Lost In Time - Coktel Vision / Sierra PC CD-ROM - œ24.99 (Graphic adventure) Reviewed by Neil Shipman 'Oh my head! Where am I? I must be drunk. Or am I dreaming? The ship, the box, the man! I must be dreaming. This ship is moving - but it was shipwrecked! What am I doing here? Ooh my head! The manor, the lighthouse, the chimney! What happened? Where am I?' These are the first words of Doralice Prunelier as she wakes to the accompaniment of creaking timbers and the lapping of waves against the sides of the ship. Assuming the role of Doralice, and eager to find out where you are and what is going on, you immediately get to your feet and explore your surroundings. Searching among the barrels, buckets and rudimentary furnishings of the mid-deck you find a number of useful items which soon enable you to extract a knot of wood from one of the wall panels revealing a fellow prisoner, Yoruba. Yoruba tells you that he is the last son of a family of Egyptian wizards and that he guards the treasure of his ancestors. But he has been captured and enslaved by the arch baddie, Jarlath, and transported to the island of St Cristobald along with the treasure, a golden sarcophagus. Some years later, after Yoruba has had an affair with Jarlath's wife, Velvet, the ship is now on its way back to Europe with Yoruba, the treasure and you. Jarlath is interested in the treasure because with it he has hidden a sample of Americium 1492, an element which is so radioactive that it will take 3000 years before it can be handled safely. To do this he travelled back in time from the 22nd century. The military applications for an element with the properties of Americium are revolutionary and it cannot be allowed to fall into the hands of someone like Jarlath. You learn more about where you are and why when you meet up with Melkior, an agent with the Space Time Patrol, who has taken on the guise of the ship's cook. Time travel is a privilege limited to a few trusted people and they must only observe the past, not influence it in any way. You have been chosen to carry out this particular mission because of your historical- temporal links with Jarlath. (You are a descendant of the child born to Yoruba and Velvet). Jarlath must be killed and in order to accomplish this it has been necessary for the STP to identify a temporal line which includes Jarlath's death as punishment together with the existence of Doralice. This is the timeline you are now following. You can scarcely believe that the year is 1840 but, as your memory gradually begins to come back, you recall your visit to the Manor de la Pruneliere. Flash forward in time to 1992. . . You find yourself outside the locked gates of the manor which you inherited from a relative. A horse blocks the entrance and the gate is locked but the right combination of objects will allow you to overcome these problems. You eventually find your way into the grounds, into the manor itself and into a nearby lighthouse and underground storeroom. After solving some quite intricate puzzles with innovative solutions - in many cases more by trial and error than by logical reasoning - you find the sarcophagus and the hidden Americium. Flash back in time to 1840. . . With Melkior and Yoruba you teleport from the ship to the island of Saint Cristobald, learn of your ancestor's birth and save him from death. At the very end you finally come face to face with Jarlath. Do you kill him or does he kill you? And what effect will his death have on future events? Agent Melkior attempts to explain about the co-existence of many possible parallel timelines, but I got lost halfway through his rambling explanation. Anyway, I think that because you know you are alive in 1992 and much of the adventure takes place in the past, it's all going to work out all right in the end, isn't it? Consequently there is little sense of discovery and the player can often feel that they are just going through the motions. Graphics take up the top two-thirds of the screen with text appearing in the space below. As the cursor moves over interesting objects their names appear on the bottom line of the screen. Clicking on an object then opens a 3" x 4" window showing a video clip of it zooming into close-up, changing orientation or altering its state, eg from closed to open. You can select an object from your inventory by clicking the right mouse button and then operate this on either the enlarged object in the window or on items in the main graphics screen. Sometimes you see your hands manipulating the object and sometimes you are treated to a view of yourself carrying out a specific task. Objects can also be used on other objects in your inventory and, indeed, there are a number of puzzles which require the manipulation and combination of three or four things that you are carrying. For example, in order to pull a lanyard which is out of reach above your head you need to alter one of the items you are carrying using a particular tool from