BETRAYAL IN ANTARA Reviewed by Carolyn Brown 'Betrayal in Antara' will be easily recognised by anyone who has played 'Betrayal at Krondor', as the interface is much the same, just smartened up a bit. The game world is not the Midkemia of the Raymond Feist novels which 'Krondor' was based on but it is very similar. The game comes on three CDs and runs through Windows 3.1x or Windows 95. It needs as minimum a P75, 16 MB Ram, and quad speed CD ROM drive. You play with two or three characters, depending on which part of the game you are in, and you can't choose them. You can, however, adjust the skills which you want them to learn and the rate at which they learn them, or you can leave it to the computer to do it all for you. At the start you have just one character, a young man called Aren, who rescues another chap, William, from death at the claws of a flying monster. William's task is to reach a certain nobleman and to warn him that he is in danger from a terrorist group known as 'The Shepherds'. Aren joins him, and the story continues with their attempts to find the nobleman who has a habit of getting himself spirited away every time they get close to tracking him down. The game is divided into 'chapters' which each start and finish with a 'story book' sequence of the kind which will be familiar to Krondor players. These sequences can be replayed at any time if you need reminding of the plot. The first thing to do once you have control of William and Aren is to find Aren's house so that you can tell his parents that you are going off with William. Unfortunately, if you don't find the house quickly it starts to get dark, then you run out of food, then you get set upon by bandits etc. etc. At the start you have hardly any weapons or armour and even with combat set at 'easy' the party is continually dying. Also, the speed with which the game days pass means that you only play for about five minutes before night sets in and you have to rest. You can carry on using torches or light spells, but before long you get an irritating message that the party is tired and must rest. This keeps appearing, so that in desperation you simply have to stop. It isn't so bad while you are on the road as you can just pull over onto the grass and camp, but my party was recently in a walled town with room at only one inn, and the game wouldn't let them rest anywhere except this one inn, so that I was continually having to interrupt the game in order to take them back to this inn for the night. It was really annoying. I have to admit to using some of the cheats which were published in the January edition of 'SynTax', because I was getting so frustrated at being continually defeated. Pressing Ctrl Shift Z and typing 'Supermarket for the rich' gives you some decent armour and weapons, and is a good place to store items which won't fit into the inventory. 'Some call me Tim' kills all the enemies (although I haven't used that a lot as I don't want to cheat too much) and 'Man does my leg hurt' cures everyone. There are several more cheats which I haven't used - see Issue 52 of Syntax for full details. There is a rich story element in the game, and the interaction between the characters is extremely well done. As with 'Krondor', you travel in first person mode seeing the countryside through your own eyes, but when you encounter enemies the view changes so that you see all of the combatants, including your own party. You can control the fight yourself, or let the computer do it for you. I find that the combat element of the game is rather a let down, especially after having just finished 'Daggerfall'. Fighting, being turn based, seems unnatural with people just standing around waiting to be hit, and there is a disappointing lack of blood and gore. Nevertheless, it is all too easy to be badly wounded and full healing is only to be gained from staying at inns for endless days, or buying healing at temples, both very costly. Hence, the usefulness of the healing cheat. Graphically, it is an attractive game, and the landscape and little villages and towns which you pass through are pretty and look vaguely Italian. To enter a building you click on a door and see the interior as a beautifully drawn picture with interactive 'hot spots'. The music is lovely and atmospheric, but I don't think there is enough of it. Puzzles are of the standard find a person, do him a favour in return for more info sort of thing. There are also puzzle chests scattered around the countryside - the familiar lever chests of 'Krondor' and some new, fiendishly difficult 'Bead' puzzle chests (or at least, being rather thick, I find them difficult to open and have only managed a couple). Apart from minor quibbles I am enjoying this game and would wholeheartedly recommend it to anyone who enjoyed 'Betrayal at Krondor' and who doesn't mind if a game doesn't contain loads of gore, severed limbs etc., but simply tells a good story. - o -