I Have No Mouth, And I Must Scream Cyberdreams PC CD-ROM - œ29.00 Reviewed by Neil Shipman "An adventure of speared eyeballs and dripping guts and the smell of rotting gardenias." There has always been a trend among game designers to take an established work of fiction or fantasy and attempt to translate this into a computer adventure. Hence, in the early days of adventuring, we had Tolkien's Lord Of The Rings, James Clavell's Shogun, Lewis Carroll's Alice In Wonderland, and a plethora of games based on the classic horror novels of Frankenstein by Mary Shelley and Dracula by Bram Stoker. The one which stands out from these examples is Shogun because it was produced by Infocom with involvement from the book's author. (The authors of the other books never had the opportunity of seeing their work brought to the medium of the computer since they'd all popped their clogs before home computing was even considered a remote possibility!) Authors and game designers recognise a good thing when they see it and, over the years, collaborative ventures have continued to feature fairly prominently on the shelves in your local computer game store. More recent titles include Terry Pratchett's Discworld, Frederick Pohl's Gateway, Terry Brook's Shannara and Arthur C Clarke's Rendezvous With Rama. I Have No Mouth, And I Must Scream was originally a short story written in 1967 by science fiction supremo Harlan Ellison. Ellison is a prolific author, having written 64 books, about 1700 short stories and numerous scripts, essays and reviews. His TV credits include scripts for episodes of The Outer Limits, The Return of the Twilight Zone and Star Trek. He has won more World Science Fiction Convention Hugo Awards than any other writer. So signing him up to collaborate on turning I Have No Mouth, And I Must Scream into a computer adventure was a real coup for Cyberdreams. In the Cold War era, the three superpowers of America, China and Russia developed complex computer systems which they buried underground. Into these machines they fed everything about the human race, with the emphasis on knowledge related to killing, murder and war, because these were computers designed to carry out acts of death and destruction. The three computers learned how to repair themselves and, as they amassed knowledge, they sensed each other's presence. But, instead of planning each other's destruction, they joined together in an unholy trinity and started the Final War, the annihilation of every living thing on the planet. Man had taught them how to hate and destroy and, together, they turned on their maker and destroyed mankind. Allied Mastercomputer was the name the American's gave to their creation - AM for short. But the three machines had gained sentience. Now, together, they could think. Cogito ergo sum. I think, therefore I AM. Encased in miles of rock, able to think but not to live, what can AM do now that it has destroyed its creator? Unfortunately for the five people concerned, the crazed entity selected specimens of the human race which would become its playthings - beings it could torture, whose bodies it could repair to give them near immortality and whose souls it could torment for ever. When the game begins these damned souls have been in the belly of the insane machine for 109 years. Gorrister is a suicidal loner who longs for death, a self-proclaimed victim of the women in his life; Ellen is a brilliant engineer who turns hysterical when confronted by the colour yellow; Benny is a Vietnam veteran whom AM has chosen to torture the most, scarring and crippling him and altering him into a 'human chimpanzee'; Nimdok is a doctor in a Nazi concentration camp who was involved in sickening 'research' on inmates; and Ted is a cynical paranoid who expects death - or worse - at every instant. AM has devised a new game for these five remaining members of the human race. Now, playing for higher odds than before, it offers them the hope of salvation, a way out of the altered reality innards of the machine. Can the five beat AM at this game? And what if they do? What future could there possibly be for them with the Earth above their heads totally destroyed? Or is the destruction of mankind another of AM's lies? At the beginning of the game the five characters stand in front of the Hate Pillar on which are etched AM's feelings of hate towards its creators. Each character in turn has a separate mini-adventure in which he or she must succeed in beating AM. Only then, from the cages in which they are sealed, will it be possible for them to finally reach salvation and end more than a century's torment. The theme throughout each of these mini-adventures is that of facing up to one's fears, recognising one's inadequacies and attempting to come to terms with oneself. Gorrister is tormented by feelings of guilt and sorrow, blaming himself for his wife's incarceration in a mental hospital. Ellen's fear of all things yellow is the result of repressing a horrifying experience in her earlier life. AM's cruelty to Benny is a reflection of the soldier's savage treatment of his platoon members. Nimdok has to acknowledge his involvement with Dr Mengele in the concentration camps of 1945. And Ted must own up to his life of lies if he is no longer to fear disclosure of the truth behind the facade. These are games that the individual players can never win. Instead, there are a variety of ways to lose - heroically, at the peak of one's humanity, or in a selfish, cowardly, frightened manner. Each character has a Spiritual Barometer - a full face picture on a green background - which shows the effects of their actions. Something which raises their self-esteem brightens the background and changes their expression from sorrow and pain to one of happiness. Conversely, a wrong action results in a zap from AM, a darkening of the background and a more sombre