Mission's End Written by L. R. Nogg Productions using AGT Reviewed by John Ferris (PC) Yes, this game is really written by L. R. Nogg productions, I kid you not. Honest. L. R. Nogg is described as one of "Hollywood's brightest up-and-coming writers." Now my opinions of Hollywood films are generally not very good (although there are some fine exceptions) and mirror my opinions of the computer games market. If the studios really got their way, we would still be watching Keystone Cops movies since they tend to treat anything new with deep suspicion. If George Lucas had not been a dedicated sort of guy, Star Wars would never have been made. They were so negative that he was able to buy the merchandising rights for very little! Anyway, that diatribe has very little to do with Mission's End or L. R. Nogg Productions, except that I treat anything Hollywood with scepticism. This is my review and I can write what I want. The more I write the higher up the SynTax contribution chart I get. Now... @~Two pages of drivel removed ... Sue Mission's End is a demonstration of a "Personalised Adventure Game." A PAG is similar to those children's books that are occasionally marketed, where the main character in the story has the child's name. The child's friends, brothers, sisters, pet shark or whatever are also included. Well, a PAG is an electronic version of that, although aimed at adults. Mission's End contains phrases such as "...another fine product of "PLAYER'S NAME" Pharmaceuticals." And so on. The game itself is complete and can be solved, although I gave up on it before I had finished it. The game reminds me a little bit of Planetfall, but has the offbeat humour of an Adventions game (Deepspace Drifter, Ditch Day Drifter etc) or perhaps it's the general humour of the US college type. The game starts in a bathroom with a severe hangover with no idea what is going on. Eventually I figured out that I was the captain of a spacecraft that had been severely damaged. I either had to get it repaired or effect an escape through the escape hatches, which required a security code. I came across an unfriendly green mould and an alien werewolf. Both situations might count as sudden death in a technical sense. Neither "creature" would allow me to leave the location until I either disposed of them or was disposed of. I had no idea they were there until I entered the locations and so if I wasn't carrying the right object, I was finished. Unsudden death, perhaps. To play, the game falls between a mid-late eighties game and an almost Infocom. There are a lot of doors to be opened by guessing which of the three keys would do the trick. The parser was torturous at times, which made the game less enjoyable than it should have been. There were a few flashes of humour, but nothing outstanding. I might be a little jaded, but I had been in similar situations before and really three locked door puzzles in a row didn't really inspire me to continue playing. There was a really annoying switch on a "transformation pistol" that managed to avoid my attempts to operate it. This might have been intended as a funny response, but it was neither funny nor logical. There must be a better way to stop me pressing an inanimate switch than that. I have played worse games than this, believe me it is not really a bad game. It could have done with a little tidying up, a better parser and a few more interesting puzzles. Beginners might enjoy playing it, the instructions included at the start of the game were pretty comprehensive. The "help" command invariably replied with a blank line. If anyone does play this and manages to get rid of the werewolf, I'd be mildly interested to know about it. - o -