some are protected by the same sort of amulets you can find. I never did discover what the various coloured crystals are used for. Intro and ending are well animated, and the very last frame leads the player to believe a sequel may well be in the offing. If so, it will need to be about ten times bigger. Dungeons should be more numerous, more occupied and more complex. No software house has hit on the perfect game, and probably never will. One combining some of the following features might go a long way towards it. i. Variety of quest, dungeons and activity : Ultima Underworld II ii. Game engine, movement and layout : Shadowcaster iii. Spell casting and mixing : Arena (in a working manifestation) iv. Graphics (no pixellation) : The Legacy v. Size : Arena vi. Party and interaction : Dungeon Master vii. Puzzles : Wizardry:Crusaders of the Dark Savant viii.Storyline and ending : Written by MerC - o -