Sue puts on a silly hat and counts to 10 (lots of times) in .... Legend of Kyrandia 3 : Malcolm's Revenge - Virgin RRP œ44.99 (Animated graphic adventure for CD-ROM only ) Malcolm's Revenge is the latest in the Fables and Fiends series from Virgin / Westwood and this time it's an all-singing, all-dancing full talkie extravaganza on CD only, whereas Kyrandia 1 was disk only and 2 was in either format. One would expect that making it a full multimedia experience would enhance the game considerably but, sadly, this isn't the case. However I'll save the bad news for later. Let's start by giving a bit of the storyline. Malcolm is the anti-hero of the game, an evil-minded jester who was accused and convicted of murdering the King and Queen of Kyrandia in the first game. His punishment was to be turned into a statue - presumably the Kyrandians thought this was kinder than executing him, despite his crime. But a freak lightning flash frees Malcolm from his imprisonment and, take it from me, he ain't happy. In fact his immediate thoughts are of revenge on the rest of Kyrandia, egged on by his evil conscience, Gunther. Hardly surprising he is miffed, really, since we discover fairly early on that he didn't in fact kill the King and Queen. They were killed by an enchanted knife which he (so he says) was trying to stop. Naturally the inhabitants aren't too pleased to see Malcolm again though in typical nice-guy fashion they still don't bump him off when they see him. Nope, this time he is thrown into the castle dungeon and ... told to make doilies! How cruel can you get? (Actually you can find out if you open the doily making box and see the poor bloke stuffed inside it - I can't imagine what _his_ crime was!). Fortunately he only has to make 10 doilies before he is released but clearly a disguise is essential if he isn't going to be making them for half the adventure. Once he has a disguise, he can wander round with impunity, which seemed rather strange to me since everything about him, especially his voice, was still so obviously Malcolm that I was amazed no-one twigged. Kyrandians must be dense as well as 'nice'. Even when Malcolm converses with them in 'nice' mode (he has a choice of attitudes, y'see), he still sounds pretty unpleasant and sarky. It won't be too long before he finds a route off Kyrandia and heads for another island, the Isle of Cats. Maybe here he can find someone who will help him attack Kyrandia and get his revenge? But naturally they want him to do something for them first ... So the game progresses in typical fashion - get X from character B and give it to A so they will give you Y and so forth. And here we come to one of the great failings of Kyrandia 3 . Repetition. I'll say it again, shall I? Repetition. Now, if this was Kyrandia 3, I would have done that probably 10 times, and in another screen or so another 10. It'd drive you crazy, wouldn't it? So will Kyrandia 3. A simple example. On the Isle of Cats you have to travel through the jungle. You can do this by cart or on foot. If on foot, you need a machete to stop yourself being attacked by snakes. On each screen, you need to clear plants with the machete to reveal the exits and some plants have snakes in them. When they are revealed, you need to click the machete on them quickly before they strike. You also need to collect randomly placed bones in the jungle and you need at least 6 of them. You might go through 5 screens without finding one, and the next screen could have 2 hidden in it. Later you will have to do the whole blasted rigmarole again ... but this time you need to find 10 of them. This idea of making the player repeat tasks happens time and time again through the game. It's almost as though the designer thought, hang on, if it's fun to collect one item, it must be ten times as much fun to collect ten of them ... wrong. It isn't fun, it's boring and aggravating. It also makes you feel they'd run out of imagination and wanted to make us feel the game was a lot bigger and more complex than it actually is. If they'd written a game about the Arthurian story, I got the feeling they would have stuck 10 Holy Grails in for good measure ... When you make a player repeat a task, you also run into the added problem of repeated responses. A funny response from Malcolm, his evil conscience Gunther or another NPC is amusing once, maybe twice. After 10, 20 times, it isn't even remotely funny. The random elements also add to the frustration. I know several people who have played this game and had problems with the random events which just weren't working. They seem to be so balanced against the player that it is all too tempting to give up. One player gave up about 2/3 of the way through the game, the others got past that part but then got stuck right at the very end; it took a phone call by one player to Virgin to clarify some very murky points. Why did I continue with it? Sheer cussedness, I think. I hate leaving a game unfinished, but I did put Kyrandia 3 to one side after a few nights' play and didn't go back to it for several months because it was just so illogical. The game has been good in parts, don't get me wrong, and some bits have been amusing and well designed. But its down points drag it into the realms of stupidity on the part of the designers. If they write a Kyrandia 4, I doubt they'll find many takers after the fiasco of Kyrandia 3 which could have been excellent but failed miserably. Have I finished it yet? Yes, thankfully. The end is very illogical with some items very hard to get hold of - see my hint file in this issue. The final credits are well done and amusing but don't make up for my frustration during play. - o -