Bliss: An Interactive Harrowing by Cameron Wilkin Part of Disk 1314 Reviewed by Nick Edmunds A rogue dragon has been rampaging through the land and it's quite simply the last straw when we are awakened by our Page to find our city in flames. Without even a pause for breakfast we depart post haste to dispatch the dragon responsible. It must be another one of those days because things are just going from bad to worse when we are captured on route by orcs and imprisoned in the dungeon of the evil wizard Margoth. It's exactly the sort of thing that shouldn't happen to a royal adventuring hero such as yourself. Thus, as the game opens, we find ourselves trapped and alone in a cell with no immediately visible means of escape. Fortunately orcs are a bit dim and make ideal prison guards if you're a prisoner intent on absconding. There really can't be much of a selection process for evil henchmen - maybe evil tyrants are too busy being evil to search out suitable candidates. Hatching nefarious plots must be particularly time consuming, or perhaps the wages of sin are peanuts, cos we all know what you get when you pay peanuts - YTS (although orcs are probably lower down the evolutionary scale than your average YTS). This initial prison cell imagery works well, as it's so clich‚d we can all picture the scene instantly. A few simple moves later and we're able to hack and slash our way out in the tradition of many a boys' own adventure in order to continue our quest. At this stage Bliss is almost a text version of a slash 'em up, dealing as it does with a fairly standard plot while containing some nice action involving the sort of physical puzzles that tend to be cumbersome in IF, but handled here in a simple and effective fashion. Sounds a little cheesy I know, but don't let appearances grind you down before they're hatched. Bliss may appear to be a conventional D and D style adventure but it soon begins to hint at much more. The first clue is your character's seizure-like headaches - that's never a good sign - and then your tasks seem a little too easily accomplished, i.e. Killing a dragon while armed only with a knife. If only everything in life were that simple. Bliss is also quite well written, so that the simplistic plot and puzzles don't quite gel with the literary style of the whole - or so you would think. It would appear that the fantasy world escapism that is the foundation of adventure games could have a deeper and darker side, even to the extent of blurring the boundaries of reality. Thus the interesting conclusion, that serves to question our own enjoyment of the tasks we've just accomplished, makes Bliss well worth playing to the end. The game itself is well structured and written, if a bit thin on plot, but as the initial story is merely a vehicle for a greater whole it's more than acceptable in this instance. Bliss plays well in its own right and the ending is handled deftly, as there was potential for moralising or coming across all pretentious like but the author has merely raised a point, leaving any decisions on these issues up to the player. It's also interesting to see a game based killing spree handled in this manner as I, for one, have certainly become a little immune to PC carnage and routinely slaughter thousands after my tea without a moments thought. While there have been many psychological studies into the alleged effects of violence in films and television I am not aware of any such research carried out specifically with computer games. Even should this research happen it's unlikely that text adventures will dominate any headlines when games like Quake and Doom make such convenient scapegoats and others, like Grand Theft Auto, openly court controversy as part of their advertising. Perhaps the effects of game violence would correlate closer to cartoon violence than to film violence as, at current technology levels, the game can clearly be seen to not be "real". However, as the march of technology advances and we approach the possibility of almost total immersion into the gaming environment it may be interesting to see any behavioural effects, both on the industry and the individual, that this may have. For myself I would consider a gaming environment to provide therapeutic escapism in a stressful world, much like Sue's daydreaming (Daydream Believer, SynTax Issue 72), for while I'm often bewildered, particularly at work, I've yet to confuse the two realities and bust a cap in someone by mistake. Reality can be harrowing, Bliss proves the point quite effectively and were the twist in the tale not so enjoyably shocking I might wish for my ignorance again. - o -