Death Gate - Legend RRP œ39.99 (CD-ROM graphic adventure) Reviewed by Sue The Death Gate series of novels by Margaret Weis and Tracy Hickman has just reached their finale with the publication of book seven. Like the books on which it is based, Death Gate is built around an on-going, long term confrontation between two races of magic users, the Sartan and the Patryn. Their magic is constructed from runes which are built up, rune by rune, into spells of varying complexity. Millennia ago, gaining the upper hand, the Sartan cast a complex spell and split the world into five realms. Four of these were based around a particular element - fire, stone, air and water. These were inhabited by so-called mensch races; human, elf and dwarf. The fifth was a prison, maybe the most violent sort of confinement that could be devised or imagined. Into this region, known as The Labyrinth, were thrown the Patryn. The Labyrinth was full of plants and creatures whose only purpose was to kill the Patryn. There was only one exit that many tried in vain to reach. The idea was that once the Patryn had been 'rehabilitated', they would be released into a city built especially for them, called the Nexus. But something went wrong, their release never came. The Patryn, understandably blaming their captors for the slaughter which went on day after day, year after year, in the Labyrinth, grew understandably more and more bitter towards the Sartan and vowed revenge. It was often the only thing that gave them the strength to keep going. Finally, one Patryn escaped, Xar. He dedicated his life to re-entering the Labyrinth and rescuing as many more of his fellow Patryn as he could. Going back into the Labyrinth was the hardest thing he could do, but do it, he did ... time and time again. One of those he rescued was you, Haplo, and now you would do anything that you could to aid Xar. This is where the game starts, at the Nexus, where Xar sets you a task. He explains that he wants to reform the world and to do this he needs the four Seal Pieces, one of which went to each realm when the world was split. To travel from realm, you must go through the Death Gate having cast the rune for your destination on the steering stone of a dragon ship which will be your method of transportation. He has the rune for the first world, Arianus, and the Nexus Seal Piece, all the others are for you to discover. But there's more. It is important for the Patryn to re-learn magic, so you must discover more runes and spells, either from seeing them written down or watching someone cast them. Finally, Xar wants to know where the Sartan have gone, so you must also search for traces of them. So your journey begins, through four very different worlds, dealing with all manner of people and creatures, both friendly and hostile, helpful or hindering, sometimes amusing, always intriguing. And as your trip progresses, your arsenal of spells slowly growing, you start to question your Lord's reasons for finding the Sartan. Are they still the bad guys, or is there a bigger evil to deal with? The interface used is the same as in Companions of Xanth but, unlike Companions, Death Gate is a good game and the control system works well. Because it is a CD-ROM only game, there is full speech and sound effects with excellent graphics including two Silicon Graphics sequences as the intro and finale. System requirements are fairly hefty - a 386-33 upwards, 4 meg of RAM, VESA or VGA and one of the major sound cards. The puzzles are harder than Xanth but not (too) difficult. Some are very inventive and a few use a graphical interface for manipulating dials etc. The spell casting system of constructing spells from runes is exceptionally well designed. In one of these on-screen puzzles there is a hint system which will take you, step by step, through the puzzle if the game senses you are struggling. But apart from that, there aren't built-in hints or a hint booklet - thank goodness. Those are TOO tempting some times! The game nicely recreates the Death Gate game world, sticking closely to the areas in the series, their characters and some situations. But, and it's a big but, there are some big differences which jarred for me. I think it was a mistake to cast the player as Haplo, the main character in the books. In the books he isn't an especially nice person, he trusts no-one, except Xar, and thinks of himself first, second and third. In the game, he does favours for people at the drop of a hat. That isn't Haplo as I think of him. Another character who isn't recreated realistically is the leader of the Sartan Council, Samah. Again, in the books, he and Haplo are, naturally, sworn enemies. In the game it's "How can I help you, Patryn?" Nope, it doesn't gel for me. Then there's the dog. He is a major part of the books, travelling everywhere with Haplo. In the game he is a minor character, though vital to Haplo's success, and appears for only a small part of the action. One of the best characters in both the books and the game is Zifnab, a wizard with a difference ... and a dragon. The dragon is strangely silent in the game, unlike the books, but Zifnab is vocal enough for both of them and a real hoot. The voice used for him is excellent. When I originally wrote this review I added "though maybe not quite old enough". But since then I have gone back to book 6 of the series and, as I read it, I 'hear' Zifnab's voice from the game when he speaks in the book. The dwarves are pretty good too. All the major characters have full speech and Death Gate has the multiple choice conversation that we have come to expect from games of this type. Some of these conversations are very long winded and you can never be sure which options will be important and give you a clue. Also, and very strangely, full text is printed on the screen during these dialogues. Nope, you can't switch them off and, worse, the on-screen text includes supposedly atmospheric comments such as 'Xar laughs' - these don't add to the atmosphere, far from it. In conclusion, Death Gate is an excellent game, I would say it is my favourite Legend game so far. Certainly a must-play for any Weis and Hickman fans. Incidentally, the AGT adventure, Deadly Labyrinth was also inspired by the series but there any similarity in playability ends! - o -