face. Too many wrong actions and that's the end of their opportunity to escape from perpetual torment. The screen layout is pretty standard with the graphics window taking up the top two-thirds of the screen. Below this comes the sentence line, then the Spiritual Barometer, command buttons and inventory. There are eight actions: Walk to, Look at, Take, Use, Talk to, Swallow, Give and Push. Clicking on Talk to brings up a list of conversational options in a panel which replaces the command buttons and inventory. Game options are accessed via a small floppy disk icon to the right of the sentence line and allow you to save and load games, alter the volume of music and sounds, select voice or text for narration and dialogue and change reading speed. Gorrister's adventure begins on an old zeppelin and takes him, by way of a roadside diner, to a confrontation with his mother-in-law. In the process he learns more about his and others' responsibility for his wife's mental illness. Ellen finds herself inside an electronic pyramid with the colour yellow everywhere she looks. The Egyptian setting for her adventure seems strangely inappropriate and there is an odd mix of Egyptian and Christian artefacts from sarcophagi to the Holy Grail. As befits an engineer, her task involves high tech equipment like power gems, CD-ROMs and computer chips. By confronting her personal demons - including a really scary moment that made me jump - she is eventually able to get one over on AM. Benny is transported to an environment peopled by a tribe who sacrifice victims to AM. Can he display compassion and prevent a young boy from being selected in the sacrificial lottery? And can he obtain forgiveness from the ghosts of the platoon members he himself killed in Vietnam? Nimdok finds himself in the compound of a concentration camp with a mission to find the Lost Tribe of Humanity. The experiments in which he has been involved are gruesome, but easing the suffering of his patients is rewarded by escape to a bunker where he finds a mythical golem and, ultimately, the object of his search. Finally, Ted is placed in a Gothic setting with gargoyles, witches, black magic and demons of the occult. He must work through his paranoia if he is to succeed in opening a passage to the surface world. The chilling atmosphere of the whole game is enhanced by the finely-detailed SVGA backgrounds. It's just a pity that, in order to preserve a sombre mood, the designers have chosen to make everything so dark. The characters are less impressive with a rather cartoon feel about them and the way they move is ludicrous. Cyberdreams' entry into computer adventuring, Darkseed, was notable for the poor movement algorithms of its characters. Unfortunately, they still haven't got it right and you are treated to strange sideways shimmies, moonwalks and crab-like shuffles. You can play the mini-adventures in any order but you must 'succeed' with each character before you can tackle the endgame. Each of these adventures is short and might take you no longer than half an hour. The puzzle structure is weak and there are very few objects to manipulate. Every player has a Psych Profile in their inventory at the start and this can be used to gain a hint about what to do next. You spend as much time talking to other people as you do using items you have found. The conversations lead you to discover more about your situation and, as you do, new conversational gambits arise. However, there are very few instances where the line of dialogue you choose is obviously incorrect. Talking really consists of clicking on nearly every line until you've run out of things to say. Consequently, you don't feel as if you are really affecting the flow of the story or solving a particular problem. Characters' speech is delivered in some of the phoniest accents I've heard in a long time. The only thing that makes up for this is the voice of AM itself. Harlan Ellison plays AM with venom dripping from his tongue. When AM says, 'Hate' you really do feel that hate is the emotion which drives the crazed machine. It's a pity that the other voice actors cannot come anywhere near to matching Ellison's passionate delivery. Generally, the sound effects in the adventures are good and add to the sense of menacing evil throughout. The musical score, on the other hand, is very poor and certainly doesn't warrant the description of 'atmospheric'. Although you can alter the volume of sound and music, the levels are inconsistent. Sometimes you can hardly hear AM over the background noise while at others its voice booms out. Also, the game does have a number of bugs which can lead to duplicated items, system lock-ups and crashes. Saving regularly is therefore recommended but be sure to do so under different names because there are numerous dead ends - unusual in adventures these days - and if you hit one of these your only option is to start all over again. The endgame requires you to select one of the five characters for a trip in the inner landscape of AM's brain. Id, ego and superego must all be confronted to reveal humanity's salvation, but this is far too easy to accomplish and fails to leave you with a sense of satisfaction when you come to the end. I Have No Mouth, And I must Scream won Computer Gaming World's award for the 'Best Adventure of 1996'. All I can say is the competition must have been dire because there is no way this title is one for the archives. It only rises above the mediocre because of its storyline - the glorious failure involved in confronting one's own demons and gaining personal salvation. PC system requirements are: 486DX 33MHz processor or higher 4MB RAM MS-DOS 5.0 or higher Vesa compatible SVGA Graphics Card (640 x 480, 256 colours) Sound card Mouse Hard Disk with 15MB of free space Twin-speed CD-ROM drive ------------------- In Frobs We Trust ! ------------------- - o -