your inventory, then combine this item with three others to make a boathook. The annoying thing is that you are not given enough clues to indicate the way in which you should be tackling a problem and, consequently, it is very easy to end up just trying every object on every other one until something happens. Lost in Time really does take object manipulation to the extreme and because of this you don't get the degree of satisfaction which can be found in many better structured games. When you move the cursor to the top of the screen an information panel drops down showing six icons. Game management allows you to make an unlimited number of saves; a joker is available on most screens to provide limited help (but you can only use three throughout the course of the game); the notepad automatically keeps a record of the main events of the story as well as a memo of your dialogue with the various characters; a suitcase icon allows you to access your inventory without right clicking the mouse (essential for many of the puzzles); a map of each of the three main locations lets you move quickly between places you have already been; and you can toggle music on or off with the options icon. For a game that is now three or four years old the graphics are really quite good. Some of the video clips are a bit grainy and pixellated but their use does help to increase your sense of involvement, that sense of 'being there', giving you the feeling that you are actually doing something other than simply clicking buttons on your mouse. There is no scrolling between screens and you progress from one to another by clicking on a door icon which appears at different points and enables you to access other locations. The orchestral score is excellent throughout the adventure and helps to set the mood in the many different situations in which you, as Doralice, find yourself. The mournful sound of an oboe accompanied by a small string orchestra plays the theme tune as you watch the title screen, and this theme is repeated at various stages of the adventure. Flutes complement the calling of birds in the gardens of the manor; drums and numerous other percussion instruments give a sense of urgency to your actions; and stories that touch the heart are given the backing of the swelling sound of violins. Sound effects are very good, though the noise of your footsteps on the wooden decks of the ship can get frustratingly repetitive. Perhaps Doralice should have changed into some comfy trainers or a pair of sandals rather than wearing stilettos throughout! The sound of waves crashing on the shore, seagulls mewing, a horse's hooves, the creaking of the ship's timbers, all help to add realism to your situation. Specific actions like breaking a window, lighting a match, opening a glass jar, popping a bottle of champagne and so on are also accompanied by appropriate sound effects. Speech, however, is less effective for two reasons. Firstly, the lip-synching is non-existent and characters appear to open and close their mouths as if they were imitating goldfish. Doralice has a lot of talking to do and the way in which the game's designers have avoided this problem is by simply showing her eyes peering at you from a four inch high graphic window running the width of the screen. Secondly, the acting is wooden and one-dimensional. The actors seem merely to be reading their parts and fail dismally in getting any emotion across in their voices. Doralice is perhaps the least bad but her tone of surprise at anything and everything she encounters is rather overdone. It may well be that in the original French version the acting is better but, in the English translation, it appears as if the designers have just roped in friends and workmates who just happened to be around at the time. Oswald, a two-timing member of the crew has one of the most varied accents I've ever heard. It changes in every sentence that he utters, running through Irish, Scots, Scouse and Geordie with a bit of Welsh Pakistani thrown in for good measure! The captain is a little more consistent, but every time I heard him speak he reminded me of Parker, Lady Penelope's chauffeur in 'Thunderbirds'! If this had been the first adventure that Coktel Vision produced I doubt whether I would have gone on to look at their other games like Inca, Fascination and the comical Goblins series. Lost In Time is an adventure which involves intensive object manipulation and requires plain stubbornness and persistence on the part of the player. With an extremely contrived and unbelievable storyline coupled with poor acting it fails to involve the player and is ultimately a dissatisfying experience even for those who hang in there until the very end. PC system requirements reflect the age of the game and are: 286DX 16MHz processor or higher 4MB RAM MS/PC-DOS 5.0 or higher Super VGA Graphics Card (640 x 480, 256 colours) MPC compliant sound card Mouse Hard Disk with 18MB of free space CD-ROM drive - o -